#mod_development
1 messages · Page 426 of 1
It doesn't have a model for me.
when you read?
Oh that
or it uses the book model?
That's not an item model, I think that's just tied to the action animation.
(It may have a reference for texture/model during the action somewhere but I can't find the files to check.)
Trying to find definitions of the script variables/arguments post-41
But all books and magazines share the same "StaticModel" attributes
(Book and Magazine, respectively)
so it's not derived from the item itself, per se
I think that's referencing the new .X files in models_X
Looks like "WorldObjectSprite" might be what I'm looking for.
Can't find information on it, but it's at least for objects that are placed on the ground/surfaces.
@proud spruce you might also be able to edit that attribute dynamically
I think there's an event that triggers when an item is dropped
and it wouldn't surprise me if the function to set the dropped sprite is exposed
It's hard to know for sure. I don't know what most of the newer attributes specifically do or mean and I'm not sure if an item exists that does exactly what I'm thinking.
Dang... WorldObjectSprite is only for placement.
Radios use that when placed but not when dropped.
I hate superb survivors hitbox, ignore the virtual class voicechat
Survivor AI with aimbot hacks
anyone here know if more than 4 wheels are possible on cars? ive dug into the files and tried it myself, i couldnt make it happen
patience young padawan
Test these files, keep in mind you must add the wheel areas in your vehicle script
these are just the 6 wheels, if they work properly I will expand it to cover up to 10 wheels
right now it crashes the game, you will have to wait until I make more tests
thinking about moving the inventory part of the panel to its own window that can be moved independently of the actual crafting table
and then hook the close function so closing one window also closes the other
actually I wonder if I should spin out this crafting table into its own API
there's probably demand for slightly more involved crafting
yeah soul, i did the same thing
my game instantly crashed, same like yours
seems like its alot further in the backend
yeah, I will try to find what exactly is causing the crash, hopefully it isn't something that will block progress
Anyone got any reason why my map mod doesn't stay loaded when I exit the mod menu?
it reloads it but it disables itself
the mod works fine if I enable it when making a save but then I can't load it
Figured it out, so for the record, you can't have spaces in the ID and (possibly) the folder name
@spiral plover hey
do you have issues with your texturepacks?
i can't seem to load my own texture pack
blair told me there was a problem with the current version
but it doesn't seem to work with the non IWBUM version either
I'm having no issues
Yeah, I saw that this fix was forthcoming for .pack files being loaded too late, resulting in missing item textures.
Dunno if that's your issue @drifting ore , but if spyjack isn't having and issue, and with the wording of this above note, maybe try changing the name of the texturepack to something that starts with 1 or a?
Or ensure that your mod is one of the first ones loaded maybe?
hmmm
i will download another mod with texture pack and see what i'm doing wrong
i will keep that for tomorrow though!
thanks blair
Is it possible to just replace a single sound file with something else?
Nothing fancy, but a crossbow mod patch I was asked to make that disables crossbow crafting for people, like myself, that prefer them to be less available: https://steamcommunity.com/sharedfiles/filedetails/?id=2101717776
Sabotage the brakes on some asshole's car: https://steamcommunity.com/sharedfiles/filedetails/?id=2101751518
Good stuff
@severe ridge If you're making modded clothing, I just updated Fashion Montage and it now includes a framework to easily add modded clothing to the dropdowns. I hope you use it!
ooh
fancy
to anyone using maya:
if you encounter this problem of models appearing black, the problem is the normals are locked, to fix this
mesh display > unlock normals
not sure if the above is worth pinning, as everyone is probably using blender anyways #blenderIsTheBest
how can i add a new item with negative value to the game?
or, is there a way to make debug item edits permanent?
thinking about moving the inventory part of the panel to its own window that can be moved independently of the actual crafting table
@pastel estuary also, what is that? lol
alsoalso, how do i add clothes to the game?
@fading frost a crafting table for my in-development mod about improvised weapons
see, zombies are undead humans. humans have bones. ancient cultures sometimes made weapons out of bone. so, why not make weapons out of bones.
oooh ( ・ o・) that looks interesting
of course. the game does not use Handgun_RedDot.X or Handgun_Light.X yet
but when the devs enable the model to be swapped, this will function as intended
you can attach the components currently, but they do not show up on the model in game
unfortunate. but its legit
@shrewd grove the crash comes from the new wheel entries in the vehicle script, now I know what to look for in pz's java code to figure a way to solve it
well... not crashing is already a great improvement, but ghost wheels don't show up
it is expected as it is missing the new wheel entries, but everything else works, I can install and uninstall parts
I will keep investigating the wheel entry problem, but I think I found a hard block in my path
has anyone modded number of gears? I remember someone talking about that
i tried picking with gears a bit, seems as if they just dont work.
@fading frost there is a SWAT gear mod on steam right now that does it. Unlike most other mods, you will need to add additional GUIDs. Generate them using a website, they have to be totally unique which will happen if you use a random generator (the odds of anyone ever finding a non-unique GUID are essentially impossible. You'd have to be rolling a new one every second until after the sun dies until you'd have even the slightest chance of seeing a repeat)
they added electronical modularity so making a factorio like things would be easier
you don't really need to generate a GUID. For my own tests here I add something unique like my mod title as the first characters and I doubt anyone will use the same value
the true issue is adding to the list of GUID from a mod
but why is that even necessary to have a new GUID in the first place? is it involved in some sort of checksum or
I have no idea
it wouldn't really matter about the unique guid thing, since it's unlikely i'd publish the mod
i doubt anyone else wants thigh highs and skirts that aren't tight to their bodies
clothing options are always nice
yeah that's definitely better
gave up on modding for now, cant get the rigging to work :B
rip
Functional waist bags with models, in the tail slot. Possible?
hey folks, i'm new here. was looking for some guidance re porting 3d animations into the 2d isometric view zomboid uses, would anyone have any experience in that? I want to see if I can animate a horse that looks as though it belongs in the game, but how to actually spawn it in and have it run around is far beyond my basic coding skills, does anyone know if its even possible? any info much appreciated
I'm not going to say it's absolutely impossible, but no, it's practically impossible for the current built, especially with basic coding skills.
