BFT2020 Posted September 24 Share Posted September 24 (edited) 37 minutes ago, Shawn.Couch88 said: It's not the same guns. This mod adds a handful. Afterlife has many more than this mod does. Afterlife has more weapons than 1.0 because that is A21 which are different mod packs than here. Izayo has to update all of the gun models since the character models changed from A21 to V1.0, so that is going to take some time updating them. At the same time, the 3 separate weapon packs are being combined into one (for easier downloads, updates, and troubleshooting). That is why this mod doesn't have the same number of weapons as the previous version as the work started around 1.0 drop. Best way to follow the progress is through Izayo's discord channel on the Guppy Unoffical 7DtD modding server. Edited September 24 by BFT2020 grammar (see edit history) 1 Link to comment Share on other sites More sharing options...
Izayo Posted September 25 Author Share Posted September 25 a lot of stuffs are not working in 1.1EXP my god ..... Link to comment Share on other sites More sharing options...
Nanorfou Posted September 25 Share Posted September 25 What is the purpose of the "optional for ver 2.2" ? Link to comment Share on other sites More sharing options...
Warwolf Posted September 25 Share Posted September 25 6 minutes ago, Nanorfou said: What is the purpose of the "optional for ver 2.2" ? If I remember the description correctly, it's for removing the on-screen crosshair. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 25 Share Posted September 25 7 hours ago, Izayo said: a lot of stuffs are not working in 1.1EXP my god ..... The b14 patch? I saw comments about it affecting textures Link to comment Share on other sites More sharing options...
Gamida Posted September 26 Share Posted September 26 I had 3 mods I had to remove (this one and 2 others). My game use to hang up and got a bunch of red errors. Just have to wait patiently now for updates to mods...for exp. or if they decide to wait until this version goes stable. Link to comment Share on other sites More sharing options...
Izayo Posted September 26 Author Share Posted September 26 17 hours ago, BFT2020 said: The b14 patch? I saw comments about it affecting textures mostly it's because the customscripts. got an update from closer_ex it's working now I'll focus making v3.0 for game v1.1 . hope it's done when 1.1 become official. 4 Link to comment Share on other sites More sharing options...
Izayo Posted September 29 Author Share Posted September 29 I will remove the military / cloth gloves variants because sometime the bones (2 bones for each finger. it's supposed to be 3) doesn't sync with the animation and its look so bad tbh. I'll focus on the high detail leather gloves instead with support of visible armor mods like you see in the guns. this will aslo reduce working time / gun and reduce file size. most of v3.0 gun will be beltfed .44magnum pistol/rifle , LMG , minigun hand-held heavy machineguns , T4 melee , rework sepparated sniper / marksman rifle like the old mod pack. 5 Link to comment Share on other sites More sharing options...
Black_Wolf Posted October 1 Share Posted October 1 i can't wait, i love bolt action snipers Link to comment Share on other sites More sharing options...
Riamus Posted October 1 Share Posted October 1 Just a heads up... faatal said they are working on combining the gun camera and player camera into one for the next version. Not sure if that will impact your mod, but it might since you customize the hands and they mentioned having vanilla hands clipping with what they were doing. Link to comment Share on other sites More sharing options...
Izayo Posted October 2 Author Share Posted October 2 Visible Armor mods work great. it will be an option to disable this feature if you don't like the "sleeve pouches" 1 hour ago, Riamus said: Just a heads up... faatal said they are working on combining the gun camera and player camera into one for the next version. Not sure if that will impact your mod, but it might since you customize the hands and they mentioned having vanilla hands clipping with what they were doing. it will. then we gotta go back to the old way, same animation just different gun models. 3 Link to comment Share on other sites More sharing options...
Crymson Posted October 2 Share Posted October 2 I think I know the answer to this but felt I need to ask just to be certain. Version 2.2 is NOT? working on version 1.1? We need to wait for version 3.0 correct? I ask because 1.1 has destroyed my existing preppocalypse game so if I'm starting over I need to go through all my mods and make sure they are working before I start a new one. Link to comment Share on other sites More sharing options...
