Thanks for the tip. This mod doesn't rely on any dependencies so that tips is only useful for those who wish to use them. Otherwise, directly replacing the files within game's folder is preferable since it makes use of ONLY vanilla assets.
Still, thanks for the head up for those whom use those frameworks.
Yes, but I was having issues since replacing game files only work if using one mod/multiple mods don't overwrite same file. So, made Modding Scripts Bag at Zero Sievert Nexus - Mods and community to play with multiple mods by merging jsons or only taking certain parts of mods.
Json framework is broken so it's a bypass. Otherwise may be used to manipulate game data values.
Also leaving comment for anyone = Ongoing save game can work with new mods by editing save file json too. (player stats, trader inventory etc.)
Also note = game file replacement of some mods may crash game cuz they only provide addition/changes to base data with expectation it'll be loaded with Framework... Direct replacement then causes base data to be missing.
error on start up with newest ZS version (1.1.12), using SAMO-99-weather-28-5-1745471605
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_logo_screen: Variable <unknown_object>.category(103067, -2147483648) not set before reading it. at gml_Script_item_get_category ############################################################################################ gml_Script_item_get_category (line -1) gml_Script_gamedata_build_all_weapon_array gml_Script_gamedata_initialize_and_load gml_Object_obj_logo_screen_Step_0
Caused by new game engine couldn't read some entry from the old engine. Patched up developer's 'questionable choices'. Fixed inWorkshop-1 version of SAMO.
trying to start new game, after meddling with the preset and equipment and pressing 'start' this error popped up
___________________________________________ ############################################################################################ ERROR in action number 1 of Alarm Event for alarm 11 for object obj_npc_parent: DoMul :: Execution Error at gml_Object_obj_npc_parent_Alarm_11 ############################################################################################ gml_Object_obj_npc_parent_Alarm_11 (line -1)
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_player: local variable _x(102749) not set before reading it. at gml_Script_player_update_weapon_torch_specific ############################################################################################ gml_Script_player_update_weapon_torch_specific (line -1) gml_Script_player_update_weapon_torch gml_Script_scr_player_state_move gml_Script_player_execute_state (line -1) gml_Object_obj_player_Step_0
SHEESH, ANOTHER ONE? This is a very conditional crash by mounting Light / Laser onto your PKM then holding it. Regardless of slot. PKM will now require the same railing system as SKS to prevent this crash.
New save run, progressing barman quest, 1st time going to makeshift camp. error pop up before loading even finish. tested multiple times ended with same result.
___________________________________________ ############################################################################################ ERROR in action number 1 of Alarm Event for alarm 11 for object obj_npc_parent: DoMul :: Execution Error at gml_Object_obj_npc_parent_Alarm_11 ############################################################################################ gml_Object_obj_npc_parent_Alarm_11 (line -1)
Do you know which quest you got at the time? You got all the scripts from this mod installed or only a selective few? Did you use this mod in conjunction with other mod(s)? Any other info you can give me?
'Cause I just made a new save, did quest and now I finished "The Radio Tower", no crash on my end. My buddies who also help me debug this mod got no problem loading with a new save neither.
Im using everything except npc, npc preset (i just copy pasted the "arma" into vanilla json), weather.
for the quest tbh i dont remember other than barman quest. I took few of networker quest for sure. but dont remember which one.
probably one of those mods that i installed somehow incompatible with SAMO then.. I'm using Better Tactical display, npc healthbar, and no fatigue decay in hub. so most likely the error is on my end. gonna test it again later
Yes do that. I've verified that not having NPCs + NPC Presets files won't cause any issue. So I've concluded that it's 100% not my mod at fault.
And it's most likely not an incompatibility issue. You could use this mod as the base instead of default vanilla scripts and other mods will still works.
If my hunch is correct, based on that crash log, you got a typo somewhere, OR, wrong format. Just to be safe from potentially corrupted upload (Nexus does that sometime) I'll update the mod again tomorrow.
Hey its me again, the last problem is solved after doing everything from scratch again. anyway i just wanna say something about gun dropped from lazar and arman, ASM VAL and VSSM VIntores i believe. is the muzzle bug just like in this pic known issue? If I remember correctly it was a bug in the past from base game...
Yea it's still is a bug, since I made most, if not all attachments hyper interchangeable and compatible with most guns.
By default, the bots got access to the same attachments pool as the player, given the quality "level" of attachments. For example: Bandit get attachment quality level 0 to 2, Factions get attachment quality level 1 to 4, bosses are allowed free access to all. So, for higher skill bots, they tend to have access to muzzles, which they're then "forcefully" slap it on an integrated silencer gun.
That's the result lol.
