morerokk / irenfist Goto Github PK
View Code? Open in Web Editor NEWA continuation/fix of the IreNFist mod for PAYDAY 2
License: MIT License
A continuation/fix of the IreNFist mod for PAYDAY 2
License: MIT License
Hitting Matt in the safehouse crashes the game. This is literally caused by an attempted anti-crash measure.
For now, please restrain yourselves until this is fixed.
The first bug can occur whenever I cancel the reloading while sprinting and is quite common. The sprinting animation stops if I sprint or shoot again, as you can see in the video. This doesn't happen if I don't have Parkour skill Aced.
The second bug triggers the Lock and Load animation/Hip fire sprinting animation, even though I don't have the skill. And it is quite rare and was difficult to reproduce. Both bugs happen with every weapon available in the game.
I tried removing some mods that might be the perpetrator of those bugs, but the problem still persists.
It would be great if you can look further into this. Thank you.
Hello,
I keep getting exception crashes, I've reinstalled and reset my save to test a few times, but they seem to keep coming back.
I'm not 100% sure if it's IreNFist's fault, because I'm not entirely sure what to make of the crashlog, which is the same every time.
Only active BLT mods are IreNFist and HoldTheKey.
I'm going to try to wipe my payday clean one more time to see if it crops up again after that, but I figured I'd make a report. I'll report back if another reinstall seems to fix it or if it happens again.
Thanks for picking the mod up again. :)
Boi, I'm on the roll today with those...
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/wpn_parts.lua:4822: attempt to index a nil value
-- fuck these sights
friend I was playing with came to the realization that none of the Zeal units we came across had shotguns despite vanilla payday 2 having them.
Crash seems to occur after awhile with any Murkywater related heists. Client joined games don't seem to have an issue while self-hosted/offline games do.
[string "lib/units/enemies/cop/copdamage.lua"]:2170: attempt to index a nil value
SCRIPT STACK
original() lib/units/enemies/cop/copdamage.lua:511
damage_bullet() @mods/base/req/core/Hooks.lua:188
give_impact_damage() lib/units/weapons/raycastweaponbase.lua:2224
on_collision() lib/units/weapons/raycastweaponbase.lua:2137
_fire_raycast() lib/units/weapons/newnpcraycastweaponbase.lua:563
orig_fire() lib/units/weapons/raycastweaponbase.lua:468
original_fire() @mods/AFSF2/AutoFireSoundFix.lua:56
fire_original() @mods/IRE AND FIST REBORN/lua/raycast.lua:166
fire() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:150
trigger_held() lib/units/weapons/newnpcraycastweaponbase.lua:203
update() lib/units/enemies/cop/actions/upper_body/copactionshoot.lua:349
_upd_actions() lib/units/enemies/cop/copmovement.lua:647
update() lib/units/enemies/cop/copmovement.lua:610
lib/units/player_team/teamaimovement.lua:436
With Keepers mod, Converted Cops no longer move to the desired waypoint, even if I shouted at them many times. And this issue seemed to happen if I have the IREnFist mod installed. There's also a rare issue in Reservoir Dogs Day 2 on the storage room on the left side where bots and Converted Cops won't move to the area at all.
Invisible weapon(s) bug occurs on light Zeal units--possibly shotgunners. This could be from the mod itself or another incompatibility from other mods. I did try to remove mods that might cause this issue but to no avail.|
B). Keepers incompatibility:
https://youtu.be/MGdMJlTvHSA
And for your information, I also have Better Bots, Monkeepers, and The Fixes mods installed. That might be the root of the issue.
I hope these issues can be fixed with the next update, or otherwise, I'll have to remove Keepers mod.
Bain's warnings about the incoming assault can be inaccurate sometimes; The assault can start before the 30 seconds mark. I'm not entirely sure if this is caused by the Narrator Anticipation mod or IREnFist mod. But It's likely just an incompatibility since the former wasn't meant for the latter that changes how the assault works.
This seemed to occur on specific heists such as Golden Grin Casino on Death Sentence.
I will provide proof as soon as possible.
Burst-enabled trigger groups don't work, only burst-only groups. Putting a burst-enabled group on your gun makes you unable to switch firemodes.
No idea when I broke this.
But is there any other place such as a Discord server for feedback or discussion of this mod?
