#mod_development

1 messages · Page 426 of 1

severe ridge
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a generic model for magazines

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or a model for THAT magazine

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8l

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beeps my mind

proud spruce
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It doesn't have a model for me.

severe ridge
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when you read?

proud spruce
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Oh that

severe ridge
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or it uses the book model?

proud spruce
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That's not an item model, I think that's just tied to the action animation.

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(It may have a reference for texture/model during the action somewhere but I can't find the files to check.)

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Trying to find definitions of the script variables/arguments post-41

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But all books and magazines share the same "StaticModel" attributes

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(Book and Magazine, respectively)

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so it's not derived from the item itself, per se

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I think that's referencing the new .X files in models_X

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Looks like "WorldObjectSprite" might be what I'm looking for.

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Can't find information on it, but it's at least for objects that are placed on the ground/surfaces.

pastel estuary
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@proud spruce you might also be able to edit that attribute dynamically

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I think there's an event that triggers when an item is dropped

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and it wouldn't surprise me if the function to set the dropped sprite is exposed

proud spruce
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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.

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Dang... WorldObjectSprite is only for placement.

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Radios use that when placed but not when dropped.

dry leaf
lavish adder
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Survivor AI with aimbot hacks

shrewd grove
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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

nimble spoke
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patience young padawan

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Test these files, keep in mind you must add the wheel areas in your vehicle script

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these are just the 6 wheels, if they work properly I will expand it to cover up to 10 wheels

nimble spoke
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right now it crashes the game, you will have to wait until I make more tests

pastel estuary
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thinking about moving the inventory part of the panel to its own window that can be moved independently of the actual crafting table

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and then hook the close function so closing one window also closes the other

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actually I wonder if I should spin out this crafting table into its own API

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there's probably demand for slightly more involved crafting

shrewd grove
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yeah soul, i did the same thing

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my game instantly crashed, same like yours

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seems like its alot further in the backend

nimble spoke
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yeah, I will try to find what exactly is causing the crash, hopefully it isn't something that will block progress

spiral plover
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Anyone got any reason why my map mod doesn't stay loaded when I exit the mod menu?

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it reloads it but it disables itself

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the mod works fine if I enable it when making a save but then I can't load it

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Figured it out, so for the record, you can't have spaces in the ID and (possibly) the folder name

drifting ore
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@spiral plover hey

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do you have issues with your texturepacks?

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i can't seem to load my own texture pack

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blair told me there was a problem with the current version

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but it doesn't seem to work with the non IWBUM version either

spiral plover
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I'm having no issues

willow estuary
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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?

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Or ensure that your mod is one of the first ones loaded maybe?

drifting ore
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hmmm

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i will download another mod with texture pack and see what i'm doing wrong

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i will keep that for tomorrow though!

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thanks blair

soft musk
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Is it possible to just replace a single sound file with something else?

willow estuary
willow estuary
willow estuary
spark vector
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Good stuff

spark vector
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@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!

raw tulip
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ooh

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fancy

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to anyone using maya:

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if you encounter this problem of models appearing black, the problem is the normals are locked, to fix this

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mesh display > unlock normals

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not sure if the above is worth pinning, as everyone is probably using blender anyways #blenderIsTheBest

raw tulip
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1 vs 2, which placement would be better?

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on the barrel or slide

fading frost
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how can i add a new item with negative value to the game?
or, is there a way to make debug item edits permanent?

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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

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alsoalso, how do i add clothes to the game?

pastel estuary
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@fading frost a crafting table for my in-development mod about improvised weapons

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see, zombies are undead humans. humans have bones. ancient cultures sometimes made weapons out of bone. so, why not make weapons out of bones.

fading frost
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oooh ( ・ o・) that looks interesting

raw tulip
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of course. the game does not use Handgun_RedDot.X or Handgun_Light.X yet

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but when the devs enable the model to be swapped, this will function as intended

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you can attach the components currently, but they do not show up on the model in game

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unfortunate. but its legit

nimble spoke
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@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

nimble spoke
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well... not crashing is already a great improvement, but ghost wheels don't show up

shrewd grove
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hmmm

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strange

nimble spoke
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it is expected as it is missing the new wheel entries, but everything else works, I can install and uninstall parts

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I will keep investigating the wheel entry problem, but I think I found a hard block in my path

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has anyone modded number of gears? I remember someone talking about that

shrewd grove
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i tried picking with gears a bit, seems as if they just dont work.

spark vector
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@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)

neat flicker
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they added electronical modularity so making a factorio like things would be easier

pastel estuary
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why did devs even require guids for clothing items?

nimble spoke
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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

