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Izayo

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Posts posted by Izayo

  1. 2 hours ago, dovadork03 said:

    Hi, I'm having some problems being able to craft some my weapons. I believe it is a problem on my end but I don't know what, as the console keeps printing out this message:

    2024-02-12T21:14:48 62.979 WRN XML patch for "progression.xml" from mod "A21IZYfirearmshotgunPV" did not apply: <insertAfter xpath="//crafting_skill[@name='craftingShotguns']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @tags='gunShotgunT1DoubleBarrel']">
      <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="IZYgunT1TradshotgunModel1887" />
      <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="IZYgunT1SupershotgunSPSinglebarrelSG" />
      <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="IZYgunT1TACshotgunCTS1M590S" />
      <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,100" value="1" tags="IZYgunT1AutoshotgunSaiga12G" />
    </insertAfter> (line 4 at pos 3)
    2024-02-12T21:14:48 62.979 WRN XML patch for "progression.xml" from mod "A21IZYfirearmshotgunPV" did not apply: <insertAfter xpath="//crafting_skill[@name='craftingShotguns']/effect_group/passive_effect[@name='CraftingTier' and @tags='gunShotgunT1DoubleBarrel']">
      <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="IZYgunT1TradshotgunModel1887" />
      <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="IZYgunT1SupershotgunSPSinglebarrelSG" />
      <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="IZYgunT1TACshotgunCTS1M590S" />
      <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="IZYgunT1AutoshotgunSaiga12G" />
    </insertAfter> (line 11 at pos 3)

    Any help would be appreciatred, thanks.

    sound like you did something wrong at line 4 and 11  try copy the original then replace the lines. 

    0012.png

     

    here is the original line 4 and 11

    <insertAfter xpath="//crafting_skill[@name='craftingShotguns']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @tags='gunShotgunT1DoubleBarrel']">	
          
    <insertAfter xpath="//crafting_skill[@name='craftingShotguns']/effect_group/passive_effect[@name='CraftingTier' and @tags='gunShotgunT1DoubleBarrel']">	

     

  2. LMG.thumb.png.7508dcd1081d07c0ae67a376636baa71.png

    On 2/5/2024 at 8:18 PM, wolverine576 said:

    Can you add a set of links to each of your gun packs? 

     

    5.56 pack : https://community.7daystodie.com/topic/32919-a21-556-gun-pack-v2-153/   V.2

    9mm pack : https://community.7daystodie.com/topic/34102-a21-9mm-gun-pack-12/  V.1 

    shotgun pack https://community.7daystodie.com/topic/32380-a21-shotgun-pack-v31-completed/ V.3.1 completed

    7.62 pack https://community.7daystodie.com/topic/33605-a21-762-gun-pack-13/ V.1 (v2 early release in page 5)

     

    lastest version of make_mods_visible_mod is in the 7.62 pack early v.2 release (try install this one last)

     

     

     

     

  3. 22 minutes ago, Black_Wolf said:

    Fine by me, so long that the spread is adjusted accordingly ^^

    how about trade-off accuracy with rate or fire , magazine capacity? . if people want to use long range , high damage pistol they should go for single pistol. 

    I was plan to replace SMG with dual wielding type then move SMG to automatic perk instead because they're too strong for gunslinger perk.

    here is a plan for Akimbo group  :  T1 Akimbo CZ-75 (20 rounds) > T2  Akimbo M9 beretta (32 rounds) > T3 Akimbo Glock-17 (40 rounds full-auto) > T4 Akimbo micro UZI (60 rounds full auto)

     

    A.22 seem coming close , I hope the new alpha still support my weapon pack so I can continue with it. if not I'll stop at 9mm. pack and cancel the rest.

     

  4. asking you guys is it ok to have dual wielding non-aimable ? since I have so much problem with transition from idle > aiming is kinda buggys , the hands will swing to the left screen since I'm using pipe SMG holdtype.

     

    right click will be replace with 2nd fire button , the gun will  still fire left to right because the game doesn't separate gun's magazine mechanism

     

    11123.thumb.png.81d4487cb17f159a4641a45301b83dac.png

  5. 17 hours ago, BFT2020 said:

     

    You were looking at some of your new weapons as being a T4 version at one point while you were developing the mod.  That is probably leftover code when you decided to simplify them back to T3 but didn't update that portion of it.

    yep. might be... 

  6. 14 hours ago, Dispentry said:

    Well, I guess its just a visual bug. I tried a singleplayer cheatmode and it unlocked at lvl 85. Auto shotgun unlocks at level 60, btw, so they do not correspond.

    oh yeah you're right , I don't know why I set all of T3 at 80+

  7. 8 hours ago, Quaadet said:

    Arh yes... Didn't spare that one a thought. That's quite true!

     

    btw is it on purpose that some of the ammo is not lootable? the 30.06 (forgive me if names are wrong) and 4.45 bullets I can only get when crafting them.

    I have not make these packs for A21 yet.  those are just a patch made by someone from A20 mod packs

  8. 2 hours ago, Quaadet said:

    I disagree. All T3 and T4 smg's have less ammo cap and mod options, and damage less than the 5.56 bullet rifles. The gunslinger perk is the one making them equal to the rest of the guns. 

    A personal opinion. I may have done the math wrong. :)

    you forget that you can carry 300rounds of 9mm/ slot  , also 9mm. are cheaper to craft and easier to find in loot or quest. 

  9. 3 hours ago, Black_Wolf said:

    Izayo, i suppose you will work on making some of the attachments visible in the future? I noticed that most guns don't have the bipod model or foregrip when equipping them.

