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
Lost a good portion of my project due to file corruption right as 2.0 dropped. Ive almost got everything rebuilt and updated for 2.0, i just have a few weapons to finish, and then a good once over to double check things, and ill have this done.
FYI....my scopes are back! And this time without PiP, which means ZERO FPS loss. Im excited to hear the feedback!
I am running the game without EAC, the weapons are working in the game, there is no problem with that. But there are problems with the sound, none of the weapons have any sound. I tested the sounds of the vanilla weapons and they are coming from them.
Working solution to back sounds in 2.0 To make sounds work you need change this line in C:\Users\username\AppData\Roaming\7DaysToDie\Mods\Pants Weapon Pack\Config\sounds.xml
<AudioSource name="Sounds/AudioSource_WeaponFire"/> on this: <AudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire.prefab"/>
and this one: <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/> on this one: <NetworkAudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire_Network.prefab"/>
and sounds will be back in game :)
but you need it for all sounds.xml wich related to the mod, you can do it with Notepad++ just find and replace in folder
im still working on the update for 2.0. i lost a good portion of it due to file corruption, but im getting closer to being finished. should be another 12-20 hrs of work to have it all done...so gimme a couple days
no not yet. working on the update as we speak. gonna need a couple more days or so, i lost a portion of the project due to file corruption and am having to rebuild most of the weapons
I'm getting an error message when I try any energy weapon. The graphic doesn't load and I get an error message that says that the energy cell ammo "isn't in the dictionary." I have no clue what that means... What dictionary...? Do you have any idea what this error could be?
would be interested in hearing your fix. If it works i can make an update just for 1.4. I havent started work on 2.0 yet anyway. Been dealing with health issues.
i only managed to make the Laser-mod and Reflex-sight-mod work again from Izy mod :,D ( their scopes are still borked )
but i heard from izy , that X2 scope is kinda just Reflex-sight scope but with a lil more zoom . and he kinda wants to switch for x4 and x8 to vanilla scope , since those where more prefered
than i would wish , this mod would work again for 1.4 etc. :,D Harrys Better Optics Scope which was the alternative to PIP scopes since it replaces the Vanilla-stalker-scope screen with a new one ( also not performance intensive unlike PiP i think )
suppositly those are just replacing image files you can say , but when i played A21 with that mod , only somehow x4 worked , not x2 and x8
INTERESTING , SO CLOSE but still far :,)
( it seems to be conflicting with TORCH and "screeneffects" though)
my mod folder says something with : X-PiP Scopes
also it EATS a ton of FPS = fell from 100 fps to 70-60 in this instance
maybe avoid it , exept if you can get rid of that horrendous Weapon sway which affects ALL guns
I Tryed in the XML file to edit all the SWAY options down to 0 , 0 , 0 , but it only affects Vanilla guns , all the moded guns like from Izy, pant, EFT are affected still by the horrendous Sway
been trying to get three separate weapon packs to work, each one on their own but nothing seems to work. i got only a couple other mods and i get no errors when i boot up the game in vortex or manual without EAC any suggestions? the game treats it as if i dont have the mod at all. im in V1.4
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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)
EDIT: Link updated for version 4.1 of my mod
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.
FYI....my scopes are back! And this time without PiP, which means ZERO FPS loss. Im excited to hear the feedback!
To make sounds work you need change this line in C:\Users\username\AppData\Roaming\7DaysToDie\Mods\Pants Weapon Pack\Config\sounds.xml
<AudioSource name="Sounds/AudioSource_WeaponFire"/>
on this:
<AudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire.prefab"/>
and this one:
<NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
on this one:
<NetworkAudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire_Network.prefab"/>
and sounds will be back in game :)
but you need it for all sounds.xml wich related to the mod, you can do it with Notepad++ just find and replace in folder
I'm getting an error message when I try any energy weapon. The graphic doesn't load and I get an error message that says that the energy cell ammo "isn't in the dictionary." I have no clue what that means... What dictionary...?
Do you have any idea what this error could be?
Good news everybody! The mod works in 2.0, except for the energy weapons! 😅
will you still keep a update for said version :,D
not just jump over to 2.0 and leave the guns in version 1.4 unfixed with said scopes :,D ?
i only managed to make the Laser-mod and Reflex-sight-mod work again from Izy mod :,D ( their scopes are still borked )
but i heard from izy , that X2 scope is kinda just Reflex-sight scope but with a lil more zoom .
and he kinda wants to switch for x4 and x8 to vanilla scope , since those where more prefered
than i would wish , this mod would work again for 1.4 etc. :,D Harrys Better Optics Scope which was the alternative to PIP scopes since it replaces the Vanilla-stalker-scope screen with a new one ( also not performance intensive unlike PiP i think )
suppositly those are just replacing image files you can say , but when i played A21 with that mod , only somehow x4 worked , not x2 and x8
INTERESTING , SO CLOSE but still far :,)
( it seems to be conflicting with TORCH and "screeneffects" though)
my mod folder says something with : X-PiP Scopes
also it EATS a ton of FPS = fell from 100 fps to 70-60 in this instance
maybe try something like that with the scope
x2 and x4 scope replacements from harry are those on my side with A21 =
to be more precise at x8 , i instead used that
it completly dont affect performance :)
i saw this when i launched the Game ( i put all the files into the mod folder which where included in that mod version pack )
when i launch the game though , i get no further Errors
the laser weapons work
the laser effects work etc.
i am just curious what this means in case
( it doesnt break the game as it seems though )
As you can see the projectile themed weapons work with no warnings (yellow) or errors (red)
and look for the last updated full auto launcher for alpha 21
( i have some mod packs for different versions , A16 , A17, A20, A21 , version 1.4 = i avoid 2.0 though )
yours is version 1.2.2
the last full auto mod version for alpha 21 is 1.2.3
which solves said Problem :)
maybe avoid it , exept if you can get rid of that horrendous Weapon sway which affects ALL guns
I Tryed in the XML file to edit all the SWAY options down to 0 , 0 , 0 , but it only affects Vanilla guns , all the moded guns like from Izy, pant, EFT are affected still by the horrendous Sway
https://imgur.com/a/xYHrMHp