Izayo Posted Thursday at 02:16 PM Author Share Posted Thursday at 02:16 PM updated v.3.0 there is a problem with Tier 2 M1A1 thompson the hand keep missing when player wearing gloves. I'll keep this for later in v.3.1 TIP for v3.0 : you can add Automatic trigger mod into the marksman rifles like M1N , PSG-1 , SVU then it will turned into a Battle Rifle. 3 Link to comment Share on other sites More sharing options...
LittleRedSonja Posted Thursday at 05:36 PM Share Posted Thursday at 05:36 PM Thank you for the Update Izayo, you always create so awesome stuff 💜. Thank you for sharing it 🥰. Link to comment Share on other sites More sharing options...
Derleone Posted Thursday at 06:14 PM Share Posted Thursday at 06:14 PM Thank you for Update Izayo ) Link to comment Share on other sites More sharing options...
Riamus Posted Thursday at 06:43 PM Share Posted Thursday at 06:43 PM Looking forward to updating. Will attempt to update on my current save (after backing it up). Hopefully it works without a problem so I don't need to wait until my next save to use it. 😀 Link to comment Share on other sites More sharing options...
matheusf Posted Thursday at 07:16 PM Share Posted Thursday at 07:16 PM Obrigado Izzy, você é incrivel Link to comment Share on other sites More sharing options...
matheusf Posted Thursday at 08:21 PM Share Posted Thursday at 08:21 PM Amigos, meu game ainda está com problemas, as munições explosivas e incendiarias não funcionam, simplesmente não funciona na ver são 1.0 ou na versão 1.1/ não funciona com ou sem o mod de custom particle loader, me ajudem por favor Link to comment Share on other sites More sharing options...
FramFramson Posted Friday at 12:59 AM Share Posted Friday at 12:59 AM Great update, thanks for all your hard work! I will remain excited for v3.1 as well! : D Link to comment Share on other sites More sharing options...
FramFramson Posted Friday at 01:18 AM Share Posted Friday at 01:18 AM I love all the marksman rifles too - I tend to play sniper main, so this is a great update for me! 1 Link to comment Share on other sites More sharing options...
FrodoTBaggins Posted Friday at 01:24 AM Share Posted Friday at 01:24 AM Thanks YZY!!! You are the GOAT 💪 1 Link to comment Share on other sites More sharing options...
Warwolf Posted Friday at 01:24 AM Share Posted Friday at 01:24 AM I was wanting to create a compatibility patch for my mod and yours, but the coding for your ammunition confused me. Can I receive assistance? Link to comment Share on other sites More sharing options...
BFT2020 Posted Friday at 01:28 AM Share Posted Friday at 01:28 AM 3 minutes ago, Warwolf said: I was wanting to create a compatibility patch for my mod and yours, but the coding for your ammunition confused me. Can I receive assistance? Direct message me, I will assist. 1 Link to comment Share on other sites More sharing options...
Riamus Posted Friday at 02:20 AM Share Posted Friday at 02:20 AM (edited) Well, I just updated it on a test map that I started before updating it and it works without any issues, so that's good news for my actual game. I did notice that the Spike Mace animations mess up the arms sometimes. You'll see missing shoulders when swinging it now and then. But otherwise it looks great. The block option instead of a power attack is interesting. It could definitely be useful to reduce damage, but I'm on the fence on losing a power attack. We'll see how it works out for regular use rather than just the quick testing I did. I noticed that there are icons when using it - one for blocking and one for attacking. The blocking one makes sense to show that you're going to resist damage, but the orange axe icon when attacking doesn't make sense... is there some bonus being applied or something? And I love the new rifles. They work great. I can even see myself using one for normal POI combat (without a scope), which isn't something I'd have tried with the vanilla sniper rifle, so that's even better. I can't wait to use them on horde night! Edited Friday at 02:22 AM by Riamus (see edit history) Link to comment Share on other sites More sharing options...
白狼 颯 Posted Friday at 03:27 AM Share Posted Friday at 03:27 AM 更新ありがとうございます! さっそく今日の配信でお披露目をしたいと思っています! 楽しみで仕方がありません。 ありがとう! Link to comment Share on other sites More sharing options...
HuskyD. Posted Friday at 04:29 AM Share Posted Friday at 04:29 AM @Izayo Is the 3.0 Update for your mod still compatible with running the game on 1.0 Beta or do I need to modify anything for use with this to be compatible with the older version 1.0 of 7 Days To Die? Link to comment Share on other sites More sharing options...
