Hi! I updated my "Ammunition Recycling" mod to add support for "Pants Weapon Pack", so now people can recycle the new ammo included in your mod if they want. I hope you like it and thank you for all the weapons, they look and sound fantastic! 💜
unfortunately still getting an error message when trying to access trader with both this and Eft pack. If I have to, I am choosing your pack first over Eft extract. maybe there's an error on my end
NullReferenceException: Object reference not set to an instance of an object at TileEntityVendingMachine.UpdateTick (World world) [0x00012] in <cf106f0fabce4b568ad6c0e783024e88>:0 at Chunk.UpdateTick (World _world, System.Boolean _bSpawnEnemies) [0x00020] in <cf106f0fabce4b568ad6c0e783024e88>:0 at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x00125] in <cf106f0fabce4b568ad6c0e783024e88>:0 at (wrapper dynamic-method) GameManager.DMD<System.Boolean GameManager:UpdateTick()>(GameManager) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Boolean GameManager:UpdateTick()>(GameManager) at GameManager.gmUpdate () [0x00495] in <cf106f0fabce4b568ad6c0e783024e88>:0 at GameManager.Update () [0x00000] in <cf106f0fabce4b568ad6c0e783024e88>:0
I get this a lot. I am going to try without eft pack and see if it persists. I know that right now with both mods installed the trader's invo is broken and I get a lot of NullReferenceException. Of course if the xml file fixes that it is all null and void.
For anybody else looking to fix this, follow the traders.xml - Google Drive link and copy all of its contents. You will then open the traders xml with notepad++ or any similar software and paste the text you copied from the link overwriting what was there before. This can be located in the Pants Weapon Pack -> Config folder -> Traders
Ok, I'm noticing that you say that it IS compatible with EFT Extraction Pack, all I have to do is download the trader.xml file and just hit replace when I move the mod into the mod folder. But... It is also compatible with IZY's Weapon Pack? What about Oakraven Ammo Press?
Would it be okay if I made a compatibility patch for Darkness Falls? I would be more than happy to post it up aswel if that's okay. Of course if you don't want me to, that's okay aswel
Hell yeah thanks bro, I'll try to get one sorted within the next few days. Its my first attempt at making a compatibility patch for weapons so I may only just be able to get it to work. If I can sort that out at least, I can work on the progression stuff over time. Wish me luck
This could be a long shot but is there any chance someone might be able to make a compatibility patch for Darkness Falls. DF on its own is great but it gets a little boring with just the vanilla weapons and the DF additions alone. Theres a compat patch for IZY weapons aswel so I know this mod would work perfectly into the equation. Other then that, I love this mod a lot and have it integrated into my Vanilla pack
First up, mod is great..I really like the range of guns etc
Whats the deal with the scopes though ? Whats PIP ? Picture in picture ? What does this equate to irl ?
Only reason i ask is the hit box on scopes seems off and the scroll to zoom doesnt work ? Apologies if this is in hand, I have read bits but im none the wiser, is this in hand ? Not moaning, great mod just curious
The picture in picture scopes were removed due to changes to the camera made by the devs that i havent overcome yet. I doubt the "hitbox is off" as the only thing that changes when you equip a scope in game is the overlay picture added onto the screen. Theres no possible way for it to "be off". The lack of zoom scroll is an oversight on my part though, as i was messing with it while trying to fix the scopes and forgot to revert the changes.
So if this is compatible with the IZY Weapon pack, do we overwrite the files from that mod with the files from this mod? Because both mods have the Custom particle loader folder
the custom particle loader should be the newest version in either pack, so that doesnt matter. and no, my mod does not have the alter override sound folder
im working on a solution. TFP changed the camera system up a bunch and screwed up anything that uses a second camera, such as PiP scopes. Hoping to bring them back for sure.
Bro if you can resurrect PiP from the depths, you'll be an actual God. I was in a Discord with a guy who was working on the original PiP to wirk with A21 but he sadly passed before he could finish it. I periodically search for it up in Nexus to see if anybody has picked up the mantle but no dice so far. Just know that if you can get PiP working for 1.0+, it'll be one of the most popular QOL mods released. Such an amazing mod lost to the annals of mod heaven
I'm trying to upload this to my hosted server, but it's blocking the transfer of the following files in `custom particle loader`:
CheckStackSize.bat
editbin.exe
link.exe
I presume this is a security measure the hosting service has implemented.
Will the mod work as expected without these files? If not, is there anything I can do to get it working? e.g. by omitting `custom particle loader` entirely?
1144 comments
I updated my "Ammunition Recycling" mod to add support for "Pants Weapon Pack", so now people can recycle the new ammo included in your mod if they want.
I hope you like it and thank you for all the weapons, they look and sound fantastic! 💜
Ammunition Recycling at 7 Days to Die Nexus - Mods and community (nexusmods.com)
at TileEntityVendingMachine.UpdateTick (World world) [0x00012] in <cf106f0fabce4b568ad6c0e783024e88>:0
at Chunk.UpdateTick (World _world, System.Boolean _bSpawnEnemies) [0x00020] in <cf106f0fabce4b568ad6c0e783024e88>:0
at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x00125] in <cf106f0fabce4b568ad6c0e783024e88>:0
at (wrapper dynamic-method) GameManager.DMD<System.Boolean GameManager:UpdateTick()>(GameManager)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Boolean GameManager:UpdateTick()>(GameManager)
at GameManager.gmUpdate () [0x00495] in <cf106f0fabce4b568ad6c0e783024e88>:0
at GameManager.Update () [0x00000] in <cf106f0fabce4b568ad6c0e783024e88>:0
I get this a lot. I am going to try without eft pack and see if it persists. I know that right now with both mods installed the trader's invo is broken and I get a lot of NullReferenceException. Of course if the xml file fixes that it is all null and void.
could you possibly also add a FN P90 weapon to your mod package
I play with your weapon package and find it great
Whats the deal with the scopes though ? Whats PIP ? Picture in picture ? What does this equate to irl ?
Only reason i ask is the hit box on scopes seems off and the scroll to zoom doesnt work ? Apologies if this is in hand, I have read bits but im none the wiser, is this in hand ? Not moaning, great mod just curious
PiP is one of the things i really miss in modded 7dtd.
When I try to connect to the game, I get a red
ERR XML loader: Loading and parsing 'items.xml' failed
and I can't connect.
If I delete the mod, I can connect normally.
What could be the problem :(
-------------------------------------------------
If you delete the 2 folders in the mod folder
0-CustomMuzzleFlash
0-CustomParticleLoader
you can access the game.
But every time you use a gun, a red error occurs.
The game continues
There is no problem in proceeding even if you ignore it.
-------------------------------------------------------
Problem solved !!
I will enjoy your mod !! :)
- CheckStackSize.bat
- editbin.exe
- link.exe
I presume this is a security measure the hosting service has implemented.Will the mod work as expected without these files? If not, is there anything I can do to get it working? e.g. by omitting `custom particle loader` entirely?
Thanks in advance for your time and help.