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the true issue is adding to the list of GUID from a mod

pastel estuary
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but why is that even necessary to have a new GUID in the first place? is it involved in some sort of checksum or

nimble spoke
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I have no idea

fading frost
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it wouldn't really matter about the unique guid thing, since it's unlikely i'd publish the mod

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i doubt anyone else wants thigh highs and skirts that aren't tight to their bodies

severe ridge
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clothing options are always nice

pastel estuary
severe ridge
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gave up on modding for now, cant get the rigging to work :B

raw tulip
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rip

severe ridge
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Functional waist bags with models, in the tail slot. Possible?

full solstice
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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

willow estuary
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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.

spark vector
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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.

proud spruce
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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.

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I'll see if I can find the name of the one I have when I get back to my computer.

proud spruce
drifting ore
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@pastel estuary do you make a craft table

full solstice
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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?

proud spruce
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Oh

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Somehow I read his question entirely backwards.

full solstice
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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!

proud spruce
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Besides taking it off to the side, I think the only way currently is to scrap the parts individually.

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Which I think I had working at one point in one of my mods or in the third one I was working on.

full solstice
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im hoping with the new fire system that comes in will deal fire damage to cars, anyone know?

proud spruce
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I'm very recently coming back, so I don't know, but it may be in a recent news post.

willow estuary
drifting ore
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it is unrealistic, can glass break?

radiant ginkgo
willow estuary
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@drifting ore The engine is being shot, not the windows.

hexed anchor
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@willow estuary are you making a new guns mod?

willow estuary
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@hexed anchor in this specific case, it's not planned to necessarily be part of a gun mod.

hexed anchor
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O

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I see

severe ridge
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vroom

pastel estuary
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@drifting ore yeah that's a minecraft-style crafting table

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makes the most sense for building custom weapons imo

severe ridge
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BUCKET

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3 iron bars

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works with hydrocraft?

pastel estuary
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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

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@severe ridge

severe ridge
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i c, interesting!

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i still feel that i dont use crafting a lot asides from the common stuff like ripping, opening etc

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for blackbeard's mod :B cuz he's not using attachments (i had problems with rigging too)

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anyone got a nice tutorial for textures? :X

hexed anchor
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you just need to get the shape right

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I'd say go as low as the poly count allows you to get while retaining the shape of the gun

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just for optimization

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I kind of wish attachments were visible on the guns

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like slings, scopes, foregrips, handlers, etc

severe ridge
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some of them arre

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:l

hexed anchor
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In vanilla?

severe ridge
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yep

hexed anchor
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Slings?

severe ridge
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scopes and mounts usually only tho

hexed anchor
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ah

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yeah

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I don't normally get weapons with scopes for some reason

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I rarely see one with scope

severe ridge
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because every weapon attachment model file is separated but in correlated position to the weapon model

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but it bugs so hard when you import and export so it has to be fixed in a separate file

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everyone hates the SA80

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me too ❤️

willow estuary
severe ridge
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gimme

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where

hexed anchor
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That's looking really good

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I'll kiss the cook if you're cooking a new guns mod

severe ridge
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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 " ?

proud spruce
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A list of attachment points?

severe ridge
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basically

proud spruce
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I've been looking for this as well as and a few files may have the sort of definition you're looking for

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ProjectZomboid\media\lua\shared\NPCs\AttachedLocations.lua

severe ridge
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ooooo

proud spruce
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ProjectZomboid\media\lua\client\Definitions\AttachedWeaponDefinitions.lua

severe ridge
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might taake a look tyvm

proud spruce
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Those are the main two files that I've found useful so far.

full solstice
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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?

lavish adder
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Nice to see that there are gun mods being worked on now

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and I can finally free myself from just a shotgun

raw tulip
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a little bit over some of the existing models. its fine

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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

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no i dont think so

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not at the moment at least

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i would love to get my hands on animation decompilers so i can modify them

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source for animZed

drifting ore
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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?
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Im on version 41.37

slow spade
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@raw tulip @full solstice I am pretty sure that they mentioned releasing this tool when the anims build becomes stable

severe ridge
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thats why im not investing too much into making stuff now lolz

slow spade
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Well, mapmaking hasn't changed (just a bit) since it was created :D

willow estuary
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@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
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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.

fast fractal
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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

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My mods just update the spawn points for any map with lots=Muldraugh, KY as the basis

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does anyone know an entry point via lua to change a sandbox variable?

drifting ore
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@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.

fast fractal
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basically what I want to do is this : getSandboxOptions():updateFromLua(Survival_modified)

fast fractal
severe ridge
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i love scenarios

severe ridge
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whats the m_HatCategory that doesnt affects hairstyle?

