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Tristam's a20 mod release thread.


Tristam

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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.

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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.

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On 12/15/2021 at 7:11 PM, Tristam said:

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.

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)

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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.

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On 12/14/2021 at 8:49 PM, Tristam said:

I'm working on fixing the aim sights as best I can, but they are REALLY high compared to where the sights are. 


Here you go, bro! I've killed half a day on just two damned red sights! Couldn't complete in a weekend :(
Half of Eotech or Aimpoint mark is value of 2 of the 3rd number after dot.

item_modifiers.xml

HoloEOTech558Mod
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0364,0.15"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0337,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0337,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0357,0.37"/> +-->
            <property name="ScopeCameraOffset" value="0,-0.0375,0.37"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.0102,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0121,0.31"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M14EBR">
            <!--<property name="ScopeCameraOffset" value="0,-0.0223,0.12"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0253,0.12"/>
        </item_property_overrides>


HoloAimpointCompM3Mod

        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0354,0.15"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0335,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0335,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0356,0.37"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0376,0.37"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.01,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.012,0.31"/>
        </item_property_overrides>

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I love the class system but, for my own personal game, i added my own class to the system, The Rogue. Considering how long it takes to get the supplies to get a gyrocopter, The Rogue is a post-apocalyptic "Han Solo" with his own ride. No, it's not the Millenium Falcon, but it's got it where it counts. Because he's ex-military he dresses part military but has how own sense of dress, not being hard core military. I also put him together with a small scope and a silencer since he's a an infiltrator as well and needs to keep silent but not unbelievable silent. I really suggest if you make your own Rogue, make him part of a group.

 

I added in the Gyrocopter 3-seat, Magbow, and Gynacher's Bright Goggles mods so "The Rogue" could have some specialist weapons and equipment and his ride can be shared. It's good to have one guy, in the air, keeping an eye on things and scouting ahead, especially if the game is set to higher levels.

 

I love this game but it takes FAR too long, with all that's out there, to get all those benches put together and i enjoy grinding but i don't want it to be my character's primary way of life. 

 

Personally, and this is just me talking about my take, i disabled the 7 day attack and just added mods for more "roaming" groups of zombies, it makes the game interesting.

 

Again, this is just me.

Edited by Kilroy5150 (see edit history)
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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.

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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.

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2 hours ago, Tristam said:

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.

 

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).

Edited by mr.devolver (see edit history)
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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.

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3 minutes ago, Tristam said:

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

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. :(

Edited by mr.devolver (see edit history)
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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?

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6 minutes ago, Tristam said:

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?

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. :(

Edited by mr.devolver (see edit history)
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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?

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Just now, Tristam said:

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?

Yeah, the original version that was released ages ago for A19 worked only on dedicated servers at first, but ZehMatt later released a non-server version, so that you could easily play it on your local computer. It worked pretty much out of the box, but you should keep in mind that default settings may be a little bit too harsh for one person to handle (that is if you don't plan to play with friends), but either way it's best to check out the settings in the xml file and set your own values there if you find the default values inappropriate. There's now a new unofficial version for A20 made by Ragnar which is pretty much the same with some minor improvements, so I tried that and it looks like I will give up on it once again. Incompatibility with mods you wanted to try is no fun. If it was a matter of xml, I could try to come up with a fix myself, but WalkerSim is a compiled C# code which requires a lot of insight to the game internal systems, that's a whole new level.

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15 minutes ago, CandySora said:

Im a little confused on the tokens, it says we can't craft anything with them, theres options but when you try to make something with them theres nothing you can do.

 

It was a bit of a guesswork for me too, but eventually I figured out that to use them in crafting, you need to put that empty bag down on the floor and then use it as a workbench where these tokens can be turned into items.

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So, many of us noticed silencers\suppressors  sound problem since A19 with Tactical Action. You put suppressor on, but the sound is previous and loud, of bare barrel. Moreover, this affects zombie trigger by sound. Native loud sound travels about twice as much.

Here is the fix. You should find sections of <item_modifier name="PistolSuppressorMod" and <item_modifier name="RifleSuppressorMod" in "item_modifiers.xml" of mod, and replace those whole blocks of XML with following: 
 

