#mod_development
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@jade token Soon texture!
@abstract raptor are all the survivor radio stations based on the same timing for song changes? I'm mainly asking because I wanted to up the song change rate to be only once a day and make entire day long mixes
Primarily to play entire albums
Or is it based on PZ code and not your own for the mod?
Ive already made my ogg files and they work, but the song change has been inconsistent. I know its unvoidable if I fast forward at all, but Im not experienced at all with LUA and skimming through the coding didnt net me the info I was looking for.
this is done from wordzed I believe
๐ค
It is done from Wordzed -- which, a lot of the stations are set to play songs from a random list every half hour
@civic galleon
do we have a prize, aza?
also, the main forum post for WordZed has a broken download link
unless its because im not signed into an account on the indie stone forums
danke schon
I wonder if there would be a way to make a settings option to increase or decrease these times in game
also I take it the 30 mins is supposed to be real time?
I guess I'll just play around with it. Thanks again!
update on my progress
the songs stopped changing if the adverts run out of lines to display
currently using a macro to add tons of duplicate music note lines
welp, that didnt work and was a huge waste of time. I give up. oh well
also I take it the 30 mins is supposed to be real time?
@civic galleon ye, if its in the world settings.
songs seems to last as long as the actual running script doesn't changes because of time duration
I used WordZed to edit the times. song changes rarely happened at the set scheduled times. That was always an issue for me, even before doing any editing
i never tried that cd player thing tho, can you just change songs whenever you want?
yea you can, but you'd have to find your cd you've made in a cd player
at this point, I'd rather just keep the mod as is and listen to my own music through another out of game program
Maybe I need to set the first broadcast to happen at noon and it'll make the song scheduling work...
My patch/enhancement for Superb Survivors, SERIOUS SURVIVORS, has just received an update including:
- FACTIONS: The simple beginning imlementation of a NPC Faction system; encounter, lone or in groups, Militia, Bandits, and other NPC Factions.
- Further tweaks & improvments to Superb Survivior's AI and behaviour.
- Integration with the following weapon mods: DD Mod; Paw Low's Loot; and SWAT Pack. (Just weapon items, I'm not touching that GUID mess)
https://steamcommunity.com/sharedfiles/filedetails/?id=2179323807
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๐ก๏ธ 

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Sorry, penis bone broke
imagine having a peepee bone, 24/7 flat erection, terrible
Prince alberts to attach chain to keep down would be a thing still
At least it would be common
๐ what a terrifying reality
is there a way to make the throwable icon different from the throwable itself?
pawlow, there were medical steel inserts before inner pumps became a thing
OOoof
hi
I'm a super new to modding and using lua and I am hoping to try to revive the waterpipes mod that was discontinued. Ive spent the last few days reading the old code and some relevant bits of the lua for project zomboid. The way I see things, in the lua code, the mapobjects and the globalobjectsystems are what I should be looking at to be implementing them as so they will continue to update when they arent in loaded cells. I just wanted to ask just incase I was misunderstanding anything and should implement the water pipes using a different class or if anyone had any general advice for me. Thanks!
I'm not familiar with that mod... plumbing itself is in the vanilla game already, do you mean that?
oh mb its not actually call waterpipes. Its the irrigation mod
all the folders and symbols in the mod use waterpipe as the name for the functions and objects so I got them confused
basically you can build water pipes between farming tiles and rain collector barrels and it will drain the water barrel to keep the plants water level up, so you dont need to keep hydrating each farm tile individually, as long as the barrel has water
yeah when I read the steam page it said that it broke when plants and barrels were reimplemented into a different system in the game breaking the mod
so you'd probably have to write it from scratch if they gave up on it i'd guess
yeah basically
also don't know about the constantly loaded thing...hydrocraft didn't have that and probably for a reason
idk could take me forever to do it since im only just starting modding but it seemed like a nice challenge to push myself on
do you have experience with lua or programming at all?
I have experience in programming but mostly in python
well just letting you know, the further you try to mod the game the further you tend to have to find roundabout solutions based of what ive seen
mb they arent like loaded in, but like for example the rain barrels have a event that runs every ten minutes to check if it is raining to fill the barrel
i don't know how that system all works, since something like solar generators doesn't work but farming does
and the plants have a similiar thing to update all their disease and growth
might be a hard coded thing
Oh good lord start with something easy.
Pretty sure the hydroaddicts have been trying to fix irrigation for years?
yeah it was a big scary when I opened a lua file and it was 1200 lines XD
but I initially took it up because in my group of friends we've got like 1 dude who wants to do all the farming and cooking, while the the rest specialized into other stuff, but because of that none of us know how to take care of the crops
and in a way, we cant really play without him without all his stuff dieing
well you'd want to be by a well or river or other water source for farming first off then
farming is a bit complicated if you do focus on that mostly
Hey so -- can I make my own distributions file so that my mod will be compatible with other item mods ?
