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Posts posted by Tristam

  1. 5 hours ago, CrimsonKing said:

    Reclass doesn't appear to be compatible with SMXui keep getting errors when crafting with the bugoutbag


    ERR [XUi] Error while updating window group 'workstation_bugoutbag:

    EXC Object reference not set to an instance of an object


    is it possible to make this compatible with SMXui?

    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.

    • Like 1
    • Thanks 1
  2. 29 minutes ago, DDzu said:

    Hi there, Tristam!

    I'm really greateful you keep this mod up to date! But I always was interested only in guns that mod provides, so I cut everything else, keeping only guns, mods, and ammo. It was my personal variation I used with friends, but I think maybe I should share? I have no intent to create seperate mod, I was just thinking if I can share it with you and you will do with it what you want.

    Also great work with scopes, they much more reliable now!

    EDIT: I should mension I talk about Tactical Action, lol

    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.

    • Like 2
  3. updated ReClass.  Thanks mr.devolver

    10 minutes ago, HYper said:

    is there any way to fix the off centerness when placing the ammo bench? the name of it is changed but that off center is still there.


    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.

    • Like 2
  4. On 1/4/2022 at 1:48 PM, Ragnar said:

    One can, but it's rare. Been playing for 4 days with version pre 04.01.2022 and found couple of ammo packs alongside with guns in gun-related loot containers. While I have about 1200 vanilla 7.62 rounds, 800+ shotgun shells, 1000+ 9mm,  I've found only one pack of 5.56, 300 rounds of LongColt and 1 pack of .45.

    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?

    • Like 2
  6. 5 hours ago, InsKill said:

    @ Tristam:

    I cannot find any of TA ammo in loot - this is intended?

    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.

    • Like 1
  7. 4 hours ago, ate0ate said:

    Thank you so much @Tristam for keeping this mod alive. I don't know if IvanDX is planning on making a return so without you, this mod wouldn't be available at all right now.


    A small issue I noticed using the ammobench, the player backpack doesn't open when you open the workstation so you cannot see your inventory and the compass stays displayed on screen so the name of the bench is unreadable. You can just add both to the ammobench in xui.xml

    <window_group name="workstation_ammobench" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">


    I'll leave a link to the xui.xml for anyone who doesn't feel like editing it real quick right here.


    On a side note, as I was perusing the xml I was reminded of the old TAmicrowave, TAoldstove and TAwalloven. Were they removed from the mod? Its fine if they were, I was just wondering. I had actually forgotten about them. I think streamlining this mod and refining it into the weapons and ammo is a fine idea really. If they are still in somewhere then I did not add the backpack and compass changes to them, just the ammobench.

    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.

    • Like 1
  8. 5 hours ago, NovaZone said:

    dude! hell's yea!! tyvm! :D


    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.

  9. 5 hours ago, NovaZone said:

    dunno but i killed at least 50 zombies with TA guns and 0 AS skill improvements i killed 7 with a normal pistol and boom lvl 1 *shrugs*. sry for the late reply i don't have email notifs enabled and primarily use discord

    I made a patch for you.

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  10. 6 hours ago, mr.devolver said:


    I'm using both TA and AS mods. Making them compatible should depend on tags used on weapons of TA. If TA uses different tags than vanilla, they may not be picked up by AS mod. I honestly don't know, because I haven't tried TA weapons yet, or maybe I did but didn't notice any difference lol

    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.

  11. 1 hour ago, InsKill said:



    First of all - thank you for your work with mods!

    I using TA and ReQuest and found that ReQuest throwing some warnings in console:

    "WRN XML patch for "blocks.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\blocks.xml']"  (line 4 at pos 3)

    WRN XML patch for "items.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\items.xml']"  (line 4 at pos 3)

    XML patch for "recipes.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\recipes.xml']"  (line 4 at pos 3)

    WRN XML patch for "quests.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\quests.xml']"  (line 4 at pos 3)

    WRN XML patch for "traders.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\traders.xml']"  (line 4 at pos 3)"

    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.


    6 hours ago, NovaZone said:

    now to try and figure out how to add TA to JaxTeller718's Action Skills lol

    What?  Are they conflicting or something?  Or are they just not being picked up by the new skills?

  12. 1 hour ago, NovaZone said:

    love TA so far but would it be possible to remove the reminder of which gun I'm using every time i switch to it? if not it's fine just breaks muh immersion a little bit

    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.

  13. 7 minutes ago, mr.devolver said:

    There are zombies in my game, but they are handled by WalkerSim mod instead of the vanilla game code and for that to work, you have to set Enemy spawnings to OFF in your game which simply means turning the vanilla zombie spawning system OFF, so that the zombie spawning logic can be replaced by the one from WalkerSim mod. Apparently that has some negative side effects on the game - no zombies spawned during quests such as buried treasure and quests from mods such as yours cannot be activated.


    What I was trying to achieve in my game? More zombies with less predictable behavior (handled by WalkerSim mod) and your quests mod (among other things). Unfortunately they don't seem to like each other. :(

    I didn't know this mod was released.  I wanted to try it for ages and was pining for its concept across all games.  Does it work fine with your A20 game?  Anything I should know before I try it?

  14. 3 minutes ago, mr.devolver said:

    Yeah, well it works, but doesn't really make me happy, if you understand what I mean. I wanted both, turns out I can't have them both. Tough decision, but I did remove WalkerSim back in A19 for different problems that I ran into and it looks like none of it was fixed and now this... I think I will go back to vanilla zombie spawning system. :(

    So what are you trying to achieve with your game?  No zombies but having quests to do for fun here and there?  Like what? The fetch and bury quests only or something?