Izayo Posted Friday at 06:16 AM Author Share Posted Friday at 06:16 AM 1 hour ago, HuskyD. said: @Izayo Is the 3.0 Update for your mod still compatible with running the game on 1.0 Beta or do I need to modify anything for use with this to be compatible with the older version 1.0 of 7 Days To Die? not sure if the customparticleloader (1.5.1) will work with 1.0 . if not go back to use 1.4.5 you can check the version in modinfo file. 9 hours ago, matheusf said: Amigos, meu game ainda está com problemas, as munições explosivas e incendiarias não funcionam, simplesmente não funciona na ver são 1.0 ou na versão 1.1/ não funciona com ou sem o mod de custom particle loader, me ajudem por favor customparticleloader ver 1.5.1 are included in the file you should not have this problem now. unless you have not replace it. 3 hours ago, Riamus said: Well, I just updated it on a test map that I started before updating it and it works without any issues, so that's good news for my actual game. I did notice that the Spike Mace animations mess up the arms sometimes. You'll see missing shoulders when swinging it now and then. But otherwise it looks great. The block option instead of a power attack is interesting. It could definitely be useful to reduce damage, but I'm on the fence on losing a power attack. We'll see how it works out for regular use rather than just the quick testing I did. I noticed that there are icons when using it - one for blocking and one for attacking. The blocking one makes sense to show that you're going to resist damage, but the orange axe icon when attacking doesn't make sense... is there some bonus being applied or something? And I love the new rifles. They work great. I can even see myself using one for normal POI combat (without a scope), which isn't something I'd have tried with the vanilla sniper rifle, so that's even better. I can't wait to use them on horde night! they're stages between left and rigth swing. not actually a bug. the attack speed must fixed at 50-52 or the animation will not sync. check if you have any other mod that boost its attack speed. because I already took out any vanilla attack speed bonuses that will affect this weapon. I also notice that I forgot to make M1928 drum tommy gun craftable. I'll add in 3.1 later Link to comment Share on other sites More sharing options...
Riamus Posted Friday at 06:46 AM Share Posted Friday at 06:46 AM 28 minutes ago, Izayo said: they're stages between left and rigth swing. not actually a bug. the attack speed must fixed at 50-52 or the animation will not sync. check if you have any other mod that boost its attack speed. because I already took out any vanilla attack speed bonuses that will affect this weapon. Here's a short video showing what I mean. Note the right side of the screen. The arm is cut off. I'm guessing this is the extent of the arm graphic and it's just getting too far into the visible part of the screen so you see it's cut off. I do have mods, but nothing related to animations or weapon attacks, other than your mod. Other mods include Vehicle Madness, Khaine's 60-slot backpack, OCB Light Enabler, Pyro Paints, UBBI, and some POI packs. Nothing that should affect the animations. https://drive.google.com/file/d/1GWro9EmXcrQg_J-Rq2NrJ6u0MsHgAja7/view?usp=drive_link Note that this seems to only happen if you're close to something, like the wall I'm at. I haven't noticed it if I'm in the open. Link to comment Share on other sites More sharing options...
Izayo Posted Friday at 08:03 AM Author Share Posted Friday at 08:03 AM 1 hour ago, Riamus said: Here's a short video showing what I mean. Note the right side of the screen. The arm is cut off. I'm guessing this is the extent of the arm graphic and it's just getting too far into the visible part of the screen so you see it's cut off. I do have mods, but nothing related to animations or weapon attacks, other than your mod. Other mods include Vehicle Madness, Khaine's 60-slot backpack, OCB Light Enabler, Pyro Paints, UBBI, and some POI packs. Nothing that should affect the animations. https://drive.google.com/file/d/1GWro9EmXcrQg_J-Rq2NrJ6u0MsHgAja7/view?usp=drive_link Note that this seems to only happen if you're close to something, like the wall I'm at. I haven't noticed it if I'm in the open. FOV mod I think . I'll try bring it back a bit later, I usually test with vanilla FOV. Link to comment Share on other sites More sharing options...
白狼 颯 Posted Friday at 09:11 AM Share Posted Friday at 09:11 AM (edited) 素敵なバージョンアップをありがとうございます! 特に不具合などは現れず一通り正常に作動していました。 他のMODとの評判もとてもありがたいです。 一つだけ確認したいことがあります。 PrototypeSVU(T4 )の修理で通常の修理キットが使用されますが、これは意図ですか? Edited Friday at 09:11 AM by 白狼 颯 (see edit history) Link to comment Share on other sites More sharing options...