I belive that it will be possible in build 42 however, which is supposed to have support for modding in animals.
Is there any way to totally scrap a car? Like how you can turn the burnt cars into metal pieces if you have welding gear? Right now I remove the vehicle story vehicles from the road by giving them gas, hotwiring them, and then driving them off the road. I'd kind of prefer to break them down for scrap, though, if that's possible.
I thought the base game added that functionality if you have welding gear (and maybe Metalworking skill) but if not, there is at least one Workshop mod that does that.
I'll see if I can find the name of the one I have when I get back to my computer.
Seems like the one I have broke in 41 https://steamcommunity.com/sharedfiles/filedetails/?id=1424059402
@pastel estuary do you make a craft table
a nice way to deal with the scrapping of vehicles in good condition would be to
a) burn the car to a wreck if it comes in contact with fire.
b) remove all the components and then give the player a "wreck car" option maybe?
I'm not going to say it's absolutely impossible, but no, it's practically impossible for the current built, especially with basic coding skills.
I belive that it will be possible in build 42 however, which is supposed to have support for modding in animals.
@willow estuary thanks for the info!
Besides taking it off to the side, I think the only way currently is to scrap the parts individually.
Which I think I had working at one point in one of my mods or in the third one I was working on.
im hoping with the new fire system that comes in will deal fire damage to cars, anyone know?
I'm very recently coming back, so I don't know, but it may be in a recent news post.
it is unrealistic, can glass break?
WIP
@drifting ore The engine is being shot, not the windows.
@willow estuary are you making a new guns mod?
@hexed anchor in this specific case, it's not planned to necessarily be part of a gun mod.
vroom
@drifting ore yeah that's a minecraft-style crafting table
makes the most sense for building custom weapons imo
right now no, though there's a good chance I might spin that part off as its own API since it probably has broad applicability
@severe ridge
i c, interesting!
i still feel that i dont use crafting a lot asides from the common stuff like ripping, opening etc
disgusting, but using higher poly count makes no much difference whatsoever in-game
for blackbeard's mod :B cuz he's not using attachments (i had problems with rigging too)
it just works todd.jpg
anyone got a nice tutorial for textures? :X
you just need to get the shape right
I'd say go as low as the poly count allows you to get while retaining the shape of the gun
just for optimization
I kind of wish attachments were visible on the guns
like slings, scopes, foregrips, handlers, etc
In vanilla?
yep
Slings?
scopes and mounts usually only tho
ah
yeah
I don't normally get weapons with scopes for some reason
I rarely see one with scope
because every weapon attachment model file is separated but in correlated position to the weapon model
but it bugs so hard when you import and export so it has to be fixed in a separate file
Went for Zomboid, came with Unturned (?) lmao
everyone hates the SA80
me too ❤️
oof, i was able to make a waist bag item with a model (learned to use GUIDS too, ez) that uses the tail slot, problem is that i have to use a belt2 type of container because tails config wont do. Is there a list of " CanBeEquipped " ?
A list of attachment points?
basically
I've been looking for this as well as and a few files may have the sort of definition you're looking for
ProjectZomboid\media\lua\shared\NPCs\AttachedLocations.lua
ooooo
ProjectZomboid\media\lua\client\Definitions\AttachedWeaponDefinitions.lua
might taake a look tyvm
Those are the main two files that I've found useful so far.
hey folks, i was reading through the older dev blogs and was looking at a tool they showed off called AnimZed. did that ever get released to the modding community?
Nice to see that there are gun mods being worked on now
and I can finally free myself from just a shotgun
a little bit over some of the existing models. its fine
hey folks, i was reading through the older dev blogs and was looking at a tool they showed off called AnimZed. did that ever get released to the modding community?
@full solstice
no i dont think so
not at the moment at least
i would love to get my hands on animation decompilers so i can modify them
source for animZed
Okay my script doesnt work right, if I check the log file I see that it got loaded and my "Hello World" message appears in it, but my character wont say "test", and my 'Start' and 'End' test messages arent in the log file
Script:```
function Test()
print("Start");
getSpecificPlayer(0):Say("test.");
print("End");
end
function OnGameStart()
print("Hello World");
end
Events.OnGameBoot.Add(OnGameStart);
Events.EveryTenMinutes.Add(Test);
Anyone knows why it wont work?
Im on version 41.37
@raw tulip @full solstice I am pretty sure that they mentioned releasing this tool when the anims build becomes stable
thats why im not investing too much into making stuff now lolz
Well, mapmaking hasn't changed (just a bit) since it was created :D
@drifting ore it sounds like PIllows mod is overwriting or otherwise overriding the vanilla AND mod map spawn points.
These sort of problems with mods interacting with each other in unwanted ways in inevitable once you have certain combinations of mods.
Basically, your choice is:
- ask PIllow to make changes to accomodate your issue
- choose between using the spawns from Pillow's OR the mod maps
- start digging through the code and try and fix it yourself
EDIT: Hold on, are you just experiencing console error messages with the mod actually working?
Cuz, even with no mods running, PZ puts error messages into the console log all the time, a lot of the time they aren't indicative of any serious issues.
