#mod_development
1 messages · Page 429 of 1
did anyone was able to use my waist bags at all? x.x
I can't find the reason of the graphical glitch anywhere
and i cant replicate it :B
@radiant ginkgo with wich program you made your Truck ? Thx 🙂
@digital trellis 3DX MAX and Ps :)
Ook and PS for what? Textures? (sorry I am a beginner)
x.x
im making better models for the my waist bags but ill need someone to test it soon e.e
@digital trellis Yes, or another paint program :)
Okay thanks @radiant ginkgo 😉
Private video @abstract raptor
Oh cool! @abstract raptor if you ever need more voice actors for random voice clips I'd be up for it. I have the right equipment for it and I've done it before.
join the survivor radio discord~! We're talking about setting up a casting call soon here
Send me a link
I'll probably also make a reddit post soon so keep an eye out for that
hello. When I enable the beta "iwbms" I can't host a server, is it normal ?
Yes, it's normal.
Franchi SPAS-12 with a 18" barrel; 5 round magazine tube; and a folded stock.
...and the same, but with a 21.5" barrel; 8 round magazine tube; and pistol-grip full stock.
awesome work
beautiful
@willow estuary Nice
Damn, spas 12 to wreck zombies ? Hell yeah
@shrewd grove
@willow estuary looks great! any plans for AA12 or Saiga 12k for auto shotguns? 🙂
If Hurley tries to release his spaz 12 people will flame him XD
we got FAMAS on the going?
what could cause a model to work perfectly on my machine and get all deformed and stretched on other sides? :l i can't find a reason why my waist bags aren't working.
and i cant replicate -_-
plz help
?
@craggy furnace hows that DayZ hunting bag model going for ya?
needs straps and smoothing
...
🤮
that looks NOTHING LIKE IT
you need a sideways comparison?
it's not dummy flat
official game artwork
best i can do with finding a sideways comparison
it's a dummy thicc bag
@craggy furnace you will be shunned from this world if you do not get that pack correct
the bag is sorta like a tilted 0
it's almost like smol brain shark can't understand dimensions
if i could i'd totally model that bag
it's my favorite bag
alrighty i'll give it a go
and here we go with shark getting his ego going agian
I cant realy say anything to sharks bag model yet, i need to see it with texutres 😛
my ego will become so large i will consume the universe then move onto to our dimension
@hollow shadow even with just a model it looks to small and thin
I dont think he was finished with the model yet
Shark why does your model have a bulge
he said all that needs to be done is the straps and smoothing
i should be able to remember how to model thanks to @shrewd grove
hurley join VC
you'll see me model this thing


define backseat
@craggy furnace so hows the model going? my patience hit zero while i was making mine
let me show you real quick
but shark remember
it's to thin
its still wip
and the upper flap
the bag itself is 3 small pouches and the rest is a bag with a flap over it
and remember it doesn't need to be over the top quality
most people prefer the model to fit zomboid's look
@willow estuary looks great! any plans for AA12 or Saiga 12k for auto shotguns? 🙂
@drifting ore Thanks, but I actually don't do the modelling for this, just the code. But my partner who does the models has no plans to do those currently afaik?
its a nice alice like bag
Goodbag good bag
it fits the games design
side view (the bag is damaged in this picture so ignore it)
what the straps look like
one of my older pictures taken (and one of the few with a good view of the bag itself)
i'm giving reference images
@prisma lantern that looks really good
are you just going to make a model or do you plan on releasing it onto the workshop?
he knows what a dayz bag looks like
meh some people don't remember the exact look
it isnt a problem of working
they can
the problem is TIS
animzed is miles away
from what virus said they would float away from the players model when moving
yeah
hm
animzed is miles away
what is animzed?
@hollow drum animation tool
it is being developed?
it's finished
it's always been finished
devs just don't wanna give it out yet
wanna finish B41 first
the devs use Animzed to animate the things we currently see
they will just release it to the public once B41 is finished and hits stable
at least
that's what i've heard
id like a line thrown because if MP will be another 3-5 months id like the enhanced ability to make things
it will be great to have the Animzed. I imagine many things that at the moment are impossible will become possible
like ladder climbing
my greatest hesitation in continuing clothes modding is you need to manually edit the guidtable
it breaks every update
it frustrates me
at least it's easy to fix
when i was using better belts it was super easy
explained it nicely
i don't use better belts atm because i feel like having over 10 belt spaces would be a wee bit OP
i am a man who no pet peeves but with plenty of massive psychotic hatreds
my biggest one is doing something twice when it can be either automated and streamlined
maybe you should go to the forums and post a suggestion about changing that?
i think i may
i asked
in what program you did that model?