uncut depot
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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?

full solstice
drifting ore
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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"

fast fractal
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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.

drifting ore
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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

fast fractal
drifting ore
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Might be... In my case this issue has been there since 41 was released and not something that came up in recent builds

drifting ore
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So... This looks like the right file

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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

fast fractal
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do you actually get the errors this generates? print("ERROR: ""..filename.."" doesn't exist, spawn points may be broken")

drifting ore
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Yeah... You can see them in the console file I posted in techsupport

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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

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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

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1590254398978 Loading: D:\SteamLibrary\steamapps\workshop\content\108600\522891356\mods\Bedford Falls\media\maps\BedfordFalls\spawnpoints.lua

severe ridge
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where can i see errors logs?

fast fractal
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C:\Users\USERNAME\Zomboid\Logs

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grouped the Hospital one with a new "Entering Knox County" challenge. Hope this helps other modders if they crack it open.

severe ridge
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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?

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works with backpack together and they dont clip

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fitting that belt for both models was shit lmao

naive tusk
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nice hat

severe ridge
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ty ;-;

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im making a set

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theres gonna be two weapons, one melee and a full armor/robe

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and if i can ill make the hat attach to the back so it only uses the big waistbag (cap8,90red)

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its water/windproof ❤️

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and doesnt have a giant knockdown rate

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big hats usually have 80%, but very realistic in consideration

willow estuary
neat flicker
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maybe after tech modularity comes in pz i could try and make a working cctv system

abstract raptor
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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?

drifting ore
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I draw 32x32 icons for the mod, but in the end the image is compressed. What sizing is needed?

proud spruce
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Compressed as in quality or in image dimensions?

drifting ore
willow estuary
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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.

full solstice
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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?

proud spruce
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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).

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But making it only move on water tiles would be a massive job, for sure.

full solstice
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thanks for the heads up wedge

uncut depot
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@proud spruce What would it looknlike to reskin road-tiles to look like water tiles?...

proud spruce
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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.

uncut depot
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Yeah, I know all of nothing about that myself. Just thinking outside the box, as it were.

proud spruce
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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.

uncut depot
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I imagine the devs have discussed water travel at some length already anyway

proud spruce
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Probably

willow estuary
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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.

proud spruce
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That's what I figured.

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If anything happens with water, it's gonna be a long time from now.

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Also I'd wager swimming would come before vehicles, out of necessity if nothing else.

uncut depot
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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)

proud spruce
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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.

uncut depot
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I fesnkly hsve no idea what that means.

proud spruce
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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

uncut depot
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Ahhhh, gotcha. I wouldnt3know where from, but can you extract a complete list of items in the game, both new and old?

proud spruce
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All of the items are in ProjectZomboid\media\scripts, so I'm just pilling things from the various item files.

uncut depot
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Ok, so process of elimination, really

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I would offer my help to expedite the process but I don't think theres much I can do for you

proud spruce
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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.

uncut depot
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Ugh

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A smart way to do it,though

proud spruce
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I'm used to doing things like this with Zomboid

uncut depot
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Im sure I will be soon enough. Im just getting into all this

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So far....I...

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LOVE IT.

proud spruce
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The end result

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(Though I only threw in about 3 of the game's files)

uncut depot
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So youre literally compiling a list of every item in the game to crossreference it against the items in your mod?

proud spruce
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More to know what to affect with my mod.

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They're various tweaks from user-friendly sortable ingame names and categories, as well as durability and use count changes, etc

uncut depot
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What does said mod do?

proud spruce
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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

uncut depot
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Ok, so you're just adjusting things you consider inaccurate or unfair?

proud spruce
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Somewhat. Just a lot of personal quality of life stuff.

uncut depot
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Im sorry of Im missing an obvious point. I havent slept yet

proud spruce
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No worries.

uncut depot
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I get sort of obsessive myself. Ive been workingnon my own project for...sbout 13 hours straight now lol

severe ridge
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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

proud spruce
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What's the size of the one you're testing (dimensions and filesize)?

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Also what build are you on (40 or 41/IWBUMS)?

severe ridge
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nvmnd it was file format

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i cant see the proper textures anyways x.x even after uv mapping/unwrapping and stuff

proud spruce
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In case anybody has a use for a single spreadsheet file with every item in it.

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Except for clothes.

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Probably add those to the file when I get to working with them.

uncut depot
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Thats really cool to have, Wedge. Thanks!