Anyways, I ran Pillows mod with no other mods, and also Bedford falls map mod, everything worked fine for me, and I didn't get those error messages either.
Sup guys, I am Pillow - came to ask another question but there are a handful of people struggling with my mod... I think it may be related to load order or the file in USERNAME\Zomboid\mods\default.txt
My mods just update the spawn points for any map with lots=Muldraugh, KY as the basis
does anyone know an entry point via lua to change a sandbox variable?
@willow estuary thanks for your suggestion. The problem is not specifically with Pillows mod but any and every mod that adds spawn points. Whether it is the map mods like Bedford or Slocan or spawn mods like Pillows or Banjos. I do not get any other spawn points but the vanilla ones. Strangely enough I can see all the spawn points if I add the ModTemplate to the list when it shows the two worlds, but then I can't see them when selecting world 1. Something is interfering with the games ability to pick up the spawn points in build 41. It might be due to the game being installed on a separate drive than the Zomboid folder but in that case it shouldn't work with build 40. Yet it does. I guess I will have to wait. I saw other people had the same issue commenting on Pillows mod but so far it is the only place I have seen people mentioning this issue.
basically what I want to do is this : getSandboxOptions():updateFromLua(Survival_modified)
either way what I did is made this and I want to read a sandbox setting file to set the SandboxVars in this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2105813529
i love scenarios
whats the m_HatCategory that doesnt affects hairstyle?
Jjeek: ah yes, doing the whole Cillian Murphy, Wake-Up-Without-a-Clue-Alone-In-A-Hospital-After-The-World-Has-Been-Taken-Over-By-Flesh-Eating-Zombies scenario?
either way what I did is made this and I want to read a sandbox setting file to set the SandboxVars in this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2105813529
@fast fractal you work fast pillow 🙂
Well... For those interested in the missing spawn points I have found the solution. As I suspected from the console file the game is looking for the spawnpoints.lua in the wrong folder. If you move the maps folders from the steam workshop to the PZ game folder they work. So move the folders from "SteamLibrary\SteamApps\workshop\content\108600\1911132112\mods\Pillows Many Spawns - By Location\media\maps"
to "SteamLibrary\steamapps\common\ProjectZomboid\media\maps"
Thanks for that solution Salvatore. That still means there is some kind of problem with the games mod loader. Essentially what you’re doing is just forcing it to be part of the game files. The mod loader should see the structure in the mod folder and load it appropriately as you can see in the path.
Indeed... I am trying to figure out where the game gets its command to search for the spawnpoints.lua as it is clearly wrong. If anyone knows I would appreciate it
I just looked in the blog and the first thing noted is some mod pack loading issues. It's probably known https://projectzomboid.com/blog/2020/05/slightly-ajar/
Might be... In my case this issue has been there since 41 was released and not something that came up in recent builds
So... This looks like the right file
Also where the console gets the error from when it can't find the spawnpoints.lua... Now I just need to change the path correctly and I hope it will work
do you actually get the errors this generates? print("ERROR: ""..filename.."" doesn't exist, spawn points may be broken")
Yeah... You can see them in the console file I posted in techsupport
LOG : General, 1590183654892> ERROR: "media/maps/Many Spawns root/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654892> ERROR: "media/maps/Knox County Car Wrecks/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654892> ERROR: "media/maps/Knox County Hitchhikers/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654892> ERROR: "media/maps/Knox County Patients/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654892> ERROR: "media/maps/Knox County Prisoners/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654893> ERROR: "media/maps/Knox County Schools/spawnpoints.lua" doesn't exist, spawn points may be broken
LOG : General, 1590183654893> ERROR: "media/maps/Knox County Visitors/spawnpoints.lua" doesn't exist, spawn points may be broken
It's strange... When I check the console for build 40 you can see it automatically points it to the right path... Can't figure out how though
1590254398978 Loading: D:\SteamLibrary\steamapps\workshop\content\108600\522891356\mods\Bedford Falls\media\maps\BedfordFalls\spawnpoints.lua
where can i see errors logs?
C:\Users\USERNAME\Zomboid\Logs
grouped the Hospital one with a new "Entering Knox County" challenge. Hope this helps other modders if they crack it open.
i was finally able to do my first two standalone full-custom items. I still need help with texturing models for that, any tips/tutorials?
works with backpack together and they dont clip
fitting that belt for both models was shit lmao
nice hat
ty ;-;
im making a set
theres gonna be two weapons, one melee and a full armor/robe
and if i can ill make the hat attach to the back so it only uses the big waistbag (cap8,90red)
its water/windproof ❤️
and doesnt have a giant knockdown rate
big hats usually have 80%, but very realistic in consideration
maybe after tech modularity comes in pz i could try and make a working cctv system
I wanna make a simple thing that just changes the weight of the Angelic Gravestone ; can I do that in ItemZed or do I have to use something else?
I draw 32x32 icons for the mod, but in the end the image is compressed. What sizing is needed?
Compressed as in quality or in image dimensions?
That is the correct size as far as I know.
Making icons look good in the game is a whole art of it's own.
hello folks, had a question for some experienced modders; Would it be possible to mod in a boat? Essentially a reskinned car that only moves on water tiles? if it is possible, is it a massive job?
Reskinned, not so much, but I could see various custom models working, though the lack of wheels could either prove to make it easier or have unseen issues (namely due to the vehicle mechanics window).
But making it only move on water tiles would be a massive job, for sure.
thanks for the heads up wedge
@proud spruce What would it looknlike to reskin road-tiles to look like water tiles?...