Izayo Posted Friday at 11:54 AM Author Share Posted Friday at 11:54 AM 2 hours ago, 白狼 颯 said: 素敵なバージョンアップをありがとうございます! 特に不具合などは現れず一通り正常に作動していました。 他のMODとの評判もとてもありがたいです。 一つだけ確認したいことがあります。 PrototypeSVU(T4 )の修理で通常の修理キットが使用されますが、これは意図ですか? Oh rigth . I keep forgetting to change. thanks for the report , I'll fix this in 3.1 next week 1 Link to comment Share on other sites More sharing options...
J-P Posted Friday at 12:44 PM Share Posted Friday at 12:44 PM Hey Izayo, Correct me if I'm wrong, but I noticed the UZI 9mm is under the Machineguns skill tree instead of Handguns/SMGs even though it is clearly labelled as an SMG. Can you please fix this in your next update? 1 Link to comment Share on other sites More sharing options...
matheusf Posted Friday at 12:59 PM Share Posted Friday at 12:59 PM 6 hours ago, Izayo said: não tenho certeza se o customparticleloader (1.5.1) funcionará com a versão 1.0. Caso contrário, volte a usar a versão 1.4.5. Você pode verificar a versão no arquivo modinfo. customparticleloader ver 1.5.1 estão incluídos no arquivo, você não deve ter esse problema agora, a menos que você não o tenha substituído. eles são estágios entre o golpe para a esquerda e para a direita. não é realmente um bug. a velocidade de ataque deve ser fixada em 50-52 ou a animação não sincronizará. verifique se você tem algum outro mod que aumente sua velocidade de ataque. porque eu já retirei todos os bônus de velocidade de ataque originais que afetariam esta arma. Também notei que esqueci de fazer a metralhadora de tambor M1928 fabricável. Adicionarei na versão 3.1 mais tarde Amigo, já substitui as versões dos mods de custom particle loader na versão 1.0 e na versão 1.1, porém nada de sucesso, não sei mais o que fazer Link to comment Share on other sites More sharing options...
matheusf Posted Friday at 01:46 PM Share Posted Friday at 01:46 PM 7 hours ago, Izayo said: Eu desisto, não sei o que fazer, o mod simplesmente não funciona no meu game por nada, já tentei de tudo, baixei o mod normal e fiz a isntação normal, as munições explosivas e incendiarias não funcionam por nada, simplesmente não sei mais o que fazer, nem com o mod de particle e sem o mod, tanto na versão 1.0 e na versão 1.1 não funcionam Link to comment Share on other sites More sharing options...
Izayo Posted Friday at 02:16 PM Author Share Posted Friday at 02:16 PM 25 minutes ago, matheusf said: Eu desisto, não sei o que fazer, o mod simplesmente não funciona no meu game por nada, já tentei de tudo, baixei o mod normal e fiz a isntação normal, as munições explosivas e incendiarias não funcionam por nada, simplesmente não sei mais o que fazer, nem com o mod de particle e sem o mod, tanto na versão 1.0 e na versão 1.1 não funcionam have you disable EAC ? 1 hour ago, J-P said: Hey Izayo, Correct me if I'm wrong, but I noticed the UZI 9mm is under the Machineguns skill tree instead of Handguns/SMGs even though it is clearly labelled as an SMG. Can you please fix this in your next update? it's a machinegun type, just using pistol caliber. SMG = sub-machinegun. Link to comment Share on other sites More sharing options...
Novus25 Posted Friday at 03:48 PM Share Posted Friday at 03:48 PM Hhhey, Izayo, after download of your mod my game started to give missing xml file wrnings and possibility ti interact with objectives dissapeared. I can not open loot containers and my game crashed 1 time. EAC disabled so whats wrong with the mod? Link to comment Share on other sites More sharing options...
Riamus Posted Friday at 04:23 PM Share Posted Friday at 04:23 PM 34 minutes ago, Novus25 said: Hhhey, Izayo, after download of your mod my game started to give missing xml file wrnings and possibility ti interact with objectives dissapeared. I can not open loot containers and my game crashed 1 time. EAC disabled so whats wrong with the mod? Did you start a new game? Adding mods to an existing game often will not work. 8 hours ago, Izayo said: FOV mod I think . I'll try bring it back a bit later, I usually test with vanilla FOV. I don't think any of those listed affect FOV, do they? My FOV isn't even adjusted in vanilla settings. 2 hours ago, Izayo said: it's a machinegun type, just using pistol caliber. SMG = sub-machinegun. I think they mean that the vanilla SMG is not under machine guns, but under pistols. That doesn't mean your UZI needs to be the same, of course. 1 Link to comment Share on other sites More sharing options...
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