That looks amazing
@prisma lantern do you plan on uploading it? I’d love to use it!
Ah
Perhaps you could ask djvirus about it?
Or his partner
Oooh, do you plan on adding any weathering effects or simply touching up the texture?
I honestly don’t understand why there isn’t a hunting bag in the vanilla game
because thats for the hunting update you nerd
It’s 1993 kentucky
Indiestone saved it for future dlc
Lol
mud/dirt iguess
all these weapon mods being made, i wanna sub to them and kill zombie with em
if you can find themthat is
what gun is this? and is this another replacement?
Looks like the M9
Can you please also change the sound? i get earraped every time i use this
ive been thinking about replacing most of the default sounds
actually.. ill do that
expect that within a week, probably
😮
ill have to gather a ton of clips from gun videos on youtube
and some foley sounds for gun handling
but im not too sure my sources may be too good
base game does not have suppressors yet 😦
big sad
Lol i got all my crafting sounds and gun sounds from either youtube or vanilla
long boi
Fancy
id add a few details here and there but yeah
base game does not have suppressors yet
ono
i mean yeah it works
but it looks ugly as hell
something like this
Oil filter suppressor 🤔
oh, you're modding terraria? neat
just got into the game with a friend, waiting on 1.4 mods
imagine the bullet grows to that size as it leaves
wasnt sure if people would like it
reminds me of the pocket m1 grand
not sure how id implement it either
or that pistol that shot 40m grenades
What is the left model?
im not very happy with the deagle i did a while back
i might redo that one
that deagle looks too unturned
need to add more details
Like the game unturned?
ROTFLOL that last attachment image you posted reminds me of this https://youtu.be/F3YCQo01rn4?t=22
Following a dangerous soccer riot at a Mexico v. Portugal game, Homer decides to give his family the best protection he can get, which in this case means buying an incredibly deadly gun.
Season 9, episode 5: "The Cartridge Family"
Copyright Fox
...i never knew the m9 looked like that
i always went by the icon, so i thought it was like that
gimme the police helicopter attachement
"This attachment changes the gunfire sound to honks."
📣
📣
🎉
Can u add homing missile rocket launcher so we can get rid of the helicopters lmao?
nice
Noice
I have one in brown too
nah
Btw guys virus made Joel’s bag from TLOU
@raw tulip So, any attachements would work on the M9 model you made ?
I mean, even from the workshop ?
no...
its the base game m9
its pretty garbage
until the devs enable the use of the other models
or rework the attachment systems
maybe when rigging and animation is more fluent attachments can be streamlined instead of making the same model
Bruh @raw tulip could you probably remodel the military/survivor bag?
If I remember right the survivor bag and military bag are two different bags
yes.. but actually no
they probably use the same model
but use separate textures
probably
They use the same textures and model
ah.. no
But are two different bags in the item menu
mate.
Hm?
alright fine im gonna boot up my computer and take a look at the files
No they are like two different objects but they use the exact same model and texture
The debug menu has them as “military bag” and “survivor bag”
they use different textures
yeah 2 green
1 multicam
the other bag has a slightly different icon, but still uses alicepack_green
i havent done anything with character props/clothing
and im not sure itd work with the current tools we have
clothing will most likely need AnimZed for real custom clothing
but a bag would probably be a static object attached to the character model
ill have to take a look at that
Unless you grab one of the clothings already made
modify it
im sure if you keep the configs already made, you could easily do that
sometimes that works
but more often that creates issues with the skinning of that object
i see, you tried before ?
those previously assigned polygons would create issues
no
but I know that would probably happen
because I've done that in other games
I mean...worth giving it a try i guess
Like edit a cap or hat for an example i guess
Fair enough, so gloves, shoes and any clothes that doesn't have said "Physics" would be easy to re-work on
they're bound to the hands or fingers
The shoes could probably be done as it seems there isn't a toe roll or foot rig
@fallow bridge @echo sonnet I'll give it a crack, but now I sleep
Eh, it's your call after all, not forcing you to do anything after all x3
Anyways, sleep well !
not sure if this is the firght place to ask but im trying to learn how to mod this game, and im having a problem
I'm trying to replace the hunting rifle model (in build 41)
i think the problem lies somewhere in how im getting the model as an x file
i exported it from blender as an obj and tried 2 different online converters to change it to x
but it wont change the model ingame
the texture however is changing
actually im noticing that the game models have blue lines in blender edit mode but i have no clue what that is/ does
any help would be much appreciated, thanks!