I can't speak for that. I'm not sure as to the feasibility of a mod like that, but it would require a lot of additional work given how much the behaviors for tile passability are not exposed, as far as I can tell.
Yeah, I know all of nothing about that myself. Just thinking outside the box, as it were.
Yeah, I don't know how this would be done, if it's at all possible, but I do know it's no small feat.
I imagine the devs have discussed water travel at some length already anyway
Probably
The Devs have dropped a hard no regarding water travel.
The vehicle class in Java is not exposed enough to override it enough to make a vehicle work on water modding-wise either.
That's what I figured.
If anything happens with water, it's gonna be a long time from now.
Also I'd wager swimming would come before vehicles, out of necessity if nothing else.
Yeah, thats a fair assessment. Honestly doesn't bother me not to be able to travel on water; even with vehicles the map still feels huge to me (and with custom maps it just keeps growing)
I need to figure out a way to index the items in the game as I rework my mod... Let's see if I can create a makeshift csv.
I fesnkly hsve no idea what that means.
http://undeniable.info/pz/wiki/ isn't up to date with all of the items from Build 41, so I need a makeshift list of all the items so I can spot all the items that are new, that my mod might be missing, etc
Ahhhh, gotcha. I wouldnt3know where from, but can you extract a complete list of items in the game, both new and old?
All of the items are in ProjectZomboid\media\scripts, so I'm just pilling things from the various item files.
Ok, so process of elimination, really
I would offer my help to expedite the process but I don't think theres much I can do for you
I'm basically just doing a lot of find+replaces in Notepad to break things down to single lines with commas between everything so I can quickly put it into a spreadsheet.
I'm used to doing things like this with Zomboid
Im sure I will be soon enough. Im just getting into all this
So far....I...
LOVE IT.
So youre literally compiling a list of every item in the game to crossreference it against the items in your mod?
More to know what to affect with my mod.
They're various tweaks from user-friendly sortable ingame names and categories, as well as durability and use count changes, etc
What does said mod do?
Knowing what's in the game now helps me not miss some, but also know what things may be in the game but I've not seen spawn yet
Ok, so you're just adjusting things you consider inaccurate or unfair?
Somewhat. Just a lot of personal quality of life stuff.
Im sorry of Im missing an obvious point. I havent slept yet
No worries.
I get sort of obsessive myself. Ive been workingnon my own project for...sbout 13 hours straight now lol
Is there a texture size constraint? First time doing UV and texturing my item mods but i think im testing one that's too big and it instantly makes the game freeze when tries to load
What's the size of the one you're testing (dimensions and filesize)?
Also what build are you on (40 or 41/IWBUMS)?
nvmnd it was file format
i cant see the proper textures anyways x.x even after uv mapping/unwrapping and stuff
Welp, that should be everything https://docs.google.com/spreadsheets/d/1NcD6npC5K94JbUaYHpkpMga7EHG-Zw5pkWGnus_ngYU/edit?usp=sharing
In case anybody has a use for a single spreadsheet file with every item in it.
Except for clothes.
Probably add those to the file when I get to working with them.
Thats really cool to have, Wedge. Thanks!
I just wish it told which room definitions each item could spawn in. Ive been trying to find that list, for balancing purposes.
That's going to be handled by ProjectZomboid\media\lua\server\Items\Distributions.lua
and a few other files, though that has the major definitions of spawn logic.
Also I must be crazy.
I can't find the base Garbagebag item in the game files with all the other items.
Oh, I see, because it has a model for carrying now, it's in \media\scripts\clothing\clothing_bags.txt
@proud spruce I didn't see the item I wanna mess with in the spreadsheet :<
Angelic Gravestones need a trowel or a shovel to move and also weigh 20 -- I wanna change that to like 8 and make it so you don't need a shovel or trowel.
what causes a model to be partially transparent asides from textures? is there clipping issues if its too large to a diretion?
i dont think so
Which item? I haven't put anything from the clothing or vehicle folders in yet, so there's still some missing.
(Which was why I couldn't find Garbagebag)
Furniture objects are defined differently from items so they won't appear in the same list.
so how do i uh... find it?
I'm afraid I'm not entirely sure where it is, myself. I see places where the logic for them is, but not sure where they are defined.
dang
uh if memory serves it's the .tiles files that hold that information
there's probably a way to adjust the weight via lua but I'd have to look at the java sources to remember what it is
@abstract raptor
yeah
a lot of stuff is exposed via java so I don't doubt that moveable-related things are exposed
just can't remember what that entails
I'll give you $10 if you help me hahaha
Can you cite your source? :p
gacha machinu desu ka
buy one spiffo key for a chance of a rare item
o no
what about the b i g i r o n ?
i thought it would look bigger :f disappointment (handle is from vanilla magnum lmao)
Gosh those look so pretty, even as simple .pngs
I wonder if Fenrir would update OGRM...
Those guns are very cool btw
Btw is it me or the Blackbeard weapons mod has a duplicate m9, 9mm ammo, and 5.56 ammo that is confusing to the vanilla variant?