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I just wish it told which room definitions each item could spawn in. Ive been trying to find that list, for balancing purposes.

proud spruce
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That's going to be handled by ProjectZomboid\media\lua\server\Items\Distributions.lua

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and a few other files, though that has the major definitions of spawn logic.

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Also I must be crazy.

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I can't find the base Garbagebag item in the game files with all the other items.

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Oh, I see, because it has a model for carrying now, it's in \media\scripts\clothing\clothing_bags.txt

abstract raptor
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@proud spruce I didn't see the item I wanna mess with in the spreadsheet :<

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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.

severe ridge
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what causes a model to be partially transparent asides from textures? is there clipping issues if its too large to a diretion?

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i dont think so

proud spruce
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Which item? I haven't put anything from the clothing or vehicle folders in yet, so there's still some missing.

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(Which was why I couldn't find Garbagebag)

abstract raptor
proud spruce
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Furniture objects are defined differently from items so they won't appear in the same list.

abstract raptor
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so how do i uh... find it?

proud spruce
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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.

abstract raptor
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dang

pastel estuary
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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

abstract raptor
#

hmm via lua seems like it'd be a good option

#

just a script or something?

pastel estuary
#

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

abstract raptor
#

I'll give you $10 if you help me hahaha

willow estuary
hexed anchor
#

oh no

#

don't do this

severe ridge
#

lmao

#

cases confirmed

#

buy one spiffo key for a chance of a rare item

uncut depot
#

Can you cite your source? :p

severe ridge
#

gacha machinu desu ka

willow estuary
hexed anchor
#

huge nut

#

plans on other ww2 weapons?

#

like smgs specifically?

willow estuary
hexed anchor
#

bro... I need to know...

#

the smgs...

drifting ore
#

buy one spiffo key for a chance of a rare item
o no

severe ridge
willow estuary
calm portal
#

Gosh those look so pretty, even as simple .pngs

lavish adder
#

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?

drifting ore
#

So u cant reload an 9mm blackbeard weapon with normal 9mm vanilla ammu.?

severe ridge
#

theres no way to create some clothing models still, just like hairs right?

raw tulip
#

we need animZed to make it work at the moment

severe ridge
#

just did this cute dress and cant used it ;-;

#

lmao

raw tulip
#

as we have no way to extract animations or skinned models

severe ridge
#

ye

#

gotta find a way around with textures /hm

raw tulip
#

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

severe ridge
#

you cant make hair but you can make wigs, figures out 8V now ill make it in a slot that doesnt replaces hats

severe ridge
#

Gonna make a couple and post, not going to do more because its going to be obsolete soon i bet

feral nexus
#

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

severe ridge
#

i dont even know the modding tools x.x

lavish adder
#

@drifting ore yea

#

The blackbeard m9 uses the blackbeard m9 mag

drifting ore
#

LMGs will be awesome

severe ridge
#

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

raw tulip
#

unturned once again.

#

this one was a bit tough to get it to 540 tris, looks fine to me

lavish adder
#

Looks like an unturned 2.0 gun model

raw tulip
#

need to add some details

drifting ore
#

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

raw tulip
#

pz is kinda pixelated and blocky, but not as blocky as unturned, i think this will be passable

raw tulip
#

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

uncut depot
#

Its really close. I think the colours need to be washed out more.

raw tulip
#

on it

hexed anchor
#

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

shadow walrus
#

That outfit gives major payday vibes

hexed anchor
#

it gave me csgo vibes

#

Vertigo terrorists aka the professionals

shadow walrus
#

Ooo you're right

hexed anchor
#

if only the bag was black

#

it would be like

#

spot on

severe ridge
#

is there a head slot that doesnt replaces the hat? /hm

severe ridge
#

Is there a list with the places/containers for loot distribution? x.x

hexed anchor
#

so you're the one making anime mods?

severe ridge
#

im making this set

#

for now x.x

hexed anchor
#

soon the prophecy will be complete

severe ridge
#

the hair will go with a hat and i just need to make a vest/cape

hexed anchor
#

anime mods will take over the workshop

severe ridge
#

LMAO

#

yes

#

yes

#

bizon.mp3

craggy furnace
willow estuary
mystic prawn
#

Have 50 cal

raw tulip
#

That outfit gives major payday vibes
@shadow walrus haha finally someone got it

raw tulip
#

fixed some of the lighting on the texture

#

i think its good enough

uncut depot
#

Yeah, thats much better

willow estuary
raw tulip
#

what is muddy girl?

#

that the pink skin we saw earlier right?

hexed anchor
#

yea

severe ridge
#

i got some poop to deliver

raw tulip
#

whats on your workshop.txt file?

severe ridge
#

some info, xml lines for guids

raw tulip
#

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"

craggy furnace
#

@raw tulip can you tell me anything about importing a model in PZ?