Btw nobody is ignoring you everyone’s (mostly everyone) is asleep rn
i know i sent all that as i thought of more info that could be helpful
Mhm, just gotta wait now, I have no clue how to mod this game either and tbh I don’t intend to learn
@final plinth i Just know the Blue Lines in Blender that you see are "Sharp" edges. They're used for shading.
ah ok thanks. so that probably isnt it anyway
@final plinth
i assume you have some background in 3d yes? is what im getting from that you have been talking about earlier today
some
judging by the information you have provided
you may have an issue with the mod structure being incorrect
so
i have made mods for other games with models but thats the extent of iit
like replacing something requires the corresponding file to be in the correct place
i doubt thats the problem but maybe
let me ask you this
are you able to successfully import and export your desired objects/models as you please?
are there any issues with the model itself
or the mod not appearing in game, like being non existent in the mods screen while in game
no the mod works ingame except for the model
but i did just notice that the text in the .x file is different
im not sure why
ok... is the model scaled correctly?
or the origin point of the object in the correct position
as far as i know those are correct
is the model actually cantered in the 3d space?
have you applied the correct parameters of the modified object?
such as transform, rotation and scale?
im not entirely sure where that is in blender
but it should be something like "apply transform, rotation and scale"
in blender that is ctrl A
is that so? sounds like "select all"
select all is just A
You need to use blender 2.7.9 and get the directx export addon (if you havent done so already)
Resolved
I was accidentally exporting it with bake animations checked for anyone who is wondering
Is there a way to have a mod load a different version of itself depending on which version of the game the player is using?
I'd like to make Let Me Think works for every version of the game starting from v38.30 all the way to the current IWBUMS
Right now my plan is to have a "legacy" version on the workshop that contains submods for each older version but if there is a more elegant way I'd like to do it. More for personal understanding than anything else.
Hey, anyone have a fix for this issue? my new backpack has the same bone as the vanilla backpacks, but the straps still move trough the characters shoulders unlike the vanilla backpacks. I have no idea how to fix this or what i did wrong.
bruh my real question is what song is that
I need a fix for this before it gets burried :C
me and mayrum already compared them, but i didnt know straps had their own bone? i didnt know that
so you arent sure?
I think the straps are attached to the character thru animation settings, i'm actually impressed it sticks in the player back etc wiggles
@hollow shadow
like parts of the straps goes into torso attachment or something
i havent looked at the skeleton for PZ yet
but i suppose you might be attaching it to the back rather than the torso
I used the same attachment as the vanilla backpacks
{ Bip01_DressBackNub }
AnimationKey S {
1;
2;
0;3;1.000000,1.000000,1.000000;;,
3200;3;1.000000,1.000000,1.000000;;;
}
AnimationKey R {
0;
2;
0;4;-0.000001,0.707388,0.000001,0.706825;;,
3200;4;-0.000001,0.707388,0.000001,0.706825;;;
}
AnimationKey T {
2;
2;
0;3;0.136508,0.000000,0.000000;;,
3200;3;0.136508,0.000000,-0.000000;;;
}
}
Animation {
{ Bip01_Prop1 }
AnimationKey S {
1;
2;
0;3;1.000000,1.000000,1.000000;;,
3200;3;1.000000,1.000000,1.000000;;;
}```
how these works? (inside x_model files)
why would this happen to the model? (not on my side)
@severe ridge the might be too complicated for PZ
it doesnt seemed rigged for it either
maybe if i force it to be static?
Это реально будет в каком-то из аддонов?
@median slate @indigo hound Guys please don't speak foreign languages in public channels.
@median slate это мод)
ok, sorry :<
С:
This mod has not yet come out? It will be interesting to look at this colossus in the game.
Yeah)
@vestal umbra Developers do not swear about this. We just discussed a cool mod)
Just speak in English, everyone here speaks in English.
It will be especially interesting to crush zeds... That's for sure.
When I see curses in our language, I immediately report to administrators.
English is an international language. This is a fairly easy and nice language, I don’t need, I think, to raise arguments
Hehe, but the model is really cool
But why should I tell the Russian guy: “It's cool!”, In English?)
I lead discussions in English) But to give a comment - to someone I know - I don’t see the point in English)
Yes, but ... But I do not know. So that other people know that you are not discussing plans to conquer the world here :D
It’s also funny, like when I play on Valorant, and different racists start trolling me, calling me Russian, because of my Russian nickname. Although I am not Russian, I am Belarus. Just in Russian (as in English), a lot of countries speak) Well, of course, not so much as in English.
