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just sometimes, in very small cases, GUI game element get taken and patched over, so whether its a mod loaded before or after, it will struggle to find original data and cause mismatches during play.
Yeah, so weird.
basically any NPC does this; once they're wounded, they won't change bandages when they're sitting on a chair, resting. and their wounds never heal. I think my wife survived the infection cuz she got bit and she said she's "feeling fine" after a few days of being bit, but the four wounds she had are still there. the first 3 which are minor lacerations and scratches never gets dirty, but the bitten left hand still gets dirty from time to time, and when it does when she's resting, she bugs out - doesn't move an inch from the chair, cannot be brought out into missions (unless I move away from the block and she teleports to the vehicle), and lets the wound bleed, depleting her HP. I just want my companions in the best condition they could as the horde night will come in a week or 2 ingame time. :<
@Sithe124
700 mods - I am not surprised. Boot a new game with just this mod and see if problem still occurs, and then put in bugs thread. If it does not, it's not this mod causing issue.
Naathaan182 not yet, 41 has it
the conflict with this mod prevents you from starting a new game, is there a way to make it compatible?
My world generation wasn’t working either, so I removed the CJ Mod firearms, and now it works. It’s a shame, though, because it has the largest variety of modded firearms for the B42 version.
Same problem here, CJ is one of the best weapons mod atm :(
It works for B42. See the installation guide:
https://steamcommunity.com/workshop/filedetails/discussion/3397396843/595136892797764113/
It would be helpful if the magazine could be shown when they're holding a firearm.
Great work chap, they should be giving you a job :D
@Bella After changing sandbox vars, you need to regenerate npcs manually.
1. Enable the mod on a new save.
2. Load into the game and change sandbox vars to whichever number of npcs you'd like.
3. Exit the save to the main menu or exit the game all together.
3. Go to the save's directory in your Zomboid directory.
4. Find and delete the files map_metabandits.bin, map_metanpcs.bin, map_npcs.bin, and player0_npcs.bin. Delete these files. Please mind that this step is irreversible, so verify that you are looking at the correct save.
5. Start the game and load into the save. New npcs will be generated according to the sandbox settings.
However, I think some adjustments are needed as allied NPCs die too easily.
If you change the sandbox NPC number during the game, does the NPC number decrease or does it remain at 1,000?
So, if you set the Diner on the left/west side of Echo-Creek as your safehouse, the Guard NPCs eventually wander off way into the woods. Like, they just dip and disappear into the forest after a while, far from the safehouse.
Looks like there might be a rogue safehouse tile or zone placed somewhere deep in the woods, and the AI thinks it’s part of the base, so they go there.
Steps to reproduce:
Choose the Diner (west side of Echo-Creek) as a safehouse
Assign NPCs as Guards
Wait a bit or fast-forward
Watch them march into the trees like they got drafted by nature
Not a huge issue, just a heads up in case that stray tile needs to be cleaned up!
Also, the mod's great overall — really adds a lot to the gameplay.