Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dragon_ao_sky
I don't know it is a bug or it conflict with another mod, my skill does not "accelerated" after I read the skill book, after I disabled this mod my skill accelerated properly
Luchettinni [author]
which "skill"?
Dragon_ao_sky
every skill:( I will try to disable all mods except this mod and test which one conflict with this mod
Luchettinni [author]
Well, that's kinda weird. it's probabbly some other mod's fault because the scripting for the books I made is straight up a copy-paste from the original PZ skillbooks script.
have you tried starting a new save with the mod? if not, please do and I'll wait for feedback.
I'm 99% sure my tweaked mod isn't the issue here. So if I were you I'd try verifying for corrupted or missing game files just in case.
and this goes without saying, bot this mod is only for build 41. So if you're on build 40 then this mod is most likely to not work at all.
Aditionally, it would be nice to know what mods are you using.
Dragon_ao_sky 5
After long long debugging, I found that it conflict with "Superb Survivors!" mod, when I enable this 2 mod at the same time (only this 2), all skills are not able to "accelerate". The "Serious Survivors" and "Superb Survivors fix" mod cannot solve this issue
Luchettinni [author]
Hm, I'm gonna test that out too to see if I get the same issue.
although, whether I get it or not is not relevant because that means the problem is with super survivors itself. Like I've said before, My book script is rather simple and is ripped straight out of the original project zomboid book script. it's literally a copy-paste of it so there's nothing wrong with it.
My guess is that super survivors is not ready for "aiming" and "reloading" skill multipliers since they're not part of the vanilla game (Like, if you play mod-less project zomboid, you wont find any book for aiming and reloading multipliers).
but that's just my guess. If I get the same issue when enabling both super survivors and this mod then I'll look for the console log to see what's exactly happenning. I may be able to solve it and make a fix for it, but no specific promises on that because I've seen super survivors scripting and trust me, it's a f.cking mess.
Dragon_ao_sky
Really appreciate your work! Love you my friend!
Luchettinni [author]
I've just finished testing things out. As a matter of fact, super survivor DOES conflicts with this mod.
I've also noticed 2 things while debbuging with both mods active:
1- Reading a skill book aparently consumes the item, gone forever. Which is something that doesn't happens on the vanilla game.
2- Non of my this mod's items spawned on the map. I couldn't find not even a single crossbow or book.
So yeah, Super survivor IS messing with this mod and thankfully it's not a problem on my side but rather super survivor's.
As a side note (and fun fact): my game crashed at the end of reading the electrician skill book and the game's debug tool said something about eating the item or something like that and many other things.
I'm gonna look up for a solution later on tomorrow (actually today, since it's already "tomorrow" for me).
This possible fix, along side the next update (which will include djvirus idea of better spawnrates and spawn locations, zombies carrying crossbows on their back and many other new features) may take more than a day. Mostly because I have some important stuff to do tomorrow morning. So don't expect it to drop THAT soon.
and thank you for the kind words! <3
Other mods may conflict with this tweak as well.
as for why does this happens, I'm still working on it to find a reason and a solution.
if you don't mind, I would need to know what mods are you currently using and if your using none, then I need to know if you used a new save or an older one.
Def's Long Term Survival
MRE
Vilespring's M113A1 Armored Personnel Carrier [B41]
Crashed Cars Mod(Build 41+)
PZ Blood Cure
Repair Any Clothes
Vehicle Scenes (build 41)
West Point Expansion
Better Belts
Eerie Country
West Point Strip Center
Silencer / Suppressor Mod (Build 41)
Phoenix; Beta 1.4 "Final Flaw"
Soul Filcher's Farming Time (IWBUMS)
BaseAstaroth
MoreOriginalRecipes
Bigger Trunk Space
Survivor Radio V2.20 [The Private Eye]
Radio connected to the grid (IWBUMS 41)
Vehicle Parts Repair
More builds
Improved Build Menu
(Build 41+) Crashed Cars Mod
More common seed types (IWBUMS)
Soul Filcher's Learning Time (IWBUMS)
Soul Filcher's Cooking Time (IWBUMS)
Filibuster Rhymes' Used Cars! BETA BETA BETA
Vehicle Salvage
SImmersive Overlaysimple Logistics
Car Locksmith
Wilhelm's Wilderness Improvements
Junk Metal
Energy Drinks
Hunting Mod
yeah, iv got some mods :)
no differences old\new saves. original crossbow mod works fine
Nvm, after reading a ♥♥♥♥♥♥♥ mess of console logs I've noticed that my mod "overrides" the original skillbooks files. I, for some stupid reason, thought they would merge and not override.
in other words:
Original file: all skill definitions for all vanilla skill books.
my modded file: only skill definitions for my own books and not vanilla.
because of this, using my mod would only let you get skill multipliers for reloading and aiming only.
Now I've fixed it by making my file a combination of the two. now it has definitions for both the vanilla skillbooks and my modded skillbooks.
I'm currently testing if that's the actual issue which I'm 99% sure it is.
Once I'm done with the update I'll add this fixed file to the new features and you'll get an update on this mod.
good to hear you found a problem, waiting for fix thanx
Expect an update in about 1-3 hours max :P
I belive that's because the "SkillBook = {};" is a necessary line of code.
I know nothing about lua, but I do a bit about programming in general.
As how I see things; "SkillBook = {};" is an "object" and that line of code initializes said object.
this "Skillbook" objects is what the game's gonna look after everytime you read a book. Not having this object initialized means it doesn't exists. If it doesn't exists then the game doesn't know what to do with the book and throws an exception.
if you have a XPSystem_SkillBook.lua file on your mod, the game will not add or merge anything but reather override the original file with the one on your mod's folder.
and if that file doesn't have the "SkillBook = {};" then nothing is gonna work because the game needs that definition.
// // //
"The best solution for a problem is usually the easiest one" said once GLaDOS.
and so the fix implemented recently didn't took me long and does the trick without breaking anything.
thanks for the tip tho.
Aparently I just had to change the script's name to something else. That stops the override thing.
Welp. Again, thanks for the tip.
Even tho I had already fixed that issue doing something else... But hey at least, the code looks a tad tidier now xD
I discovered this after running into two full-sized crossbows called "Hand Crossbow". Figuring this was a bug I looked inside module_KCMweapons_items.txt and found that the Recurve Crossbow's definition (item LargeCrossbow) had Hand Crossbow values copy/pasted into it for some reason, and with duplicate values defined for it PZ was picking some over others somehow.