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TacticalAction by IvanDX updated to 19.2

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Original mod thread: https://7daystodie.com/forums/showthread.php?101011-MOD-TacticalAction-A17-TrainingManual


Mod overhauled.  It's been updated to 19.2


The guns, ammo, power, range, everything has  been redesigned to be in line with vanilla gameplay.  New ammo such as 45s and 556s now cost slightly more than 9mms and 762s respectively and have shorter range, but more power.  The guns are all crafted now, and you find their schematics in the wild.  Only the tier 1 weapons can be crafted without a schematic by having their appropriate perk learned.  The Katana is craftable by learning all the books for bladed weapons, but it's worth it I promise.  Sights have been realigned, scopes and glitches have been fixed.  The guns will no longer appear in the wild in order to not offset regular loot.  Instead, they can be bought from traders or crafted.  Their mods and attachments can, however, be looted.  Lot's of items are removed in order to streamline the mod, such as the custom ingredients and ore for crafting. Now all guns use vanilla ammo, or a handful of custom ammo that closely follows suit.  All custom blocks are removed. "Gun", "Ammo", and "Mod" have been attached to appropriate items for easier searching.  Ammo boxes have been redesigned to work as Bundles that you can rebundle the ammo into.


TL;DR: This mod is now more about adding more HQ vanilla-esque guns, and nothing else.  Thanks again to IvanDX for his blessing and original work.  Without him, this wouldn't exist.

Known bugs:

  1. LAM (flashlight + lasersight) doesn't provide light with the Raging Bull
  2. Gatling sound is low for firing weapon
  3. Gatling makes an auger reload sound, complete with gas
  4. modTAPad brightness is too high and proper functionality is unknown to me
  5. Guns are setup to reset their animation properly when you switch away from them during an animation.  The animation will loop until you refresh the gun by entering its mod screen.  Recreate by switching guns during animations such as reloading.
  6. Some mods don't properly display on a gun until you refresh the gun by entering its mod screen.  Reflex sights and such are guilty of this.

Updated to v9. Lot's of changes and fixes.


Edited by Tristam
updated link (see edit history)
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The only thing I wasn't able to bring into the new world was the Beacon system...


It's cool, but don't give up on orbital beacon drops just yet. Believe Telric is working on something very similar over here with his "Thumper" system:



...I'm no author. Just a guy who likes shooting zombies.

Well said! Thank you for your time an effort reanimating this modlet. Look forward to testing the waters, an getting it working with DeceptiveJax Action Skills.

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I wouldn't be surprised if it works just fine. But when I first started, I got rid of everything that was giving me errors and slowly added things in so I could work on them one at a time. I never got around to doing the beacons again. I wouldn't be surprised if they work just fine. The animations and everything did, iirc it just didn't drop loot or summon zombies. But that may have been because there were error codes in my build, which screws everything up. I'll give it another gander later.

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Is this mod SDX/DMT or a modlet? I remember I couldn't run the original mod for some reason.


Just a regular Modlet. No SDX or DMT. The original changed some things in the localization file and the UI, so maybe you had to choose between it and something else?

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Tried it out- amazing quality. There are some things to be desired, such as better quality models, better animations (3rd person too) and hopefully better icons as well. Honestly this might be the best weapon mod as of right now imo.

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What's in the alt and alt.manifest? Just wondering if there's an xpath or dmt workaround for whatever it's doing.


Yeh it just seems to be the actual weapons, which can now all be done via xpath (which is a lot easier to install than having people copy files into different folders)... so do you have access to the .unity3d files Tristam?

Edited by Guppycur (see edit history)
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What's in the alt and alt.manifest? Just wondering if there's an xpath or dmt workaround for whatever it's doing.


a List of alt.manifest, hope i can post it here.



- Assets/AllWeapon/ALT/Mods/AimpointM3Prefab.prefab

- Assets/AllWeapon/ALT/colt1911/1911_fire.ogg

- Assets/AllWeapon/ALT/coltM1873/1873_fire1.ogg

- Assets/AllWeapon/ALT/USP9/usp_reload.ogg

- Assets/AllWeapon/ALT/USP9/uspPrefab.prefab

- Assets/AllWeapon/ALT/M249/M249_fire_start.ogg

- Assets/AllWeapon/ALT/P99/P99_fire.ogg

- Assets/AllWeapon/ALT/hk416/hk416AEPrefab.prefab

- Assets/AllWeapon/ALT/m82a1/m82overlay.png

- Assets/AllWeapon/ALT/hk416/hk416_fire_end.ogg

- Assets/AllWeapon/ALT/Mods/RMRSightPrefab.prefab

- Assets/AllWeapon/ALT/m110/m110CEPrefab.prefab

- Assets/AllWeapon/ALT/coltM1873/M1873Prefab.prefab

- Assets/AllWeapon/ALT/USP9/usp_shoot.ogg

- Assets/AllWeapon/ALT/blocks/BBQ01/BBQCookedLegPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/AirDropTempPrefab.prefab

