ZERO Sievert

ZERO Sievert

Expert Armorsmith & Cultists v0.2.1!
53 kommentarer
diziothevoice 8. nov. kl. 14:15 
You've done a great job, and thank you for supporting this beautiful mod!
GL
Hey Person  [ophavsmand] 8. nov. kl. 12:00 
@diziothevoice okay thank you that makes sense. I'll look into it when I can. The mall does have it's special issues that I've had to mess with so we will look at it soon.
diziothevoice 8. nov. kl. 11:58 
First of all, thanks for checking this out, awesome mod by the way! 10+++

I haven’t added any other mods recently, it just suddenly started throwing this error.
I did some testing to figure out what’s going on, and I noticed it only happens right after getting off the train in “The Mall.” On other maps, everything works fine.

I’m wondering if it might be because the program can’t place the tree properly in “The Mall,” since most of the space is taken up by the mall itself?
I’m thinking that because if I load another map first and then go back to “The Mall,” sometimes it works without any issues.
Hey Person  [ophavsmand] 6. nov. kl. 13:00 
@diziothevoice what other mods do you have installed as it must be conflicting with some other mod somehow.
diziothevoice 6. nov. kl. 9:45 
Same error of @TonyCamel
I truly love this mod ...any help?
錫歸3 4. nov. kl. 2:57 
吵得要死的MOD
TonyCamel 14. okt. kl. 4:37 
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_mod_generic:
Code failure in: "init.script"

Mod "Expert Armorsmith & Cultists" failed to run the object event, "step_normal_event".
ERROR in action number 1
of Step Event0 for object obj_mod_generic:
Katspeak v3.1.1: process exceeded allowed time of 1000 ms
at gml_Script___katspeak_error

at gml_Script_mods_trace_error
############################################################################################
gml_Script_mods_trace_error (line -1)
gml_Script_mods_object_perform_event
gml_Object_obj_mod_generic_Step_0
Hey Person  [ophavsmand] 2. okt. kl. 11:07 
Update: Just letting everyone know that I am seeing all the comments and concerns about the performance issues and bugs. I have not abandoned this project I have just been away and pretty busy with work and just casually gaming on the side. I have not updated this mod since before the prologue was released so I am not sure how exactly this mod is performing right now myself. I should be back to work out the bugs and issues sometime either this weekend or next weekend. Stay tuned! I plan on keeping this mod in tact!
juiceGrump 2. okt. kl. 10:02 
this mod causes the game to lag heavily, i dont know why, please fix.
NOBODY 20. aug. kl. 11:58 
Mod is peak, the only problem I have the similar error as some

same problem as askal, new version, new save, but still buggy. Over all, if you improve the system and the devs cared about the modding community and added some stuff like an ease of life one then there would be no doubt that, that this mod would most likely be in every zero sieverts' fan list

for now I have it disabled so I can conserve my mats since, I keep crashing and I don't want to deplete my gear
Enthuziazt 15. aug. kl. 17:52 
this mod seems to polished and filled with passion, and it is mind you, but unfortunately this mod is just unusable for me, it crashed my game, made my cursor stuck on the edge of the screen.

to anyone that might need this, on how to remotely force end the Zero Sievert task while your mouse is stuck, Ctrl + Shift + Esc for task manager, use your arrow keys to navigate, search zero sievert and press enter, then press Alt + E to forcibly end a task, sincerely from a hunter!
샷건 마스터 11. aug. kl. 3:50 
1.2.21 work?
Hey Person  [ophavsmand] 2. juli kl. 8:38 
@Comrade Amoni Thank you! glad you are enjoying the mod so far! Yeah I'll look into the tree. I'm not a great pixel artist admittedly. But the cultist do indeed have black outlines.
Comrade Amoni 2. juli kl. 2:04 
Also the cultists, the cultists should also receive a dark outline. (was hard to tell at the night, but it didn't seem that they had one.)
Comrade Amoni 2. juli kl. 0:25 
Love the mod so far! Only comment is that the tree should be retextured to have a black outline around it, and maybe a third pixel color for the bark. AS it is, it stands out from the map in a very not good way-

