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 0								 此主题已被置顶,因此可能具有重要性
  此主题已被置顶,因此可能具有重要性	 
					




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Please post a comment here if you have a similar situation. Any additional information that could help us investigate would be greatly appreciated.
was testing the mod a few minutes ago- fresh b42 game install and only the seesaw game mod enabled- and i can confirm the skill cap buttons are not appearing
Thanks a lot for checking and reporting this. It seems like the mod works correctly for some players but not for others, so there must be some kind of underlying cause. I’ve prepared a debugging tool to help narrow it down, I’ll share that in a separate comment soon.
If you don't mind, please follow the steps below and share the results here in this thread:
1. Update the mod to the latest version (v0.1.1).
This should happen automatically via Steam Workshop.
2. Open the following file in a text editor and uncomment line 71.
(Remove the -- at the beginning of the line, then save the file.)
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3515515643\mods\P4Seesawgame\42\media\lua\client\P4SeesawGameDebug.lua
3. Launch the game and open the Skill panel in-game.
Then press the @ key while the skill panel is visible. This will output debug information to the log.
4. Open your console.txt file and copy any log lines that include [P4].
You can find console.txt here (by default):
C:\Users\%USERNAME%\Zomboid\console.txt
Please post those [P4] log lines here in this thread. It would help a lot!
[P4] <SandboxVars.P4SeesawGame.ExcludedSkillCap>
[P4] ---> Fitness;Strength;Lightfoot;Nimble;Sprinting;Sneak
[P4] ----> Fitness, Strength, Lightfoot, Nimble, Sprinting, Sneak
[P4] <ModData.P4SeesawGame>
[P4] ---> Cooking:0, Blunt:2, Axe:2, Woodwork:0, Aiming:0, Reloading:0, Farming:2, Fishing:0, Trapping:0, PlantScavenging:0, Doctor:0, Electricity:0, Blacksmith:0, MetalWelding:0, Mechanics:0, Spear:1, Maintenance:0, SmallBlade:0, LongBlade:0, SmallBlunt:2, Tailoring:0, Tracking:0, Husbandry:2, FlintKnapping:0, Masonry:0, Pottery:0, Carving:0, Butchering:2, Glassmaking:0, Stealth:0, Stealing:0
[P4] <ISCharacterInfo.sorted>
[P4] ---> parent:Firearm, size:2
[P4] ----> Aiming, Reloading
[P4] ---> parent:Combat, size:7
[P4] ----> Axe, Blunt, SmallBlunt, LongBlade, SmallBlade, Spear, Maintenance
[P4] ---> parent:FarmingCategory, size:3
[P4] ----> Farming, Husbandry, Butchering
[P4] ---> parent:PhysicalCategory, size:6
[P4] ----> Fitness, Strength, Lightfoot, Nimble, Sprinting, Sneak
[P4] ---> parent:Survivalist, size:5
[P4] ----> Doctor, Fishing, PlantScavenging, Tracking, Trapping
[P4] ---> parent:Thief, size:2
[P4] ----> Stealth, Stealing
[P4] ---> parent:Crafting, size:12
[P4] ----> Woodwork, Carving, Cooking, Electricity, Glassmaking, FlintKnapping, Masonry, Blacksmith, Mechanics, Pottery, Tailoring, MetalWelding
[P4] <ISCharacterInfo.capButtons>
[P4] ---> Panel Width:284, Height:800
[P4] ---> Keys:Aiming, Reloading, Axe, Blunt, SmallBlunt, LongBlade, SmallBlade, Spear, Maintenance, Farming, Husbandry, Butchering, Doctor, Fishing, PlantScavenging, Tracking, Trapping, Stealth, Stealing, Woodwork, Carving, Cooking, Electricity, Glassmaking, FlintKnapping, Masonry, Blacksmith, Mechanics, Pottery, Tailoring, MetalWelding
[P4] ---> X:40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40
[P4] ---> Y:43, 65, 129, 151, 173, 195, 217, 239, 261, 325, 347, 369, 607, 629, 651, 673, 695, 759, 781, 845, 867, 889, 911, 933, 955, 977, 999, 1021, 1043, 1065, 1087
It took a bit to find where things were, and it turns out it's actually due to how little shows up in the console output
[P4] <SandboxVars.P4SeesawGame.ExcludedSkillCap>
[P4] ---> Fitness;Strength;Lightfoot;Nimble;Sprinting;Sneak
[P4] ---->
[P4] <ModData.P4SeesawGame>
[P4] --->
[P4] <ISCharacterInfo.sorted>
[P4] ---> parent:Firearm, size:2
[P4] ---->
[P4] ---> parent:Combat, size:7
[P4] ---->
[P4] ---> parent:Crafting, size:12
[P4] ---->
[P4] ---> parent:FarmingCategory, size:3
[P4] ---->
[P4] ---> parent:PhysicalCategory, size:6
[P4] ---->
[P4] ---> parent:Survivalist, size:5
[P4] ---->
[P4] <ISCharacterInfo.capButtons>
[P4] ---> Panel Width:318, Height:800
[P4] ---> Keys:
[P4] ---> X:
[P4] ---> Y:
Thank you for the additional research. Thanks to your help, I was able to determine the cause of the problem and have released a corrected version (v0.2). Please check that the button will now be displayed correctly.
apologies for the delay, but yes; everything now works accordingly. thank you very much for taking the time to look into this so the mod can continue to be used!
Thank you very much! I am relieved to hear that it worked well, and I apologize for the delayed response.
@Kuma Khan
Thank you for your report. Skills added by other MODs can also be specified for exclusion settings. However, it is necessary to specify the correct skill name (the system definition, not the game display name), and it is possible that the specification is incorrect. Please let me know which MOD you are using so that I can investigate.
That makes sense! I'll look into it myself. Primarily, it's mods like Literacy, The Only Cure, & Traits Purchase System!
Thank you for your report.
This is actually the intended behavior of the mod. The system works like this: when a skill has already reached the total cap, the game itself still allows XP gain, but my mod prevents the level from increasing beyond the cap. Since XP gain cannot be blocked directly, the mod applies the gained XP first and then subtracts it back (including reverting the level if needed). So even if you lock the skill, if the situation is like: you are just about to level up (for example, 74.9/75), or you have a very high XP multiplier so each action gives a large amount of XP, then it results in: Level Up -> Mod correction -> Level Down for every XP gain. Also, since you mentioned maxing all skills with cheats, please note: with a 200 total cap it’s not possible to keep all skills at maximum. In this case, the Axe skill may not actually be at the maximum level, so the correction is triggered.
This is why you are seeing the skill decrease with each zombie kill. It’s not a bug but how the mod enforces the cap system.