- Assets/AllWeapon/ALT/Beretta93R/b93r_fire.ogg

- Assets/AllWeapon/ALT/trb/trb_shoot.ogg

- Assets/AllWeapon/ALT/M4A1/M4AEPrefab.prefab

- Assets/AllWeapon/ALT/glock18/glock_fire_end.ogg

- Assets/AllWeapon/ALT/ACR/acrFSPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/AirDropSPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/BeaconYPrefab.prefab

- Assets/AllWeapon/ALT/ump/ump_fire_s.ogg

- Assets/AllWeapon/ALT/Kar98K/kar98kFire.ogg

- Assets/AllWeapon/ALT/Mods/BurrisSightPrefab.prefab

- Assets/AllWeapon/ALT/m110/m110Prefab.prefab

- Assets/AllWeapon/ALT/M1894/m1894Prefab.prefab

- Assets/AllWeapon/ALT/mp5n/mp5n_fire_end.ogg

- Assets/AllWeapon/ALT/AWP/awp_fire.ogg

- Assets/AllWeapon/ALT/M4A1/M4FSPrefab.prefab

- Assets/AllWeapon/ALT/MK23/mk23socom_fire.ogg

- Assets/AllWeapon/ALT/Melee/katanaBlackPrefab.prefab

- Assets/AllWeapon/ALT/coltM1873/1873_fire2.ogg

- Assets/AllWeapon/ALT/gatling/gatend.ogg

- Assets/AllWeapon/ALT/ACR/acr_fire_start.ogg

- Assets/AllWeapon/ALT/trb/trbPrefab.prefab

- Assets/AllWeapon/ALT/mp5n/mp5nPrefab.prefab

- Assets/AllWeapon/ALT/hk416/hk416FSPrefab.prefab

- Assets/AllWeapon/ALT/glock18/glock18Prefab.prefab

- Assets/AllWeapon/ALT/M4A1/M4Prefab.prefab

- Assets/AllWeapon/ALT/AWP/awpCEPrefab.prefab

- Assets/AllWeapon/ALT/m82a1/M82_fire.ogg

- Assets/AllWeapon/ALT/blocks/BBQ01/BBQFramePrefab.prefab

- Assets/AllWeapon/ALT/ACR/acrPrefab.prefab

- Assets/AllWeapon/ALT/Mods/ANPEQ15Prefab.prefab

- Assets/AllWeapon/ALT/M249/M249Prefab.prefab

- Assets/AllWeapon/ALT/gatling/m134Prefab.prefab

- Assets/AllWeapon/ALT/colt1911/colt1911Prefab.prefab

- Assets/AllWeapon/ALT/Melee/cszAttack.ogg

- Assets/AllWeapon/ALT/M1894/m1894_fire.ogg

- Assets/AllWeapon/ALT/blocks/BBQ01/BBQRawLegPrefab.prefab

- Assets/AllWeapon/ALT/ACR/acrAEPrefab.prefab

- Assets/AllWeapon/ALT/ump/ump_fire_end.ogg

- Assets/AllWeapon/ALT/coltM1873/1873_fire3.ogg

- Assets/AllWeapon/ALT/Beretta93R/b93r_fire_end.ogg

- Assets/AllWeapon/ALT/m110/m110_sli_fire.ogg

- Assets/AllWeapon/ALT/MK23/mk23_fire.ogg

- Assets/AllWeapon/ALT/Mods/ACOGPrefab.prefab

- Assets/AllWeapon/ALT/M4A1/556_sil_s.ogg

- Assets/AllWeapon/ALT/ump/umpPrefab.prefab

- Assets/AllWeapon/ALT/M1g/M1g_Fire.ogg

- Assets/AllWeapon/ALT/mp5n/mp5n_fire_s.ogg

- Assets/AllWeapon/ALT/M1g/M1g_eject.ogg

- Assets/AllWeapon/ALT/m82a1/m82a1Prefab.prefab

- Assets/AllWeapon/ALT/M4A1/m4_fire_end.ogg

- Assets/AllWeapon/ALT/trb/trbLAMPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/BeaconGPrefab.prefab