Yes, but ... But I do not know. So that other people know that you are not discussing plans to conquer the world here :D
@median slate :D
Because it is inconsiderate to start speaking a language others don't know in public.
What if I don’t know English?)
okey) the topic is closed)
Very well :>
@median slate This is future mod - #3 Pack of KAMAZ-4326. This MADaz(on screen) can only be found. I'll mark the area to search for it on map
Wow!
It sounds like something I will need to subscribe to!
What will be the characteristics of this car?
waist bags working 😄
@median slateThere are no certain characteristics, but they will be higher than the usual KAMAZ 🙂
@radiant ginkgo
Oh well, that's interesting! Thanks you!
@median slate If you are really looking forward to this mod, then you can subscribe to me in workshop to know about the new mods first https://steamcommunity.com/profiles/76561198386727404 🙂
@radiant ginkgo
The mod looks fantastic, wait to try it out: D
@radiant ginkgo nice job! Hey man, I'm trying create some mods to. But I can't figure out, how spaw my items on map. Can u show me an example (function in lua). I only use my items if I user too item spawner...
is there a way to set a equipment to not be affected by masks?
@wet wind Eh, l dumb at code, sorry, ask someone else
But
If you need spawn your item in tables etc. I can help
In world idk
lua>server>items
theres some distribution tables there from vanilla
they work kinda differently tho, you gotta fiddle with them, like procedural and normal distribution tables
@radiant ginkgo @severe ridge Any reference, or example. Spawn item in tables, or by coordenates? I read this https://github.com/DemolitionDerby/Hydrocraft/blob/master/media/lua/server/HCLoading.lua . That's is only example found...
i only know by establishment and container type :f
and its tables
theres rolls per table and % per item
{
bookstore = {
other =
{
rolls = 1,
items = {
"Base.Grimoire", 0.3,
},
},
},
}```
Every bookstore has, 30% chance to has base.grimoire? That is a script, ou ou call in lua functions? I'm little confused how use that...
Look in Hydrocraft mod, itens spawer is in .lua file...
-- Add items for Medical Counter
table.insert(SuburbsDistributions["medical"]["counter"].items, "Hydrocraft.HCMedicalbag");
table.insert(SuburbsDistributions["medical"]["counter"].items, 1);
nope
theres one roll every time you check "other" labeled container
and each roll is 0.3%
so its pretty rare
if i had 2 rolls there would be two 0.3% chances of dropping the item
so possibly two of the same item
medical is a example of procedural distribution
theres survival gear too
there's mannequins clothing
and im not sure but might apply to cars and pretty much everything that varies a lot
thanks, it's realy halpfull
but, want to spaw item in specific location. Do u know how do that way?
not yet :f sry
Couldnt you make a spawntable with just one item you want in it?
I have never modded in PZ but
yeah, they kinda blend in
Hello, can someone help with item spawn script please? I need to spawn items on the ground with exact coordinates once per day. I tried different variants of this, but it wont work: function Spawn(square) square:AddWorldInventoryItem(Base.Stone, 10000, 10000, 0); end Events.Ev...
I found that...
superb survivors spawns items on the ground in specific coords
might have a clue there
but yeah, it works
I wonder how hard it would be to impliment a multitool..something like swiss pocket knife that can act as can opener/knife/saw/screwdriver,I guess it would be OP, but could have low durability
Also ability to open cans with knife, or smashing with rock with chance to lose some of the food
@drifting ore maybe you need to get the components of each tool to then forge them all together into a full multitool
im not sure if youve played terraria, but what im getting at is "tinkerers workshop" a crafting station where you can combine multiple tools/items to be able to use them at the same time
so you will still need to find the standalone tools, but when you get all of them you can fuse them into one, to save on inventory space
this system still requires players to seek the components individually so it seems fairly balanced
that truck makes me want a russian PZ map
with russian versions of everything
set in the PZverse
So I've learned how to mod in lua.
I've also solved a broken mod issue.
Now I need a workshop texture.
It seems lua is very easy if you can refer from something.
Ok, a bit confusing, but chopped through the UI and refusals and made my first mod
@drifting ore try making an object "craftable" into various tools
look into hydrocraft's multitool drill and saw lua/scripts, see if it's possible to patch in to various recipes the use of your swiss army knife
this is the most cursed thing ive done
RELOAD ANIMATIONS!
the magazine separates from the m16
the model is tied to reload type
I WANT THE RELOAD TYPES FILE ;-;
thats the only way rotflol, if we make custom reload types
helo guys, anyone know how create an item like a forniture. I what create
barriers to stoped zombies, like cars, desks(forniture in general). Can help me?
