Project Zomboid

Project Zomboid

[B42] Week One NPC
Chillspice 2 月 10 日 上午 12:55
Millitary road blocks
I am past the first week and am in the zombie apocalypse proper, however the military road blocks that block access in/out of towns are still there.

I actually liked this a bit, cuz it forced me to find other ways around until i was able to gather the gear to bust through them, and led to interesting progression!

However, now that I have the gear and busted through, I see the roadblock fences and sandbags just respawn eventually/after reload? I busted through them twice and even went into debug mode just to erase them, and they keep coming back.

Is my game bugged? Or this intentional? Either way, how do you destroy them permanently?
Haven't been able to find any other posts about it, so I'm wondering if my game is just bugged.
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Combine 2 月 11 日 上午 6:50 
This might be a mod related issue and maybe not intended (I'm assuming anyway). I had a similar issue but early on when it would make sense that they'd just 'repair it', thus stared clearing trees around rather than busting the thing. But it shouldn't see repairs anymore after the bomb(s) dropped.
Chillspice 2 月 11 日 下午 8:22 
I did turn off the nuke in the settings. I wonder if for some reason the mod author forgot to set a flag to stop spawning the soldiers and roadblocks in the event that setting was switched off?
Chillspice 2 月 13 日 下午 8:48 
Slayer said he'll fix this eventually, but if anyone wants a temporary fix to this, follow the following instructions:

IMPORTANT NOTE:
Make sure to back up your saves and the BWOSquareLoader.lua file before attempting this, and understand you are modifying files at your own risk.

Also its recommended you not perform this fix until the first week or so is over and the zombie apocalypse is in full swing.

1. BACK UP YOUR SAVE FILE

2. Navigate to Local disk (C:)/Program Files (x86)/Steam/Steamapps/Workshop/Content/109600/3403180543/mods/BanditsWeekOne/42/media/lua/client

3. Find the BWOSquareLoader.lua file, MAKE A BACKUP OF IT and open it (You may need a program like Visual Studio to edit it properly)

4. Delete the following lines:

-- muldrough road blocks
addBarricadeSouth(10576, 10602, 10679)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10592, y=10675, z=0})

for i = 0, 14 do
table.insert(BWOSquareLoader.events, {phase="AbandonedVehicle", x=10587, y=10660 - (i * 6), z=0, dir=IsoDirections.S})
end

for i = 0, 3 do
table.insert(BWOSquareLoader.events, {phase="AbandonedVehicle", x=10597, y=10685 + (i * 6), z=0, dir=IsoDirections.N})
end

addBarricadeSouth(10775, 10805, 10715)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10790, y=10706, z=0})

addBarricadeWest(9306, 9329, 11097)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11091, y=9317, z=0})

addBarricadeNorth(10950, 10970, 8928)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10962, y=8932, z=0})

addBarricadeNorth(10570, 10608, 9148)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10591, y=9152, z=0})

for i = 0, 4 do
table.insert(BWOSquareLoader.events, {phase="AbandonedVehicle", x=10587, y=9140 - (i * 6), z=0, dir=IsoDirections.S})
end

for i = 0, 10 do
table.insert(BWOSquareLoader.events, {phase="AbandonedVehicle", x=10597, y=9153 + (i * 6), z=0, dir=IsoDirections.N})
end

addBarricadeEast(9726, 9744, 10576)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10579, y=9736, z=0})

-- march ridge road blocks
addBarricadeNorth(10345, 10380, 12414)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10361, y=12419, z=0})
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=10363, y=12397, z=0})

-- dixie
addBarricadeWest(8750, 8776, 11400)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11405, y=8764, z=0})

addBarricadeNorth(11628, 11656, 8690)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11643, y=8694, z=0})

-- westpoint
addBarricadeSouth(11680, 11750, 7157)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11753, y=7182, z=0})

addBarricadeWest(7157, 7200, 11750)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11708, y=7147, z=0})

addBarricadeWest(6890, 6925, 11090)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=11094, y=6900, z=0})

addBarricadeEast(7159, 7205, 12172)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=12165, y=7182, z=0})

addBarricadeEast(6890, 6908, 12172)
table.insert(BWOSquareLoader.events, {phase="ArmyGuards", x=12166, y=6899, z=0})

-- riverside
addBarricadeEast(5440, 5500, 7000)
addBarricadeSouth(6515, 6540, 5615)
addBarricadeSouth(5872, 5888, 5460)
addBarricadeWest(5385, 5394, 5710)

-- military base
addBarricadeEast(12478, 12491, 5823)

(these should be lines 125 - 195)

5. Save and exit

This worked for me with no issues.

The Roadblocks should now stop respawning after you destroy them.
WARNING DO THIS AT YOUR OWN RISK
最后由 Chillspice 编辑于; 2 月 13 日 下午 9:17
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