Kill 'em/Cook 'em/Eat 'em: https://steamcommunity.com/sharedfiles/filedetails/?id=2191570982
Blair good one ๐
PLZ
someone tell me
can I make a seperate distributions thing
I want my mod to be compatible with other mods
recipe Play Smoke On the Water
{
GuitarElectricBlack/GuitarElectricBlue/GuitarElectricRed,GuitarAmp,
Result: GuitarElectricBlack/GuitarElectricBlue/GuitarElectricRed,GuitarAmp,
Time:2000.0,
Category:Leisure,
OnCreate:OKA_PVGStatModifier,
Sound:smokeonthewater,
}
I borked this recipe
I get an error code whenever I click on the guitar or amp
Any good firearms mods for b41? Realistic 90's weapons and not too much.
@ me
Looking for glock weapons
There's OGRM but that's still b40... might as well wait for what Fenris and the others has to say
maybe until the game becomes stable
DO NOT USE THIS MOD!!!
https://steamcommunity.com/sharedfiles/filedetails/?id=2192907953
anyone know what it actually does? im interested
i just tried it and all i could notice was the zombies were screaming and sprinting
I'm trying it myself right now
"Do not use this mod, you'll fucking die" I mean, isn't that the point of the game?
Fough a few zeds in apocalypse, I have no idea what it does
i'd tell you, but then i'd have to kill you.
I don't see any zombies sprinting
I know it says "rare special zombie" but I have yet to find it
you think its just sprinters? oh you poor sod.
theres a whole hell of a lot more waiting for you bud
Eh, it was alright
||Still, I kinda like the idea, I'd make it so that the scream attracts other zombies||
||Imagine being constantly chased by a single sprinting zed that doesn't stop attracting zeds to you||
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Vehicle Additions has been updated. In addition to Gasoline Storage Tanks and Gun Racks,
It now allows you to make vehicles mods that utilize, in the vehicle:
- Fridges
- Mattresses
- Ovens
- & Televisions
Instructions on the mod page: https://steamcommunity.com/sharedfiles/filedetails/?id=2094336923
wow, actual bases r useless now
Filis RV gonna be pimped as hell now
I can't believe I've been sitting on all that for 3 months now. ๐
hope filli updates his mod soon
How do i install mods manually?
its under your user and zomboid
id use that vehicle mod with the RV ๐
Are there any mods out there to make the zombies only come out at night or die when exposed to sunlight?
I'm basing the question after the mod Fear The Rain. In that mod, whenever it rains, zombies will immediately wander into the nearest building.
I'm wondering if it's possible to have a mod where at 8 PM, the zombies have free range across the world like normal, but as soon as 8 AM hits, any zombie outside will burn to death. They all start going indoors at 7 AM.
nothing that advanced, just a mod that forces them inside during day.
So I'm having an issue with Playable Instruments -- People are claiming that it conflicts with the crafting menu and also the hotbar items
Anyone mind helping me figure out why? I can't think of a reason, the mod is literally based on just a script.
(and then there is one lua file)
here's the console file for when I press "1" to get a weapon.
Bad scripts will break the crafting menu.
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Well I just cleaned up the script yo
it still don't work
There were a lot of instances where
I had spaces instead of tabs
fixed that though
No spaces vs tabs shouldn't do anything.
Try it with the scripts removed from the mod and see what happens.
Process of elimination.
The scripts are how the mod works so if I removed that then there wouldn't be a mod XD
I kinda suspect this file
OKA_PVGStatModifier.lua
No, you don;t understand what I'm saying.
If you try the mod without the scripts, and craft menu and hotbar works, then you have established that the script files is the source of your issue.
As bad scripts break the crafting menu, then I strongly suspect the scripts are indeed the issue.
I just don't know what's wrong with the script -- Gonna try removing the script really quick
Well...
I removed the script but I still get the error.
Are you subscribed to the mod in addition to having it in your workshop folder?
Unsubscribe.
Don;t have mods that you work on subscribed, fucks up stuff liee that.
Hrmmm
I have a feeling it might be the item I added
just unsubscribed
trying it through just my mods folder
Nope. Not that.
Dang I wonder if it's because each of these musical items is also a weapon
Ok so through some trial and error I've deduced the problem is definitely because guitars and banjos and stuff are weapons.
I have a similar mod that's just a soundboard that uses a similar recipe structure to play sounds
And that doesn't break the crafting or hotbar
Ope! I found the problem
It was electric guitars
They're the devils instrument!
OwO i see some good stuff in here
heya @hollow shadow i fixed that issue
heya @hollow shadow i fixed that issue
@abstract raptor Cool, i realy like your mod. Do you agree with the idea of a vocalizer?
Yeah, so like for that it'd be like:
options like
"I NEED HELP!" or "RUN!" or "PILLS HERE"
kinda thing?