#

do you use itemzed too?

raw tulip
#

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 😂

craggy furnace
#

i know nothing to exporting lol

#

is it exported to X?

raw tulip
#

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

proud spruce
#

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.

proud spruce
#

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.

severe ridge
#

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

proud spruce
#

Overrides seem to not work on DisplayNames either, thanks to the same localization thing that broke it for ItemTweaker API it seems.

severe ridge
#

i dont even know where you are fiddling 👀 vanilla stuff?

proud spruce
#

Just in my mod

severe ridge
#

oh, cool!

#

the more the merrier

proud spruce
#

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.

severe ridge
#

use what? display name?

proud spruce
#

Override:true

severe ridge
#

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

proud spruce
#

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.

severe ridge
#

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

proud spruce
#

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.

severe ridge
#

The only thing I can think of is they're an attribute that may be exposed for scripting?
@proud spruce yes.

#

lol

proud spruce
#

Now I gotta figure out how to access that I guess

#

and if it has to be registered elsewhere first.

severe ridge
#

thats baasically where i stopped fiddling :x

#

not going that far right now to like, unpack .class

raw tulip
#

here are all the ak's ive done anyone have thoughts/feedback?

severe ridge
#

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

drifting ore
#

that looks pretty good @raw tulip, how did you texture them btw?

raw tulip
#

layers and all

#

referenced some images off google of ak's

drifting ore
#

oh so you still did a UVW unwrap

raw tulip
#

yes

#

one of the fundamentals of making a model is unwrapping to apply textures

drifting ore
#

also did you make the textures just a solid color

#

or did you put gradients

raw tulip
#

gradients and solid colour

#

im pretty lazy when it comes to texturing

radiant ginkgo
#

KAMAZ-4326

drifting ore
#

also that looks amazing @radiant ginkgo

radiant ginkgo
#

@drifting ore Your gun too 🙂

drifting ore
#

thanks

#

just the amount of detail on ur kamaz tho

radiant ginkgo
#

@drifting ore Isn't it beautiful? And the model does not even exceed 3.000 🙂

#

Wonders

drifting ore
#

damn

#

that's impressive

raw tulip
#

lol

fallow bridge
#

@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

drifting ore
#

Hmm alright

fallow bridge
#

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

drifting ore
#

Yeah I totally will, thanks for the ref

fallow bridge
#

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)

uncut depot
#

Damn. Every time I saddle up to work on mapping I just end up wanting to play lol

willow estuary
uncut depot
#

Thats quite a list...thats not whats already in the game is it?

#

Dumb question, as those are real guns. I retract my idiocy.

hexed anchor
#

none of these guns are in the game

loud creek
#

@willow estuary What build are those guns designed for?

craggy furnace
#

@loud creek build 41

loud creek
#

ah, that makes me quite excited and impressed.

drifting ore
#

looking pretty deccent

fallow bridge
#

Mhm

severe ridge
#

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

fallow bridge
#

@severe ridge be my dad mister iron, for I am robins marty

severe ridge
#

Hahahahahahahahaha thanks for getting the reference

#

No zombie dares to make a slip

drifting ore
#

Mmm yes incredibly large iron indeed

severe ridge
#

Hmm, lemme reload

craggy furnace
#

@severe ridge you would know anything about adding weapons, would you?

severe ridge
#

ye, why?

#

there's many on the workshop and on the go xD looks good

craggy furnace
#

i have no idea where to start

severe ridge
#

not mine but yeah, i can add equipment :B

craggy furnace
#

i have the model

#

is there a placeholder i can work with?

severe ridge
#

use the game assets as placeholders

craggy furnace
#

no

#

as in a folder

#

i have the models

severe ridge
#

that have been helping me

#

yeah but you gotta export the models into the game

#

in directx files

craggy furnace
#

i do

#

i have them as .x

severe ridge
#

and test the positiong etc

#

u asking about like the code? /hm

craggy furnace
#

as in folder setup

#

so the game can read my mod

#

🤔

severe ridge
#

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

craggy furnace
#

hmmm

severe ridge
#

take a look at other peeps mods for reference

craggy furnace
#

i have been doing that

severe ridge
#

you can find them on your steam stuff

#

cool -v-

craggy furnace
#

ill dig more into workshop mods

#

if steam didnt obfuscate workshop mods by number that would be even better

severe ridge
#

im learning a lot from mods xD

craggy furnace
#

@severe ridge one more question?

severe ridge
#

if i can answer lol , im noob

craggy furnace
#

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?

severe ridge
#

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

craggy furnace
#

not for build 41

severe ridge
#

you dont want to have 5 mods that have their own 1911 or mp5

#

oh

craggy furnace
#

those mods will never be touched ever again

severe ridge
#

i never modded before 41 :v

hexed anchor
#

what if I do

#

I'll have 5x more mp5s

#

what if I'm lucky enough and 2 of those mods have the mp40?

