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Tristam

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  1. The issue is that SMXui is loaded earlier in the game. Mods are loaded in 7 Days in alphabetical order, so renaming your ReClass folder to "zzzReClass" solves the issue. Just know that this might cause other compatibility issues you didn't have before. So be prepared to rename other folders as needed, and make sure to backup your saves jic.
  2. While I consider the Tactical Action mod my baby too, now, it's not mine to give or take permission for. IvanDX gave me his blessing to update it but if you want to get permission to do your own thing with it, I'm not the one to ask. Between you and me, though, I hope that he gives you the green light. GL. And thanks for the praise. It makes it easier for me to keep up the work.
  3. updated ReClass. Thanks mr.devolver Not that I know of off the top of my head, but I'll look into it. There are some options to play with for that, so I might be able to make something happen. No promises, but fingers crossed.
  4. I remember now why it's like that. TA adds the ability to disassemble ammo. Put it on your toolbar and left click. Since you can turn any vanilla ammo into TA ammo, its loot is low.
  5. I appreciate your appreciation. Once I find the patience to learn Unity, I think I can really get these iron sights down. Who knows? Maybe one of these days I'll start adding in my own weapons? Don't hold your breath on that last bit, though. Sure, upload your work, magejosh. I'm interested in looking it over. Worst case scenario, it can probably become an addon to the mod. Maybe I should upload this to the Nexus so that people can upload their addons there and have all our mods easily linked together?
  6. It is, but it shouldn't be TERRIBLY rare. The concept was to not interfere with the vanilla loot too much. Having a few new ammo types would have watered everything down and made it harder to survive. New ammo can be made at the Ammo Bench, so it's not completely out of the question to have some, but I'll have to look into the actual loot drops rather than the loot table to make sure they're showing up as often as they should.
  7. Tactical Action updated.
  8. I appreciate the appreciation. Here's hoping IvanDx does come back. He runs circles around me. Thanks for the help with the ammobench. I recently learned about that, but I never use the bench myself so I didn't notice. I'll be happy to update the mod. Yeah, I got rid of all the appliances as well as the changes to foliage, the fat Hawaiian zombie, and Screamer. Some things weren't behaving with a20, especially with the new city changes. I opted to get the guns working and then think about those later, but rn I'm thinking about leaving them gone. Right now, I'm updating all the iron sights of the guns since they're WAY off. But I can't pivot or rotate the weapons since I don't know how to use Unity. So I'm just sorta sliding them around the screen with ScopeOffset as best I can. It's not ideal, but it's all I've got atm. I've got some fixes for the major weapons done already, and I'll release as soon as it's done. Then, I'll think about doing minute adjustments to some of the assault rifles whose iron sights are a smidget to the right. Which would be a problem when trying to snipe with them.
  9. Hey, updated the file. Made a mistake and forgot to get rid of the pumped up values I was using for testing. The original file I uploaded was giving 10x as much exp as it was supposed to.
  10. I made a patch for you.
  11. TA uses vanilla tags. It works with the vanilla perks, I made sure of it. So long as AS does the same, you should be good out of the box.
  12. Yeah, IvanDx wanted it known that the mods were working just fine. It was a personal preference I chose to respect. Those yellow errors won't hurt anything. What? Are they conflicting or something? Or are they just not being picked up by the new skills?
  13. Idk how to do that. Last I checked, IvanDX was going to with the original mod, but nothing came of that att. Here's hoping he has an update for us one day.
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