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Also, our map seems to be a bit messed... know of a simple way to resolve the following?
https://imgur.com/a/AuomFXx
Quick & dirty way to fix it in 0.9.1 might be to blow away the objects.lua in the \media\maps\ApexMap folder (which also has the cell files). Generate 0.9.2 by changing the MainDestDir=!USERPROFILE!\Zomboid\mods\ApexMap value to something else and run the 0.9.2 script. In the map folders for each map, copy each objects.lua to the matching map folder in the \media\maps\<mapname>.
A little bit of work, though not all the maps have an objects.lua so not horrible.
This needs to be replaced
rem set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
set APEXMAKERdir=D:\APEXMAKER\Contents\mods\APEXMAKER
On this
set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
getting errors:
https://imgur.com/a/ln3iZYU
Also, the APEXMAKERdir variable seems to be set to the D drive by accident, I assume thats what you use, so I had to change it.
Btw, thanks so much for the mod, youre a legend!! <3
This is likely caused because I left the path in the script pointing to my D: drive instead of the base workshop folder (from my testing).
In the script...
rem set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
set APEXMAKERdir=D:\APEXMAKER\Contents\mods\APEXMAKER
Remove the rem from the first line, and add a rem in front of the second. That should get it going.
Performance.... well in any given location you shouldn't see any performance difference, with the exception of the larger/more dense locations. I've found the performance very tied to the volume of zombies in the area - and in cities like Raven Creek there are just more of them. Most of Raven Creek works smoothly for me, but there's an area on the west side in a bunch of tenement buildings where is slows down (a lot) for me when all the zombies are riled up.
So, as a rule no, but give it a try. Zombie population is a more direct measure of lag than world tiles.
Also, the APEXMAKER.ini is missing the sample data
Keep or Delete, that choice is yours. If keep, use the Redstonepak & Redstontiles files.
Additionally there is a typo in the mod.info, one of the packs listed still has the .pack extension, which was throwing off Grapeseed.
Since Western Town is a single cell replacement for Survivor Farm, you should be able to swap that out pretty easy if you want to.
And yeah, i left the maps= & mods= lines blank. Was prepping for a video, and overlooked that.
update: i'm adding one by one, and i think yacht club is some kind of giving me some error also i'm not yet enabling tiles mod, i'm still 50% enabling all mods which is almost 70+ mods i tihnk, brita weapon and arsenal is one of no go
Some of the included maps have a few included things which are not just the map. This does not include tilepacks which are shared across maps, or in game loot map items which are included / created depending on my discretion. I won't detail the items to avoid spoilers for people who want to discover them on their own.
Save our Station:
The entire mod is sucked it. Items, functionality, everything.
Pitstop:
All custom items included.
New Ekron:
Both items.
Western Scrap Car Yard:
The one custom item.
Snake's Mod Pack:
Nothing.
Christmas Village:
All items.
Monmouth County:
Nothing. (Debating pulling them in)
You shouldn't need to enable any tiles mods, the necessary ones are sucked into Apex Map Mod.
I always use Brita's/Arsenal[21]'s weapon mods - they should be fine. Sound direction indicator, Driving Skill, Weapon Condition, every vehicle mod I could find, all fine for me.