In theory I could also "forcefully" fix it, either by: 1/ Manually adding each and every single muzzle device into a separated guns pool, which is EXTREMELY time consuming. That must be done over MULTIPLE updates if I ever do it. In the event that I missed some guns, I don't have enough play testers. 2/ Completely disallow bots access to muzzle devices, which means you'll never find muzzle devices on anyone ever again. The NPC files I made somewhat lightened this bug, not completely removing it. And I forgot Lazar used AS VAL since mine uses MK.47 while Arman + Kibba each got an "arsenal" to play with.
ah so thats why, eh its fine. not really gamebreaking, just wondering why before.. I just need to edits the those 2 "arma" in npc json to avoid these bug👍👍👍
Hey I "attempted" to fix muzzle devices while adding guns and fixing up AI. My buddy who play this game are, quite frankly, unreliable and CANNOT AIM FOR SH!T
Just regular play through and report anything you think is missing, missed or not supposed to be. You seem to be pretty active on this game, I'd appreciate it if you can help me stress test the mod.
Supposedly fixed in mod version 'Weather-5' but the problem MIGHT persist, it's pretty random tbh.
THIS IS A KNOWN BUG, THERE IS A WORK AROUND. As in the game plays detach mag sound, and... that's it, no mag insert, no bolt, no slap, nothing. Which unfortunately there is NO FIX, for now.
Sometime you cannot reload since it'll be stuck in reloading FOREVER, or you might be able to reload an empty gun but not half-empty gun, or you might be able to reload a half-empty gun but not a completely empty gun, etc...
All the same, AI are not affected by this bug. This will affect any gun, on the condition that gun have NOT been modified (newly bought gun / picked up gun).
TO FIX THIS BUG, PERMANENTLY, (on only that gun sadly): Bring said bugged gun to your workbench, modified with whatever, you could detach and reattach the same mod. This usually works, 99% of the time infact. Should also work with shotguns, and gun without mag attachments.
IF THAT DID NOT WORK : Detach said gun's MAGAZINE (ammo mag/ drum / clip) and reattach it or better yet, replace it with another one. Now check if you can reload / unload / reload your gun. This WILL work with any and all bugged guns.
If it doesn't work, sadly if that's truly is the case for you, I cannot help since neither me and my testing buddies managed to replicate such case, we all managed to fix with the above work around methods.
If anyone know what's causing this (cause I only had my hunches so far but no dice) please point it out for me. Also, if you think something is not intended, and not quite a bug at the same time, please type it here so I could look into it.
Uh, no, of course not. This is for vanilla game, or to be used in conjunction with other minor mods. While Escape From Zarkov and Tieba01 affected the entire game, which override these same files.
Or you could just use this mod as the base instead of vanilla scripts, that works too.
26 comments
Bypass Hack = Modding Hackjob - JSON Framework Broken - Script Replacement : r/ZEROsievert
This mod doesn't rely on any dependencies so that tips is only useful for those who wish to use them.
Otherwise, directly replacing the files within game's folder is preferable since it makes use of ONLY vanilla assets.
Still, thanks for the head up for those whom use those frameworks.
So, made Modding Scripts Bag at Zero Sievert Nexus - Mods and community to play with multiple mods by merging jsons or only taking certain parts of mods.
Json framework is broken so it's a bypass. Otherwise may be used to manipulate game data values.
Also leaving comment for anyone = Ongoing save game can work with new mods by editing save file json too. (player stats, trader inventory etc.)
Also note = game file replacement of some mods may crash game cuz they only provide addition/changes to base data with expectation it'll be loaded with Framework... Direct replacement then causes base data to be missing.
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_logo_screen:
Variable <unknown_object>.category(103067, -2147483648) not set before reading it.
at gml_Script_item_get_category
############################################################################################
gml_Script_item_get_category (line -1)
gml_Script_gamedata_build_all_weapon_array
gml_Script_gamedata_initialize_and_load
gml_Object_obj_logo_screen_Step_0
Patched up developer's 'questionable choices'.
Fixed in Workshop-1 version of SAMO.
Happy dying! :-)
___________________________________________
############################################################################################
ERROR in action number 1
of Alarm Event for alarm 11 for object obj_npc_parent:
DoMul :: Execution Error
at gml_Object_obj_npc_parent_Alarm_11
############################################################################################
gml_Object_obj_npc_parent_Alarm_11 (line -1)
Fixed in Workshop-1.5 version of SAMO.
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_player:
local variable _x(102749) not set before reading it.
at gml_Script_player_update_weapon_torch_specific
############################################################################################
gml_Script_player_update_weapon_torch_specific (line -1)
gml_Script_player_update_weapon_torch
gml_Script_scr_player_state_move
gml_Script_player_execute_state (line -1)
gml_Object_obj_player_Step_0
This is a very conditional crash by mounting Light / Laser onto your PKM then holding it. Regardless of slot.
PKM will now require the same railing system as SKS to prevent this crash.
Fixed in Workshop-3 version of SAMO.
___________________________________________
############################################################################################
ERROR in action number 1
of Alarm Event for alarm 11 for object obj_npc_parent:
DoMul :: Execution Error
at gml_Object_obj_npc_parent_Alarm_11
############################################################################################
gml_Object_obj_npc_parent_Alarm_11 (line -1)
Do you know which quest you got at the time?
You got all the scripts from this mod installed or only a selective few?
Did you use this mod in conjunction with other mod(s)?
Any other info you can give me?
'Cause I just made a new save, did quest and now I finished "The Radio Tower", no crash on my end.
