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USP 45, on the MOD's inspect menu the holographic sight isn't alligned properly, and when equipping it, the gun's model on the character is on the right position, but all the attachments aren't
But as I said in the comments, the basic idea behind this mod is great. I gonna keep it on my watchlist for the stable release.
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.changeRootState(StateMachine.java:93)
at zombie.ai.StateMachine.changeState(StateMachine.java:45)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14650)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12465)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12424)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4165)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4272)
at zombie.iso.IsoWorld.update(IsoWorld.java:4186)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`
当我进入游戏推僵尸时,就会报这个错,
function: renderInventory -- file: risky_inspect_core.lua line # 564 | MOD: EscapeFromKentucky42
function: update -- file: risky_inspect_core.lua line # 68 | MOD: EscapeFromKentucky42
ERROR: General f:44078, t:1742895733231> ExceptionLogger.logException> Exception thrown
java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor1702.invoke(null:-1).
Stack trace:
jdk.internal.reflect.GeneratedMethodAccessor1702.invoke(Unknown Source)
java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
java.base/java.lang.reflect.Method.invoke(Unknown Source)
se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:201)
se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1805)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38)
zombie.ui.UIElement.update(UIElement.java:2059)
zombie.ui.UIManager.updateUIElements(UIManager.java:1034)
zombie.ui.UIManager.update(UIManager.java:789)
zombie.GameWindow.logic(GameWindow.java:332)
zombie.GameWindow.frameStep(GameWindow.java:928)
zombie.GameWindow.run_ez(GameWindow.java:821)
zombie.GameWindow.mainThread(GameWindow.java:619)
java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: scene object "Gunpart.null" not found
zombie.vehicles.UI3DScene.getSceneObjectById(UI3DScene.java:3682)
zombie.vehicles.UI3DScene.fromLua4(UI3DScene.java:5608)
... 20 more
`
`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.changeRootState(StateMachine.java:93)
at zombie.ai.StateMachine.changeState(StateMachine.java:45)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14661)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12476)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12435)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4171)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4278)
at zombie.iso.IsoWorld.update(IsoWorld.java:4192)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`
`function: onAttack -- file: risky_inspect_set.lua line # 35 | MOD: EscapeFromKentucky42
java.lang.RuntimeException: Object tried to call nil in onAttack
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:246)
at zombie.ai.StateMachine.stateEnter(StateMachine.java:245)
at zombie.ai.StateMachine.ensureSubstateActive(StateMachine.java:127)
at zombie.ai.StateMachine.lambda$changeState$1(StateMachine.java:55)
at zombie.util.lambda.Consumers$Params1$CallbackStackItem.accept(Consumers.java:39)
at zombie.util.list.PZArrayUtil.forEach(PZArrayUtil.java:974)
at zombie.util.list.PZArrayUtil.forEach(PZArrayUtil.java:1000)
at zombie.ai.StateMachine.changeState(StateMachine.java:51)
at zombie.ai.StateMachine.changeState(StateMachine.java:34)
at zombie.characters.IsoGameCharacter.actionStateChanged(IsoGameCharacter.java:14661)
at zombie.characters.IsoPlayer.actionStateChanged(IsoPlayer.java:10259)
at zombie.characters.action.ActionContext.invokeAnyStateChangedEvents(ActionContext.java:623)
at zombie.characters.action.ActionContext.postUpdateInternal(ActionContext.java:99)
at zombie.characters.action.ActionContext.update(ActionContext.java:73)
at zombie.characters.IsoGameCharacter.postUpdateInternal(IsoGameCharacter.java:12476)
at zombie.characters.IsoGameCharacter.postupdate(IsoGameCharacter.java:12435)
at zombie.characters.IsoPlayer.postupdateInternal(IsoPlayer.java:4360)
at zombie.characters.IsoPlayer.postupdate(IsoPlayer.java:4352)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.postupdate(MovingObjectUpdateSchedulerUpdateBucket.java:89)
at zombie.MovingObjectUpdateScheduler.postupdate(MovingObjectUpdateScheduler.java:180)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4171)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4278)
at zombie.iso.IsoWorld.update(IsoWorld.java:4192)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1811)
at zombie.gameStates.IngameState.update(IngameState.java:1507)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:388)
at zombie.GameWindow.frameStep(GameWindow.java:928)
at zombie.GameWindow.run_ez(GameWindow.java:821)
at zombie.GameWindow.mainThread(GameWindow.java:619)
at java.base/java.lang.Thread.run(Unknown Source)
`
There is an issue with 5.56mm firearms such as the AEK-971, AN-94, HK416, and AK12 where changing the magazine type causes the weapon's damage to rollback. If all attachments are removed in this state, the damage can even drop into negative values.