#

😔

fervent bay
#

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

severe ridge
#

sometimes i set them to max, all enemies and go into a killing spree

fervent bay
#

i think all it needs is the new character animations and models

raw tulip
#

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 😂

fervent bay
#

@raw tulip what is Animzed?

severe ridge
#

a myth, jk.

raw tulip
#

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

fervent bay
#

well that doesn't fully answer my question. would anyone actual create a remake of that mod? i doubt NolanRitchie will

willow estuary
fervent bay
#

he created superb survivors for 41

raw tulip
#

in time.

fervent bay
#

ok, ok

#

thanks

raw tulip
#

im not a programmer so im not sure if thats plausible right now

fervent bay
#

oh

hexed anchor
#

mp40...

safe seal
#

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.

severe ridge
#

dumb question, where do we change item weight?

radiant ginkgo
#

The left tank is for fuel, the right tank for water, milk

severe ridge
#

do i have to use attribute Weight if its bigger or smaller than 1.0?

radiant ginkgo
#

Yes

#

Write 0.1 or 0.14, or 1.15

#

And if the item is ultra light then write 0

severe ridge
#

tyvm!

craggy furnace
#

man

#

my mod keeps crashing my game

#

idk what i am doing wrong

fallow bridge
#

Something is either conflicting with either other mods or something needed in the vanilla games script

craggy furnace
#

it crashes on startup

fallow bridge
#

Yeah that means it’s conflicting with vital scripts for the vanilla game (I think I’m not exactly a professional coder)

craggy furnace
#

🤔

fallow bridge
#

Personal experience

craggy furnace
#

perhaps its because its messing with Base

#

but that couldnt be it

proud spruce
#

Well what does your mod do?

fallow bridge
#

Sometimes thee most basic of mods can break something in vanilla

#

Learned that the hard way

proud spruce
#

Especially if you make a syntax error

craggy furnace
#

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

fallow bridge
#

we need some big boys in here

safe seal
#

Ah nobody responded to my question oof

leaden spear
#

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?

safe seal
#

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

uncut depot
#

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

safe seal
#

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

uncut depot
#

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

safe seal
#

Maybe, I'll take a look at some more modding guides

uncut depot
#

Yeah, there HAS to be a way that doesnt unvolve overwriting other scripts, as otherwise how would multiple item mods be compatible,right?

safe seal
#

I'm also not the best modder so it's probably likely

nimble spoke
#

@safe seal Add Override = true to your recipe

safe seal
#

Thanks a ton! I'll try it out now!

nimble spoke
#

@craggy furnace Java error, it means lua files are ok, but you're probably passing something wrong, maybe through a table?

pastel estuary
#

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

nimble spoke
#

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

severe ridge
#

what could make a custom mesh distort to the infinity and beyond in the game?

nimble spoke
#

Bone weights

severe ridge
#

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?

nimble spoke
#

what kind of model is it?

severe ridge
#

(.x) 2800 verts

#

im editing in blender

nimble spoke
#

hair? beard? backpack?

severe ridge
#

belt item 8l

#

it was tricky

#

lmao

#

but it doesnt really follows the rigging

nimble spoke
#

if you set it as a static model it should work without bones

severe ridge
#

it isss

#

oh wait

nimble spoke
#

I mean in the xml

severe ridge
#

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

nimble spoke
#

yes, then you need to define a bone for it

severe ridge
#

<m_AttachBone></m_AttachBone>

#

oh boi

nimble spoke
#

yeah

severe ridge
#

is there a list?

nimble spoke
#

kinda, you can check them all if you open the character model in notepad++

severe ridge
#

is tail aa bone?