My buddies who also help me debug this mod got no problem loading with a new save neither.
for the quest tbh i dont remember other than barman quest. I took few of networker quest for sure. but dont remember which one.
probably one of those mods that i installed somehow incompatible with SAMO then.. I'm using Better Tactical display, npc healthbar, and no fatigue decay in hub. so most likely the error is on my end. gonna test it again later
thanks for checking it.. :D
So I've concluded that it's 100% not my mod at fault.
And it's most likely not an incompatibility issue.
You could use this mod as the base instead of default vanilla scripts and other mods will still works.
If my hunch is correct, based on that crash log, you got a typo somewhere, OR, wrong format.
Just to be safe from potentially corrupted upload (Nexus does that sometime) I'll update the mod again tomorrow.
By default, the bots got access to the same attachments pool as the player, given the quality "level" of attachments.
For example: Bandit get attachment quality level 0 to 2, Factions get attachment quality level 1 to 4, bosses are allowed free access to all.
So, for higher skill bots, they tend to have access to muzzles, which they're then "forcefully" slap it on an integrated silencer gun.
That's the result lol.
In theory I could also "forcefully" fix it, either by:
1/ Manually adding each and every single muzzle device into a separated guns pool, which is EXTREMELY time consuming.
That must be done over MULTIPLE updates if I ever do it. In the event that I missed some guns, I don't have enough play testers.
2/ Completely disallow bots access to muzzle devices, which means you'll never find muzzle devices on anyone ever again.
The NPC files I made somewhat lightened this bug, not completely removing it.
And I forgot Lazar used AS VAL since mine uses MK.47 while Arman + Kibba each got an "arsenal" to play with.
My buddy who play this game are, quite frankly, unreliable and CANNOT AIM FOR SH!T
Just regular play through and report anything you think is missing, missed or not supposed to be.
You seem to be pretty active on this game, I'd appreciate it if you can help me stress test the mod.
Steam workshop makes it extremely difficult and convoluted to maintain and update mods.
And these are just a bunch of scripts files.
I'll allow anyone to re-upload this mod anywhere else
AS LONG AS THE UPLOADER GIVE CREDIT WHERE IT'S DUE.
...and link directs back here as well...
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_controller:
Item "weather_kit" not recognised
at gml_Script_trace_error
############################################################################################
gml_Script_trace_error (line -1)
gml_Script_item_get_category
gml_Script_class_loot
gml_Script_crafting_loot_array_from_type (line -1)
gml_Script_anon_crafting_initialize_gml_GlobalScript_crafting_initialize_3169_crafting_initialize_gml_GlobalScript_crafting_initialize
gml_Script_crafting_mode_get_loot_array
gml_Script_ui_crafting_populate
gml_Script___catspeak_expr_call__ (line -1)
gml_Script___catspeak_expr_block_3__
gml_Script___catspeak_function__
gml_Script_anon___uiClassCallback_gml_GlobalScript___uiClassCallback_247___uiClassCallback_gml_GlobalScript___uiClassCallback
gml_Script___uiInputButtonClick
gml_Script_uiInputButtonClick
gml_Script_anon___uiClassOnion_gml_GlobalScript___uiClassOnion_16412___uiClassOnion_gml_GlobalScript___uiClassOnion
gml_Object_obj_controller_Step_0
Thanks for the report. Happy dying :-)
Supposedly fixed in mod version 'Weather-5' but the problem MIGHT persist, it's pretty random tbh.
THIS IS A KNOWN BUG, THERE IS A WORK AROUND.
As in the game plays detach mag sound, and... that's it, no mag insert, no bolt, no slap, nothing.
Which unfortunately there is NO FIX, for now.
Sometime you cannot reload since it'll be stuck in reloading FOREVER, or you
might be able to reload an empty gun but not half-empty gun, or you
might be able to reload a half-empty gun but not a completely empty gun,
etc...
All the same, AI are not affected by this bug.
This will affect any gun, on the condition that gun have NOT been modified (newly bought gun / picked up gun).
TO FIX THIS BUG, PERMANENTLY, (on only that gun sadly):
Bring said bugged gun to your workbench, modified with whatever, you could detach and reattach the same mod.
This usually works, 99% of the time infact. Should also work with shotguns, and gun without mag attachments.
IF THAT DID NOT WORK :
Detach said gun's MAGAZINE (ammo mag/ drum / clip) and reattach it or better yet, replace it with another one.
Now check if you can reload / unload / reload your gun. This WILL work with any and all bugged guns.
If it doesn't work, sadly if that's truly is the case for you, I cannot
help since neither me and my testing buddies managed to replicate such
case, we all managed to fix with the above work around methods.
If anyone know what's causing this (cause I only had my hunches so far but no dice) please point it out for me.
Also, if you think something is not intended, and not quite a bug at the same time, please type it here so I could look into it.
This is for vanilla game, or to be used in conjunction with other minor mods.
While Escape From Zarkov and Tieba01 affected the entire game, which override these same files.
Or you could just use this mod as the base instead of vanilla scripts, that works too.