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Tristam

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Everything posted by Tristam

  1. That wasn't a problem, I was just making the choice not to do that since you could make ammo at the Ammo Bench, and I didn't want to unbalance the drop rate of normal ammo. But after playing with it, I realized the Ammo Bench is locked behind, essentially, learning the Workbench first. Now that no working Workbenches can be found in the wild, that's a problem. By all means go for it. Keep the loot fair, and I'll give you full credits. I'm working on lining up the weapons in Unity atm, so any help is appreciated with other issues. Oh, and for those who are curious, yes, I've found out how to remove the pop-up text that shows the weapons' names and will be doing so.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  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. 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. 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?
  12. 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. ReClass update for Tactical Action compatibility.
  14. 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?
  15. 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?
  16. Probably because quests usually involve killing zombies or something. Glad it worked out for you, so to speak.
  17. 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.
  18. Summary: (a short description of the bug) Game Version: (A20 b233) Platform: (PC) OS/Version: (Windows / Linux / Mac) CPU Model: (Intel i7 9700K) System Memory: (64B) GPU Model and VRAM: (nVidia GTX 1070 40,000 MB) Screen Resolution: (2560 x 1440) Video Settings: (Ultra) Game mode: (SP/RWG using a world from world edit with the FunPimps™' LOOTTest prefab, 512x512) Did you wipe old saves? (No) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (No) EAC on Status: NEW Bug Description: When you make 2 Bundles of ammo, of any kind, at the same time (rather than 1 que'd up behind the other) only 1 Bundle of ammo will be produced, at the halfway mark of crafting (so 4 min into an 8 min craft) but it will consume the materials for both bundles. This ONLY OCCURS if all the outputs for the workbench are filled and the bundles try to output directly into your inventory. I.E: I craft 2 bundles of Magnum ammo at the Workbench. Resources for both bundles are consumed, and an 8 min crafting timer starts. 4 mins in, 1 bundle output to my inventory and the 2nd is canceled but no crafting materials are refunded. Detailed steps to reproduce the bug: 1) Start a new game 2) Use the console to turn on CM and DM 3) Use the crafting menu to give yourself the following: 1 Workbench; 1000 Gunpowder; 1000 Brass Casings; 1000 Bullet Tips; 1 of EACH Magnum Magazine (to unlock bundle crafting) 4) Read the Magazines to unlock Bundle crafting for the Magnum bullets 5) Place the Workbench 6) Fill the output slots of the workbench with items. 1 gunpowder in each slot works fine. 7) Use the gunpowder in your inventory to find the recipe for Magnum Bundles 😎 Increase the crafting count to 2 9) Start crafting both bundles simultaneously, it should take 8 mins by default 10) 4 mins into the crafting, 1 of the bundles should appear in your inventory and the other should disappear Actual result: You spend enough resources for 2 bundles of ammo and only receive one Expected result: You spend enough resources for 2 bundles of ammo and receive both Output Log: https://pastebin.com/MVLhzYbb Screenshots:
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