Yeah, like in left 4 dead i downloaded a vocalizer and every time i got downed i made my char scream it made it very funny
I might be able to get some of my voice actors to do that
I might be able to get some of my voice actors to do that
@abstract raptor Oh wow, with those you could get realy creative, i realy liked the intrudoction of the radio broadcasting girl in the survivor radio mod, very good voice acting btw
forgot the name alrdy xd
the character's name is Erin, she is voiced by the wonderful Scarlet
We just got voice acting for Classical For the Dead all finished
so I'll be entering that in sometime this week
hopefully it'll be ready by next week
recipe Random Sound { SoundEffectsBoard, Result: SoundEffectsBoard, Sound:howlingwind/explosion/distant_gunfire, }
Would this be the correct way to get it play a random sound or is there a different way I have to do that?
I guess the current sound block probably doesn't support randomized sounds without an additional lua file? Is that a correct assumption?
(I really wish someone could point me in the right direction)
@latent orchid Quick question, where's this "military surplus"?
@hollow shadow
(voiced by robots for now)
(I'm getting it voice acted tonight!)
@abstract raptor Omg this will be awesome
And it works on multiplayer I'm pretty sure, i did some testing with my soundboard mod on build 40 the other day
about the "vocalizer" voices...
i've always said that PZ needs some QoL stuff in all areas, one of them being the absence of audios in some events like hurting yourself or getting too cold/hot or even really panicked. Just quick "audio feedbacks" to the player so it would be more immersive.
I really like the way Zelda BotW did those things nicely that you can even play with the UI off and still know when something bad (or even) good happens...
I like the idea of moodles (simple way to show), but I don't like having to keep an eye on them..
there's some simples points to adjust that and others not so simple as would need more animations and stuff
@latent orchid can you add this to an existing save without having visited west point and surroundings yet?
@drifting ore, as far as I know. You can't add map mods to a save once you initially load in. Im sure you can manually force them to appear in a save game if you manually add the necessary files. But that may break your save.
@abstract raptor If you want to add multiple voice lines to the same thing, i think i got a script that makes it randomly choose a sound, its fairly simple, lmk if u got one alrdy or want mine.
I was askin about the random sound thing earlier !
Whats the script look like ๐
For example you can make a sound category, and when you put that soundcategory name in the sound then it will randomly choose the sounds in that sound category
Aha! I'll have to tell my voice actors to record mutiple versions of the lines
Thats perfect dude ๐
Random sounds are sounds definitions with more than one sound file entry
We did it 8)
@abstract raptor if you want to double the chance of a specific sound playing, you can put it 2 or 3 times to increase the chance
Aaahhh OK
in the recipe?
like OnCreate = SMGRack ?
no wait, it'd probably just be Sound = Categoryname
gotcha
testing right now
IT WORKS!
โค๏ธ
@lavish adder military surplus store is next to laundromat store (opposite furniture store). It has secure shutters across its windows so you will need sledgehammer
@drifting ore i could be wrong, but if you have never gone to WP then the cells will never have been loaded...so it might work. However if you have driven past the area on the main highway (i.e. crossed the big bridge over the river) then you most likely went through one of those cells
consummatum est
-fucking drops dead from exhasution-
https://steamcommunity.com/sharedfiles/filedetails/?id=2195655064
hey guys can someone help me out with a problem here?
i wanted to make a texture mod but the game doesent start if i replace the texture of the hat, so how do i fix this?
the assault
Wendy's taking down Spiffo one way or another
West Point Expansion updated to v1.1
Fixed a bunch of issues with spawning spaces and 1 console warning
remind me to test out the buildings as i have yet to go in a lot of them
Fashionabelle is now fixed...should spawn jewelry instead of nails in glass counters
yea i saw, will test it out when i get a chance to make sure
For those playing on the v1.0 map, the changes are not material enough to impact your current game
@ember geode are u updating an existing mod?
so assuming you hav successfully 'created' it via the workshop option in the game...the exact same steps are repeated and it should detect the id is same and update
i try
did you change the actual image name and forget to also change name in mod.info file (e.g. poster=preview.png)
i changed the preview icon, the name, description, and addet 1 new texture
that showed up und nothing changed
what?
this?
if you open the file, this line:
poster=poster.png
needs to be changed to:
poster=preview.png
as I assume that is the name image you want to display
oh wait...
actually you need to do the same thing with the workshop.txt file which should be in the same folder hierarchy
the thumbnail image on the workshop is from the workshop.txt file 'poster=' entry
i need to go to dinner, please write a full description wha that update failed
??? That is the suggestion I typed. Seems like a typo in your filename references by the looks of it
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@willow estuary You know that dot item? It seems to break the loot all function.
Since it can't be looted, the loot all button stops working.
@zealous wing huh, I never use the loot all button?
Anyways, I have a ton of stuff that runs off of that dot, and future plans for the same system for autopsies, so loot all from corpses is an acceptable casualty from my view?
its to show whether or not something is infected atm
I'm sorry that it interferes with getting bloody socks off of dead zombies ๐
guessing its because pz tries to get the smallest item first in a list or so
I'll look into fixing it so loot all works with it, but I don't find this issue that.... ....compelling or game breaking?
don't know if its fixable without making it really heavy
You know, I'm not entirely comfortable with people discussing my modding backend details in public TBH?
ah thats fine
Just ignore the damn dot and manually loot corpses ๐
was just saying what might be the issue
You can't be a Wizard of Oz if people don't play ball and ignore the man behind the curtain.
