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you can.
go to steam\steamapps\workshop\content\108600
scroll until you find this mod's ID (3055029361)
108600\mods\Working Seatbelt\media\sound
remove/replace the .ogg file named "chime".
i don't know if removing the file will cause any errors to pop up in the game, so you could opt to replace the file with a .ogg file of the same name that is just silence.
i noticed Expanded Helicopter Events helicopter parts/pieces also spawn with Airbags when vehicle mechanics menu'ing them.
why don't you look up how complex an inflatable restraint system actually is and then tell me if you think the average zombie apocalypse survivor would be able to build one using bubble gum and Popsicle sticks.
It had absolutely nothing to do with this mod, sorry. It was a vanilla thing.
So, I followed your steps (again), and it didn't fix it. But I remember the chime trigger speed being 15 km/h, so I decided to accelerate and lo' and behold, NOW I HAVE TWO *different* chimes x_x
I fiddled with all of the car's functions and nothing... then it hit me. Why would a car chime irl if you had the engine on? Because some of the doors are open... This car doesn't have animations, so I had no idea they were open.
TL;DR: The issue was that rear doors were "open", that's why the car was chiming.
1- Make sure you've not disabled the chime option in the sandbox settings (make sure its enabled)
2- Get into the vehicle as a driver
3- Right click on the chime icon and make sure you've enabled the chime option
4- Leave the engine running
5- Exit the car
Let me know if that fixes the issue
Hotwired the car in fallas lake. Chime went on, so I put on my seatbelt and it went away. I drove all the way to Rosewood, turned off the engine and left the car near the church among zombies for a few days while looting. Then went back to get the car and drive it to temporary safehouse but no matter what I did, the chime would not go away anymore.
- toggling chime
- Exit/re-enter car
- Turn car off/on
- turn off chime in sandbox options
- Reload save
It's strange, it was working fine for a bit, even with this very car. It just decided at some point to chime and never stop as long as the car engine is running.
I changed sandbox settings to turn off chime entirely, reloaded save, and it STILL kept ringing. :I
I appreciate the B42 update, thanks so much!
So maybe try to change the keyboard with the french one
aZertyuiop
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In the main menu or mod menu for example press "Z" (or w to see what is happening)
-----------------------------------------
function: onKeyStartPressed -- file: WorkingSeatbelt_Utils.lua line # 260 | MOD: Working Seatbelt
ERROR: General , 1729992605542> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getVehicle of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1729992605542> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getVehicle of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.input.GameKeyboard.update(GameKeyboard.java:106)
at zombie.GameWindow.logic(GameWindow.java:249)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:667)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
ContextMenu_FastenSeatbelt = "Fasten Seatbelt"
ContextMenu_UnfastenSeatbelt = "Unfasten Seatbelt"
ContextMenu_ToggleSeatbeltChime = "Toggle Seatbelt Chime"
} the func only seems to import the first part of the text not the actual text. On above example it's only importing ContextMenu_FastenSeatbelt not the later part. You can verify this by switching to other languages.
steamapps\workshop\content\108600\3055029361\mods\Working Seatbelt\media\lua\shared\translate\EN
And it seems they're being loaded correctly based on your logs file
I am not sure if its related, but could you verify Project Zomboid's files integrity through steam and see if that fixes the issue?
Make sure your mod is updated. The issue has definitely been fixed since that day
@cznorton2 yes, it does
@ᛗᚨᚾᛞᚨᛚᛟᚱᛖ
I can't replicate that error at all. I unbinded the shortcut and tried pressing the buttons, no issues at all. Maybe there's some kind of a conflicting mod?
@Ryan
I double checked the translations. They're definitely working as intended. Make sure there's no other mod messing with the translations and that you have the mod installed correctly by re-subscribing to it