- Assets/AllWeapon/ALT/Mods/cqbssPrefab.prefab

- Assets/AllWeapon/ALT/hk416/hk416Prefab.prefab

- Assets/AllWeapon/ALT/m110/m110_fire.ogg

- Assets/AllWeapon/ALT/Beretta93R/b93rPrefab.prefab

- Assets/AllWeapon/ALT/M1894/m1894_reload.ogg

- Assets/AllWeapon/ALT/Kar98K/Kar98KPrefab.prefab

- Assets/AllWeapon/ALT/ACR/acr_fire_end.ogg

- Assets/AllWeapon/ALT/blocks/ammobench/ammobenchPrefab.prefab

- Assets/AllWeapon/ALT/M4A1/556_sil_end.ogg

- Assets/AllWeapon/ALT/M249/M249_fire_end.ogg

- Assets/AllWeapon/ALT/gatling/gatlp.ogg

- Assets/AllWeapon/ALT/MK23/mk23Prefab.prefab

- Assets/AllWeapon/ALT/Melee/CSwordExorPrefab.prefab

- Assets/AllWeapon/ALT/AWP/awpPrefab.prefab

- Assets/AllWeapon/ALT/P99/p99Prefab.prefab

- Assets/AllWeapon/ALT/Mods/NVpadPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/BeaconHandPrefab.prefab

- Assets/AllWeapon/ALT/hk416/hk416_fire_s.ogg

- Assets/AllWeapon/ALT/Mods/EOTechPrefab.prefab

- Assets/AllWeapon/ALT/blocks/FountainS/FountainSPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/BeaconRPrefab.prefab

- Assets/AllWeapon/ALT/blocks/AirDropS/BeaconBPrefab.prefab

- Assets/AllWeapon/ALT/gatling/gatstart.ogg

- Assets/AllWeapon/ALT/glock18/glock_fire.ogg

- Assets/AllWeapon/ALT/M1g/M1gPrefab.prefab

- Assets/AllWeapon/ALT/blocks/BBQ01/BBQLegPrefab.prefab

- Assets/AllWeapon/ALT/M4A1/m4_fire_s.ogg

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Mod could be redone using Xpath now, so was hoping he had access to the unity files.


Get to it it then, Guppy. Link below.


The unity3d files are in the Resources folder of the original Chinese mod, which was listed as "Domonix's SDX". Rest of the assets were included in the updated version's "Alt" file. Looks to be originally an SDX overhaul mod. Here is a copy of the original A16.4 mod ONLY (158Mb download):




Extracting the "Alt" file along with all the .unity3d files above results in over 500Mb of assets. Let me know if you need them all extracted Guppy, and I will post another link. If the original author wishes me to remove the link above, please DM me and I will be happy to oblige.

Edited by Cernwn (see edit history)
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Some problems I've encountered: The M 110 sniper rifle when i zoom in the scope is blacked out, cant see through it. The silencer for the MP5 and the UMP 45 are not aligned properly, they float above the gun. Don't suppose anyone knows how to fix these issues? I don't have a clue.

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Some problems I've encountered: The M 110 sniper rifle when i zoom in the scope is blacked out, cant see through it. The silencer for the MP5 and the UMP 45 are not aligned properly, they float above the gun. Don't suppose anyone knows how to fix these issues? I don't have a clue.


I don't either. but the M110's scope works when you put a scope mod on it. I suspect it has something to do with the model. I didn't notice the silencer issue, since I don't use them, but you can change the alignment of things in the XMLs. I just forget which one. I never worked with that, so I don't know how much the values move things. Might be a lot of trial and error at work there.

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The unity3d files are the bundled packages someone would need to call in the XML, and it looks like the manifest provides the names for the assets in the bundle so that's doable, but I'm afraid without the actual fbx/obj files, fixing things (like that blacked out scope, or holdtypes) wouldn't be doable. It's also not a very interesting mod to me personally, since there are already many "add lots of gun" mods. War3zuk's comes to mind.


So basically you'd need to try each weapon, see which ones are "good as is", then make the XPath mod to use only those weapons. But yeh you'd need all of the .unity3d files. Interesting they kept them seperate...


Wouldn't be too hard of a project for a somewhat experienced modder, or even one who wants to get their feet wet for the first time. I'd be happy to help answer questions but have no desire myself. Adding new entities without sdx/dtm code at the moment, and that's taking all my time.

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I don't either. but the M110's scope works when you put a scope mod on it.


Ah cool, I will add a scope to "fix" it then, thanks.


Guppycur, I wouldn't say there are 'many' mods that add a lot of guns anymore. I am using War3zuk's mod which is great, and he keeps adding more guns gradually which is nice. Mayic's gun mod was great too but he doesn't seem to be working on it anymore unfortunately. So as these mods are abandoned and become unusable it doesn't leave a lot to choose from. I just can't be bothered to use the vanilla weapons anymore.

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Well the good news (in theory) is that going forward, mods like War3zuk's will be compatible in future versions, or at the very least, he'll need to load the new version of unity a19+ is on and re-export... so no more "abandoned mods", hopefully. I hadn't realized the other modders were not keeping up.

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  • 2 weeks later...
Hi! I love this mod!

Theres a bug, weapons shots doesnt detected by zombies when you are in stealth stance


Thanks for letting me know. Unfortunately, I have no idea how to fix that. I could do some digging though and get back to you.

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  • 1 month later...
  • 3 months later...

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