All right, just letting you know.
I use loot all frequently so I noticed right away.
Naw, thanks, I'll try and fix this. ๐
I'm just perturbed with how much attention that damn dot has been getting lately ๐
Paw Low was getting bug reports about his mod putting that dot in corpse inventories ๐
It's UI, basically.
Baiscally, if something sticks out or lies outside the norm of gameplay, people notice.
I'll change it's display name from . to . IGNORE THE FUCKING DOT AND DON'T LOOT ALL FROM CORPSES
Hahaha, fuck 'em. Too many people use my mods as is ๐
Hmm.
It's an inventory item for very good reasons.
It's the stub of an autopsy system.
I assume you needed to have an item there because the game doesn't have lua classes exposed that would otherwise be used?
No, it's the stub of a corpse-inventory based autopsy system.
Actually, the entire autopsy system exists, just hasn't been plugged in.
But it lets you see what injuries a person had at the time of death, or the injuries on a zombie.
It's so in MP when you find a player;s corpse you can evaluate the cause of death.
Huh. That's pretty cool.
What if any variables could the devs expose to make your work easier?
If that makes any sense.
The stub really seems like a workaround to be honest.
Naw, the text is generated at the time of death using body damage information that doesn't transfer to the corpse object.
Anyways, loot all with THE DOT is now fixed ๐
THE DOT
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good to know.
There was a mod I had a while back that basically did what yours does, letting you inspect corpses to CSI how they died.
T H E D O T
Huh, I wonder how that mod worked? Maybe mod data atatched to the corpse?
Hahaha, now I'm dying to get get a complaint about THE DOT, so I can reply with
"I don't have to justify my dots to anybody!"
"Listen buddy, if you don't like THE DOT, then just don't use the mod!"
Basically the same as yours. Listed injuries at time of death. I can't find it for the life of me.
HELP!
That.... .....doesn't do much to encourage me there Clem'.
lol thats one hell of a profile pic
What I'm saying is a calmer, more patient, less bossy approach may work better if you need help with your modding.
my mod got 41 subs!?
nah i subbed to your channel bro
u prob got more than 41 on your mod tho
yeah u got 171
That.... .....doesn't do much to encourage me there Clem'.
@willow estuary i cant update my mod to steam workshop. i already got a mod and i wanted to update that. but i dont work
https://steamcommunity.com/sharedfiles/filedetails/?id=2039940464
@young sequoia thats no my mod
i need help:
i cant update my mod to steam workshop. i already got a mod and i wanted to update that. but i dont work
Steam is being all fucky right now
that means i didnt make anything wrong the problem is steam?
Clementine, is that you?!
fucky fucky lmao
if i create my own animation for a equipment, is it possible to implement?
I get the distinct impression, from my own attempts, and from the state of clothing modding, that this is just another thing that you either got to be patient about until TIS unlocks it for modding.... .....or you can deal with another fileguid-esque delight on the workshop.
ie.

all over again....
uehwuaheaw
dick in the blender
havent unlocked this character yet
i'm almost at 50mb at my mod e_e gonna start making some cuts in verts where i can
i have 66 added models tho :U + 2 unused
whats unused
open barrel weapons that i want to implement
on reloading ;-;
its the open revolver and open m79
Are you even going to be able to see an open revolver with the scale you have ingame?
my revolver is big 8l
before decimation u.u
but yeah, it's visualizable (if thats even a word lel)
- visible
eiuwahdiosaha89eaw
sorry, i autocorrector told me it was fine
Search Results
Featured snippet from the web
: capable of being visualized.
if its on the internet it's true tho, right?
hueahewhauwewaw
Oh, hahaha, I don't care about ESL stuff, just seemed like you were asking if that was right?
xP wut?
esl = English as a Second Language
yo dont speako anata lรญngua desu
Do you know where I can find a list of mods compatible with build 41
Nobody is maintaining anything like that.
If a mod works with build 41, then, for the most part, it will say that it works with build 41 in the title or page.
...but, then again, the mod page saying that.... ....people release mods for build 41 all the time that don't work so?
@latent orchid i have a question will your expansion change this place? becouse i have a base here
It wont change the buildings, but it adds more around it. You need to start a new game for changes to take effect as you have already had those chunks initiated
If you look at this image, you can spot those same buildings near the grain silo
near the hospital
Ahh :/ i wanted to continue well i guess i will play it if i will die
Sure from what i see i like it
btw eris minimap addon when? @latent orchid
Nobody is maintaining anything like that.
@willow estuary thanks man
any list of qol mods?
thats fucked
@warm radish Its you, again
has anyone successfully loaded a modified Skinned .X file into the game?
