Project Zomboid

Project Zomboid

ORGM
Can't Reload
I have a question, which is actually quite frustrating.

I cannot load any of the weapons. I am using other mods so I may assume one may conflict but I don't see any reason for that to happen. Anyways, I am on Easy Reload, default mod settings, and upon having the proper ammo in my inventory and pressing R to insert/eject, the sounds work properly but no ammo is placed within the gun itself. I've tried via the inventory too. I don't know what I'm doing wrong and no idea what 'open slide' does, though I have tried fooling with it a few times.

Using an infinite ammo cheat from the Cheat Mod allows it to work for a short while, eventually it permanently locks up and spams the eject/insert sound which is very annoying. The red error thing on the bottom right continuously goes up. Rapidly. Dropping, disabling Infinite Ammo, and picking it up doesn't work.

I've tried several things and I can't reload guns naturally. I've tried frustratingly Googling it, even looking through the topics here but I can't find anything associated with my ignorance.

What am I missing? Please? :(
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Showing 1-10 of 10 comments
Fenris_Wolf  [developer] 1 Jan, 2020 @ 2:42am 
If the gun is using a magazine, R simply ejects or inserts a mag. Sounds like your missing the critical step of actually loading bullets into the magazine.

press R to eject the mag
Right click on the magazine in inventory and select "Reload" (or alternately, press the G key)
press R again to insert the magazine back into the gun.
The Onyx Tiger 1 Jan, 2020 @ 11:53am 
Originally posted by Fenris_Wolf:
If the gun is using a magazine, R simply ejects or inserts a mag. Sounds like your missing the critical step of actually loading bullets into the magazine.

press R to eject the mag
Right click on the magazine in inventory and select "Reload" (or alternately, press the G key)
press R again to insert the magazine back into the gun.
Still doesn't seem to be working. I right click on the magazine and no 'reload' option appears. I noticed one magazine was empty so I cheated a few new ones and dropped the old one.

I made sure the gun was empty by pressing R, pressed G after (since the Reload option was unavailable), nothing happened, pressed R.. Still empty. I ejected again and the clip was empty. I've dropped 10 empty magazines on the ground because the bullets just keep vanishing.
Fenris_Wolf  [developer] 1 Jan, 2020 @ 2:30pm 
One of 4 possible reasons then:
1) wrong ammo in inventory
2) correct ammo but still in boxes/canisters and needs to be unboxed
3) conflicting mod - especially other gun mods (but not limited to)
4) build 41 IWBUMS (not compatible yet)
The Onyx Tiger 1 Jan, 2020 @ 2:46pm 
Originally posted by Fenris_Wolf:
One of 4 possible reasons then:
1) wrong ammo in inventory
2) correct ammo but still in boxes/canisters and needs to be unboxed
3) conflicting mod - especially other gun mods (but not limited to)
4) build 41 IWBUMS (not compatible yet)
Only mods I was using are;

Hydrocraft, Silencers (direct download for ORGM, not via Steam), Cheat Mod, More Builds, Craftable Axes and Book Organizer(?).

I am also playing public build, no experimental build. Not sure if this is what IWBUMS is but upon Googling it mentioned the experimental build so.. No. Just playing public.

As for 1 and 2;

I was using the correct ammo. Made sure by hovering over the gun and directly typing it into the search field. I used only two guns from the mod. Both ammo types were correct, and they weren't in ammo boxes either. I spawned a bunch of individual magazines.

I don't know what I'm doing wrong at all. I bet you any money it's something so trivial.

EDIT:
I do want to point out that I've never actually found a gun from the mod yet as I have only wanted to experiment with it first, since right now I'm more sandboxing than playing. I have spawned both guns and corresponding ammo. Ammo appears normal at spawn, but once interacted with it becomes magically empty, saying 0-xx bullets. I only experimented with the 92 Berreta(?). I used an SMG first time but I didn't experiment with it.

Could spawning the ammo break the scripts or whatever? I could put the loot to very high in a new game and venture around and check.
Last edited by The Onyx Tiger; 1 Jan, 2020 @ 2:51pm
Fenris_Wolf  [developer] 1 Jan, 2020 @ 3:11pm 
Huh, it could be a issue with the ammo, depending on how you're spawning it in, make sure you using the FMJ or HP variants of the ammo. If a gun or mag uses .223 Remington' make sure the ammo spawned is '.223 Remington FMJ' (or HP).