This was confirmed using the "Show Weapon Status Plus" mod to monitor weapon stats including damage.
If the magazine is reset to a 30-round mag, the weapon reverts to its pre-attachment base damage, and reattaching parts afterwards correctly applies the stat bonuses.
However, after quitting and restarting the game, the issue reappears consistently.
This issue does not occur with 7.62mm (.306) caliber weapons. The behavior with .223 or 8.6mm calibers has not yet been tested.
Reproduction Steps:
1. Attach damage-enhancing parts (e.g., Ceramic Barrel) to a 5.56mm firearm such as the AK12 or AN-94 in the weapon inspection window.
2. Confirm increased stats using "Show Weapon Status Plus".
3. Exit the game.
4. Reload the game.
5. The weapon's stats revert to pre-modification values.
6. Remove all attachments → base weapon damage decreases by the value of the previous attachment bonuses.
Workaround:
7. In the inspection window, change the magazine type to 60-round or 100-round.
8. Weapon damage returns to normal base values.
9. Reattach all parts.
10. Confirm that all stats now apply correctly.
Steps 1–6 can be consistently reproduced every time the game is restarted.
It would be greatly appreciated if the slider could support finer adjustments such as 0.01 or smaller increments for more detailed customization.
but in reality, these weapons are designed for 5.56mm or 5.45mm rounds.
This appears to be a labeling error and may cause confusion regarding compatible ammunition types.
在使用 EFK42 的过程中,我修复了一些一直存在的小问题。
遗憾的是,由于我技术有限,还有一些残留的 Bug。
希望你能在下次更新时考虑加入这些修复。
如果你需要我修改过的文件,请 @ 我。
已修复问题:
1) 修复了游戏重新进入时零件属性会被初始化的问题
2) 修复了安装或拆卸零件时无法立即刷新零件属性的问题
3) 修复了安装零件后更换弹匣类型时零件属性被初始化的问题
4) 修复了更换弹匣类型时出现的报错问题
剩余问题:
1) 更换弹匣类型时,需要多次点击才能取下并刷新弹匣
2) 更换弹匣类型后,按 R 键无法重新装填,需要通过右键武器选择“安装弹匣”才能正常装填
3) 更换成鼓式弹匣后,武器检查 UI 中能看到鼓式弹匣,但角色手持武器的 3D 模型中看不到鼓式弹匣
-----------------------------------------------------------------------------------------------------------------------
Hello, I have been using your mod since version 42.08.
While using EFK42, I fixed several small issues that occurred repeatedly.
Unfortunately, due to my limited skills, there are still some remaining bugs.
I hope you can include these fixes in your next update.
If you need the modified files, please @ me.
Fixed Issues:
1) Fixed an issue where weapon part stats would reset when re-entering the game.
2) Fixed an issue where weapon part stats would not update immediately after attaching or detaching a part.
3) Fixed an issue where changing magazine type with a part attached would reset the part stats.
4) Fixed an error that occurred when changing magazine types.
Remaining Bugs:
1) When changing magazine types, you need to click multiple times before the magazine is removed and refreshed.
2) After changing magazine types, reloading with the R key doesn’t work — you must right-click the weapon and select “Install Magazine” to reload properly.
3) When switching to a drum magazine, it is visible in the weapon check UI but does not appear on the weapon’s 3D model held by the character.