Does anyone know any good guides on adding buildable objects into the game? I cant seem to find one. nor can I find a mod that actually does it
Considering making this an add-on mod to WPE. Modding is a new frontier for me 
still playing around with design and colors
Is it possible to make blood act like the new puddle system? ๐ค
ohno.jpg
menacing
you need to add it for the entire body
I'm bad at this, if I use OnCreate: TalkingTest, in a recipe,
and then have a lua file named TalkingTest with this in it
local function self.character:Say(getText("IGUI_custom_test")) end
and then in the IG_UI_EN have this added
-- Custom IGUI_custom_test = "This is a test",
would that get text to show up above a players head?
TalkingTest should be the name of the function, not the file (file name wont matter)
-- not a local function, since it needs to be called externally to the file
function TalkingTest(items, result, player)
player:Say(getText("IGUI_custom_test"))
end
Anyone know how to add another crafting category?
@quasi geode thank you!
@drifting ore https://steamcommunity.com/sharedfiles/filedetails/?id=2198378055 https://steamcommunity.com/sharedfiles/filedetails/?id=2198398423
Steam Workshop: Project Zomboid. Mods that improve User Interface and User Experience issues without drastically changing any of the balance or gameplay
๐ค
Whats the name of the mod that adds npcs to the I will back up my saves?
i think it is superb survivors
i did a chest rig with the hunting vest pockets, then removed the mask and treated it as a sweater, now you can attach it to any bullet vest (:
imma make it as a small container too :f
should i keep those two small pockets on the top? :l
why not
heh, its funny on the civilian vest
but yeah, im doing for my vests u.u
cuz molle
You think it looks close enough to the vanilla ingame loot maps?
I need to fix the number alignment
lmao
updated some funny shit :x
@latent orchid Pretty close. Although I think that some of your colours are not shown on vanilla maps
Bright red for example. If I remember correctly
i'm using my mod to study :X basically
I redid the colors as I have afew extra categories and red seemed very 'medical'
Oooh, whats that mod with the tactical vest pockets?
why is this an addon and not with the other mod?
(just wondering cuz most other map makers fuse em)
I want to keep the code bits separate incase things break down the track. Map can remain working this way. Contingency planning
i see
armour destruction is still there, very good
@latent orchid can u still find those maps in an old world? or do u have to start a new game?
only in new unvisited cells
awww
Trumpet paladin
@latent orchid How did you make that map? Like represent how big buildings and where they stand in right proportions
Anyone know what i need to put here so the game plays a specific sound or crafts a specific recipe?
@slow spade CartoZed is a good source for exporting things and then using a graphics editor to overlay the color system. I editor one of the CartoZed themes to simplify the map colors
self.sound = self.character:getEmitter():playSound("soundfile")
?
i don't know, there is some actions that emits sounds, fiddle around timedactions i guess
self.sound = self.character:getEmitter():playSound("soundfile")
?
@severe ridge
I tried this, now it gives me errors when i press the key
Put them in quotes, but even so I don't think that's the right entry for that x.x gotta try other available stuff
Tried quotes before aswell @severe ridge
):
;
Paw low. Is that vest mod a WIP or is it out?
it's out :f but it's just a cosmetic in the jacket slot, at least doesnt makes you lukewarm
i want suspenders
and proper striped shirts :f
I want to meek scrap armor
if someone knows how to add something to procedural distributions table (without replacing it) pls help me ;-;
Calm your tits Paw Low, Daddy's here...

require "Items/ProceduralDistributions"
table.insert(ProceduralDistributions.list["FirearmWeapons"].items, "Base.FlareGun");
table.insert(ProceduralDistributions.list["FirearmWeapons"].items, 1);```
@severe ridge
The proper way of appending loot tables.
8l dont judge my arrays
i cant even use itemzed or debug mode /cries
ill buy a master race pc when i start my next job -_-"
looks at Paw Low Loot's distribution files
Jesus fucking christ Paw Low ๐
Hold on, you better fix this mess if I'm gonna spend my valuable time sharing my wisdom ๐
require "Items/SuburbsDistributions"
table.insert(SuburbsDistributions["bookstore"]["other"].items, "Base.Grimoire");
table.insert(SuburbsDistributions["bookstore"]["other"].items, 0.5);
๐ค
i was just opening my mod folder
hahahaha
ok
ill use it as a reference
can i apply both procedural and regular dist on the same file?
Oh, for sure!
lazy coding
not you RJ, you do good /kiss
i had no idea, you can see my scripts folder
Naw, your script folder is fine; I think it can be better to split up scripts into smaller chunks for easier debugging, editing, etc.
Look at the scripts folder in the gun mod for how much I break down the scripts into lil manageable pieces.
I think Itemzed is bullshit, in that people build better skills by manually making the scripts?
or i still need to reference the Distributions = Distributions or {};
Not sure, I don;t use that?