Bruh
Was playing Crime Spree and managed to trigger this shortly after someone joined.
[string "lib/units/enemies/cop/logics/coplogictravel.lua"]:137: attempt to index field 'team' (a nil value)
SCRIPT STACK
set_logic() lib/units/enemies/cop/copbrain.lua:387
_exit() lib/units/enemies/cop/logics/coplogicbase.lua:198
on_new_objective() lib/units/enemies/cop/logics/coplogicidle.lua:483
on_new_objective() lib/units/enemies/cop/logics/coplogicattack.lua:1486
set_objective() lib/units/enemies/cop/copbrain.lua:265
_execute_so() lib/managers/group_ai_states/groupaistatebase.lua:2482
_upd_SO() lib/managers/group_ai_states/groupaistatebesiege.lua:212
clbk() lib/managers/group_ai_states/groupaistatebesiege.lua:174
_execute_queued_task() lib/managers/enemymanager.lua:562
_update_queued_tasks() lib/managers/enemymanager.lua:577
update() lib/managers/enemymanager.lua:51
update() lib/setups/gamesetup.lua:723
update() lib/setups/networkgamesetup.lua:21
core/lib/setups/coresetup.lua:557
Game crashes with this error after attempting to select a color during mask customization.
Application has crashed: C++ exception`
mods/IRE AND FIST REBORN/lua/blackmarketgui.lua:1253: attempt to index local 'part_info' (a nil value)
SCRIPT STACK
set_selected_tab() lib/managers/menu/blackmarketgui.lua:6984
mouse_pressed() lib/managers/menu/blackmarketgui.lua:6648
mouse_pressed() lib/managers/menu/menucomponentmanager.lua:1463
mouse_pressed() @mods/base/lua/MenuComponentManager.lua:24
mouse_pressed() lib/managers/menu/menurenderer.lua:372
mouse_press() lib/managers/menu/menuinput.lua:662
lib/managers/mousepointermanager.lua:345
Please put weapons here (particularly pistols) that either need a tweak to their ammo types or need an ammo type mod added.
I remember someone saying that the Jericho should not be doing less damage than the Walther PPK, and that the Jericho should have an ammo kit for .45 ACP. I can't find the issue anymore, so feel free to drop suggestions like those here.
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/BurstFire.lua:429: attempt to index local 'secondary_weapon_panel' (a nil value)
SCRIPT STACK
set_teammate_weapon_firemode_burst() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:409
_check_action_weapon_firemode() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:381
_update_check_actions() lib/units/beings/player/states/playerstandard.lua:932
original() lib/units/beings/player/states/playerstandard.lua:435
update_original() @mods/base/req/core/Hooks.lua:188
original() @mods/VanillaHUD Plus/lua/BurstFire.lua:302
update_original() @mods/base/req/core/Hooks.lua:265
update() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:350
original() lib/units/beings/player/playermovement.lua:271
@mods/base/req/core/Hooks.lua:265
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlDosSearchPath_Ustr
ntdll (???) RtlSetLastWin32Error
ntdll (???) RtlAllocateHeap
ntdll (???) LdrCallEnclave
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) NvOptimusEnablement
payday2_win32_release (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
Current thread: Main
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/chartweakdata.lua:1057: attempt to index a nil value
SCRIPT STACK
_init_gangster() @mods/base/req/core/Hooks.lua:268
original() lib/tweak_data/charactertweakdata.lua:49
original() @mods/base/req/core/Hooks.lua:265
init() @mods/base/req/core/Hooks.lua:188
new() core/lib/utils/coreclass.lua:35
init() lib/tweak_data/tweakdata.lua:575
new() core/lib/utils/coreclass.lua:35
lib/tweak_data/tweakdata.lua:3160
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/setup.lua:35
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/gamesetup.lua:6
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/networkgamesetup.lua:1
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/entry.lua:6
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
core/lib/coreentry.lua:19
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
wintypes (???) RoIsApiContractPresent
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlDosSearchPath_Ustr
ntdll (???) RtlAllocateHeap
ntdll (???) LdrCallEnclave
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) NvOptimusEnablement
payday2_win32_release (???) ???
??? (???) ???
??? (???) ???
??? (???) ???