[CODE] item Barrier
{
Icon = barrier,
Weight = 5,
Type = Moveable,
DisplayName = Barroer,
} [/CODE]
that's my code
yuck
when you add new sounds, there is an odd reverberation to it
at some angles, it will play in one ear
I would also be interested in making some furniture mod
this is what i call a based moment
everything will be tweaked later
@little stream naw, we cut food, too :p. Just balancing, I'm sure
damn cant wait for it to come out, any time frame?
holy fucking shit danny
DAMN BOI HE THICC BOI DAYUMMMMM
I wanna live there
English please
where are the sound files? assuming that sounds_item.txt is correct, i cant find the sounds specified in that file
@gray cradle Todavía estoy trabajando en este mod 🙂
@gray cradle English only (sorry to back seat mod)
any clue how to load in the github version of HC?
im not seeing it pop up in my drop down menu
@radiant ginkgo
Great MrDanny. We are some people in my steam group (74) waiting for that mod xD
@gray cradle There is bad news for mod 😦 There may not be this truck in screenshot, but there will be others
But I will try to add it
People say ] jUG: holy fucking shit danny
I am new to the mods part I love the game
Guys, I downloaded some mods like Sandbox+ to have more customization over my game but there's a feature that I would need and I don't know if there's any mod that does that, the feature I'm talking about is an alternative "item rarity" tab, in sandbox mode you can customize each item category's spawn rate and those options are based of wheter an item is a weapon, a med, a food... what I would like to do is set a rarity for each item, for example, I would want to make weapons like baseball bats and kitchen knifes common, while stuff like military knifes and axes rare, but they're all under the "weapons" category so I don't have any control over that
Yea, you need to change the category of all items you need
I'm not a modder I wouldn't know how to do that 😅
the best thing would be creating subcategories for those (idk if it's possible)
something like this (I know it looks bad)
damn cant wait for it to come out, any time frame?
@plucky patio Answers here: https://pastebin.com/MwcCpUkV
that's cool af
lol
yeah i want to replace those icons
if i need icons from vanilla i go to pz wiki and snip them out
yeah but how do i put them in my mod to replace the vanilla?
cuz sometimes pz is a maze
Oh just name it the same as the file name
so it gets overwriten
i think
im not sure
it didnt work for the axe when i named it axe.png and put it in textures
oof i dont know how to help then, i also havent seen any mods replace vanilla icons too
found it
you have to unpack UI and UI2 in texturepacks
Ive built a tool to easily unpack and manage all the textures in Zomboids .pack files. First, I am fully aware of Minic90s program for doing this, and have tried it out. I built my own in part because I really enjoy making small tools like this and in part because I found his ...
@prisma lantern Yes, The Indie Stone forums
Is it possible to mod zombie sounds ?
i would also like to know how to modify sounds
Same, I wanna make a mod that adds more death sounds for humans
Hey guys, I kinda wanna try my hand at modding instead of mapping for a bit to see if i enjoy it. How would I start with that properly?
Okay well ive got Blender, but I dont know what version I need, Ive got it on Steam now but I remember earlier dj said someone needed 2.79 but i cant backtrack mine to that
actually i export as an obj and use an online obj to x and x to obj comversion
if you wanna use 2,8
2.8*
Okay well is there a good starting point or should i just make textures
if your making models make the models before the textures
but if youre just replacing vanilla textures then go ahead and do that
you can do that in the scripts folder, ive not done it myself so i dont know exactly how its done
id reccomend looking at the game's scripts folder and seeing how its done there
I mean Id like to take vanilla models and edit them to get some practice in and maybe make retextures for weapons for people
So should i just go into my game files, find a weapon i want to texture, copy it into blender and go berserk on it?
vanilla models are located in modelsX
well make sure to copy it
put it in your mod folder or another folder
then go berserk
What are they under? lol completely new to retextures of pz
in the project zomboid folder
go to media/models_X
So these are the 3d models?
yessir
Thanks for not treating me like an idiot, I know im not good at this but god I want to try and be good at it
media/textures is where the textures are
So thank you for the help
usually the model and texture share the same name
Im not seeing the m9 in here?
Oh lol my mouse wasnt scrolling I didnt see the folders sorry
I had two windows open had the other one active so it wouldnt scroll
How do I open these files into Blender, I went to open and went to the files location and nothings showing up
Convert X files quickly and easily to OBJ files, online and completely free. But the converter can do even more: STL files for 3D printing, OBJ files for computer animations or CAD are no problem for it.