Here, this is how I do it and I know it works:
This is all the result of me copying how other mods do it, not any deep technical acumen on my part FYI ๐
We're probably seconds away from Fenris showing up and laffing at my half-assed implementation ๐
||toot||
Now make me a giant hoagie model for all my hard work educationg you ;P
i have a lot of work 
but you cant have a soft hoagie at the moment
:f
that flaps around
dwqheiuqwd
๐คข
Haha, don't make me a hoagie model if that's what you meant by on it; I'd feel bad.
๐
Haha, let's pretend I never called myself daddy. I just wanted to use calm your tits and went a lil too overboard ๐
But you're welcome!
Oh yeah, that works well.
Now, if you have a case where there is no distribution table for something that you want filled, say if you make a new container item and want to spawn with certain items in it, then you build the distribution table from scratch like how you defined the the distribution tables for your loot.
i've finished but it doesn't works so i haven't finished
I can't seem to find the chest rig in the cheat menu
@severe ridge can u also make scrap armor?
i'm taking a beating from basic suspenders and i can't put my distribution table together ;-; im too dumb for this gaes
what scrap armor reminds me of lol
you have to add it now
it's totally possible, would just suck on the modelviewer because of the transparent pixels/empty mesh spaces.
If it's a one piece (with gloves, shoes and hat apart) then it would be the easiest
Like the riot suit in swatpack, and still looks good
Not those riot boots tho, don't use that lmao
In a Lua file, in lua/client/Travel
function teleportDart() -- Teleport to SS Dart local player = getPlayer(); player:setX(9744); player:setY(6157); player:setZ(0); player:setLx(player:getX()); player:setLy(player:getY()); player:setLz(player:getZ()); end
in a script file, item_teleporter.txt
`module Base
{
item TeleportationDevice
{
Weight = 0.5,
Type = Normal,
DisplayName = Teleportation Device,
Icon = teleporter,
}
recipe Teleport to S.S. Dart
{
keep TeleportationDevice,
Result:TeleportationDevice,
Time:500.0,
OnCreate:teleportDart,
Sound:beam,
RemoveResultItem:true,
}
recipe Create Teleportation Device
{
keep Screwdriver,
ElectronicsScrap=20,
Battery=10,
ElectricWire=5,
Result: TeleportationDevice,
SkillRequired:Electricity=10,
Time:2000.0,
}
}`
Why doesn't this work like it should
save our ship zomboid? D:
save our ship 2 zomboid*
i can help you commit tax evasion
i need a way to teleport people to my ship
That'd be cool too
I thought for sure this OnCreate code would work
but it simply does not
I must've fucked something up hardcore and not know what I did
i failed everything i've fiddled with lately
didn't you get helmets to open and close
ye
so you only have failed 98% of the time 
it actually says "hood up/hood down" because if you add your own context menu it adds "contextmenu_" before it
yea im guessing it had to do something with padded jackets/hoodies
what sorta plans are in store for the mod next?
nothing really, im just gonna keep it up to date/making stuff look and work better
btw yknow that tuba thing you made
the ultimate armor
do we even have tubas
no
HahaAHAHA
but they rarely spawn in music store counters
its not "tuba hat"
its "tuba large piece" but hey, you can put in your head
@severe ridge can u teach me the way of armor modding?
"how much tuba can you wear before the game begs for mercy"
we're very limited for making armor/clothing rn, most of my clothes are from retexturing vanilla models :x, BUT, you can use whatever model you have to attach to any bone you like, problem is that you can only do one by one, at a time.
that's why you can work torso and helm better
its single piece lel
What if i wanted to make something easy like an armor suit
"easy"
lemme try to give a example
Hmm
if you retexture clothing i don't think you need to fuck with the guid either
im just adding on top
Does any of your armors use that?
the hazmat model is great for armor
because it lays over most clothing
and the gloves closes like gauntlets lmao
even the feet is big
Hmm, so its just a retexture?
another one i abused was the wedding dress
thats the waist part
most of them yeah
is this why some clothing took up weird spots like the socks did?
How would i retexture it? What did you use
i used the game and patience :l no jokes
like, paint this part one color to get the reference, open the char creation, go back
thats why i use the fashion mod so much
lmao
you can use the models and the mapping they provide, probably but its a mess to extract directX properly
I could somehow get the model of hazmat and remodel and retexture it?
Noice, if i remodeled it to have some exposed parts it still worl?
Ok, now just need to know about guid
guid is basically
hell
table has
<path>media/clothing/clothingItems/BeltRig.xml</path>
<guid>4b84e68f-d238-4c53-a783-8e27daf18c7e</guid>
</files>```
BeltRig.xml has
``` <m_GUID>4b84e68f-d238-4c53-a783-8e27daf18c7e</m_GUID>```
it's just that but it's poop
of course beltrig.xml holds more values regarding the item but for guids its just that
I get the guid from some generator? And put it in script and gaem?
Free Online GUID/UUID Generator
I can butcher ur mod later to see how guid work i guess
feel free lmao xd
And the hazmat model is in game files?