     

    Aside that, everything works perfectly, one very small detail i noticed is that when you equip a silencer, it is still possible to see some "light" reflection of the muzzle flash on the front of the weapon, even though there is no muzzle flash, it's barely noticeable and shows up only on higher settings, but i just wanted to let you know in case you wanted it to be perfect ^^

    - some grip mods are barely visible like Groza will have a little cover on the barrel , AK15 will have a small rail on top of the handguard

    - the silencer still produce a small light source , that's normal  

    - assault rifle group will not accept bipod and drum mod (maybe I forgot to take out the tags) 

     

    here is a fix (guns cost , new m60 stat ) : https://drive.google.com/file/d/1h824OUdOcELjNyt-tbV8lEmh0IuswYDa/view?usp=sharing

  10. ***Early Release (1.5/3) 17/01/2024***

    15update762.thumb.jpg.02944e11d6031da7496c506cd73eccdf.jpg

    - 5 new guns (Assault Rifles, LMG)

     

    270mb.

    GD link : https://drive.google.com/file/d/1CH4TncAW8hQIBR6yjrxcw9lpnB_X--Ub/view?usp=sharing

    Mega link https://mega.nz/file/4QxkBIbT#FtP33bIwiavTcquGMie_69fC3PTtiicnuKIR6l_CBtk

     

    only Groza-1 and AK-15 used custom hands animation (its took so long to do)

    I removed progression unlock icons , so you guys better backup your save before install. but I can continue with my save no problem.

     

    *** new mod require***

    - "SOUND_OverRide_by_Alter"  (included in the pack)  thanks to Alter 

    basically it remove all the sounds that came with any holdtypes so I can customize FPV hands with no problem.

    20240117102448_2.thumb.jpg.7052fb9ddd534034412c471ab851ff05.jpg

     

    *** Delay ***

    - LMG group

    - Sniper / Marksman Rifles group

     

    *** removed / canceled ***

    AK-109 (replaced with AK15 )

    VZ-58 (AK47S alternative)

    RPD (old model I got from A20 ver.)

  11. 1 hour ago, kazutopia said:

    Hi Izayo. I just started modding the game. I'm wondering,  your mods keep mentioning the visible_ mods_mod, but I can't seem to find it anywhere. Can you post me a link here please. 

    Thanks 

     

    22 minutes ago, BFT2020 said:

    It’s part of Izayo’s mods, there are two folders in each mod pack - the main weapon mod and the visible mods mod.  If you download multiple weapon mods, you only need one of the visible mods mod

    lastest version (Ver 2.31) now are in the shotgun pack v3.1 .  try install shotgun pack as the last one.

  12. 7 hours ago, Black_Wolf said:

    Hey Izayo, while i was playing i was lucky enough to find a PPsh-2000, though i noticed that when i equipped a drum mag or an extended mag mod, part of the magazine model was missing (literally invisible).

     

    yeah the new version visible_mods_mod did this, I  just hope people will not notice this untill I update 9mm and 5.56 pack . basically I writed an .xml to hide object name "magazineORG" (original magazine mesh name) when magazineA (extend mag mod) attached or drumA (drummag)  attached. 

  13. 16 hours ago, Black_Wolf said:

    Everything seems to work just fine, the only problems i noticed is:

     

    The M60 firing sound plays on the spot where the bullet hit, for example if i shoot to a wall in front of me, i will hear the sound coming from the wall etc.

    The same problem happens with the Groza 1, but only if i equip a suppressor.

     

    Also the groza can mount a 4x but the M60 can't?

    Most of the attachments don't show on the Groza's model, but i think you still have to work on it ^^

    And i love the 2x on the m60!! such a unique scope!

    I forgot to add sound.xlm,  all non sniper rifle will not accept x4 x8 (4x in groza are not intentional)

  14. 7 hours ago, Phoenixdive said:

    I've noticed that a lot of weapon mods suffer from a problem when ADS'ing , the weapon is pulled back into the camera and then forwards into position, briefly but noticeably filling the entire screen with the back sights.  It does not happen with all weapons, but I've noticed it happen across several different mods by different authors.

    This happens, for example with the M4 terminator from this mod. 
    Why does it happen? is it fixeable? 

    anything that uses AK or m60 holdtype with scope will smack to your face when aim, there is a fix yes, but i'm not gonna spend another half year do it (re-animated the hands)

    . they're also happens to the vanilla guns you can try. sadly we have to live with it

  15. 6 hours ago, An Overburdened Warrior said:

    Has anybody reported any issues with the explosive shells? It seems like they're firing from inside the player, dealing damage to them before travelling forward. I've tested several of the shotguns, and even patched the ammo the work on the vanilla shotguns, but I'm still having the same issue. Any ideas?

     

    Don't fire them off the porch of your wooden house if you're using the fire mod. 😂 

    Use lastest Customparticleloader (by closer_ex) version (included in the pack.) check for the version in .txt

    1.4.5

  16. 14 hours ago, Black_Wolf said:

    i'm just so excited of seeing with what animations you'll come up with Izayo.

    Another question: will you eventually also make something for explosive weapons? Like maybe grenade launchers?

    Can't tell. TBH I rarely play 7 days to die nowaday, I'm not productive as I used to be. 

  17. 18 hours ago, Rhadamanthus said:

    When i extracted it was one jumbled mess unlike all the other ones and I could not get it to work.

    Black_wolf made a tutorial video , go check it out in the first page. hope this will help you.

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