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<file name="cfgspawnabletypes.xml" type="spawnabletypes" />
or should it be
<file name="cfgspawnabletypes.xml" type="cfgspawnabletypes" />
?? just double checking
Thanks for the workarround. That working for me.
Delete the pbo and upload the new same mod : @Altar_Fix_Zens_ModPack
Can't connect to the server (The client has a PBO that is not on the server)
Client side has a PBO (zentreesplosion.pbo) that does not exist server side. Did attempt some troubleshooting for both client / server side and couldn't fix it.
Ultimately tried to remove the mod and that's when we noticed the damaged files. We did try rolling back to a previous backup but the issue persists where files are damaged when Zens Enormous Package is not installed.
If anyone has any luck fixing it in the mean time, would appreciate a heads up on a resolution. Otherwise we will just have to wait (would rather not have to do a server wipe lol).
Thanks! Have a great day :)
kicked from server: 120 (The client has a PBO that is not on the server. (C:\Program Files (x86)\Steam\steamapps\common\DayZ!Workshop@Zens Enormous Package\addons\ZenTreesplosions.pbo))
I realised that I was getting an error like everyone else - that was (at the time) because it NEEDED ZenNotes mod to work too (dependant on the external mod).
Download this, AND ZenNotes, and it worked for me perfectly!
Just wanted to let you know.
Removed this mod and my server kept crashing from leftover script calls (ActionZenWritePaper) and corrupted persistence files.
Even after deleting the mod, it left behind ZenUpdateMessages.json in storage which caused STATUS_ACCESS_VIOLATION client-side and constant mission init failures.
Fix required:
Manually remove Zen-related .json and .bin files
Clean init.c and scripts if anything references Zen
Tell your players to wipe mod cache or they’ll crash too
Not worth the cleanup — I wouldn't recommend unless you're ready to deep dive into persistence surgery.
Use with extreme caution.
also tried the comment below this and it never worked
I am at work, so i cant do any in-depth troubleshooting, since I'm away from my Dev pc and dayz modding tools.
I dev my own mods. Zen if you read these and need someone to bounce Tests through a test server. lemme know. glad to help out if needed.
Issue with ActionZenWritePaper.
does Zen not have a test Environment before publishing updates?? I'd be willing to test updates on my server before publishing if needed.
ZenModPack/scripts/4_World/classes\useractionscomponent\actionconstructor.c(51): Can't find variable 'ActionZenWritePaper'
ZenModPack/scripts/4_World/entities\zenmods\zenzippo\zenpetrolligh ter.c(3): Multiple declaration of variable 'START_SOUND'
error when using simple match together
your mod pack is getting better and better - ty for all your work.
can you change "if (!ZenModEnabled("ZenRepairPumps"))" in Well.c please?
also the flag pole shows 100 objects and 1000 cargo items and it dosent matter what i put in the config. the server log shows the correct numbers: TERRITORY @ <10807.2 12848.9> CONTAINS 2/75 OBJECTS AND 9/500 CARGO ITEMS - CANBUILD=true
and one more thing: No matter what items I enter in RequiresTerritoryBlacklist, I can still build them outside of a territory. do i miss something? the block looks like this:
"RequiresTerritoryBlacklist": {
"MessageText": "",
"BlockedActionText": "",
"ItemBlacklist":
{
"FenceKit": 0,
"WatchtowerKit": 0
},
"ActionBlacklist": {
"ActionRaiseFlag": 0
}
},
Greetings to Australia
GSP-ATL-SRV4306, 04.06 2025 02:06:47
NULL pointer to instance
Class: 'ZenSleepManager'
Function: 'OnModifierDeactivate'
Stack trace:
ZenSleep/scripts/4_world/classes\zensleepmanager.c:820 Function OnModifierDeactivate
ZenSleep/scripts/4_world/classes\playermodifiers\modifierbase.c:18 Function Deactivate
scripts/4_World/classes\playermodifiers\modifiersmanager.c:216 Function DeactivateAllModifiers
Class: 'ExpansionQuestModule'
Function: 'RemoveClientMarkers'
Stack trace:
ZenMap/scripts/4_world/3rd_party\expansionquestmodule.c:31 Function RemoveClientMarkers
VERY BAD ERROR: ZenModEnabled(ZenBasebuildingConfig) - THAT MOD WASN'T FOUND! TYPO?
Function: 'Error'
Stack trace:
scripts/1_Core/proto\endebug.c:92 Function Error