Ok but its in there?
you dont even need to duplicate it if you want
you can just use the same vanilla and apply just the different texture
i did because i dont trust updates lol
Yes but if i use blender to hand paint i newd model
I saw dat
If i wanna change the model ill need it aswell
M?
and yeah
there male and female
you need to reference both even if they use the same model
you can play around this
oh, sorrey
Lol no thanks for sending it
but if you want to make lets say, a tighter male vest, you can use the female model
or a larger for female, the other way
o lala
Gib car
@hollow shadow What is that
Soon ๐
just rip the shit outta the book (gonna make more transparent and shiny if possible)
theres sfx of course
nobody, i disabled my comments 
little better, it sucks anywaes
What animNode is that?
Ah, cool! Thanks ๐
like shes ripping the ethereal weapon from the grimoire, destroying it and claiming a new blingbling weapon
placeholder for now lol
Oh BTW, the animations are listed here if you hadn't found them yet: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\AnimSets\player
evil voice: g o o d
every time i need to update i have to run ```sudo find / -name ".DS_Store" -depth -exec rm {} ;
i think i need to reconsider what i've been doing to my life lately 
playing dress up in a zombie apocalypse game
now you can bonk people with a heavy book (i guess its only stronger than pens, forks and spoons lol)
not that sound lol, just used vanilla hits
lol
I wanna make that the noise for when you use a baseball bat
Agghh I wish I knew why the teleporter item wasn't working
Also the same with the recipe
this is gonna be my life for a while...
more memes: https://www.youtube.com/watch?v=OClh93galPY
i'll just let you do the lore
I used fl studio and unreal engine for this :)
only if lord gaben whispered the number 3 in my ear
could be lh, could be l4d, who knows
i cri but understand
Here's a fucky wucky challenge for you all:
Figure out why the makeshift Machetes mod is breaking FR's Cars mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1950664690
I pored over the script, nada. No erroneous lua commands or anything of the sort. I hail mary speculated that it might be because the module is set as Base, so I gave it its own module and it still breaks cars. My last remaining crackpot theory is that the mod causes some weird freak coincidence of instructions to occur in the memory.
And it's not any other mods or anything, because I ruled that out long ago:
mods { mod = FRUsedCarsBETA, mod = MSMachete, }
I'm not sure what was broken, but i rewrote the recipe using another mod as an example and it works, although ingame it's missing a few ingredients I don't know why
recipe Craft Makeshift Machete { SheetMetal, BlowTorch=2, Screws=3, Plank/TreeBranch, LeatherStrips/LeatherStripsDirty, keep WeldingMask, keep Screwdriver, Result: MSMachete, Time: 650, Category: Weapons, SkillRequired: MetalWelding=4, OnGiveXP : Give100MWXP, }
LeatherStrips/LeatherStripsDirty << missing end ,
Right, and I had a typo in blowtorch too
Hmm, I've been testing a mod and foolishly didn't backup my game files, and when I install activate the mod I get stuck at this screen with no menu options and it happens every time I restart after too. I deleted the mod from the mod folder but it still seems to be causing it to happen, is there a cache somewhere of activated mods that I need to delete it from?
Here's the console when it happens.
Brand new to modding PZ so I hope you'll be patient with me ๐
Broken menus tend to result from things like brackets being missing in scripts.
Was/Is the mod in Zomboid/mods?
Yes @zealous wing that's where I put it to test it.
I deleted it from there and it's still acting like it's active and failing to load the menu.
Check to make sure that the mod is disabled in both default.txt and the mods.txt within the specific save(s) you are using for testing.
default.txt is in Zomboid/mods, the mods.txt is inside Zomboid/Saves/Sandbox/YourSaveName
user/zomboid/saves
gun nuts, can I have some feedback?
I removed all my saves and it's still not loading the menu
did you try a verify files?
Ahh ok I found where it was loaded.
Menu loading up now.
Now I just have to figure out why it's erroring out.
does this sound like a small caliber gun being fired?
I'm essentially reverse engineering another mod with a similar function to build mine, since I'm new. And it's only 1 Lua file so I'm not sure what I could've changed to cause it to do this.
Anyone familiar with the code willing to look at a diffchecker between my file which isn't working and the one I modified it from which is and see if any glaring issues stand out?
Thank you ๐ I DMed you.
Can anyone tell me where the list of Trait IDs are in the files and where what they do is defined?
Got it working! Found a working trait ID list, seems like it's good to go. My next goal is to expand it with kits for each profession.
make a burglar start with a crowbar ๐
the new serious survivors main menu screen scared the shit out of me lmao
why
because I started up pz and alt tabbed to do other stuff while it loads and then I tab back in to see this
I jumped lmao
@abstract raptor
ah god oh no
lol
fits all sizes, almost none clipping, to make a double one just needs to be mirrored, lmao. but ill only do this one for now :B need to do more stuff per update
only clothing type that covers it is the hazmat slot (which covers everything)
Should it take tint?
haha TIS, i made a waist pack and a holster first :P
my life is a failure
I have determined that Zombie Loot (https://steamcommunity.com/sharedfiles/filedetails/?id=1101512161) is broken in build 41, producing an error for every zombie spawned in and Project Farmboid (https://steamcommunity.com/sharedfiles/filedetails/?id=605729572) is also broken as it breaks the right click drop down menu.
