If the mod blueprints are not being learned properly, some things to try to resolve this issue include:
Verify that the mod is installed properly - Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file - If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)
Utilize an alternate DLC to import the mod blueprints - Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder - Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)
_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
Spoiler:
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As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
There is nothing to figure out. Install the mod > craft the mutations > equip the mutations > use the mutations.
1) You install the mod's Data3.pak file into your game installation's "DW" folder. 2) You then load your game so you are in the game world. 3) You then go to your 'Blueprints' screen and go to the lower section and craft any of the Mutations you would like. 4) You then equip the crafted Mutation(s) from your 'Inventory' screen into your secondary 'Equipment' slot(s). 5) You then use the 'Equipment' slot with the Mutation in it while playing to damage enemies.
Love this mod, but the activations is rather slow... it can be quite difficult to use in a cramped area when on the move unless you have like 15+ feet of space to not get smacked around and have the animation disrupted. Is there any way to speed up the animation it does on the hand before the mutations?
Other than that, I have no gripes whatsoever!
This mod makes traversing the land at night time a lot easier! Simply put on the Stasis Mutation and temporarily force those jumping volatiles to stay in place for a few second so you can either: a) make a quick escape, or b) turn around real quick and pop them in the face a couple of times with your gun and just obliterate them haha. I like to put on the zombie gut camouflage (then run around the corner if spotted while placing gut camo and then run back around when not suspected) and just go around mowing down all the volatiles I can >:D The xp rewards for doing so are quite nice!
Hey there. Been trying to get some of your mods working. Downloaded Mutations, Calyxiums Bows and Custom Weapon Upgrades. Merged the code in the inventory_gen_dlc1 file, but neither mod is working. No blueprints being learned. ????
Oh yeah. I am using the latest Steam version of the game.
You are very welcome! Thank you for letting me know that you enjoy what it adds to your game. I had hoped to add additional mutations to those already offered, but I have not had time to perform proper tests and configurations for them, let alone do much else related to modding. Perhaps in the coming weeks I will be able to return to developing updates again.
Hi, thank you for looking to try the mod. I've sent a private message to you to see if a common cause for this issue is what is causing it for you and included quick steps to fix it. As noted in the message, if the provided solution does not solve the issue, please respond via that message with answers to a couple other questions (game version, etc) to help pinpoint what the cause is and then how we can fix it an get the mod working on your game.
(if you have not used the private messages on nexus before, you can access them from the envelope icon at the top right of the page which is two icons left of your login name)
56 comments
Compatibility: Officially released Steam v1.49.0 - 1.50.0 (and GoG/Epic Equivalent)
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Troubleshooting - Blueprints Not Appearing/Being Learned Properly
If the mod blueprints are not being learned properly, some things to try to resolve this issue include:
Verify that the mod is installed properly
- Ensure you have installed the mod properly by following the steps outlined in the mod ReadMe Install-Uninstall file
- If merging was required to add this mod to your existing Data3.pak file that has other mods installed into it, verify that any file conflicts between the mods were merged properly and no typos, stray characters, or placement issues were mistakenly made in the file(s)
Utilize an alternate DLC to import the mod blueprints
- Open the Data3.pak file using WinRar or 7z and browse to the "data\scripts\inventory" folder
- Rename the mod's "inventory_gen_dlc1.scr" file to "inventory_gen_dlc17.scr" to import the mod blueprints via the "The Following" DLC (DLC17) instead of the standard "Be The Zombie" built-in DLC (DLC1)
____________________________________________________
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
Install the mod > craft the mutations > equip the mutations > use the mutations.
1) You install the mod's Data3.pak file into your game installation's "DW" folder.
2) You then load your game so you are in the game world.
3) You then go to your 'Blueprints' screen and go to the lower section and craft any of the Mutations you would like.
4) You then equip the crafted Mutation(s) from your 'Inventory' screen into your secondary 'Equipment' slot(s).
5) You then use the 'Equipment' slot with the Mutation in it while playing to damage enemies.
Other than that, I have no gripes whatsoever!
This mod makes traversing the land at night time a lot easier! Simply put on the Stasis Mutation and temporarily force those jumping volatiles to stay in place for a few second so you can either: a) make a quick escape, or b) turn around real quick and pop them in the face a couple of times with your gun and just obliterate them haha. I like to put on the zombie gut camouflage (then run around the corner if spotted while placing gut camo and then run back around when not suspected) and just go around mowing down all the volatiles I can >:D The xp rewards for doing so are quite nice!
Oh yeah. I am using the latest Steam version of the game.
I had hoped to add additional mutations to those already offered, but I have not had time to perform proper tests and configurations for them, let alone do much else related to modding. Perhaps in the coming weeks I will be able to return to developing updates again.
Have fun!
(if you have not used the private messages on nexus before, you can access them from the envelope icon at the top right of the page which is two icons left of your login name)