The chalk lines around it are awesome tho.
Hey Person  [ophavsmand] 8. juni kl. 1:52 
@Askal Yes, but there is a questline that is unavailable to you unless you start a new save. You wont be able to unlock the augmentin questline, making it near impossible to deal with cultists poison.
Askal 7. juni kl. 22:32 
Thankfully, restarting game fixes it. And lagging doesn't last long either, so I'll try to continue playing with my existing saves if possible.
I'll consider changing my save if it becomes totally impossible to play. Thanks.
Hey Person  [ophavsmand] 7. juni kl. 20:37 
@Askal whoof that's quite an extensive list. Do you still get the issue even when playing on a new save? And yeah, we apologize to everyone for having to do that, but the new update just for some reason would not work with older saves. Trust me if we could have figured out a way we would have.
Askal 7. juni kl. 20:19 
Installed mod list
- Girzu's - Custom Armor
- Stackable Grenades
- better Scope
- Medical Supplies Stack Rebalance
- SRM-300
- Increase Food Stacks
- Semi-Barret
- Original Gun Names
- Weight reduce 50% (scrap)
- Floating Damage
- 12g Flechette ammunition
- Denel NTW
- Stackable Crystals
- Hag's Junk Stacking
- Stackable Repair Kits
- NB7
- Arctic Warfare Police
- Gepard Anti-Materiel Rifle
- Tarkov gun pack
- GPU Mining System
- Ruger Super Blackhawk
- Zakov.tv
- Desert Eagel
- GMPG 5
- Winchester 1866
- Nomad Backpack
- Questline Enabler
- Expert Armorsmith & Cultists

and no, i didn't know about need to start with new save...
Hey Person  [ophavsmand] 7. juni kl. 10:29 
@Askal can you list me what other mods you have installed if any? Also did you install the questline enabler and start a new save? This new update is not compatible with old saves that used any previous version of the mod.
Askal 7. juni kl. 9:01 
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_mod_generic:
Code failure in: "init.script"

Mod "Expert Armorsmith & Cultists" failed to run the object event, "step_normal_event".
ERROR in action number 1
of Step Event0 for object obj_mod_generic:
Katspeak v3.1.1: process exceeded allowed time of 1000 ms
at gml_Script___katspeak_error

at gml_Script_mods_trace_error
############################################################################################
gml_Script_mods_trace_error (line -1)
gml_Script_mods_object_perform_event
gml_Object_obj_mod_generic_Step_0


The game was often stuttering after the mod was installed, and game is keep crashing when entering scene at Mall...
Hey Person  [ophavsmand] 26. maj kl. 11:24 
@BooKoo I've said before that I would be interested in something like that, but as of now we simply don't have the enemy events in the modding environment to support it fully.
BooKoo 26. maj kl. 1:28 
What do you think if cultists summon a monstrous entity, or even better — if they’re killed, they resurrect in a monstrous form? (That one's a bit tricky, so I’m just throwing it out there as an idea :3)
Hey Person  [ophavsmand] 25. maj kl. 5:31 
@Yami3 No problem, and thank you so much!!
Yami3 25. maj kl. 4:56 
I had the start time wrong. Thank you for pointing that out.
I really like this mod, so I'm looking forward to the updates.
Hey Person  [ophavsmand] 25. maj kl. 3:39 
@Yami3. Make sure you are going into the swamp at 22:00, not 20:00. I just tested it out with my mod on, and cultists spawned in the map, and the clear the swamp was still working.
Image for proof https://i.imgur.com/6tK4Mz3.png
Yami3 25. maj kl. 1:31 
Bug report.
With the mod on, no green troops will be deployed north of the swamp, even at 8pm, and "Clear the swamp" will not begin.
If you turn the mod off and sleep for a day, green troops will be deployed and "Clear the swamp" will begin.
If you confirm this and then turn the mod on and sleep for a day, the green troops will disappear and "Clear the swamp" will not begin.
Hey Person  [ophavsmand] 22. maj kl. 16:48 
@OG Byrdman. There's been thoughts about it. Maybe in the future when we get more enemy functions yes. Just right now im really against the idea of just reskinning a blink or a big. Maybe once we can fully customize enemies I will test it out, but until then I just don't think it's a super great idea.
OG Byrdman 22. maj kl. 12:26 
any chance we get a boss monster to fight in the future? perhaps if you don't kill the circle fast enough, He spawns
Hey Person  [ophavsmand] 18. maj kl. 14:11 
@SDgamer I just tested it out and it seems to work fine.
SDgamer 18. maj kl. 11:37 
how well does this play with the Shady Dealer mod? Been playing a lot of other games lately in my back log so didn't get time to try it out