#

8l

#

cuz thats where is equipped

#

but the bone isnt defined

nimble spoke
#

if that's supposed to e a belt, try Bip01_Pelvis

severe ridge
#

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

nimble spoke
#

yeah, you have to correct it in the model itself

safe seal
#

Thanks for the help soul, was able to finish the mod thanks to you

severe ridge
#

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?

nimble spoke
#

I'm glad I can help

severe ridge
#

oh yeah, it doess xD

severe ridge
severe ridge
craggy furnace
#

@nimble spoke mind if i show you what i am inserting?

severe ridge
#

when i finish the witch imma make the knight and boy, that's gonna take a while

fallow bridge
#

make a creeper

severe ridge
#

lmaoz

#

only if we could have custom special enemies

fallow bridge
#

ew no

severe ridge
#

its not the point of the game tho :V

#

but i like to try big mods

craggy furnace
#

i want a mr beaverton suit

severe ridge
#

only if we could make chonky suits

#

you can custom the spifo costume texture tho

craggy furnace
#

now i just need the model to render

severe ridge
#

you can driveby sword

#

closer that we have for a horse lel

#

and it works lel

nimble spoke
#

@craggy furnace tell me what it is, I will check messages tomorrow

craggy furnace
#

@nimble spoke i fixed it, i just need to figure out how to have the model render now

nimble spoke
#

do you have a model script for it?

#

in case it is a weapon

craggy furnace
#

yeah

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but do you have something i can reference?

#

i am doing something wrong obviously

nimble spoke
#

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

severe ridge
#

where's the recipes goes? :U asking for my dog

pastel estuary
#

not using the regular console
haha

#

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

severe ridge
#

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

calm portal
#

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.

safe seal
#

What's the run speed modifier?

craggy furnace
#

i dislike most of the mod for that reason

#

plus swat/riot vehicles spawn way too often

calm portal
#

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

drifting ore
#

@calm portal He updated the mod so you can jog while wearing a suit of riot armor.

#

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
lavish adder
#

@willow estuary your mod?

plucky nova
#

@lavish adder yeah

#

sorry for the real late reply

#

but uh

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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!

craggy furnace
#

@severe ridge what do you do to have your models render?

severe ridge
#

what do you mean? :-c they render in the software, you just import in the game and the game render the way it does

craggy furnace
#

my sword absolutely does not render

severe ridge
#

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

severe ridge
#

vanilla katana and a wakizashi i had laying around on the ground

#

its easier than clothing actually

willow estuary
loud creek
#

@willow estuary That model looks solid

#

Great work

hexed anchor
#

I love you man

#

you're my favorite survivor now

#

no homo

plucky nova
#

@uncut depot

severe ridge
#

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

uncut depot
#

Yeah Jug?

#

Oh, my bad. That was a while ago

plucky nova
#

no, you good @uncut depot

#

so, I just wanted to know how coordinates worked

#

lol

uncut depot
#

I'm not totally clear, to be honest. I got a lot to learn myself, I'm just...good at googling stuff, I suppose

craggy furnace
raw tulip
#

lol its a .blend file and .X file

craggy furnace
#

@raw tulip the .blend is just a part of the old name

raw tulip
#

ah ok

craggy furnace
#

do you export models?

#

i need to know wtf i am doing wrong for it to export as a 1kb

severe ridge
#

youre not selecting what youre exporting?

#

gottaa keep in a selection

craggy furnace
#

@severe ridge define

severe ridge
#

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

craggy furnace
#

like this?

severe ridge
craggy furnace
#

ok

#

same thing then

severe ridge
#

ye

craggy furnace
#

ok exporting

severe ridge
#

hope it works

craggy furnace
#

me too

#

30 hours of debugging

#

someone is gonna get strangled if it doesnt

#

NO?!

severe ridge
#

:u

lilac night
#

T H E C U B E

proud spruce
#

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?

indigo hound
#

gentlemen. In what fashion to find a witch's hat?

#

what kind of mod?

severe ridge
#

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

indigo hound
#

@severe ridge Do you need Russian language support? :D

severe ridge
#

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

indigo hound
#

I want this hat! And maybe not only her)

severe ridge
#

oh, theres some swords, guns, tactical gear, hairs x_x i've been exploring

drifting ore
#

is theere any

#

thing like

#

debug console here

#

that'll let me get any gun directly

#

etc

#

making a gun mod

safe seal
#

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

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

severe ridge
lilac night
#

Yooo, that's rad!

severe ridge
#

i fixed the chain mail already, didnt liked leaving that long johns part

uneven vector
#

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?

uneven vector
#

..found OnBeingHitByZombie, but it doesn't seem to work

river sluice
#

damn right

#

Looks nice af

#

Cant wait to see the end product

#

gj

craggy furnace
#

ty

river sluice
#

Oc

severe ridge
#

of everything i cant create bulletvests e.e even the hunting vest was okay to create custom

craggy furnace
#

cant you use a PZ player model as reference?