Current thread: Main
If PAYDAY 2/mods/saves/infsave.txt
can't be loaded or if it's corrupt/garbage, it will make infcore.lua
choke during execution without crashing the game.
This is a very annoying issue to diagnose, and therefore the config file loading should at the very least fail with an incredibly obvious error message.
And it's me again.
Guess this was intended, since I'm seeing this for first time using IreNFist, but:
self.parts.wpn_fps_snp_m1894_irons.stats = {
value = 0,
zoom = 0,
concealment = 3
}
Maybe it's better to remove/include to the rifle itself those 3 concealment?
I would pass this issue away quietly, but I'm using Iron Sights Pack, and losing 3 conc. just because I wanted different iron sights is kinda strange.
Crash seems to occur only whilst meleeing during gameplay.
Application has crashed: C++ exception
[string "lib/units/beings/player/huskplayermovement.lua"]:953: attempt to compare number with nil
SCRIPT STACK
lib/network/handlers/unitnetworkhandler.lua:4163
send_to_peers_synched() @mods/ThirdPerson/lua/basenetworksession.lua:52
send() lib/network/base/extensions/networkbaseextension.lua:11
_start_action_melee() @mods/IRE AND FIST REBORN/lua/playerstandard.lua:1441
old_cam() lib/units/beings/player/states/playerstandard.lua:2555
_check_action_melee() @mods/IRE AND FIST REBORN/lua/playerstandard.lua:1470
_update_check_actions() lib/units/beings/player/states/playerstandard.lua:936
original() lib/units/beings/player/states/playerstandard.lua:435
original() @mods/base/req/core/Hooks.lua:188
_standard_update() @mods/base/req/core/Hooks.lua:265
update_original() @mods/DEADLOCKE/Lua/DEADLOCKE_playerstandard.lua:20
update() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:350
original() lib/units/beings/player/playermovement.lua:271
@mods/base/req/core/Hooks.lua:265
The modworkshop description states that shotguns have breaching rounds in this mod, I can't find them.
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/wpn_stats.lua:1893: attempt to call method "SetupAttachmentPoint" (a nil value)
crash.txt
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/wpn_parts.lua:387: attempt to index field 'wpnvalues' (a nil value)
SCRIPT STACK
init() @mods/base/req/core/Hooks.lua:268
new() core/lib/utils/coreclass.lua:35
original() lib/tweak_data/weapontweakdata.lua:6188
_init_data_player_weapons() @mods/base/req/core/Hooks.lua:265
original() lib/tweak_data/weapontweakdata.lua:26
old_init() @mods/base/req/core/Hooks.lua:265
original() @mods/Better Bots/betterbots.lua:293
init() @mods/base/req/core/Hooks.lua:188
new() core/lib/utils/coreclass.lua:35
init() lib/tweak_data/tweakdata.lua:531
new() core/lib/utils/coreclass.lua:35
lib/tweak_data/tweakdata.lua:3160
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/setup.lua:35
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/menusetup.lua:1
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/entry.lua:13
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
core/lib/coreentry.lua:19
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
KERNEL32 (???) BaseThreadInitThunk
ntdll (???) RtlGetAppContainerNamedObjectPath
ntdll (???) RtlGetAppContainerNamedObjectPath
payday2_win32_release (???) zip_get_name
System information:
Application version : 1.96.909
CPU : AMD E2-7110 APU with AMD Radeon R2 Graphics (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1
DirectX : 12.0
GPU : AMD Radeon(TM) R2 Graphics / aticfx32.dll[8.17.10.1433]
Language : english
Memory : 3529MB 8KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Speaker/Headphone (Realtek High Definition Audio))
Title.
Here's the log:
Application has crashed: C++ exception
[string "core/lib/utils/corecode.lua"]:100: attempt to index local 'obj' (a number value)
SCRIPT STACK
add_damage_result() lib/units/weapons/bowweaponbase.lua:259
damage_tase() lib/units/enemies/cop/copdamage.lua:1671
give_impact_damage() @mods/IRE AND FIST REBORN/lua/raycast.lua:965
on_collision() lib/units/weapons/raycastweaponbase.lua:2137
on_collision() lib/units/weapons/raycastweaponbase.lua:2801
_on_collision() lib/units/weapons/projectiles/arrowbase.lua:76
clbk_impact() lib/units/weapons/projectiles/projectilebase.lua:256
func() lib/units/weapons/projectiles/arrowbase.lua:95
body_collision_callback() core/lib/units/coreunitdamage.lua:1537
lib/units/unitdamage.lua:92
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) zip_get_name
ntdll (???) RtlAllocateHeap
Probably has to do with the prices being $0 mayhaps. Can purchase all assets fine if IreNFist price modifying is off.