So u cant reload an 9mm blackbeard weapon with normal 9mm vanilla ammu.?
theres no way to create some clothing models still, just like hairs right?
we need animZed to make it work at the moment
as we have no way to extract animations or skinned models
what are some nice ak skins people want?
gold ak
black ak
diamond ak?
stainless ak
pink ak?
black ak with red lines?
real shame these arent used yet for the m16.
maybe someday the devs will enable more attachments on the new guns added recently
even though they dont exist, im still gonna model these in with the same amount of tris
you cant make hair but you can make wigs, figures out 8V now ill make it in a slot that doesnt replaces hats
Gonna make a couple and post, not going to do more because its going to be obsolete soon i bet
is there any documentation for zomboid build41 modding tools? actually im workin as a 3d artist and id like to use some of my models in game
i dont even know the modding tools x.x
LMGs will be awesome
Imma only make custom weapons, everyone already did or is doing all of them xD
There's even a minigun
It's shit
By ddmod
MGS minigun especifically
unturned once again.
this one was a bit tough to get it to 540 tris, looks fine to me
Looks like an unturned 2.0 gun model
need to add some details
Well... Found a solution to to the missing spawn locations. It seems build 41 doesn't like being installed on a different drive. I uninstalled the game from the D drive and installed it on the C drive and all the various spawn locations show up. This is rather tedious but I guess it will have to do until the devs fix it
pz is kinda pixelated and blocky, but not as blocky as unturned, i think this will be passable
cursed image.
i guess ill need to go back to make some adjustments to the texture.
for some odd reason, any details i add to the model become blurry when applied
ill need to figure out a solution as the texture also appears too bright
Its really close. I think the colours need to be washed out more.
on it
when did your game become the press?
as for skins I think it would work out great if you could make them the division 2 style
like black market ak, military ak, classic ak, etc
That outfit gives major payday vibes
Ooo you're right
is there a head slot that doesnt replaces the hat? /hm
anime was a mistake
Is there a list with the places/containers for loot distribution? x.x
so you're the one making anime mods?
soon the prophecy will be complete
the hair will go with a hat and i just need to make a vest/cape
anime mods will take over the workshop
🤢
Have 50 cal
That outfit gives major payday vibes
@shadow walrus haha finally someone got it
Yeah, thats much better
yea
whats on your workshop.txt file?
some info, xml lines for guids
example
title=test
description=This is an example mod with two worlds. You can use this as a template for your own map mods.
description=
description=The first world has a single 300x300-tile cell.
description=The second world adds cells all around the first world.
tags=
visibility=private
i know some people like the ak gold with black furniture, should i make that one too?
"AK Gold v2"
@raw tulip can you tell me anything about importing a model in PZ?
do you use itemzed too?
no i do not...
the fact that you said that itemZed exists....
i didnt know that existed until now lol
i just used blender and maya to export and bridge the models 😂
i use this to export X to obj
then i use blender to export an obj back to X using a blender 2.6 plugin
i dont know much about blender so i do all my work in maya, but use blender as the export bridge
How the heck are you supposed to override an item? I see other mods doing it and it doesn't seem different from what I'm doing, and they're not even using the override:true argument.
Apparently I'm doing it correctly, I just can't override WeightReduction for some reason.
Ah, WeightReduction doesn't update on spawned items, only new ones.
thats the same for some equipment modifications, only new versions of that item will have the stats
somehow it create duplicates sometimes tho, not very performance friendly
like, having two items with the same nomenclature, ids blablabla
Overrides seem to not work on DisplayNames either, thanks to the same localization thing that broke it for ItemTweaker API it seems.
i dont even know where you are fiddling 👀 vanilla stuff?
Just in my mod
Made a copy of the item in the mod and most things overwrite, but not the Display name.
Not sure what Override:true even does since just having a modded item with the same module and name makes that override most of the base item.
It doesn't seem necessary and I can't ascertain if a version just made it unneeded or it does something specific.
Other mods that override base game items don't seem to use it either.
use what? display name?
Override:true
never used that e.e
but i only went so far with equipment and items
when i was learning to mod i tried overwriting a hat, the duplication thing that i cited happened. The game did overwrote the item and new versions of it would come with the new configs but the vanilla value item stayed on the item table too, like a duplicate
i dont understand at all lmao
That's what I thought Override:true was for.
But I can't find any recent information on it.
For that matter, I can't find ANY information on what "Medical = TRUE" does.
i know you can easily completely change visuals and some item meshes of vanilla stuff but values is another thing
i think medical true is related to drop list
I'm trying to ascertain what precisely those tags are and what they do.
I didn't think they were related to droprates as all the logic is largely in the Distributions.
But so far I've seen Medical, Fishing Gear, SurvivalGear, and Trap
And those last three I've seen combined.
The only thing I can think of is they're an attribute that may be exposed for scripting?
Padlock and DigitalPadlock are also following that pattern.
The only thing I can think of is they're an attribute that may be exposed for scripting?
@proud spruce yes.
lol
Now I gotta figure out how to access that I guess
and if it has to be registered elsewhere first.
thats baasically where i stopped fiddling :x
not going that far right now to like, unpack .class
I like em, very clean, you could rough them up but i think its enough details to look very bold in the game
not a fan of pink tho
LMAO
reminds me of that placeholder texture in half life
that looks pretty good @raw tulip, how did you texture them btw?
oh so you still did a UVW unwrap
quick .308 contender I drew up, don't even have the game yet lmao
also that looks amazing @radiant ginkgo
@drifting ore Your gun too 🙂
@drifting ore Isn't it beautiful? And the model does not even exceed 3.000 🙂
Wonders
@drifting ore that's a really good model, BUT make sure it isn't over the top levels of detail. i've noticed most people here prefer mods that have the same simplistic but good looking models/textures as with vanilla
Hmm alright
that's a picture showing most of the guns currently in game (besides very top bold action rifle, nail gun and that lever action, it's also missing the .223 hunting rifle but whatever) perhaps you can use these as a reference
oh also everything you see being posted is on the IWBUMS build
Yeah I totally will, thanks for the ref
that's just how you get to the IWBUMS build and play B41 (the stable branch of the game has B40 which looks NOTHING like B41)
Damn. Every time I saddle up to work on mapping I just end up wanting to play lol
Thats quite a list...thats not whats already in the game is it?
