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Which after installing your mod. Through GTX Workshop panel, I went and manually placed the your mod under <ModItem> under the right structure like the other mods in the SBC file.
Which it says it didn't recognize the path and server never initiated.
So. I went to my local server through torch. Removed the "fixed animations" the same way as my active server as. The "fixed animations" was still trying to reinstall.
Manually placed your mod after adding it to the torch mod configuration.
That's what I had done.
Not sure if it's Torch and or GTX.
(And log my server into Steam to do it bc I guess I was getting the modio syntax wrong, so I just grabbed it from my linked steam account that way).
But after doing so the server starts fine as well.
Then I added the mod via the 'mods' tab in 'server settings' with "Steam:2796851232", and strangely, everything downloaded and works fine, at least for me here. (DS running locally on my PC alongside the game.)
Since the issue was that your server didn't want to DL it, maybe there was just an error at Steam or something?
Maybe the SBC method didn't work because the AnimationController files have the same name. (The game is meant to merge this mod's extra entries with the original). So manually installing it may replace and brick that, and take the game with it. (though then deleting it should leave it broken, so... idk)
But since my experience with DSs is limited, I may be completely misunderstanding what you meant with the SBC-way. I'm mostly just guessing what could go wrong here as the issue doesn't present itself here for me to learn from, and so help out more effectively :(
If you need the mod right now, you *can* use the older mods, but in the assembler; look for an invisible tab next to the existing ones in the regular assembler only (not industrial). The original developer named the icon file the wrong. So the tab is there, just without an icon. At least that is how it was when I forked it.
Though it may screw up the default assembler as it completely overwrites the blueprints it has access to, effectively resetting it to whatever it was when that version of the mod was made (which is why I got rid of this extra-tab approach altogether and just put them in the weapons tab).
Your version will. Only in a Single Player world.
I tried installing this on my Active Server. Didn't download.
Then I tried a Local Server. Didn't download.
Works for SP
Doesn't work for Dedicated.
Maybe this is a console-only issue, but that'd be rather strange, so I doubt that.
It could also be a mod conflict. If you have more hand-weapon mods, there is a chance they used this mod as a base when making it and did not clean that code up (seen that a lot when reverse engineering other mods to learn how to fix this one). In this case, those other gun mods can alter the functionality of this one, such as breaking the animations, changing stats/values, and the assembler-recipes configuration, depending on if they are loaded before or after this mod.
I just took the Mod.io files and copied them into a new, empty mod. In other words; exact same files, but the game thinks it is a completely different, custom-made mod.
Loading that version works perfectly. Scope framework works correctly, etc. Exact same files as Mod.io distributed, but with different results.
So I think something is up not with Mod.io, but rather how the game itself loads mods specifically marked as being from Mod.io. So if the game believes a mod is from there, it loads it differently; probably skipping some files or whatnot.
Maybe the logic that makes Xbox skip certain scripts is in there, as you cannot guarantee someone doesn’t put scripts into a manual Mod.io upload to then affect Xbox. So doing it in the game itself makes sense. I suspect this ‘sanitation’ is also present on the PC version so the devs have less differences between the two versions to worry about.
As client side scripts dont work on consoles could it be that mod.io directly blocks uploading stuff related to them?
So if it turns out that it does not work on Xbox then I see little reason to have it up on both websites. Maintaining the ModIO version is also gonna be just a bigger hassle if I apparently need to upload it manually if I don't want the in-game uploader to strip important files from it, or whatever it does to damage it like it has.
For now I have added a warning to the page that it may not work properly, for I cannot put it to hidden and share a link or something, because then the game can't load the mod. You can try it out for now, but the Steam version is superior as it stands.
That is until I stumbled upon a different game's issue talking about some kind of config file for ModIO specifically, so I got curious if SE has the same. It doesn't, but where it should be was SE's log file.
Apparently the issue was simply that Mod.IO does not want names to be longer than 50 characters, and this mod's name is like 65.
Incredible. If only they just copied that string to the error message in the UI... Now I wonder if Hethan had the same issue and gave up.
The mod has been uploaded to Mod.IO now. I cannot verify if it works on Xbox, I do not own the console. I'll be working on making the page presentable now.
I'll see if I can make time to do it myself then...
The only issue I can find is that un-scoping snaps you to look perfectly level, so if you were aiming up or down and un-scope you have to look up/down again.
In that survival world, Scope Framework is loaded somewhere in the middle. So not in any particular priority spot.
Are you sure there wasn’t some other mod you've loaded that got updated these days, and decided to change weapon scripts in such a way that it accidentally messes with Scope Framework? Or weapon aiming overall?
In that case, weapons will just revert to putting the model in front of your eyes like vanilla.
If you can check if it works, then I'd say we go right ahead. You can either publish it yourself like you planned back then, or I can repub it; just lmk which path you'd want to take with this.
As for the recoil question below; I didn't restore it or even removed it for some because I felt the agressive recoil the base game's rifles have make them very unsatisfying to use; lending more credence to the idea of 'lmao don't bother and just build a turret' for any target at 50m or further. (Also, the rocket launcher had recoil for some reason...) With the speed at which targets move, I felt tracking drones as is is challenging enough.
If I DO end up adding recoil back, it'll likely be minimal for most weapons. Rocket launchers, the laser, and the knife won't have it for obvious reasons though. If that doesn't make the laser even better than it already is compared to the other weapons... ;)
So if you are, I’d advise you reverse-engineer the mod to figure out how to maintain it. (I did that too, it’s not as difficult as it seemed.)
The reason I held off on uploading it there so far is because I wasn't sure everything was ready at the time, and because I don't own an Xbox to test it on console. Uncertainty, really.
I could also upload it myself if you’re not up for the task, I suppose. If you by any chance have an Xbox version or know someone who does, we can make sure the mod works fine a lot faster. I know from another mod that Xbox demands certain things for blocks that PC does not need. But idk how that extends to hand weapons.
The only strange interaction I can find going in again are the defense shields mod not taking damage from the guns, even without WC, which I guess is to be expected if it's made specifically to ignore the vanilla weapon systems because... I guess a check or fallback for WC’s absence to swap to some “vanilla mode” wasn’t possible. The other shield mods work fine.
Is the interaction between handgun and those ship shields the reason people want some kind of ‘compatibility patch’ or are there other issues? Making this mod compatible is a very laborious process that’d take most of my day off, so it’d help if I knew what I would be doing it for / need to mind.