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(1.1) IZY-All in One Gun Pack v.3.0 (updated)


Izayo

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3 hours ago, BFT2020 said:

No issues noted at all.  I did it two different ways:

 

First load, original mod only (no optionals)

 

Second load, all optionals installed

 

logfile from both loads, no errors in loading entityclasses which is the error you guys are getting.

 

https://pastebin.com/5ZWZXeTv

I just found out that the problem seens to be with the particle loader, not sure why. If i delete the folder, i get no errors from the game, but every time i click "Exit" the game crashes.

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Awesome work, Izayo!

 

I seem to be missing the PistolHoldStyle and the Advanced Repair Kit in-game despite having the files in the mod folder. I'm not sure if I'm missing something. Everything else that I have tested seems to be in working order.

 

Version: 2.2

 

Thank you

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17 hours ago, MrBodie said:

Awesome work, Izayo!

 

I seem to be missing the PistolHoldStyle and the Advanced Repair Kit in-game despite having the files in the mod folder. I'm not sure if I'm missing something. Everything else that I have tested seems to be in working order.

 

Version: 2.2

 

Thank you

you can craft pistol holdstyle mod  and put it in the cosmetic slot in any pistol type it will change the way you hold pistol in first person view

 

advanced repair kit are for the T4 gun

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Awesome mod love the addition with the extra weapons, this was a must for me last alpha. 

 

I have come across and issue with demos. When I use a xml edit in entityclass to disable the ability to detonate them via C4 Button it appears the edit conflicts with something in the folder named "0-CustomParticleLoader". When the demo reaches 0 health it will immediately detonate without triggering its C4 Button. When I delete this folder the issue stops and they have no detonation ability.

 

This is the xml modlet i add to remove the explosive ability from the demos. 

<configs>

    <remove xpath="/entity_classes/entity_class[@name='zombieDemolition']/property[@name='Class']"/>

</configs>
 

Any thoughts on what may cause this issue? The mod seems to work fine without the "0-CustomParticleLoader" folder. was just curios.

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54 minutes ago, Picklefart said:

Awesome mod love the addition with the extra weapons, this was a must for me last alpha. 

 

I have come across and issue with demos. When I use a xml edit in entityclass to disable the ability to detonate them via C4 Button it appears the edit conflicts with something in the folder named "0-CustomParticleLoader". When the demo reaches 0 health it will immediately detonate without triggering its C4 Button. When I delete this folder the issue stops and they have no detonation ability.

 

This is the xml modlet i add to remove the explosive ability from the demos. 

<configs>

    <remove xpath="/entity_classes/entity_class[@name='zombieDemolition']/property[@name='Class']"/>

</configs>
 

Any thoughts on what may cause this issue? The mod seems to work fine without the "0-CustomParticleLoader" folder. was just curios.

Customparticleloader existed to allow me to put random explosion effects into the game like 25mm grenade / RPG explosion. 

you can remove it but RPG and 25mm grenade will not explode. but you can change their explosion effects to use vanilla effect.

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1 hour ago, Izayo said:

Customparticleloader existed to allow me to put random explosion effects into the game like 25mm grenade / RPG explosion. 

you can remove it but RPG and 25mm grenade will not explode. but you can change their explosion effects to use vanilla effect.

Any thoughts on why it causes demos to explode at 0 health when disabling their explosives ability? 

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On 8/29/2024 at 9:41 PM, TheLKS1337 said:

I just found out that the problem seens to be with the particle loader, not sure why. If i delete the folder, i get no errors from the game, but every time i click "Exit" the game crashes.

That's interesting. I'll try that. The problem with our issue is it seems like it's rare. I've tried new save and loading only these mods as well. Not sure why the particle loader would affect the zombie spawning or interfering with the entityclasses.xml.

On 8/29/2024 at 6:27 PM, BFT2020 said:

No issues noted at all.  I did it two different ways:

 

First load, original mod only (no optionals)

 

Second load, all optionals installed

 

logfile from both loads, no errors in loading entityclasses which is the error you guys are getting.

 

https://pastebin.com/5ZWZXeTv

Try looking at my original post. It'll tell you which ones get errors.

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Thanks for the 2.2 update! I've found no bugs so far the and problem with the explosives dealing block damage was fixed so I really really thank you for that :)

I can't wait for the next update! Take as much time as you need, we will love it no matter how long it takes. Make sure you take care of yourself too!

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On 9/1/2024 at 3:11 AM, Picklefart said:

Any thoughts on why it causes demos to explode at 0 health when disabling their explosives ability? 

