BFT2020 Posted Friday at 04:26 PM Share Posted Friday at 04:26 PM 32 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? There could be a lot of reasons why you are having issues - from a corrupt download to having mods installed that are conflicting and causing the issues. You would need to post a logfile using pastebin.com for assistance. Also note that you should not automatically assume that the issues you are seeing are tied directly to this mod. I have not seen the issue myself with Izayo's mod so my first instinct is that the mod itself is not causing the issue (as in the code and models) but something else. 1 Link to comment Share on other sites More sharing options...
Novus25 Posted Friday at 04:34 PM Share Posted Friday at 04:34 PM 6 minutes ago, BFT2020 said: There could be a lot of reasons why you are having issues - from a corrupt download to having mods installed that are conflicting and causing the issues. You would need to post a logfile using pastebin.com for assistance. Also note that you should not automatically assume that the issues you are seeing are tied directly to this mod. I have not seen the issue myself with Izayo's mod so my first instinct is that the mod itself is not causing the issue (as in the code and models) but something else. I have started new game. Harmony file was missing somehow. I added it back. Downloaded particles fix. gonna try again. Loot totally broken. Gonna try to avoid using this mod for now. 2.2 worked with b14 normally this one is just broken. No blame on author obviously. Gonna wait for update Link to comment Share on other sites More sharing options...
Gyallarhorn Posted Friday at 05:10 PM Share Posted Friday at 05:10 PM 2 hours ago, Izayo said: it's a machinegun type, just using pistol caliber. SMG = sub-machinegun. Gun autism incoming: Just because it's called a sub-MACHINEGUN it is not the same. In german for example it is called "Maschinenpistole". Literally translated to "Machine Pistol". BTW the german MP18 was the first real Sub-Machine-gun by how we are using the term today as most pistol caliber automatic weapons were usually mounted weapons. One could argue that the germans therefore invented the concept of the "SMG" and named it a Machine Pistol, not a Machine gun. And in their use they differ a lot too. The Fun Pimps don't know much about guns either as it seems (Those "iron sights" are the main reason I was looking at your mod and I am loving it). An Assault Rifle, like the AK-47 and M4 from the Vanilla game is used very differently and handled very differently from the M60. If you would want to be hyper realistic, you would have to put SMGs, Pistols, Assault Rifles and MGs all in different categories. There is also the topic of crafting and parts. The MP5 and the UZI are both recoil operated guns, which is a mechanism that is closer to your typical handgun like the M1911 or USP. Since the skill determines crafting and what parts you need to use, it would make more sense to put them into the pistol category too, because the mechanisms are more similar between a UZI and a M1911 than between an UZI and an AK-74. However there are SMGs that are gas operated, thus being more similar to most Assault Rifles. There is also this part from the Wikipedia Article on Submachine guns: A submachine gun (SMG) is a magazine-fed automatic carbine designed to fire handgun cartridges. The term "submachine gun" was coined by John T. Thompson, the inventor of the Thompson submachine gun,[1] to describe its design concept as an automatic firearm with notably less firepower than a machine gun (hence the prefix "sub-"). As a machine gun must fire rifle cartridges to be classified as such, submachine guns are not considered machine guns. The last sentence is the important part here. Loving your mod anyways. And I am not forgetting that balancing is also a thing and giving one weapon category too many weapons while the other doesn't get any, wouldn't be fun either. Giving the Pistol skill a high caliber option would be more fun anyways. The vanilla game already gives us the option to either take Desert Vulture or SMG5. Having the Option to take a 9mm/.45 pistol, or a high caliber weapon like the Desert Eagle, Colt Anaconda... which are both in vanilla but in a terrible condition. 2 Link to comment Share on other sites More sharing options...
matheusf Posted Friday at 05:13 PM Share Posted Friday at 05:13 PM 38 minutes ago, Novus25 said: Comecei um novo jogo. O arquivo Harmony estava faltando de alguma forma. Adicionei-o de volta. Baixei a correção de partículas. Vou tentar de novo. Loot totalmente quebrado. Vou tentar evitar usar esse mod por enquanto. 2.2 funcionava com b14 normalmente, este está quebrado. Nenhuma culpa no autor, obviamente. Vou esperar pela atualização Já desativei o anti-cheat e nada, as munições explosivas e incendiarias não funcionam no meu game Link to comment Share on other sites More sharing options...