Izayo Posted October 2 Author Share Posted October 2 (edited) 1 hour ago, Crymson said: I think I know the answer to this but felt I need to ask just to be certain. Version 2.2 is NOT? working on version 1.1? We need to wait for version 3.0 correct? I ask because 1.1 has destroyed my existing preppocalypse game so if I'm starting over I need to go through all my mods and make sure they are working before I start a new one. yes mod ver 2.2 are not working with game ver 1.1 so better stay at game ver 1.0 until 1.1 become official. Edited October 2 by Izayo (see edit history) Link to comment Share on other sites More sharing options...
Crymson Posted October 2 Share Posted October 2 TY for the heads up! Really enjoying the mod BTW! Link to comment Share on other sites More sharing options...
Maxxlingg Posted October 3 Share Posted October 3 So when i load up the game with EAC off an i have doubled check with the mods installed i cannot craft any sort of items in my inventory any idea why? Link to comment Share on other sites More sharing options...
白狼 颯 Posted October 3 Share Posted October 3 (edited) 4 hours ago, Maxxlingg said: EACをオフにしてゲームをロードし、インストールされているMODを再確認したところ、インベントリで控えめアイテムも作成できません。 Mod version 2.2 is for game version 1.0 and may not work properly with game version 1.1. I had the same symptoms as you. However, I was able to get it to work correctly by updating the prerequisite mod, “Custom Explosion Particle Loader” to the latest version. If you cannot handle this yourself, please wait until mod 3.0 is released. Edited October 3 by 白狼 颯 (see edit history) 3 Link to comment Share on other sites More sharing options...
dankekong Posted October 16 Share Posted October 16 On 10/3/2024 at 4:55 AM, 白狼 颯 said: Mod version 2.2 is for game version 1.0 and may not work properly with game version 1.1. I had the same symptoms as you. However, I was able to get it to work correctly by updating the prerequisite mod, “Custom Explosion Particle Loader” to the latest version. If you cannot handle this yourself, please wait until mod 3.0 is released. Would it be possible to share the changes to the Custom Explosion Particle Loader mod? Link to comment Share on other sites More sharing options...
Riamus Posted October 16 Share Posted October 16 43 minutes ago, dankekong said: Would it be possible to share the changes to the Custom Explosion Particle Loader mod? Just download it from Nexus. Search for that name in the 7 Days to Die mods area. Replace the one that comes with this mod and it appears to work fine in 1.1. 1 Link to comment Share on other sites More sharing options...
dankekong Posted October 16 Share Posted October 16 3 hours ago, Riamus said: Just download it from Nexus. Search for that name in the 7 Days to Die mods area. Replace the one that comes with this mod and it appears to work fine in 1.1. Thanks for the suggestion. Unfortunately, that doesn't work. Still treating area of effect or explosion rounds like bullets with no AoE or explosion rendered or applied Link to comment Share on other sites More sharing options...
Riamus Posted October 16 Share Posted October 16 (edited) 7 hours ago, dankekong said: Thanks for the suggestion. Unfortunately, that doesn't work. Still treating area of effect or explosion rounds like bullets with no AoE or explosion rendered or applied Okay. I haven't tested the rockets and RPGs since I would only use those at the end of the game if I want to destroy everything. You may have to wait for an update to use those. Edited October 17 by Riamus (see edit history) Link to comment Share on other sites More sharing options...
