Project Zomboid

Project Zomboid

Project Fallout: GunRunner
73 Comments
Alon 13 Jul @ 4:23pm 
I LOVE DURABILITY MECHANICS
Blink 7 Jul @ 11:37pm 
gunther that's from fallout 3...
۵camXO۵ 14 Jun @ 11:15am 
I may have went over it when reading through,,, but do these guns replace Vanilla weapons?
QuiteACynic 1 Jun @ 7:20am 
Hmmm, I have weird bug. Everytime I try to use Fully-loaded rifle my game laggs like hell, but when I use full-loaded pistols there is no lagg. I really don't get if it's conflict or something else. I don't have any other weapon mod.
Andagor 20 May @ 12:04am 
Is this really from Fallout?)) It looks like everything)
Gunther 18 May @ 12:39pm 
Using the Fallout 4 10mm is HERESY!!!!
Maxene 16 May @ 9:16pm 
How to rotate attachments for vanilla guns???
Maxene 14 May @ 12:25pm 
When trying to add a reflex sight to the 10mm, the tooltip is blank and I can't do anything. Even with the gun in my inventory...
https://i.vgy.me/RngaRm.jpg
Maxene 13 May @ 1:50pm 
It seems there is a conflict with either this mod, or the mod it's using, with the Clean Hotbar mod. Is there anyway to fix that?
ARTEM 1 May @ 11:44am 
grenade launcher is a shotgun with futuristic skin
Rusty #DopeRust 30 Apr @ 2:59pm 
Users talking about the jamming weapons, should at least read or see the images, second image shows what is your problem.

Cheers.
SaneStatue319 30 Apr @ 2:47pm 
is there some compatibility issue? all guns jam and dont unjam
Lazy Invincible General 23 Apr @ 10:27pm 
is there a reason why the police pistol keeps spitting a bullet back into my inventory if I have 6 rounds? (like a incompatibility or something known)
IzFrancis 20 Apr @ 7:29am 
@pointblank98 have you tried searching for the firing bolt? I think it is stated in the mod description that weapons spawned in the map would not have the firing bolt installed, so you have to find the bolt in the world.
pointblank98 19 Apr @ 9:49am 
I'm coming across a weird bug where all my guns are jammed. Even when you unjam them, they remain jammed. This applies to all weapons from this mod.
G.young 9 Apr @ 11:42pm 
Bug Report: Scene Object Already Exists – Base.Clip_PFO_Hunting_Revolver

Hey, thanks for your awesome work on AWCWF. I’ve encountered a recurring error when trying to inspect the Hunting Revolver using the risky inspect system.

💥 Error Details:
pgsql
복사
편집
Caused by: java.lang.IllegalStateException: scene object "Base.Clip_PFO_Hunting_Revolver" exists
at zombie.vehicles.UI3DScene.fromLua2(UI3DScene.java:4678)
🔍 Call Stack:
sql
복사
편집
function: getpartmodel -- risky_inspect_core.lua:385
function: createChildren -- risky_inspect_core.lua:467
function: inspectOnKey -- risky_inspect_set.lua:62
🧩 What seems to be the issue:
When the inspect UI is triggered, getpartmodel() tries to spawn "Base.Clip_PFO_Hunting_Revolver" into the 3D scene without checking if it already exists. This causes the UI3DScene.fromLua2() method to throw an exception due to duplicate object creation.
EtherealShigure  [author] 9 Apr @ 7:40am 
Gunrunner has been updated to V0.6

@G.young
These changes are implemented :) Read the changelog for more info
G.young 8 Apr @ 2:41am 
Suggested Fixes:
Ensure that Clip_PFO_Hunting_Revolver has correct MaxAmmo and Capacity (should be 6 for the revolver).

Consider giving the Hunting Revolver a unique clip item instead of sharing a generic one.

Add a safe check before calling UI3DScene.fromLua2() in the inspect code, to avoid duplicate model registration.

Thanks for the great mod — just hoping to help improve compatibility and stability for others using both mods together. Let me know if I can provide logs or test more!
G.young 8 Apr @ 2:41am 
Root Cause (after investigation):
The Clip_PFO_Hunting_Revolver seems to be registered multiple times or shared across multiple weapons.

Its definition appears to have an incorrect MaxAmmo or Capacity value, which causes:

Overloaded capacity on reload

Model re-registration crash inside the 3D scene

This may also be tied to how MagazineType is referenced in the Hunting Revolver’s item definition.
G.young 8 Apr @ 2:40am 
Hi! I'm currently using both AWCWF (Advanced Warfare Community Weapons Framework) and Project Fallout: GunRunner, and I found a specific issue that seems to be caused by how these two mods interact.