matheusf Posted Friday at 05:26 PM Share Posted Friday at 05:26 PM Observem o print que eu enviei, as munições explosivas fazem apenas um buraco, de 1 bloco, ela não explode e a munição incendiaria não funciona, conseguem me ajudar ? já fiz de tudo, desativei o anti-cheat, atualizei a versão do mod com a versão do mod custom particle custom e nada de sucesso, preciso de uma ajuda sincera! Link to comment Share on other sites More sharing options...
p4malara Posted Friday at 06:54 PM Share Posted Friday at 06:54 PM After a fresh install of the game and no other mods installed I am still getting RED errors on start up of a new game and map. I also am only able to see a few weapons, much less than version 2.2. I am running 7D2D in V1.0 (b336) if that helps and I am sure to not use EAC. Everything works without issue for V.2.2 by itself and with a lot of other mods. Hopefully this helps and for the time being I will continue to use V2.2 https://imgur.com/a/Z2DNi7C Link to comment Share on other sites More sharing options...
Riamus Posted Friday at 07:06 PM Share Posted Friday at 07:06 PM (edited) 13 minutes ago, p4malara said: After a fresh install of the game and no other mods installed I am still getting RED errors on start up of a new game and map. I also am only able to see a few weapons, much less than version 2.2. I am running 7D2D in V1.0 (b336) if that helps and I am sure to not use EAC. Everything works without issue for V.2.2 by itself and with a lot of other mods. Hopefully this helps and for the time being I will continue to use V2.2 https://imgur.com/a/Z2DNi7C You'd need to post your log. The console info you posted is pretty much useless. The log tells what exactly is happening. The console (red errors) just give generic info. 2 hours ago, Novus25 said: I have started new game. Harmony file was missing somehow. I added it back. Downloaded particles fix. gonna try again. Loot totally broken. Gonna try to avoid using this mod for now. 2.2 worked with b14 normally this one is just broken. No blame on author obviously. Gonna wait for update If you are using 3.0, you shouldn't be installing any "fix" for the particle mod, as it is included in 3.0. I've installed 3.0 into my test game that was started with 2.2 (which isn't what you should normally do... it's safer to use a new save) and it's working without any problems and I have all weapons, so it's likely there is some other problem than the mod itself that you're experiencing. Post your log and someone could take a look. Edited Friday at 07:08 PM by Riamus (see edit history) Link to comment Share on other sites More sharing options...
noxxiepaw Posted Friday at 08:39 PM Share Posted Friday at 08:39 PM So I had the logs pop up and got the red error codes, making the game unloadable. After removing and reinstalling mods, i verified the game files and was alerted that one is missing. I have started an entirely new game on navezgane now, but the zombies are broken and unmoving. Im able to walk up and smack them with no threat to my character. Any ideas? Link to comment Share on other sites More sharing options...
Riamus Posted Friday at 10:14 PM Share Posted Friday at 10:14 PM 1 hour ago, noxxiepaw said: So I had the logs pop up and got the red error codes, making the game unloadable. After removing and reinstalling mods, i verified the game files and was alerted that one is missing. I have started an entirely new game on navezgane now, but the zombies are broken and unmoving. Im able to walk up and smack them with no threat to my character. Any ideas? You would need to show your logs. Link to comment Share on other sites More sharing options...
p4malara Posted Friday at 11:29 PM Share Posted Friday at 11:29 PM 4 hours ago, Riamus said: You'd need to post your log. The console info you posted is pretty much useless. The log tells what exactly is happening. The console (red errors) just give generic info. If you are using 3.0, you shouldn't be installing any "fix" for the particle mod, as it is included in 3.0. I've installed 3.0 into my test game that was started with 2.2 (which isn't what you should normally do... it's safer to use a new save) and it's working without any problems and I have all weapons, so it's likely there is some other problem than the mod itself that you're experiencing. Post your log and someone could take a look. https://pastebin.com/2niaXY2F here is the log for the player.log https://pastebin.com/KtgeT7sT and here is the player-prev.log hopefully this works and is what you are looking for. Link to comment Share on other sites More sharing options...