severe ridge
#

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

raw tulip
#

@craggy furnace until AnimZed is out, custom player models and animations are not easy to mod at the moment

craggy furnace
#

i understand that ☹️

#

i found my next weapon

#

oh baby oh baby

river sluice
#

OoOOoO

#

I mean it can tech be a blunt and a sharp weapon

craggy furnace
#
#

two handed melee with prying abilities

#

and the ability to break a lock

river sluice
#

Very neat idea

craggy furnace
#

ill work on it after this

#

theyll spawn with firefighters

river sluice
#

Oh good idea

craggy furnace
#

@severe ridge how do you unwrap uvs?

severe ridge
#

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

craggy furnace
severe ridge
#

gotta find unwrap

#

try to open an image first or a placeholder color

#

x.x i dont know much tbh

craggy furnace
#

i just get a circle

sullen talon
#

if i download super survivors, will it affect my current saved game? or do i have to make a new game?

lilac night
#

I think with build 41 you can add mods onto existing saves, right? I haven’t tried it myself.

uncut depot
#

It depends on the mod. Some work with existing saves, some don't. They usually tell you somewhere on the page it's posted.

uncut depot
#

That's neat

ripe sluice
#

same as in every other modding community it seems: 95% guns 😄

uncut depot
#

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

lilac night
#

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.

severe ridge
#

Guns are easier to do and there's never enough dakka

#

I've finished the Knight mod yesterday lmao

uncut depot
#

dakka?

#

@severe ridge

severe ridge
#

firepower

#

lul

uncut depot
#

Ah, gotcha. I'm old, fuck off 😛

severe ridge
#

warhammer 40k is old asf too lmao

uncut depot
#

Ah, that's why. I didn't get into warhammer

severe ridge
#

me neither xD just them meemes

#

mimis

uncut depot
#

Battletech, RoboTech, Mechwarrior, those were the tabletop grid-based I was playing back then

severe ridge
#

mechwarrior is neat

#

love it

uncut depot
#

(Back when Warhammer was still tabletop)

#

I played Mechwarrior before it was a video game 😛

severe ridge
#

all systems

#

nominal

uncut depot
#

(really, I think it was just RotoTek back then)

#

Robo*

severe ridge
#

Which class I should mod next? lel

#

Maybe rogue or priest

uncut depot
#

So you're going for the whole "jrpg" vibe?

#

Anime-esque?

severe ridge
#

not that much anime-esque

#

just a bit, on the side

#

lel

#

can we mod make ups?

hexed anchor
#

probably

severe ridge
#

so we can make different faces lol

uncut depot
#

@severe ridge rogue, by the way

severe ridge
#

2big still

lilac night
#

That looks so good, holy shit

severe ridge
lilac night
#

Spiffo Girl, everyone's favorite superhero.

severe ridge
#

i need to make her ears

#

someone drew spiffo girl in the hub once so i took the idea lol

lilac night
#

lmao

severe ridge
#

"Anime was a mistake." -Hayao Miyazaki

#

unintended dark souls feels

lilac night
#

But can I perfect parry zombies for crits?

severe ridge
#

or roll

indigo hound
#

pls!)

severe ridge
#

18+++++

#

lelawleALEA

#

its easy lmao, just paint a longjhonson body

indigo hound
#

what is 18+?
it's just a bunny suit)

severe ridge
#

barely clothing

#

but

#

i like the hair

#

could be done

indigo hound
#

i like the hair
@severe ridge do the hair too)

severe ridge
#

yeah, bunny/cat ears are on the list tho

#

LELWAEAW

#

dyable

summer walrus
#

@severe ridge That armor would actually go well with the hydrocraft armor

severe ridge
#

the greatsword too, i just texturized it lel

#

and by being grey they can be colourized for the metal type

summer walrus
#

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

severe ridge
#

oo ccool

#

my keyboard is fked lel

summer walrus
#

Its probably going to be hard to add in all the 3d models for the crafted weapons

severe ridge
#

naa

#

right now it's just slow to do so

#

but it's ez

#

and it's going to be easier with the tool

summer walrus
#

When it comes out in 2091

severe ridge
#

its easy to add new weapon models now

fallow bridge
#

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

trim ibex
#

I feel you

#

Why tf do I see hentai bruh

hexed anchor
#

Hahahahahahahaha How The Fuck Is Hentai Real Hahahaha Bruh Just Walk Away From The Screen Like Bruh Close Your Eyes Haha

fallow bridge
#

i'd jump out of a 6 story window

trim ibex
#

once again i am relating to you

fallow bridge
#

lol

uncut depot
#

^.-

severe ridge
#

lul

lavish adder
#

Explosion mage

severe ridge
#

apparently you can attribute light to any weapon, not the drainable stats tho as far as i know

severe ridge
#

is there a way to change the light colour?

craggy furnace
severe ridge
#

noice