Spoiler

    <item_modifier name="PistolSuppressorMod" installable_tags="pstmzl0" modifier_tags="barrelAttachment,pstmzl0" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="EconomicValue" value="800"/>
        <property name="UnlockedBy" value="modGunSoundSuppressorSilencerSchematic"/>
        <property name="CustomIcon" value="PistolSilencerMod"/>
        <item_property_overrides name="*">
            <property name="Sound_start" value="pistolsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2MK23">
            <property name="Sound_start" value="mk23_s_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT1Colt1911">
            <property name="Sound_start" value="pistolsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Glock18c">
            <property name="Sound_start" value="pistolsil_fire"/>
            <property name="Sound_loop" value="pistolsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3Beretta93R">
            <property name="Sound_start" value="pistolsil_fire"/>
            <property name="Sound_loop" value="pistolsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <property name="Sound_start" value="smgsil_fire"/>
            <property name="Sound_loop" value="smgsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <property name="Sound_start" value="smgsil_fire"/>
            <property name="Sound_loop" value="smgsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3KRISS_Vector">
            <property name="Sound_start" value="smgsil_fire"/>
            <property name="Sound_loop" value="smgsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <effect_group tiered="false">
            <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="silencer"/>
            <triggered_effect trigger="onSelfEquipStart" action="SetTransformChildrenActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleFlash"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.1"/>
            <passive_effect name="DegradationPerUse" operation="perc_add" value="0.5"/>
        </effect_group>
    </item_modifier>
        
    <item_modifier name="RifleSuppressorMod" installable_tags="rifmzl0" modifier_tags="barrelAttachment,rifmzl0" type="attachment">
        <property name="Stacknumber" value="1"/>
        <property name="CustomIcon" value="RifleSilencerMod"/>
        <property name="EconomicValue" value="950"/>
        <property name="UnlockedBy" value="modGunSoundSuppressorSilencerSchematic"/>
        <item_property_overrides name="*">
            <property name="Sound_start" value="556sil_fire"/>
            <property name="Sound_loop" value="556sil_fire"/>
            <property name="Sound_end" value=""/>
            <property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
        </item_property_overrides>
        <item_property_overrides name="gunRifleT3M110">
            <property name="Sound_start" value="762Nsil_fire"/>
            <property name="Sound_loop" value="762Nsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SCAR_H">
            <property name="Sound_start" value="762Nsil_fire"/>
            <property name="Sound_loop" value="762Nsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3SA58OSW">
            <property name="Sound_start" value="762Nsil_fire"/>
            <property name="Sound_loop" value="762Nsil_fire"/>
            <property name="Sound_end" value=""/>
        </item_property_overrides>

        <effect_group tiered="false">
            <triggered_effect trigger="onSelfEquipStart" action="SetTransformChildrenActive" active="true" parent_transform="#HeldItemRoot" transform_path="Barrel"/>
            <triggered_effect trigger="onSelfEquipStart" action="SetTransformChildrenActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleFlash"/>
            <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.3"/>
            <passive_effect name="MaxRange" operation="perc_add" value="-.3"/>
            <passive_effect name="EntityDamage" operation="perc_add" value="-.2"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value="-0.2"/>
            <passive_effect name="DegradationPerUse" operation="perc_add" value="0.5"/>
        </effect_group>
        <property name="PickupJournalEntry" value="augmentGunsTip"/>
    </item_modifier>


The essense of this fix is correct sound names containing "sil", not "sup". sup - is original, bare barrel loud sound.

Yeah, I know, that IRL one can't get rid of sound of bullet snapping sonic barrier with any muzzle device on rifles. It's not 100% muting on standard rounds. You must use subsonic rounds + closed type muzzle device (silencer) to be trully silent. But any suppressor should hide the flash and mess with the sound at least to disperse and deform it, so other people would have hard time finding you by sound, at least harder than with stock barrel or open type muzzle devices (which are mostly used for recoil control and gas flow direction).

If this won't be included in mod over time, I'll post it as XML mod, in order not to edit original mod files each time.

Edited by Ragnar (see edit history)
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On 12/24/2021 at 8:44 PM, Ragnar said:

So, many of us noticed silencers\suppressors  sound problem since A19 with Tactical Action. You put suppressor on, but the sound is previous and loud, of bare barrel. Moreover, this affects zombie trigger by sound. Native loud sound travels about twice as much.

Here is the fix. You should find sections of <item_modifier name="PistolSuppressorMod" and <item_modifier name="RifleSuppressorMod" in "item_modifiers.xml" of mod, and replace those whole blocks of XML with following...

Excellent! I knew something was going on for a while with the silencers. TA was always a great mod but its been in need of some TLC for a while now. Nice to see the community doing just that now. Thanks for the scope fixes above as well. I managed to figure out how to put that into the xml so I may as well try to put the silencer changes into my game now too.

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I love the mods but I am having issues crafting ammo for the new guns. The ammo shows up in my crafting menu, it shows that I need to have a workbench (which I have) and I have all the materials but the workbench doesn't give me a 'craft' option. It is not shaded like I am blocked or I need a perk or skill so I don't know what I can do?

 

Do you have any suggestions?

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