BFT2020 Posted Saturday at 12:03 AM Share Posted Saturday at 12:03 AM 29 minutes ago, p4malara said: https://pastebin.com/2niaXY2F here is the log for the player.log https://pastebin.com/KtgeT7sT and here is the player-prev.log hopefully this works and is what you are looking for. You are running version 1.0 for 7 Days to Die, but using version 3.0 of Izayo's mod. This won't work, you need to be on v1.1 with 7 days to die in order for the mod to work 2024-11-01T16:22:20 0.055 INF Version: V 1.0 (b336) Compatibility Version: V 1.0, Build: WindowsPlayer 64 Bit 2024-11-01T16:22:28 8.933 INF [MODS] Trying to load from folder: '7D1.0_Izayo_WeaponpackSpecial_Melee' 2024-11-01T16:22:28 8.934 INF [MODS] Loaded Mod: IZY_melee (1.1.0.4) This is what is in my mod folder right now and starting a new game, I had no issues - I made sure to grab all the weapons from CM and I got no error warnings in console. Loading the game had zero issues also (no error messages for any of the xml files). Note Version 1.0 of Izayo's mod works on V1.0 7D2D Version 2.2 of Izayo's mod works fine by itself on V1.0 7D2D, but needs the hotfix to work on V1.1 7D2D Version 3+ needs to be on V1.1 of 7D2D 2 Link to comment Share on other sites More sharing options...
Izayo Posted Saturday at 01:59 AM Author Share Posted Saturday at 01:59 AM 2 hours ago, p4malara said: https://pastebin.com/2niaXY2F here is the log for the player.log https://pastebin.com/KtgeT7sT and here is the player-prev.log hopefully this works and is what you are looking for. replace customparticleloader back to ver 1.5.0 if you want to play in V1.0 https://www.nexusmods.com/7daystodie/mods/2036?tab=files&file_id=19116 it will work with my mod v3.0 too I think. 5 hours ago, noxxiepaw said: So I had the logs pop up and got the red error codes, making the game unloadable. After removing and reinstalling mods, i verified the game files and was alerted that one is missing. I have started an entirely new game on navezgane now, but the zombies are broken and unmoving. Im able to walk up and smack them with no threat to my character. Any ideas? check if you still have the "0_TFP_Harmony" in your folder 8 hours ago, matheusf said: Observem o print que eu enviei, as munições explosivas fazem apenas um buraco, de 1 bloco, ela não explode e a munição incendiaria não funciona, conseguem me ajudar ? já fiz de tudo, desativei o anti-cheat, atualizei a versão do mod com a versão do mod custom particle custom e nada de sucesso, preciso de uma ajuda sincera! check the version of your current customparticleloader it should be 1.5.1 if its still not working try clean install by remove all of my mod folders , 0-Alter_OverrideSounds , 0-CustomParticleLoader install it again. Link to comment Share on other sites More sharing options...