Dumb question, as those are real guns. I retract my idiocy.
none of these guns are in the game
@willow estuary What build are those guns designed for?
@loud creek build 41
ah, that makes me quite excited and impressed.
Mhm
big boye
i remember trying to use that in Dayz, never landed a shot
:V
its a breakdown one shot pistol, 7.62x54?
yeah, theres a mount for a scope xD
l a r g e i r o n
@severe ridge be my dad mister iron, for I am robins marty
Mmm yes incredibly large iron indeed
@severe ridge you would know anything about adding weapons, would you?
i have no idea where to start
not mine but yeah, i can add equipment :B
use the game assets as placeholders
that have been helping me
yeah but you gotta export the models into the game
in directx files
ok, i was writing what i do but it can be done different ways
what you need to know basically is that the xml files must find the model,textures and scripts you place on your mod folder
theres model_x -> weapons -> 1handed,2handed,firearm folders for example
some folders need the path/naming convention, some don't exactly
hmmm
take a look at other peeps mods for reference
i have been doing that
ill dig more into workshop mods
if steam didnt obfuscate workshop mods by number that would be even better
im learning a lot from mods xD
@severe ridge one more question?
if i can answer lol , im noob
i have it set up like this in order for the game to read it
{
imports
{
Base,
}
item CavalrySword
{
MaxRange = 1.23,
WeaponSprite = Machete,
MinAngle = 0.7,
Type = Weapon,
HitFloorSound = BladeHit,
ImpactSound = BladeHit,
HitSound = BladeHit,
MinimumSwingTime = 4,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = LongBlade,
ConditionLowerChanceOneIn = 25,
Weight = 2,
SplatNumber = 2,
PushBackMod = 0.3,
SubCategory = Swinging,
ConditionMax = 13,
MaxHitCount = 2,
DoorDamage = 10,
SwingAnim = Bat,
DisplayName = Machete,
MinRange = 0.61,
SwingTime = 4,
KnockdownMod = 2,
SplatBloodOnNoDeath = FALSE,
Icon = Machete,
BreakSound = BreakMetalItem,
TreeDamage = 10,
CriticalChance = 20,
CritDmgMultiplier = 5,
MinDamage = 2,
MaxDamage = 3,
BaseSpeed = 1,
WeaponLength = 0.3,
DamageCategory = Slash,
DamageMakeHole = TRUE,
AttachmentType = BigBlade,
}```
how do i link it to a model?
this is the items list
because
im not sure, i was able to make placeholder weapons
not standalone
but with clothes, each piece has its own clothingitems .xml file
and each of them are used to link the models and other stuff
and thats where you apply the guid on your item which should be written down in the Guid list too
i gotta make a gun and a melee weapon but i don't know what would be unique lel, so many around
not for build 41
those mods will never be touched ever again
i never modded before 41 :v
what if I do
I'll have 5x more mp5s
what if I'm lucky enough and 2 of those mods have the mp40?
😔
does anyone have the know-how to take NolanRitchie's epic battle mod and make a version for build 41?
he abandoned it a long time ago for the Survivors mods
i loved using it more than survivors
sometimes i set them to max, all enemies and go into a killing spree
i think all it needs is the new character animations and models
AnimZed isnt out yet, soon my friend @fervent bay
although the ak looks kinda bland, i think it matches the style of pz
still..
unturned gun mod
never gonna escape that comparison 😂
@raw tulip what is Animzed?
a myth, jk.
AnimZed is something to help modders utilise animation with build 41
its currently not released to public yet
but you can see it in game through the major overhaul of animations in build 41
well that doesn't fully answer my question. would anyone actual create a remake of that mod? i doubt NolanRitchie will
he created superb survivors for 41
in time.
im not a programmer so im not sure if thats plausible right now
oh
mp40...
How do I overwrite recipes in ItemZed? I thought naming them the same thing as what they were in base game would work but now I realize it's just made 2 recipes instead.
dumb question, where do we change item weight?
do i have to use attribute Weight if its bigger or smaller than 1.0?
Yes
Write 0.1 or 0.14, or 1.15
You can see examples in PZWiki @severe ridge
And if the item is ultra light then write 0
tyvm!
Something is either conflicting with either other mods or something needed in the vanilla games script
it crashes on startup
Yeah that means it’s conflicting with vital scripts for the vanilla game (I think I’m not exactly a professional coder)
🤔
Personal experience
Well what does your mod do?
Sometimes thee most basic of mods can break something in vanilla
Learned that the hard way
Especially if you make a syntax error
i am going to look in the crash logs
[27-05-20 09:05:37.371] ERROR: General, 1590584737371> GameWindow.uncaughtException> Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[27-05-20 09:05:37.374] ERROR: General, 1590584737374> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at Arrays.copyOf line:3181. Message: Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[27-05-20 09:05:37.375] ERROR: General, 1590584737375> DebugLogStream.printException> Stack trace:.
thats bizarre
we need some big boys in here
Ah nobody responded to my question oof
Okay so I know in the current build this is less relevant, this will apply more when NPCs are added, but I really really really wanna talk about a concept for a Zomboid mod here!
Does anyone know about the book "Double Dead" by Chuck Wendig?
