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Tristam's a20 mod release thread.


Tristam

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5 hours ago, PHayward said:

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?

You need the workbench from tactical action specifically. Search for "ammobench" in your crafting menu and you should find it.

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1 hour ago, ate0ate said:

You need the workbench from tactical action specifically. Search for "ammobench" in your crafting menu and you should find it.

Awesome! Never thought of that. Got it so now I can start really having fun,  Thanks

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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.

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1 hour ago, Tristam said:

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.

ill ask around, from my limited knowledge of modding it looks like an attached prefab (similar to how you do overhead health bars) so if it's not baked into the mod too hard it should be easy enough to remove.

 

EDIT: oof it's not an attached prefab it's a texture baked into resources (checked it with AssetStudioGUI). the good news is it's not attached to the gun textures/meshes so they can be removed tediously. the bad news is you'll probably have to extract all of the gun textures and repack them using Unity Assets Bundle Extractor, problem is UABE is broken atm so i dunno how you'd go about doing it. neway hope this helps m8 great work keeping TA alive and well :)

Edited by NovaZone (see edit history)
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@Tristam:

 

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)"

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2 minutes ago, InsKill said:

@Tristam:

 

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)"

 

WRN ≠ ERR. Also please note how it says "Successfully_Loaded", that's a hint. Closer look at the files mentioned in those warnings reveals this note regarding those lines:

Quote

<!-- This will log as a WRN for not able to remove -->
<!-- This is done on purpose to have a log entry showing this file was read -->

 

Personally I don't understand why the author did something like this in the first place, because the game tries to load all the mods automatically, granted they are installed correctly and when people who aren't aware of what's going on see warnings in the console, they get all worried, but hey it's what it is. Not a big deal in this case.

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1 hour ago, InsKill said:

@Tristam:

 

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?

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1 hour ago, Tristam said:

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

 

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

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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.

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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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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.

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ok

 

EDIT: can confirm it's back to vanilla rates and again thx for keeping TA going and now for the compatibility with AS. if i discover anything in the future ill post here or you need a dedicated bug tester please feel free to msg me on discord (same name) or in guppy's discord, i saw you in there the other day xD

Edited by NovaZone (see edit history)
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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.

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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.

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Awesome. Sounds great to me. I use ADS a lot so I look forward to it. Take your time. I can barely read xml so Unity is way beyond me. I can only imagine what goes into lining up the various sights/scopes/ads.

 

My two cents on re-implementing the things you removed at a later dat would be: don't do it, lol. It makes compatibility more of an issue and not everyone that loves the guns loves all of the other things. I think IvanDX was trying to balance the power of the guns with the zombie changes but it can be done better using other mods and allows for personal preference. Right now I'm using Khain's Dangerous Cities, Behemoth spawn and Roaming Hordes tweaks (100 zeds at once lol) along with feral sense on at night to make things the way I like it. Keeping it streamlined like you have it just makes things more modular and more customizable. I'd vote for putting the other features in their own separate modlet/modlets if you really want to bring them back at all. I doubt the biome stuff would look very good with A20s graphical improvements. The cherry trees were a cool concept but were already starting to look a little out of place or outdated in A19 to my eye. Just my thoughts.

 

I'll be perfectly happy with whatever decisions you make ultimately:)

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2 hours ago, InsKill said:

@ Tristam:

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


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.

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From what I recall of A19 the TA ammo was always pretty rare and didn't start til later game compared to vanilla ammo. I just started running into guns and ammo from TA in loot once I got around level 30 or so. Not sure of lootstage, but I'm only in the easy forest biome so its not high. I know I didn't run into 45acp til pretty late in a19.

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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.

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