I converted the hunting knife to an obj but blender still cant see it
Im clicking open file, ah i probably gotta do something else huh
file > import > obj
yep yep got it here had to hide the cube thing man im bad at this already
Can I paint the models in Blender or do I have to use the textures
yeah with texture paint
you need to UV map it first
the vanilla models are already mapped but if you edited it a lot you need to map it
then you can texture paint it by setting its base color on the material to a texture to paint on
Oh I just did the vertex paint thing to paint it, I went in to make the hunting knife a smaller bladed knife and i shrunk it so
I like it
Barely an edit but i am proud
im not sure that vertex paint actually textures it
i havent used it but i think its only in blender
Mannnnn I like it just like that :/ shame
blenderguru's donut tutorial is a good place to learn the basics including texturing imo
Aight im on it
the weather radio functions are fucking huge
i just uploaded my first mod to the workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2149145981&searchtext=
thanks dude
Also nice mod icon too
Damn those models are just. 👌
😄
Better burger model when
Oof
I didnt make the connection there between you, harrycheez and harrys vanilla weapons lol I love em
lol thanks
@sage ermine you have made your knife with 3DS max?? or blender?
finally finished my muzzeflashes
is it noodles?
Oh i used blender and just went crazy with testing tools lol
As an accompaniment to https://pastebin.com/MwcCpUkV
@craggy furnace I can see squares in the static... it’s not real static
me too
Makes me mad
: pphot :
I need ideas for my weapons mod
naginata, nodchahi
@hollow shadow
and uhhhhhhhhhhhh
shurikens?
ok jk lmfao
about the shuriken one
trident?
Man i would have already added scrap knives, shurikens, tomahawks etc if i knew how
perhaps medieval weapons
I want them to be visible on zombies when they hitz
bruh
i would love to see halbard, flails, swords etc
Medieval weapon mod is already in workshop, aswell as in hydrocraft
ye
it works in b41?
what does hydrocraft have to do with medieval xd
a flare gun that lights fires would also be amazing but that doesnt seem easy either lol
Hydrocraft adds halberds, bows, crossbows, swords. all of them made from different metals
ah
Blair already made a flair gun mod
thought it just added farming shit lol
flare*
also #pz_b42_chat for this?
what's sharedamage in weapon .txt value?
i wish devs would help a little more with modding questions :x is it better to ask in the forums or reddit?
i mean, i never got any help but from other modders 🤷
We could do beautiful things 
what's sharedamage in weapon .txt value?
@severe ridge Im not sure, but i think it means That ranged damage does or does not share continous or previous damage done from melee weapons?
I have him on steam, I don't think I've ever seen him on discord
is it bad form to point out a bug and a code fix in comments on steam? I'd rather contact him directly, but no dice.
just feels weird doing it there
hey @severe ridge , you can wear witch socks and normal socks at the same time
I think it is because they go in the slot that the uh... what are those pyjama pants things, go into
they're long johns :C
why are they long johns tho
comfy
smooth af sound effects (also your guy looks like a stereotypical biker 😉 )
Lol yeah i use him for testing my mods
i rose my reload time too much and my gun became a melee weapon
i gave up on the logics lmao
yep
shooting, reloading, inserting ammo, racking
yep
same way
ogg, you replace the original file name within your mod
ogg, you replace the original file name within your mod
@severe ridge I did
And it's not working
x3
pretty sure its not the names in the actual folder but the ones in the weapon scripts
like SwingSound = Firearm9mmShot, for the m9
but some weapons share sounds :v
you would have to change vanilla sound names and add custom ones to make each different
Actually that might be why it's not working..
scripts
weapons.txt
item_weapons.txt sry
but dont add values youre not using, like, if youre changing only sounds of specific weapons just let those values there, you dont need to add all the vanilla stuff within the file
creating dupes suck deep :V
basically, yeah.
You can create a script item just like this in the scripts folder (only editing the handgun in this example), change SwingSound and add the sound with the same name to the sounds folder in your mod folder
too big lmao
Oof so that's why it doesn't work doing the way i was doing
I thought only remplacing the sound would be enough
guess not
you can edit directly on the vanilla files, but some are stored in the class/java files
which i think we are not supossed to mess with lmao
but i wish
you can edit directly on the vanilla files, but some are stored in the class/java files
@severe ridge yup, not every sounds are in the sound folder
but i tried with them
it wasn't working x3
it's simple but its not, i had to fiddle a lot
no proper tutorial and i'm not doing that myself :XX because stuff is changing all the time
nope
every ogg plays in game
thats how survivor radio plays songs
i wouldnt expect it to work if you just create a new sound named Firearm9mmShot in the vanilla folder
as a mod it would replace but as vanilla it needs to have a custom value or be actually replaced
So it should looks like that right ?