🔧 The issue:
When inspecting the Hunting Revolver, the UI throws 60+ errors related to UI3DScene.fromLua2() — the message is:
"scene object 'Base.Clip_PFO_Hunting_Revolver' exists"

This only happens with the Hunting Revolver, not other weapons.

On top of that, when reloading, the Hunting Revolver (which should hold 6 rounds) ends up accepting 11 or more bullets.
EtherealShigure  [author] 4 Apr @ 11:53pm 
@Sir Zeus

Spawns work in a tandem system for B42 & This Mod,

to explain in detail,


Spawns Will Trigger for Z Kill Loot Distribution (OnDeath)
kill a z, and it 'May' have some goodies! but remember, sandbox settings are paramount,

There is also a severe B42 bug with Null Values Affecting the games ability to save & Load sandbox data
at current even in B42.6 now,

This error will result in the game setting a value of 1^e, or 2^e, or Several Trillion rarity.
i cant fix that one, as its a PZ bug issue, so make sure to check your sandbox values
and see if they are '0.0004' or similar instead of 1^e, or 2^e, if they are, just tweak and save back to default, or tune to your liking again :)
EtherealShigure  [author] 4 Apr @ 11:49pm 
i Opted for a Co-Existing Format for the mod as is, But the End goal is to Overhaul PZ into a fallout theme,

So, to that end, if there is no such mod to disable or mess with them,

i shall plan that accordingly :) as a small seperate mod


@DeathMeowza
Yes! Indeed there is a bonus Module EWF For this very purpose ^_^
in B41 it was an experimental edit to the (non fallout related) 'Gauss' Mod by a PFO team member, Cosmic/Pallontras

when B42.0.0 came out, the edits i had done in B41's unreleased EWF ver, turned out to already been added as well to the base Gauss mod,
Which was nice as i didnt have to go nuts redoing my old code edits.., so from there it was only a small matter of asking an update to the permissions etc, to continue a fork for PFO ( which we do still have perms for ) And editing it to the fallout theme!

I'll add some updated info to our discord on EWF for you :)
IzFrancis 31 Mar @ 8:46am 
Is there a way to fully replace vanilla weapons and ammo with this mod?
DeathMeowza 29 Mar @ 11:37pm 
Are the energy weapons going to have effects in the future and maybe more energy based reloading options like charging or using car batteries to power the cells.
Sir Zeus 26 Mar @ 7:41pm 
I put the spawn rate as high as possible so i could try the mod out and see if i like it. But all i can find is the fnv 10mm and parts. Do the rest of the guns spawn on zombies or do i have to find them elsewhere?
[1stBdC] Papa Chow 25 Mar @ 2:37am 
@EtherealShigure 100% correct no part on my service rifle only found yesterday like 10 mins after you posted that comment about the parts, I apologize for my lack of info other than that I am loving the mod thx.
EtherealShigure  [author] 24 Mar @ 2:02am 
as for the firing up Muzzle FX part,
Muzzle FX isnt set on some guns in V0.4 still,

B42 has a habit of making the bullet...not obey direction based on that info.
muzzle FX not set up is 10x the size, and if left at 0,0 makes guns flash it on screen. which is worse.


the good news atleast is, it is on purpose. and does get fixed per gun when i get back to them :)
EtherealShigure  [author] 24 Mar @ 1:40am 
ALL GUNS. WILL. JAM. WITHOUT. FIRING. RELATED PARTS.
They Do that In real life Too.

its Both Visually apparent On the gun In 3D, In the Item Mod Panel UI, & Also on the script Tooltip.

These Guns Are not Low effort tier. if they jam, they are meant to. Because you have ZERO Firing Mechanism. Installed.


RECOILPAD maybe. check the UI before
浣熊市新人警察 22 Mar @ 5:58pm 
上面的兄弟,武器一直卡壳可能是缺配件的问题,得把套筒slide或枪栓bolt之类的装上配件装上才能用,模型可以看得出有明显的缺失的
普通人,别看了 22 Mar @ 5:57am 
武器一直是卡壳状态,不能使用
the living dead 14 Mar @ 6:12am 
I fixed that issue by correcting the loot spawn chances for the mod, only ammo had a real number... but every gun is entirely broken. It either is permanently jammed (I found the slide for it thinking that was it but it had one already and just doesnt work, and I've found like 3 guns that are like this) and any gun that works just fires the bullets directly into the air and can't hit anything
the living dead 14 Mar @ 3:10am 
I can't find the guns anywhere but zombies have tons of ammo, is this normal?
caraea 12 Mar @ 8:41am 
Error found in LUA file: C:/Program Files (x86)/Steam/steamapps/workshop/content/108600/3434691822/mods/PFO_GUNRUNNER/common/media/lua/server/items/PFO_DIST.lua
ERROR: General f:0, t:1741793233756> ExceptionLogger.logException> Exception thrown
se.krka.kahlua.vm.KahluaException: PFO_DIST.lua:67: unexpected symbol near `1` at LexState.lexerror(LexState.java:278).
Stack trace:

병신같은 몯
UNDERTAKER 9 Mar @ 9:57am 
I found the same problem as Papa Chow. A jammed gun will stay jammed, and cannot be unjammed
[1stBdC] Papa Chow 9 Mar @ 9:30am 
@Johnexe o-o
So anyways... I went to fallas lake to find vanilla guns day1 and I START BLASTING!!!!
Johnexe 9 Mar @ 8:18am 
weapons dont deal damage in week one, you cant aim, you cant kill
[1stBdC] Papa Chow 9 Mar @ 7:54am 
I´m having a bug where i found a service rifle, loaded it with ammo, and when i went to fire it just jams and after un-jamming it stays jammed. Any tips on how to fix?
Thx.
Nepenthe 9 Mar @ 3:41am 
PFO_DIST.lua has a stray "1" on line 67 which causes the whole file to not load.
普通人,别看了 9 Mar @ 1:22am 
大部分武器一直显示卡壳,请问这是为什么
=FAKE= 8 Mar @ 10:39am 
Doesn't work with vanilla weapons? Everything I equip on them simply doesn't appear, scope, muzzle, nothing
EtherealShigure  [author] 6 Mar @ 11:58pm 
very much so.
every single one is custom everything
SalesMan 6 Mar @ 5:08pm 
Do the weapons have custom firing sounds?
EtherealShigure  [author] 5 Mar @ 7:44am 
yeah it can be ignored,

it should work alongside it, but ive got little info on how well yet
Devontehz 4 Mar @ 11:52am 
Sorry for double comment, cant edit -- is this compatible with 'EscapeFromKentucky42' as well?
Devontehz 4 Mar @ 11:35am 
@EtherealShigure Does this mean nothing if affected, it can be safely ignored? Thanks!!
gracias por el aviso solo se puede usar un paquete de armas no se puede usar dos o 3 a la vez o solo un se puede usar
EtherealShigure  [author] 4 Mar @ 9:57am 
@devontehz
im aware of it, normal spelling mistake :)


@hades
yeah less advanced mods will likely have code that will hinder things, rather than help.

to date only three gun packs are compatible, as they are made for the framework

Advanced Warfare: EVO
Being my other gunpack coming.
IzFrancis 4 Mar @ 8:11am 
when I use this mod, is it normal for the vanilla weapon to still spawn?
Devontehz 3 Mar @ 3:43pm 
Hey there, getting this error code - not sure if it effects anything:
`se.krka.kahlua.vm.KahluaException: PFO_DIST.lua:67: unexpected symbol near `1`
at org.luaj.kahluafork.compiler.LexState.lexerror(LexState.java:278)
at org.luaj.kahluafork.compiler.LexState.syntaxerror(LexState.java:289)
at org.luaj.kahluafork.compiler.LexState.prefixexp(LexState.java:1117)
at org.luaj.kahluafork.compiler.LexState.primaryexp(LexState.java:1130)
at org.luaj.kahluafork.compiler.LexState.exprstat(LexState.java:1691)
at org.luaj.kahluafork.compiler.LexState.statement(LexState.java:1779)
at org.luaj.kahluafork.compiler.LexState.chunk(LexState.java:1790)
at org.luaj.kahluafork.compiler.LexState.compile(LexState.java:198)
JUEGO CON ESTE MOD Firearms JUNTO A ESTE DE FALLOUT

Y PASO QUE LOS CARGADORES Y DEMAS SUPLEMENTOS DE ARMAS NO SE VEN CUANDO SE PONE UN CARGADOR EN EL ARMA POR EJEMPLO LA AR15 NO HAY CARGADOR Y TAMPOCO SE PUEDEN QUITAR EL MOD DE ARMA EN LA ANIMACION ES DECIR POR MUCHO QUE LOS QUITES SIGUEN HAY QUIZA ESTE MOD DE FALLOUT NO ES COMPATIBLE

USO ESTE MOD HACE BASTANTE TIEMPO Y SOLO CUANDO PUSE ESTE DE FALLOUT ME PASO ESTO O EL FALLOUT MOD O EL MOD MARCO PARA QUE FUNCIONE EL MOD

Firearms

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2256623447&searchtext=2256623447

Workshop ID: 2256623447