Nexi108 Posted October 17 Share Posted October 17 I need to report that when i start new game my console pop up automaticly with some error that Grenade launches ammo and weapons are missing, + Harmony showes also some problem: my EAC is disabled i validated game 150 times all again and it keep showing same @%$# 2024-10-17T10:46:27 60.035 ERR XML loader: Loading and parsing 'items.xml' failed 2024-10-17T10:46:27 60.039 EXC Method not found: void .AssetBundleManager.LoadAssetBundle(string,bool,bool) (WITH RED LATTERS) 2024-10-17T10:46:34 66.726 ERR XML loader: Loading and parsing 'recipes.xml' failed 2024-10-17T10:46:34 66.727 EXC No item/block with name 'ammo25mmGrenadeTraining' existing 2024-10-17T10:46:34 66.907 ERR XML loader: Loading and parsing 'loot.xml' failed 2024-10-17T10:46:34 66.908 EXC Item with name 'IZYgunT2LGLChinalakeGrenadeLauncher' not found! 2024-10-17T10:46:35 67.223 ERR XML loader: Loading and parsing 'traders.xml' failed 2024-10-17T10:46:35 67.223 EXC Item with name 'IZYgunT2LGLChinalakeGrenadeLauncher' not found! Please fix it or tell me what to do ? Link to comment Share on other sites More sharing options...
Izayo Posted October 17 Author Share Posted October 17 for those who want to play in 1.1 update customparticle loader here : https://www.nexusmods.com/7daystodie/mods/2036 I need 1 more week 3.0. mostly will be SMGs = MP5 (finished) Colt 9mm (finished) Thompson M1 (finished) Marksman rifle = M1N , M1N + extendmagmod = M1A or M14 (finished) , T3 PSG 1 (finished) , T4 Prototype Rifle SVU (finished) Sniper Rifle = Explosive round , T3 british Enfield Rifle , T4 L96 (If I can recover the model from previous work) LMG and Minigun will be delayed because its hard to animate this kind of weapon I have to animated one by one bullets in belt. so it's gonna take sometime I got a lot of suggestion about T4 are hard to find in loot or even trader , maybe I'll make it craftable with cost of a human soul in the next update. rightnow I'm working with the Enfield Rifle and L96 7 Link to comment Share on other sites More sharing options...
BFT2020 Posted October 17 Share Posted October 17 6 hours ago, Nexi108 said: I need to report that when i start new game my console pop up automaticly with some error that Grenade launches ammo and weapons are missing, + Harmony showes also some problem: my EAC is disabled i validated game 150 times all again and it keep showing same @%$# 2024-10-17T10:46:27 60.035 ERR XML loader: Loading and parsing 'items.xml' failed 2024-10-17T10:46:27 60.039 EXC Method not found: void .AssetBundleManager.LoadAssetBundle(string,bool,bool) (WITH RED LATTERS) 2024-10-17T10:46:34 66.726 ERR XML loader: Loading and parsing 'recipes.xml' failed 2024-10-17T10:46:34 66.727 EXC No item/block with name 'ammo25mmGrenadeTraining' existing 2024-10-17T10:46:34 66.907 ERR XML loader: Loading and parsing 'loot.xml' failed 2024-10-17T10:46:34 66.908 EXC Item with name 'IZYgunT2LGLChinalakeGrenadeLauncher' not found! 2024-10-17T10:46:35 67.223 ERR XML loader: Loading and parsing 'traders.xml' failed 2024-10-17T10:46:35 67.223 EXC Item with name 'IZYgunT2LGLChinalakeGrenadeLauncher' not found! Please fix it or tell me what to do ? Because items failed to load properly, you are going to the other files to fail also. And since you posted this before Izayo posted the hotfix for 1.1, my assumption is you are using version 2.2 of the mod and trying to play on v1.1 of the game, which will not work (states above). V2.2 of Izayo's mod only works for V1.0 currently (without the hotfix he just posted). Link to comment Share on other sites More sharing options...
Valcron Posted October 18 Share Posted October 18 On 10/1/2024 at 10:34 PM, Crymson said: I think I know the answer to this but felt I need to ask just to be certain. Version 2.2 is NOT? working on version 1.1? We need to wait for version 3.0 correct? I ask because 1.1 has destroyed my existing preppocalypse game so if I'm starting over I need to go through all my mods and make sure they are working before I start a new one. The same thing happened to me, 2.2 completely hosed my game Link to comment Share on other sites More sharing options...
Riamus Posted October 18 Share Posted October 18 It is always a good idea to verify your mods are all working properly in a new save when updating the game before loading an existing save as there can be changes that will break mods. At the very least, make a backup of your saves until you know that things are working correctly in the new game version. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now