If i just want to change the sound
Please get notepad++
@prisma lantern too lazy
like go to a weapon in scripts> items_weapons and change the swingsound value to pewpew and add pewpew.ogg to the sounds folder
it worked for me
just testing
not gonna work if you have another mod like harry's on top setting their own values tho
then you would need to change his values in his mod folder
and youre not closing the "arrays"
}}}}}}}}}}}}}}}}}
needs two closing brackets
I know, just not finishing editing it
and yeah, add all the pistol values only xD
never tried only one value but if it works its better /hm
imma try
depends on how youre approaching, if you just want to edit the vanilla folder you shouldnt create more script files, just edit the existing ones, but you wont be able to share or use it with other people
depends on how youre approaching, if you just want to edit the vanilla folder you shouldnt create more script files, just edit the existing ones, but you wont be able to share or use it with other people
@severe ridge At this point we should make duplicate then x3
even duplicates are read by the game if theyre in the same folder
they dont really follow a nomenclature when it comes to loading files
they will just go to the scripts folder and try to load it all
is a mess
I bet so lol
lol
I have a feeling that im pretty much fucked rn
@prisma lantern Make sure to make a copy
just saying
reinstall
it's so much easier to fiddle with the game indirectly by modding
because the media folder on your mod folder is basically everything in the vanilla media folder. And everything you add there will be placed or replaced in-game
fiddle the mod template and you will have an idea
even tho theres just a "custom" map folder there
Is someone's interested in having a white version of the Surgical Mask ? x3
Instead of the blue/green one
replace the green one
i just flat out dislike the green mask tbh
I should make two separate addon, because some peoples would say otherwise
Instead of remplacing both
guess its more downloads n clicks
Yeahhhh xD
neato burrito
well i dont know how to enable mods mid playthrough ;>
Oh it's simple
before you load your save
you can choose the option "more"
you'll be able to enable mods
If you have texture knowledge, sure go on
i'm gonna make a bucket helmet
you'll be able to enable mods
@echo sonnet Keep in mind some mods require to start a new game to work correctly and such
but re-texture is fine so
i'm gonna make a bucket helmet
@long grove heck
no hecks
I heck if i want !
no you fuckin dont
Heck harder



How difficult would it be to add in a thermos can to the game?
Depends on whether or not you know java and lua
We had one in hydro before, but I mean, I don't think it ever held temperature, just a container like a water bottle
New Original Henry lever action in .45 Colt, which means it pairs well with a Colt Single Action Army.
Looks nice
Does anyone know how you texture or retexture a clothing?
I've tried to edited a bulletproof vest at 1 point, but it didn't show anything in the game.
could anyone walk me step by step on how to make thigh high socks please? ( ・ ▿・;
@willow estuary Curious to see how Smith and Wesson model 39 with pearl grips looks like 🙂
Is there any event when the game (dedicated server) is about to go down just before saving the game?
@hidden marsh I can show you how to retextexture stuff
In case you havent figured it out yet
@sage ermine Yes, please
Is it possible for the developers to release how many polygons the hairstyles contain?
anyone?
@sage ermine So are you gonna show me? I haven't figured how to do it yet.
Can someone explain how to add steam workshop tags? It seems like no matter what I put after tags= in workshop.txt the game erases them as soon as I try to upload it to steam
Can someone explain how to add steam workshop tags? It seems like no matter what I put after
tags=inworkshop.txtthe game erases them as soon as I try to upload it to steam
@spark vector https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719&searchtext=tag
worked for me
the biker makes his return
Its quite shity quality cuz idk how to make good vids
Do some MLG editing and profit
step 1: git good
With pumping music -jj
Do some MLG editing and profit
@severe ridge lol i was already thinking about this
@hollow shadow thanks! so weird that we need a mod for that lol
what's the best PhysicsObject = , for launchers?