welp i deleted the problem weapon and it still does the same crash so i am sending you the new crash file
payday2_win32_release_5412799_crash_2020_8_16T1_57_26C0.txt
mars auto
https://modworkshop.net/mod/26009
Aaand it's me again with custom weapons.
This time - the "ugly" revolver:
Since it's .40 S&W, I guess it should drop damage down to medium (or supermedium?) tier, instead to light tier (55 dmg revolver, nice).
P.S By the way, I don't checking supported custom weapons that are "unlisted" right now on MWS - just in case if they'll be updated.
Application has crashed: C++ exception
mods/IRE AND FIST REBORN/lua/wpn_parts.lua:4370: attempt to index a nil value
SCRIPT STACK
init() @mods/base/req/core/Hooks.lua:268
new() core/lib/utils/coreclass.lua:35
original() lib/tweak_data/weapontweakdata.lua:6188
_init_data_player_weapons() @mods/base/req/core/Hooks.lua:265
original() lib/tweak_data/weapontweakdata.lua:26
original() @mods/base/req/core/Hooks.lua:265
init() @mods/base/req/core/Hooks.lua:188
new() core/lib/utils/coreclass.lua:35
init() lib/tweak_data/tweakdata.lua:531
new() core/lib/utils/coreclass.lua:35
lib/tweak_data/tweakdata.lua:3157
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/setup.lua:35
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/setups/menusetup.lua:1
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
lib/entry.lua:13
require() =[C]
OrigRequire() @mods/base/base.lua:153
require() @mods/BeardLib/Core.lua:337
core/lib/coreentry.lua:19
this is the crashlogs if you need them
Why?
illuminated iron sight pack doesn't seem to work with irenfist
[string "lib/units/weapons/newraycastweaponbase.lua"]:679: attempt to perform arithmetic on field 'gadget_zoom_add' (a nil value)
SCRIPT STACK
get_zoom_fov() @mods/IRE AND FIST REBORN/lua/playerstandard.lua:2072
original() @mods/IRE AND FIST REBORN/lua/playerstandard.lua:207
_stance_entered() @mods/base/req/core/Hooks.lua:265
_start_action_steelsight() @mods/IRE AND FIST REBORN/lua/playerstandard.lua:980
_check_state() lib/units/weapons/weaponsecondsight.lua:25
original() lib/units/weapons/weapongadgetbase.lua:23
set_state() @mods/base/req/core/Hooks.lua:265
set_gadget_on() lib/units/weapons/newraycastweaponbase.lua:1276
toggle_gadget() lib/units/weapons/newraycastweaponbase.lua:1387
_toggle_gadget() lib/units/beings/player/states/playerstandard.lua:2492
_check_action_weapon_gadget() lib/units/beings/player/states/playerstandard.lua:2512
_update_check_actions() lib/units/beings/player/states/playerstandard.lua:928
original() lib/units/beings/player/states/playerstandard.lua:435
original() @mods/base/req/core/Hooks.lua:188
update_original() @mods/base/req/core/Hooks.lua:265
update() @mods/IRE AND FIST REBORN/lua/BurstFire.lua:350
original() lib/units/beings/player/playermovement.lua:271
@mods/base/req/core/Hooks.lua:265
The Galil bipod that's on the default barrel doesn't work. It's supposed to be usable.
Almost the same problem like in #49 - this is not the usual sniper rifle.
All sights give extra concealment, despite having iron sights by default.
And another one.
Just as title says:
After using INF for a long time, I get it that longer barrels give accuracy/stability at the cost of concealment and vice versa with short ones.
But not with this shotgun. Short barrel is correct:
(Even tho I still don't know if it should give damage, but it's up to you)
as you asked here is one of my crash files
payday2_win32_release_5412799_crash_2020_8_15T18_19_23C0.txt
sorry if i bother you with that
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