Welp, I've managed to get my mod to start working properly, but I feel like I've cobbled together an abomination lmao
I found out I could overwrite vanilla recipes using my own txt file and calling it "recipes" as well, but that also made it so all the recipes in the game were removed except the ones I overwrited, so I ended up putting every single recipe in my mod's recipe txt file. Someone please tell me there's a better way than doing it this way lmao
I couldn't find anyone asking how to overwrite vanilla recipes on the forums or here so I just kind of tested stuff until I got it to work
Well, good job getting it working, anyway. Wouldnt it have been easier to just add your mod to the vanilla recipe.txt? Im not sure how all that works, but it sounds like you sorta did the inverse
Well that's what I tried at first, but unfortunately it resulted in making 2 of the same recipe (one vanilla, one my mod) where the vanilla one ended up completely using up the item I was changing and my modded recipe worked the way I wanted it to, only partially using up the item. What was worse was that if you did crafting by right clicking in your inventory it'd default to the vanilla way.
From what I've seen items do overwrite this way but the recipes wouldn't unless I made my own recipes text, which caused the problem of removing all the recipes that I didn't change
Theres gotta be a line og code you can pop in sonewhere that just disables the individual item from the vanilla recipes.txt while referencing your mod instead
Of*
You would think, anyway
Maybe, I'll take a look at some more modding guides
Yeah, there HAS to be a way that doesnt unvolve overwriting other scripts, as otherwise how would multiple item mods be compatible,right?
I'm also not the best modder so it's probably likely
@safe seal Add Override = true to your recipe
Thanks a ton! I'll try it out now!
@craggy furnace Java error, it means lua files are ok, but you're probably passing something wrong, maybe through a table?
would that cause an OutOfMemoryError though?
I doubt any table that's vehicle-related would be large enough to actually cause you to run out of memory
You would be surprised, I had to change my modded version of the giant inventory context menu function because it had too many local variables
what could make a custom mesh distort to the infinity and beyond in the game?
Bone weights
someone had a problem with my mod i can't find a solution because i can't find the problem lmaoz
no bones :f maybe that?
what kind of model is it?
hair? beard? backpack?
if you set it as a static model it should work without bones
I mean in the xml
its skinned
oh
so
if i set this true <m_Static>false</m_Static> it will make it 100% static?
or idk, just following other rules?
i dont want it to be floating too xDD
yes, then you need to define a bone for it
yeah
is there a list?
kinda, you can check them all if you open the character model in notepad++
if that's supposed to e a belt, try Bip01_Pelvis
ooo ty, will do
im just worried because i dont want people to have problems the stuff i create with love ;-;
HhAHAHAHAAHAHH
nah
if i change the bone the positioning gets all screwed
ill do that l8r, but thanks for enlightening me
yeah, you have to correct it in the model itself
Thanks for the help soul, was able to finish the mod thanks to you
is there a specific color for transparency? if so, its full white? and so, equips affected by masks still have the opacity affected by white?
I'm glad I can help
oh yeah, it doess xD
the dumdum way to see textures references lmao
im considerably a r tistic
where's the rave?
battle dress of course
@nimble spoke mind if i show you what i am inserting?
now i just need to start doing it lmaoz
when i finish the witch imma make the knight and boy, that's gonna take a while
make a creeper
ew no
@craggy furnace tell me what it is, I will check messages tomorrow
@nimble spoke i fixed it, i just need to figure out how to have the model render now
yeah
but do you have something i can reference?
i am doing something wrong obviously
there is a txt inside meida/scripts for models, all you have to do is to add a txt like that for your model, just like you would for an item
you can even set up alternate textures using the same X model, muzzle flash coordiantes and other things there
where's the recipes goes? :U asking for my dog
not using the regular console
I launch the game using the batch files in the install directory if I'm doing mod development
so I can just tab out and look at them
they be teasing new hairstyles
just gimme that tool lmao
at least it seems like we'll have a different pick in-game on the hair texture instead of only having the old hair_white texture
So with the riot gear mod, was it intended to make it near impossible to run with the full set of riot gear? Overall I love the texture. But the ability to not even jog can be so incredibly deadly in most situations.
What's the run speed modifier?
i dislike most of the mod for that reason
plus swat/riot vehicles spawn way too often
@safe seal
It's actually 0.99 run and combat speed
So almost one full level for both run, and combat speed. Plus 10 pounds worth of weight equipped
@calm portal He updated the mod so you can jog while wearing a suit of riot armor.
As you can see, I'm jogging with all of the riot armor pieces on, and a shield as well.
Also I was having trouble finding swat and riot vehicles so I'm pretty sure the spawnrate was turned down
On day 1 when I first downloaded it though, I easily found one in a parking lot in Riverside.
@willow estuary your mod?
@lavish adder yeah
sorry for the real late reply
but uh
if its Blair
just assume its their mod that they are showing off lol
I can't wait for this stuff tbh
oh oops
I meant to @ derpy
sorry blair!
@severe ridge what do you do to have your models render?
what do you mean? :-c they render in the software, you just import in the game and the game render the way it does
my sword absolutely does not render
oh
if its a custom object you might need to add to the guidtablelist
no wait
i dont think weapons need guids
so im not sure e.e"
i never made a full custom weapon, just replacements
my desire to acquire this knowledge is the same
i might need to know too because i got my own katana on the way lel
Made it, Blackbeard's mod helped me with that (use imports)
Sword is 232 verts, file 513kb
vanilla katana and a wakizashi i had laying around on the ground
its easier than clothing actually
.
@uncut depot
now we need a mod to accumulate piles of bullet cases
so we can swim around
lmao
the one that created bullet cases items was terrible enough
I'm not totally clear, to be honest. I got a lot to learn myself, I'm just...good at googling stuff, I suppose
tf
@raw tulip the .blend is just a part of the old name
ah ok
do you export models?
i need to know wtf i am doing wrong for it to export as a 1kb
@severe ridge define
try keeping everything you wanna export selected in object mode
and export (?)
thats what i do xD if i dont select anything and save it would save nothing
thats why the 1kb
like the cube
ye
ok exporting
hope it works
me too
30 hours of debugging
someone is gonna get strangled if it doesnt
NO?!
