Vanilla Firearms Extended Patch A19

7 days to die vanilla firearms extended patch a19, 7 days to die weapons, 7 days to die ammo

This is a small patch that makes the “Vanilla Firearms Extended” mod created by Sykriss compatible with the alpha 19.

While playing I found the problem that the mod weapons could not be created in the new alpha, so I started to check the files and found the problem.

Very Important

It is required that you download and install the original mod that you will find here.

Tested with Alpha 19.1 (B8)

Instructions

Download and install the original mod normally, then download the patch and paste it inside the folder where you installed the original mod replacing. Example of the 7daystodie / mods / Vanilla Firearms Extended path. By default there you will paste the “patch” folder.

I did this because I couldn’t find another weapon mod that would add as many as this, i don’t really know how to edit or create mods, just look at the xml and replace.

Download

Credits: Sykriss

Share this with your friends:

28 thoughts on “Vanilla Firearms Extended Patch A19

  1. when your done fixing bugs and updating the mod to A20 we’ll be waiting other than that its a master piece, thank you

  2. The version you downloaded was working for 7d2d alpha 19.1 version, on older version of the game, the part where is “gunpistol” has been changed to the name of the item itself.

  3. Im having an issue.. At launch I get a red error that states, “ERR. XML loader: loading and parsing “recipes.xml” failed
    Exception: No item/blocks with name ‘gunPistol’ existing.”

    Other than that the game does boot and the weapons are appearing in the menus, I even opened the creative menu and tested one and it worked however the moment the game boots, after taking forever to initialize and prompting that error, my fan on my computer likewise instantly fires up and spins nonstop. I didn’t have that issue prior either. As for the recipes issue I did look in the recipes folder and sure enough, the very first bit of code after all the ammo recipes is a strip that states this, MY COMMENT WAS BLOCKED BECAUSE I TRIED TO POST THE CODE SO JUST KNOW I DID FIND THE gunPISTOL RECIPE UNDER THE AMMO CODES…
    Pretty sure this strip is the culprit for the red error launcher but how do I fix it? I am pretty new to pc gaming let alone modding so I have no clue what I am doing, however I suspect the “gunPistol” part of that code needs to be changed to the proper gunName but I’m not sure what weapon it is supposed to be?

  4. When I launch my server it says in the console that ak101.unity3d could not be loaded in red, its the only error.

  5. 5 Hours playing with this Mod, and I can only find 5.56 and .45 ammo, but the only weapons i can find uses 9mm and 7.62. I already have more than 1k rounds of 5.56 and don’t have any way to make it trough the first Red Night.

  6. Most of the new weapons are tier 2 and 3 which means you will find them later on when you lvl up, don’t expect them to drop at lvl 57

  7. Hello, I have one issue wit this mod. When a weapon in base game run out off ammo the player reload it automatically. This weapons just run out and finish. When I try to fire again and again they click and then the player reload.

    This few seconds delay not just annoying, but plenty time to get killed.

  8. does anyone know how to fix the loot and recipes to show up in game when looking around right now u can only get from trader is there a fix for alpha.19?

  9. this fix is a disaster. theres so many fixes that need to occur. Just either wait for it to re release or go through the now 20+ step process to get everything working.

  10. Anyone know the coding for better drop rates of these guns in crates/lootboxes? So far I’m at level 57 and I’ve only seen these weapons for sale at trader Joes, tec-9 lvl 4 green, glock 17 lvl 5 blue, glock 17 schematic, m1-9 carbine lvl 5 blue from a trader quest, and finally a AK 101 lvl 5 blue which I purchased from trader Joe. I’ve NOT ever seen them in box crates/loot boxes EVER. Please if any one how to code the loot.xml for better drop rates, give/chime/$.02 on this post below my question here so everyone can understand it and have fun with better drop rates in crates in the game. Thank you.

  11. i have this mod it works but in a creative world ive only ever found the blueprint for the m1-9 carbine even with maxed level and 360 gamestage i have yet to find a single one of the mods guns ive opened well over 100 gun store boxs looted plenty of stores but still nothing only the ammo for the guns

  12. 555/5000
    Edit: After sending this “patch” I started to review the forum topic about the original mod, and I found that in the comments a user also made an adaptation of the original mod for the alpha 18, I recommend using that one since I managed to correct the “loot.xml” in addition to the “recipes.xml” that are affected by the alpha change. In this publication the loot.xml is not very well adapted. The link to the forum topic here:
    https://community.7daystodie.com/topic/17780-vanilla-firearms-extended/.
    They need to register to be able to download the files

  13. Works almost perfect…
    Only 2 issues :
    1 – the weapon M1-9 Carbine – it has no damage to zombies ! It shows me 47damage but i can not shoot any zombie with it…
    2 – the weapon AK-101 is not working for me, on standart offline Navezgane map ! I dont have icon for it, and if i select it i get RED ERROR in console, and the weapon doesnt show in hands…
    By testing i had no other weapon mods !
    Have unpacked the original mod from a18 and the rewrited it with your patch as you write here.

    1. Yes, I didn’t test them before editing but I did correct some details.
      In the same mod topic on the forum, another user posted an “item.modifiers” that fixes some bugs. At least in my case I saw that the mods of anything had cost 0, after putting that file it was fixed.
      I don’t know what to tell you about the M1-9 Carbine, I have to check the xml, let’s see what’s wrong, I’m not very skilled at this
      1- As for “ak101”, it’s easy, you must go to the mod folder, in “Resources” there should be a file called “ak74.unity3d”, you just rename it to “ak101”. Then you go to the folder “\ UIAtlases \ ItemIconAtlas” there you will see an “ak74.png”, you rename it equal to “ak101”. With that you fix the weapon skin and its icon.
      Also another thing that I found is that in that same folder there is a “38 scramble”, however that is useless, since it is not described in the xml, nor does it have the skin. And the 45 revolver that is not enabled, for that you have to open the “recipes” of the mod, search for “gun9mmrevolver”, you will find two, the second is renamed to “gun45revolver” and that would be it.
      I will continue testing the mod well to upload a final patch that fixes everything that I can fix

      1. THX i renamed the wrong AK74 to 101…will see if it works, but i think it should.

        But the gun9mmrevolver i found in the recipes only once ! And second was already named gun45revolver…so i think thats already ok…

        And the third named 38 scramble i didnt found anywhere in the mod…so maybe i got some other version, i dont know and i dont care :))) what works, that i use :)))

      2. Tried this, but the AK101 corrupted my savegame.
        Restarting a new one and loading this weapon in displays several errors.

        Might just want to disable this weapon for now.

        1. I have found the issue,

          In file ‘config\items.xml’ line 1951,

          change:
          value=”#@modfolder:Resources/ak101.unity3d?ak101″

          to

          value=”#@modfolder:Resources/ak101.unity3d?ak74″

          or refactor every instance of ak101 back to ak74 with the exception of the name.

          The second parameter in the model string specifically speaks to what ‘rig’ the game needs to find in the unity3d model file.

          So it was looking for something that doesn’t exist, which can seriously do some weird things to your program.

          1. Could you say this again but in dumb dumb words please? I’m very confused as to how many of the AK101 instances I should be editing, because when I edit all of them, the server doesn’t launch. When I change only the one you made an example of, the gun doesn’t work.

      3. Just wondering if anyone knows how to lower the spawn rate for 556 ammo, it seems to be dominating on my server. I would like to try and balance it out better so that people can find ammo for every weapon.

Leave a Reply

Your email address will not be published. Required fields are marked *