I think it's not related to my mod. I have test with and without the customparticleloader. its normal for me

 

2 hours ago, Colin248 said:

hey mate! i play with the walkersim mod, but i do notice alot of your guns dont produce sound. or enough sound, to lure enemies. is that something with the config settings? (or perhaps heat generation too) 

I have no idea friend. sorry

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6 hours ago, Izayo said:

I think it's not related to my mod. I have test with and without the customparticleloader. its normal for me

It when used in conjunction with a mod that disables the demo explosion. Basically the mods disables the ability to push the detonation button on the demos chest. When used with your weapons mod the Customparticleloader files cause the demo zombie to explode at 0 health. Was just curious to see if you would have an idea why they would have that effect. No worries, deleted the other mod from the server. 

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21 hours ago, Picklefart said:

It when used in conjunction with a mod that disables the demo explosion. Basically the mods disables the ability to push the detonation button on the demos chest. When used with your weapons mod the Customparticleloader files cause the demo zombie to explode at 0 health. Was just curious to see if you would have an idea why they would have that effect. No worries, deleted the other mod from the server. 

 

One thing you can do if you still want to nerf the demos is reduce the damage effect when they explode.  They still explode but cause less damage to blocks.

 

You can also change them to do damage to entities but next to nothing to blocks.

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3 hours ago, BFT2020 said:

One thing you can do if you still want to nerf the demos is reduce the damage effect when they explode.  They still explode but cause less damage to blocks.

 

You can also change them to do damage to entities but next to nothing to blocks.

Thanks, may give that a try. Never been a big fan of special zombies. I prefer regular zombies and massive amounts of them. 60-80 zombies per wandering horde and massive amounts of zombies in the cities. Thanks for the message. 

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Anyone else know if you are still able to loot guns with this mod installed?

 

I can loot melee weapons, but I havent seen many guns yet after lots of testing. Between loot stages of 50 all the way up to 800, i've tested t3-t5 POIs and all the locked chests, gun safes, weapons bags etc. Only thing I've ever manged to find was a chinalake pump grenade launcher.

 

To add on- I just have loot abundance cranked to 200% before I see rarely just one gun in high tier POIs in the weapon bag or locked chest. But still, the end chests often still do not contain any guns, either mod pack nor vanilla. Also, I've tested a lot of loot bags as well; loot abundance around 200, yellow blue and red. About 50+ of each, and I haven't seen a single gun get dropped from any bags.

 

Is this intended?

Edited by ihatefallout (see edit history)
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3 hours ago, ihatefallout said:

Anyone else know if you are still able to loot guns with this mod installed?

 

I can loot melee weapons, but I havent seen many guns yet after lots of testing. Between loot stages of 50 all the way up to 800, i've tested t3-t5 POIs and all the locked chests, gun safes, weapons bags etc. Only thing I've ever manged to find was a chinalake pump grenade launcher.

 

To add on- I just have loot abundance cranked to 200% before I see rarely just one gun in high tier POIs in the weapon bag or locked chest. But still, the end chests often still do not contain any guns, either mod pack nor vanilla. Also, I've tested a lot of loot bags as well; loot abundance around 200, yellow blue and red. About 50+ of each, and I haven't seen a single gun get dropped from any bags.

 

Is this intended?

 

Weapon drop rates have been lowered compared to previous versions of the game so that is what you are seeing.  Izayo added the weapons to the loot tables, but didn't change vanilla drop rates.  If I remember correctly, you are more likely to get weapon parts than a complete weapon.

 

One thing to note is that when you do actually get a weapon drop, there are a lot of weapons for the game to pick from.  Izayo has added 15 additional ranged weapons to the game (so far) which is added to the vanilla weapons already in the game (17 not including bows and turrets).

 

I am in-between playthroughs as I am working on some new mods to add to my next playthrough.  I can see about whipping up a small modlet that improves vanilla weapon drops which would also work with Izayo's mod.

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Hi ! 

 

I think your mod broke the automatic turret. I put 9mm inside it and nothing happens.

I can't shoot witht the camera and it doens't shoot at all when activated.

 

I have this when i press F1 : 

WRN Could not find selectable element content in WindowGroup powercamera

 

I don't use any other gun / ammo mod 

 

I use v2.2

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3 hours ago, BFT2020 said:

 

Weapon drop rates have been lowered compared to previous versions of the game so that is what you are seeing.  Izayo added the weapons to the loot tables, but didn't change vanilla drop rates.  If I remember correctly, you are more likely to get weapon parts than a complete weapon.

 

One thing to note is that when you do actually get a weapon drop, there are a lot of weapons for the game to pick from.  Izayo has added 15 additional ranged weapons to the game (so far) which is added to the vanilla weapons already in the game (17 not including bows and turrets).

 

I am in-between playthroughs as I am working on some new mods to add to my next playthrough.  I can see about whipping up a small modlet that improves vanilla weapon drops which would also work with Izayo's mod.

 

So I get that its been lowered, but I tested vanilla without the mod installed and with, and I definitely am experiencing a difference. Mostly its in the loot bags. Even with the red bags, in vanilla I often get maybe 1 gun every 10-15 bags depending on luck/ current loot bonus. But with the mod installed, i've opened over 100 red bags in testing, and not one single gun, not even a vanilla gun. Idk if you want to test it to check if its something on my end.