Izayo Posted Saturday at 02:20 AM Author Share Posted Saturday at 02:20 AM 9 hours ago, Gyallarhorn said: Gun autism incoming: Just because it's called a sub-MACHINEGUN it is not the same. In german for example it is called "Maschinenpistole". Literally translated to "Machine Pistol". BTW the german MP18 was the first real Sub-Machine-gun by how we are using the term today as most pistol caliber automatic weapons were usually mounted weapons. One could argue that the germans therefore invented the concept of the "SMG" and named it a Machine Pistol, not a Machine gun. And in their use they differ a lot too. The Fun Pimps don't know much about guns either as it seems (Those "iron sights" are the main reason I was looking at your mod and I am loving it). An Assault Rifle, like the AK-47 and M4 from the Vanilla game is used very differently and handled very differently from the M60. If you would want to be hyper realistic, you would have to put SMGs, Pistols, Assault Rifles and MGs all in different categories. There is also the topic of crafting and parts. The MP5 and the UZI are both recoil operated guns, which is a mechanism that is closer to your typical handgun like the M1911 or USP. Since the skill determines crafting and what parts you need to use, it would make more sense to put them into the pistol category too, because the mechanisms are more similar between a UZI and a M1911 than between an UZI and an AK-74. However there are SMGs that are gas operated, thus being more similar to most Assault Rifles. There is also this part from the Wikipedia Article on Submachine guns: A submachine gun (SMG) is a magazine-fed automatic carbine designed to fire handgun cartridges. The term "submachine gun" was coined by John T. Thompson, the inventor of the Thompson submachine gun,[1] to describe its design concept as an automatic firearm with notably less firepower than a machine gun (hence the prefix "sub-"). As a machine gun must fire rifle cartridges to be classified as such, submachine guns are not considered machine guns. The last sentence is the important part here. Loving your mod anyways. And I am not forgetting that balancing is also a thing and giving one weapon category too many weapons while the other doesn't get any, wouldn't be fun either. Giving the Pistol skill a high caliber option would be more fun anyways. The vanilla game already gives us the option to either take Desert Vulture or SMG5. Having the Option to take a 9mm/.45 pistol, or a high caliber weapon like the Desert Eagle, Colt Anaconda... which are both in vanilla but in a terrible condition. I'll bring them back to use pistolperk in the next version if this will make you feel better. this will also reduce amout of work for me. so I don't have to do traditional SMG / Pistol group. 2 Link to comment Share on other sites More sharing options...
IceMF Posted Saturday at 11:53 AM Share Posted Saturday at 11:53 AM @Izayo thanks for the great update! really like the new guns! I´m still playing version 1.0 7D2D with the new 3.0 gun pack update. No errors and no problems. everything works fine. i´m using the 0-CustomParticleLoader folder from the V2.2 gun pack! Works on my singlplayer test game and on my rented Server. Link to comment Share on other sites More sharing options...
Gyallarhorn Posted Saturday at 11:56 AM Share Posted Saturday at 11:56 AM 9 hours ago, Izayo said: I'll bring them back to use pistolperk in the next version if this will make you feel better. this will also reduce amout of work for me. so I don't have to do traditional SMG / Pistol group. Of course it will make me feel happy, if this is the result of me educating you. (why does the word "educating" sound so condescending in this context? I don't mean it like that.) But in the end it is your mod and you might have good reasons for doing it the way you do. For example going with a full auto vs semi-auto playstyle. Or because you plan on adding more pistols giving the pistol skill a lot of variety already. You do what you think works best. I am loving your mod either way as it fixes the one big problem I have with the game. @%$#ty guns. Finally I have some cool and real guns too! Thank you a lot for that. Link to comment Share on other sites More sharing options...
Gyallarhorn Posted Saturday at 01:53 PM Share Posted Saturday at 01:53 PM I found a little exploit with Pistol hold styles. You can craft them for 5 paper but scrap them for 15, giving you infinite paper. 1 Link to comment Share on other sites More sharing options...
Novus25 Posted Saturday at 09:31 PM Share Posted Saturday at 09:31 PM I updated my game to V1.1 and mod works normally thanks for your recomendations. Link to comment Share on other sites More sharing options...
matheusf Posted Sunday at 12:42 PM Share Posted Sunday at 12:42 PM Reeinstalei o meu jogo e o mod voltou a funcionar, obrigado a todos Link to comment Share on other sites More sharing options...
Izayo Posted 8 hours ago Author Share Posted 8 hours ago (edited) Vanilla gun replacer for Pistol. New Tier 3 SPAS-12 and Dragonbreath round. Edited 6 hours ago by Izayo (see edit history) 3 Link to comment Share on other sites More sharing options...
J-P Posted 1 hour ago Share Posted 1 hour ago High quality beretta, love it! Also, yes please bring the SMGs under the pistol perks. I think we mostly agree it makes more sense that way. Link to comment Share on other sites More sharing options...
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