The non-FMJ/HP variants are just dummy items for displaying the names, never meant to actually spawn or be used...though they should be converted to FMJ automatically when chambered if by some freak chance they do end up spawned. So if its not properly feeding those 'dummy rounds' then that's a bug on my part.

The mods you've listed shouldn't be conflicting. Cheat menu's Infinite ammo function...i cant vouch for. ORGM weapons have specific code for tracking ammo that is far different from the vanilla system. I doubt it properly handles it....the eventual errors and sound lockups you mentioned in the OP.

The Onyx Tiger 1 Jan, 2020 @ 3:19pm 
Originally posted by Fenris_Wolf:
Huh, it could be a issue with the ammo, depending on how you're spawning it in, make sure you using the FMJ or HP variants of the ammo. If a gun or mag uses .223 Remington' make sure the ammo spawned is '.223 Remington FMJ' (or HP).

The non-FMJ/HP variants are just dummy items for displaying the names, never meant to actually spawn or be used...though they should be converted to FMJ automatically when chambered if by some freak chance they do end up spawned. So if its not properly feeding those 'dummy rounds' then that's a bug on my part.

The mods you've listed shouldn't be conflicting. Cheat menu's Infinite ammo function...i cant vouch for. ORGM weapons have specific code for tracking ammo that is far different from the vanilla system. I doubt it properly handles it....the eventual errors and sound lockups you mentioned in the OP.
That worked. I spawned a Five-Seven with 5 FMJ rounds and it worked. Very slow, but now I understand! I had to load the magazine manually.

The magazines I was spawning were empty ones; they had no bullets in them. I put in the 5 bullets and reloaded the gun and it worked fine, then ejected the mag for 4 rounds (excluding the chambered bullet).

That's quite a system you have there.. I'm still new to Project Zomboid and the fact that you got that system working is pretty cool!
Last edited by The Onyx Tiger; 1 Jan, 2020 @ 3:20pm
Fenris_Wolf  [developer] 1 Jan, 2020 @ 3:25pm 
Glad its working. Annoying that the dummy rounds aren't converting on the fly right, but as I said they aren't meant to actually ever show up in game. I have them excluded from necroforge's item spawn menu, but not cheatmenu's.

Ah well next update should remove the need for them completely, having them as actual potential items like that is a confusing buggy hack I've been wanting to ditch for a while.
The Onyx Tiger 1 Jan, 2020 @ 3:28pm 
Originally posted by Fenris_Wolf:
Glad its working. Annoying that the dummy rounds aren't converting on the fly right, but as I said they aren't meant to actually ever show up in game. I have them excluded from necroforge's item spawn menu, but not cheatmenu's.

Ah well next update should remove the need for them completely, having them as actual potential items like that is a confusing buggy hack I've been wanting to ditch for a while.
What's the actual difference from HP and FMJ rounds? I could easily Google it but I want to know if it plays any significance to the game specifically.

I find this so cool you have to slowly load each bullet into the magazine. :o Guessing it's possible to find a gun without a magazine? Or more magazines. If you have more than one will it cycle to a fresh mag upon reload? :)
Fenris_Wolf  [developer] 1 Jan, 2020 @ 3:40pm 
HP on average does more damage, but less penetration for punching though to hit the Z behind.
So HP's on small groups or solo targets, FMJ's when going full auto on hordes.

If you have multiple magazines, pressing R to insert will always load the one with the most ammo (or the most full one with your selected preferred ammo: the "Use only..." menu option)

Pressing G to reload the bullets into magazines will always select the first non-full magazine in your inventory.

Finding mags without guns is quite common. Don't really find guns without mags atm unless your playing MP.
The Onyx Tiger 1 Jan, 2020 @ 3:46pm 
Originally posted by Fenris_Wolf:
HP on average does more damage, but less penetration for punching though to hit the Z behind.
So HP's on small groups or solo targets, FMJ's when going full auto on hordes.

If you have multiple magazines, pressing R to insert will always load the one with the most ammo (or the most full one with your selected preferred ammo: the "Use only..." menu option)

Pressing G to reload the bullets into magazines will always select the first non-full magazine in your inventory.

Finding mags without guns is quite common. Don't really find guns without mags atm unless your playing MP.
Awesome, thanks. Trying to figure out why it won't work in my server. :P
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