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2 hours ago, ihatefallout said:

 

So I get that its been lowered, but I tested vanilla without the mod installed and with, and I definitely am experiencing a difference. Mostly its in the loot bags. Even with the red bags, in vanilla I often get maybe 1 gun every 10-15 bags depending on luck/ current loot bonus. But with the mod installed, i've opened over 100 red bags in testing, and not one single gun, not even a vanilla gun. Idk if you want to test it to check if its something on my end.

I get weapon drops often and use this mod.  But they are definitely more uncommon in 1.0.

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5 hours ago, YakaTheFox said:

Hi ! 

 

I think your mod broke the automatic turret. I put 9mm inside it and nothing happens.

I can't shoot witht the camera and it doens't shoot at all when activated.

 

I have this when i press F1 : 

WRN Could not find selectable element content in WindowGroup powercamera

 

I don't use any other gun / ammo mod 

 

I use v2.2

 

No issues I noted on my end, I tested both the optional files and the base files for this mod and everything with turrets works great.

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2 hours ago, ihatefallout said:

 

So I get that its been lowered, but I tested vanilla without the mod installed and with, and I definitely am experiencing a difference. Mostly its in the loot bags. Even with the red bags, in vanilla I often get maybe 1 gun every 10-15 bags depending on luck/ current loot bonus. But with the mod installed, i've opened over 100 red bags in testing, and not one single gun, not even a vanilla gun. Idk if you want to test it to check if its something on my end.

 

I just did vanilla and did 25+ dire wolves.  I didn't get a single firearm, but I got a ton of ammo and several weapon parts.  RNG is going to be RNG.  I checked the loot files and Izayo has the weapons in the weapon tables so they will have a chance to pull.

 

The only loot groups I noticed that were missed (and I even missed them on the first pass through) is groupHuntingRanged which is for Savage country crates and groupInfestedT5MeleeRanged which I believe is for T6 infested quests.  Those have apparently unique weapon groups.

 

No changes were made to the probability numbers as Izayo uses the existing probability tables in the game.  This is an example of one of the groups that was modified for the new weapons:

 

  <lootgroup name="groupWeaponsT1_Ranged">
    <item group="groupWeaponsT1_DeadEye" />
    <item group="groupWeaponsT1_Demolitionist" />
    <item group="groupWeaponsT1_Boomstick" />
    <item group="groupWeaponsT1_Machinegunner" />
    <item group="groupWeaponsT1_Archery" />
    <item group="groupWeaponsT1_Gunslinger" />
    <item group="groupWeaponsT1_TurretsSyndrome" />
    <item group="groupWeaponsT1_PISTOL45_M1917">
      <!--Element appended by: "IZY_RMP_45ACP"-->
    </item>
    <item group="groupWeaponsT1_DeadEye_MosinN">
      <!--Element appended by: "IZY_RMP_762pack"-->
    </item>
    <item group="groupWeaponsT1_MG_STG44N">
      <!--Element appended by: "IZY_RMP_762pack"-->
    </item>
    <item group="groupWeaponsT1_SHOTGUN_DBOverUnder">
      <!--Element appended by: "IZY_RMP_SG"-->
    </item>
  </lootgroup>

 

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To add further, this is an example of how loot drops are setup for the red bags concerning weapons:

 

Loot group that contains weapons

 

  <lootgroup name="groupZpackBoss04">
    <item group="groupRareToolsTiered" loot_prob_template="high" />
    <item group="booksRareOnlyScaled" loot_prob_template="med" />
    <item group="groupWeaponsAllScaledNoStone" loot_prob_template="high" />
    <item name="casinoCoin" count="600,800" loot_prob_template="med" />
    <item name="oldCash" count="600,800" loot_prob_template="med" />
    <item group="groupMedicalRare" loot_prob_template="medHigh" />
    <item group="groupTreasureMaps" loot_prob_template="low" />
    <item name="modArmorNightVision" loot_prob_template="veryLow" />
    <item group="groupModAllScaled" loot_prob_template="med" />
    <item group="vehiclePartsTiered" loot_prob_template="med" />
    <item name="modArmorHelmetLight" loot_prob_template="veryLow" />
  </lootgroup>

 

That group only has a 50% chance (med) to pull in a red bag (it is not guaranteed every time).  Both weapons and tools are high probability (0.75) but based on the total probability scores for that group, you only have a 15% chance of pulling from the weapons subgroup (0.75/4.93).

 

 

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3 hours ago, Izayo said:

I have a minor heart disease related caused from drinking too many coffee.  I will take a break until I get better (may take a month).

Just came back from the hospital 2nd time.

That sounds scary, stay safe please!

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4 hours ago, Izayo said:

I have a minor heart disease related caused from drinking too many coffee.  I will take a break until I get better (may take a month).

Just came back from the hospital 2nd time.

Wishing you well.  Take care.

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