:u
T H E C U B E
Does the "OnCreate" hook fire when an item uses "ReplaceOnUse"?
Or if not, is there an "OnUse" or "OnReplace" hook? Is there an OnRead hook for books?
it's my mod x.x i just edited the summer hat. I'll probably try to make a 2.0 release when i finish my second set
@severe ridge Do you need Russian language support? :D
Oof! thanks for the offer, will consider :3
im just not sure about releasing it yet because im feeling like i do a lot of stuff for myself and it's not related to the game lore/balance.
and they're all together lmao
I want this hat! And maybe not only her)
oh, theres some swords, guns, tactical gear, hairs x_x i've been exploring
is theere any
thing like
debug console here
that'll let me get any gun directly
etc
making a gun mod
Right click zomboid, go to properties, launch options, type "-debug", when you're in game press the button with a bug in it and go to itemslist and search for the name of your item @drifting ore
alright thank you 🙂
does anyone have any idea how to add a type of ammo into the game?
cause on guns you have this
AmmoBox = Bullets9mmBox,
i want to add my own ammobox thing that'll spawn randomly in places
far from completing :B anyone need a chain mail?
Yooo, that's rad!
i fixed the chain mail already, didnt liked leaving that long johns part
OnWeaponHitCharacter and OnHitZombie events are triggered only when a player hits someone. Is there a lua-event when a zombie hits or bites a player?
..found OnBeingHitByZombie, but it doesn't seem to work
ty
Oc
of everything i cant create bulletvests e.e even the hunting vest was okay to create custom
cant you use a PZ player model as reference?
Not that, it's freezing the game (?)
And only when I create, tried changing name, model names, texture names, GUID
I'm cursed
It's the last piece of the armor before the actual last that's the helmet
@craggy furnace until AnimZed is out, custom player models and animations are not easy to mod at the moment
THIS PRODUCT IS NOT ELIGIBLE FOR FREE SHIPPING. SHIPPING COSTS WILL VARY BASED ON THE QUANTITY, MODEL AND SHIPPING DESTINATION. WE WILL CONTACT YOU WITH SHIPPING COSTS AFTER THE ORDER IS RECEIVED. FEEL FREE TO CONTACT US FOR AN ESTIMATE.
Leatherhead Bar (Forged Halligan Type)...
two handed melee with prying abilities
and the ability to break a lock
Very neat idea
Oh good idea
@severe ridge how do you unwrap uvs?
i think theres a more technical way to do bu i do it automatically and snap manually in the uv panel
it works for low poly good luck past 300 verts
im still getting beaten by modding xp
:V
gotta find unwrap
try to open an image first or a placeholder color
x.x i dont know much tbh
i just get a circle
if i download super survivors, will it affect my current saved game? or do i have to make a new game?
I think with build 41 you can add mods onto existing saves, right? I haven’t tried it myself.
It depends on the mod. Some work with existing saves, some don't. They usually tell you somewhere on the page it's posted.
That's neat
same as in every other modding community it seems: 95% guns 😄
It's true, it's all guns 😛
(I don't use any gun mods, nor do I have much interest in them. I just think it looks neat 😛 )
The weapons in the game already suit me juuust fine....I'm more interested in map mods and radio mods
I have a really profound appreciation for the obscene amount of work that the community puts into the gun mods, but I'm largely the same.
Guns are easier to do and there's never enough dakka
I've finished the Knight mod yesterday lmao
Ah, gotcha. I'm old, fuck off 😛
warhammer 40k is old asf too lmao
Ah, that's why. I didn't get into warhammer
Battletech, RoboTech, Mechwarrior, those were the tabletop grid-based I was playing back then
(Back when Warhammer was still tabletop)
I played Mechwarrior before it was a video game 😛
probably
so we can make different faces lol
@severe ridge rogue, by the way
That looks so good, holy shit
by the nines!
Spiffo Girl, everyone's favorite superhero.
i need to make her ears
someone drew spiffo girl in the hub once so i took the idea lol
lmao
"Anime was a mistake." -Hayao Miyazaki
what r u? casul?
unintended dark souls feels
But can I perfect parry zombies for crits?
or roll
what is 18+?
it's just a bunny suit)
i like the hair
@severe ridge do the hair too)
@severe ridge That armor would actually go well with the hydrocraft armor
the greatsword too, i just texturized it lel
and by being grey they can be colourized for the metal type
Im actually an artist for the mod
I mean I didn't exactly do anything yet but make a retexture and a new item, but
Its probably going to be hard to add in all the 3d models for the crafted weapons
naa
right now it's just slow to do so
but it's ez
and it's going to be easier with the tool
its easy to add new weapon models now
why are we still here, just to suffer? every night i can feel my legs. and my arms, all the souls i've lost, all the comrades i've lost. just keeps hurting
Hahahahahahahaha How The Fuck Is Hentai Real Hahahaha Bruh Just Walk Away From The Screen Like Bruh Close Your Eyes Haha
i'd jump out of a 6 story window
once again i am relating to you
lol
^.-
Wish i could do this
https://live.staticflickr.com/2948/15287971240_9d6974fc47_b.jpg
lul
Explosion mage
this staff (spear weapon) has infinite light that can be turned on and off
apparently you can attribute light to any weapon, not the drainable stats tho as far as i know
is there a way to change the light colour?
@severe ridge
noice