@severe ridge so is your random sounds thingie working?
like, i don't mind making my mod just to help other people mod too lmao
because i do that too
👀 if you post that biatch i will peek
but i already found a better idea instead of just add 1 mid, 1 higher and 1 lower. Probably +1 mid for more natural sounds transitions
HK51K - for when you need your SMG to fire .308
If you have two mods with two lua files in different locations that have the same name, do both get loaded? I only see one instance of the lua file in the debugger. Not my mod, trying to debug a non-working mod.
if I give one of them a unique filename it seems to work, just wondering if that is a thing
I don't follow the technical side of things; I was wondering, are the animation tools accessible to modders?
nvm, I assume it's gonna come along with build 41
Does anyone know how to fix this? https://imgur.com/tjyGtex
The "subtitle" of each recipe is translated into Russian properly, but the "title" is still in English
does someone wanna overhaul this mod?
i would do it myself i just dont know how to
https://steamcommunity.com/sharedfiles/filedetails/?id=533622988&searchtext=Overlay
so theres a mod more traits, works on SP fine, but not on MP. what would i do to make that work on my private MP server? tried to find trait mods that worked on MP to compare and not finding much
tried, and console just spams unrecognized trait at char login
char doesnt have the traits once logged in
for example broken leg, its as if the client can pick it, and server just says "nope doesnt exist, log in anyways without it" or something
i dont know much about lua/modding this game but the only advice i can give is too reinstall the mod/game
is there a concept of controlling mod loading order? or is it just random or what?
@untold swift the actual order they're loaded in is random, but that isn't too important. What is more important is what happens after they're loaded:
I might be wrong on some of the details but it basically goes like this
The game pulls all the enabled mod files and puts them all together. If multiple mods have files with the same exact path and filename, then whichever one gets loaded last "wins".
(but modders should all be doing their best to avoid that ever happening to begin with)
(mainly because it's impossible to predict whether or not your mod will be loaded first or last)
vanilla stuff is always loaded first, of course
After that it runs through each file alphabetically. If multiple files define lua functions with the same name, or script entries with the same Module.Item name (e.g. module Base {item Crowbar {...}}) those get overwritten by each successive file.
.txt script stuff happens first, followed by lua stuff
Note: It might actually be that the higher alphabetical file gets precedence in determining the definition of a lua function or script item. But I think it's the lower.
Hope that helps!
---- my multi-line response to @untold swift ends here ----
@zenith tangle re: overhauling the overlay mod:
What did you have in mind, exactly?
anyone know some sort of way I could spawn a zombie with specific clothing or rather just place clothing onto an already pre-existant zombie
e.g. priest zombie, wedding zombie, military..
@spark vector Mainly just adding more moodlets to the effects list (stress, drunk, panic, extreme amounts of hunger/thirst, etc)
and making them more intense/noticable
sorry for replying so late, i was asleep lmao
that's cool!
@spark vector thanks for the info 🙂 supports what I was seeing - it was a mod that was attempting to add iwbums compatibility/tweaks, but used the same filename as the original mod and it wasn't getting loaded. figured that was the case. was an interesting dive into pz modding/debugging. just trying to figure out some of the tools and best practices. might take a stab at some basic modding myself now that I have gotten that itch. I have many years (decades) of coding experience, just figuring out the objects/tools/etc. for now.
nice @hollow shadow
that looks great
Hmmm salvaged sword from rust I see
nah thats a knife
ok den
@fallow bridge You will be able to switch either stabbing or cutting with dis
Also nice AK in fan art BUT there can’t be a hole in the barrel
why nawt
If there actually was a hole you would have blown off your hands on the first shot
lel why is that
Because the pressure isn’t all in one place
It’s being pushed up
You wanna see what happened to M16’s if there was a little dirt in the barrel? It ain’t pretty
my mod isnt that realistic, the fact that the air tank guns even work is already unrealistic but im not repainting the whole thing cuz of that hole xd
u shud have told me earlier when i made the salvaged rifle model, that thing has an even bigger hole
Not really?
Air tank guns do infact exist
But yeah this is damage caused by a mistreated barrel
I only use scrap weapons
fixed
it would be cool if someone added more occult/paranormal stuff in a mod, im a sucker for that sort of stuff
Is it’s true to the real life ak
@fallow bridge thx, what about this one
if the carry handle and stock wasnt ther
not sure but did the small aks have that?
- you cant toggle any of my guns firemode yet
All automatic AK variants have it
That includes the saiga 12
Because all automatic AK’s have both semi auto and full auto fire modes
And plus where is the safety 😛
That’s a jk
No need for that much attention to detail
@fallow bridge Removed safety to reduce weight xd
Lol
vunder are you gun nut?
is loot spawning done when a container is searched first time, or when a chunk/cell is entered?
(is container loot determined)
@spark vector any updates/ideas on the whole "overhaul the overlay mod" thing i mentioned earlier?
i'd love to help in anyway i can
i also cant wait for the animation stuff for modding to come out, i have some experience in blender and i would like to do some small animation work
A new Mod has been Published!
Red Crowbar Retexture (Build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2091640301
A new Mod has been Published!
Firefighter Clothes Retexture
https://steamcommunity.com/sharedfiles/filedetails/?id=2090218848