  15. 24 minutes ago, mr.devolver said:


    Damn, looks like a false alarm again lol. This is the second time in a week I reported a bug in a mod and it turned out the problem was elsewhere, I apologize!


    So the problem is kinda weird one, but I'll try to explain because I have a feeling that many people could run into the same problem. The problem is that I'm playing with disabled enemy spawning. Now, I know this sounds silly, but I'll explain. There's this mod called WalkerSim. It's a mod that completely replaces zombie spawning in the game, so settings vanilla enemy spawning to OFF here just means that you're SWITCHING from vanilla system to that one from the mod. Unfortunately, with enemy spawnings disabled, the game doesn't let me activate your quest items. As soon as I turned enemy spawnings ON, it allowed me to activate your quest items. It's weird and it's already a second issue I have with WalkerSim mod. The first issue was that it completely ignores vanilla zombie spawning events (ie. when you're digging out buried treasure).

    Probably because quests usually involve killing zombies or something.  Glad it worked out for you, so to speak.

  16. 1 hour ago, mr.devolver said:

    I installed both TacticalAction and ReQuests. I crafted the board, placed it, opened it, purchased couple of quests and tried them all and... none of them worked... Read option is grayed out and when I try to press the key to read it anyway, the game tells me "You cannot accept this quest at this time".


    Just to be clear up front, I know that you've mentioned that some quests don't work and you suggest to cancel them, but the issue I have here is that I cannot accept them in the first place.

    Rename your mod folder to Mod1 or something random, make a fresh new mod folder with just Tactical Action and Requests.  Make sure your game is verified and you launch without EAC by using the .exe in the game folder.  Start a new game so you don't wipe your old one, and use creative menu to see if it works this time.

    Sounds like some interference or something with another mod atm.

  17. 4 hours ago, Jlane409 said:

    right, but i could not attach the suppressor to the 1911, P99 or the UMP9 (i think that was the name of the other one i found)

    Not every mod is going to work with every weapon, by design.  IvanDX wanted it that way and I'm honoring it.  Especially because I couldn't put a silencer model on it.

  18. 4 hours ago, Jlane409 said:

    For TA, do the mods work like normal vanilla mods? like do they increase the weapon stats at all or are they basically just cosmetic? I had found a few pistol suppressor that i could not attach to any pistols, only the MP5N, but it didnt have any effect on the sound, like the normal vanilla one does.

    Yeah, they all do things. Not all of them have custom sounds, but the zombies should react differently regardless.  Unless  I did something to it in a19 that I don't remember, but I highly doubt it.  TA mods only work with TA weapons.  Some vanilla mods work with TA mods though, so experiment.

  19. 30 minutes ago, iicecube said:

    Will the ammo and weapon mods work on vanilla weapons as well? 

    The new ammo only works on the new guns.  Same with the mods.  The new guns that work with vanilla ammo... work with vanilla ammo.  I tried to stay true to IvanDX's design, out of respect for the original author.  And I didn't want to use the new mods with the old guns without them showing up cosmetically.

  20. 4 hours ago, Vlinch said:

    From what I've seen, the crosshairs are removed when using the sights.


    Quick question, would it be possible to remove the main screen change? I've seen a couple mods that do this now, but honestly I'm just after the starter class system, which is requiring me to make other weird changes to the game by adding Tact, and requiring a main screen change. I'd honestly just like to have the class system without any other changes, but I can understand if some of the starting classes have weapons from Tact in them, thus requiring Tact to be included in my mod order.


    Thank you!


    7 Days To Die\Mods\TacticalAction\Config\XUi_Menu

    Delete that Xui_Menu folder to get rid of the main menu screen change.


    As for the start class system, I'm looking into making a new one, that will completely replace this one.  I imagine you'll like it better, and it'll be much more balanced, so I haven't been giving much thought to the current one.


    9 hours ago, ate0ate said:

    I can't believe you got TA working so quickly! I love the weapons this mod adds. Personally I'm glad you stripped out the other changes to Tactical Action and left just the guns. I actually do like many of the other features that were in it, but I think it makes more sense leaving them separated from the guns themselves, especially since changing zombie behavior and world generation can lead to more conflicts. If you do decide to add those features back at some point I would like to request making them independent modlets, if that is possible or reasonably simple of course. I can't wait to give this a try now. Are the gun sights so far off as to require the standard game crosshair or do I just need to aim a little high?

    Yeah, it was a high priority for me since I didn't want to play a20 without it.  And yes, I'll tryhard to make the changes separate, if I can.  I'm working on fixing the aim sights as best I can, but they are REALLY high compared to where the sights are.  I've got a partially done bit rn, but it takes a while.  I basically have to make adjustments to the file, load in from the main menu, and then try again and again and again.  I wised up and made 10 entries for each gun, and screencaps to compare my changes, but it still takes a while.  I've also ran into issues with some guns like the UMP, which worked fine in 19, but now I can't get the sights to line up.  It's like the gun is leaning backwards a bit.  So I've compromised by zooming in on the gun , but that means you can only use the far end scope, instead of both as it was meant to be.  Better than nothing, though.

    Some of the guns translated just fine.  Seems like anything that zooms, worked fine.  It's the pistols, revolvers, and shotguns that needed the most work, with the smgs and half the assault rifles needing less.  I'm on it though, hold tight.

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