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https://i.vgy.me/RngaRm.jpg
Cheers.
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.
@G.young
These changes are implemented :) Read the changelog for more info
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!
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.
🔧 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.
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 :)
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 :)
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 :)
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
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
So anyways... I went to fallas lake to find vanilla guns day1 and I START BLASTING!!!!
Thx.
every single one is custom everything
it should work alongside it, but ive got little info on how well yet
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.
`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)
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