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3477955106
Hey Person  [ophavsmand] 17. maj kl. 23:43 
Anyone who's been trying this mod out lemme know if you feel 35% is a bit too low for the spawn rate. I was thinking about 40% is as high as i want to go and I definitely don't want to go up to 50%.
Hey Person  [ophavsmand] 17. maj kl. 19:55 
@churry93738 I sent you an invite. That sounds weird. Do you have any other mods enabled? Also I did just recently update the mod so you're issue may go away.
churry93738 17. maj kl. 14:39 
@Hey Person it will let me go to the forest but not any of the others and it was something if how the npc spawn i think im not the best with code send me a friend request and ill send a pic of the error
Hey Person  [ophavsmand] 15. maj kl. 15:08 
@churry93738 Wdym? are you getting an error or something going to different maps. could you post what's happening?
churry93738 15. maj kl. 9:13 
hey i just wanted to let you know that there's something going on with this mod it would let me go to different maps can you please fix it
Hey Person  [ophavsmand] 10. maj kl. 14:08 
@Liet Kynes Fixed! View Changenotes :)
Liet Kynes 10. maj kl. 7:03 
the cultist spawn on my face many times, just after click space bar and stop train, is very nasty in hunter mode, can you fix this?
Hey Person  [ophavsmand] 6. maj kl. 8:42 
@cricketsanico. Yes a lot of mods will conflict with other mods at the moment the devs are working on a way to fix mod overlap. But until then, just assume that any mod that changes your game in any significant way won’t interact well with other mods that also change your game. Doesn’t mean it doesn’t work. If you want to experience it. Try a new save with just my mod on.
cricketsanicon 6. maj kl. 2:07 
@Hey person. Yes any error as soon as go to load it to my saved game. If I read it right. It is conflicting with other mods I have on.
Hey Person  [ophavsmand] 5. maj kl. 21:08 
@cricketsanicon I still need more specifics if I'm to help you out tbh. Are you getting an error with this mod on or something. What is not working?
cricketsanicon 5. maj kl. 20:45 
@hey person. Sorry I mean I'm stupid and can't figure out how to get it to work with my already 70 hour play though. I'm not good with all this lol
Hey Person  [ophavsmand] 5. maj kl. 20:01 
@cricketsanicon. Wdym? What problem are you having?
cricketsanicon 5. maj kl. 15:03 
sucks this does not work
ichigoice3000 3. maj kl. 10:21 
ah sorry it was just a interference between mods.
ichigoice3000 3. maj kl. 10:16 
@Hey Person I checked it's not exist it in init.script
btw, when I tried to go to the Mall, the game is crashed.

___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_player:
DoAdd :2: undefined value
at gml_Script___katspeak_expr_index_set_plus__
############################################################################################
gml_Script___katspeak_expr_index_set_plus__ (line -1)
gml_Script___katspeak_expr_block_2__
gml_Script___katspeak_expr_if__
gml_Script___katspeak_expr_if__
gml_Script___katspeak_function__
gml_Script_mods_object_perform_event
gml_Object_obj_player_Step_0
Hey Person  [ophavsmand] 3. maj kl. 9:55 
@ichigoice3000 also, if for some reason your init.script still has
FactionCreate("Cultists");
FactionSetName("Cultists", "Cultists");

at the top, just remove them and save the script. They're not supposed to be there anymore.
ichigoice3000 3. maj kl. 9:49 
@Hey Person
Thank you a lot!
Hey Person  [ophavsmand] 3. maj kl. 9:15 
@ichigoice3000. So I had to update the mod, it works fine on new saves, but it may have issues with saves that were created using a previous version.



Here is the fix:
1. Go to the scripts folder.

Drive:\SteamLibrary\steamapps\workshop\content\1782120\3473652384\scripts

2. open cultists.script

3. Find this

if (FileDataRead("cultist_faction_created") != 1) {
FactionCreate("Cultists");
FactionSetName("Cultists", "Cultists");


4. Remove
FactionCreate("Cultists");
FactionSetName("Cultists", "Cultists");

then save


5. Load your save back up.

6. Save and exit your game, and put
FactionCreate("Cultists");
FactionSetName("Cultists", "Cultists");

back into the script

7. Save cultists.script
ichigoice3000 3. maj kl. 8:57 
@Hey Person
___________________________________________
############################################################################################
ERROR in action number 1
of Create Event for object obj_player:
Code failure in: "init.script"

Mod "Expert Armorsmith & Cultists" tried creating a faction that already exists, "Cultists"

at gml_Script_mods_trace_error
############################################################################################
gml_Script_mods_trace_error (line -1)
gml_Script___MODS_FactionCreate
gml_Script___katspeak_expr_call_1__ (line -1)
gml_Script___katspeak_expr_block__
gml_Script___katspeak_expr_if__
gml_Script___katspeak_expr_block__
gml_Script___katspeak_function__
gml_Script_mods_object_perform_event
gml_Object_obj_player_Create_0
gml_Script_player_create (line -1)
gml_Object_obj_player_room_spawn_Create_0