Yeah, although there are many older mods that do work with build 41, it's not noteworthy that these two mods, or other mods, don't work with build 41 @frozen plaza
Here is the super secret guide to modding that nobody ever knows about or finds!
3 votes and 0 comments so far on Reddit
Is there a problem pointing out mods that are incompatible with build 41 for everyone to know, @willow estuary ? ๐
I mean, If you want to flood the modding channel listing mods that don't work with build 41, sure go ahead?
But there's hundreds of mods that don't work with build 41, and people are generally aware of that.
Haha, there's currently 1,420 mods on the workshop.
Nobody upload a mod without taking one down first!
๐คทโโ๏ธ
People don't check this channel looking to see what mods work with build 41? It's mostly used by people who either have questions about modding, or showing off what they're working on.
So if you're interested in letting people know what mods don't work with build 41 probably the best venue for that is the comment section on the workshop page for that mod?
i would think most active modders tend to keep this kind of guidance up to date on their workshop item pages
thus trying to create a central list might prove too much effort for little gain
Plus, mods get broken with build updates too.
Any week a mod may break.
So a list like that is a tenuous resource?
hey blair, quick Q...how do tags work with uploadind mods?
I tried entering soem in my workshop.txt but they seem to get ignroed
I don't use them.
The tag system is broken, and you need to use an additional mod to have tags in your mod or something?
It's a headache, so I don't bother.
cool thx...thought i was doing something wrong
Anyone wanna help me figure out why the teleport function wasn't working?
It worked for hydrocraft~
they had helicopters that could teleport you
coding is not my forte...not ignoring u ๐ฆ
Aw it's okay
I've been pulling my hair out about it for a couple days now lol
I had this in a lua file
function teleportDart() -- Teleport to SS Dart local player = getPlayer(); player:setX(9744); player:setY(6157); player:setZ(0); player:setLx(player:getX()); player:setLy(player:getY()); player:setLz(player:getZ()); end
and then an OnCreate in an item recipe
nice
uheauehauhuwae
float
cursed book lol
3d does look nicer than some icons, wouldn't work with smaller items tho
cursed book?
I think the reason my teleporter wasn't working was just cuz I was missing a comma !
well... the animation played.
but it did not teleport me.
what gives
maybe it has to do with the cooridinates
now change the book texture to the bible and you have yourself a weaponized bible (not me, i like my cult book)
oof
little jump
Yeah, it must not work in hydrocraft either cuz
I took the code from them
I should probably test it out in their mod to see if it works there
hm
hmmmm
I think I'm gonna try this
function teleportToDart() -- Teleport to SS Dart
getPlayer():setX(9744);
getPlayer():setY(6157);
getPlayer():setZ(0);
getPlayer():setLx(getPlayer():getX());
getPlayer():setLy(getPlayer():getY());
getPlayer():setLz(getPlayer():getZ());
end
huh
Well this is what's used in Cheat Menu and teleporting on that works
function compassPOI:teleport()
getPlayer():setX(self.poi["x"]);
getPlayer():setY(self.poi["y"]);
getPlayer():setZ(0);
getPlayer():setLx(getPlayer():getX());
getPlayer():setLy(getPlayer():getY());
getPlayer():setLz(getPlayer():getZ());
end
and they use this in the let me speak cheat
getPlayer():setX(coordTable[1]);
getPlayer():setY(coordTable[2]);
getPlayer():setZ(coordTable[3]);
getPlayer():setLx(coordTable[1]);
getPlayer():setLy(coordTable[2]);
getPlayer():setLz(coordTable[3]);
what ref source are you using for getPlayer()?
I've seen it in LetMeSpeak, Cheat Menu and Necroforge
I was able to teleport just a few inches.
Well, this is how other mods handle teleportation
I should be able to just input coordinates, but it's not working as an oncreate function
DebugContextMenu.onTeleportValid = function(button, x, y)
print("going to ", x, y)
getPlayer():setX(tonumber(x));
getPlayer():setY(tonumber(y));
getPlayer():setLx(tonumber(x));
getPlayer():setLy(tonumber(y));
end
^From DebugContextMenu.lua
There's gotta be a way to make this work
clearly it wants to teleport me as you can see I move just a few inches
Okay, I've tried nearly everything... It just doesn't seem to work from crafting.
If anyone can help me, please let me know
Try doing it outside
no dice
@abstract raptor what does your console say after doing that? should say "going to " something.
The console didn't output anything when trying to do the command
I even tried adding a print line to the function and still it showed nothing~
๐ฅบ
Questions that probably wont be answered #99999
Is there a way to set the equipment so it wont be affected by other equipments masks?
that looks cool
Dairy Free approved ๐
Slick!
Yeah, it's not often I do something that doesn't significantly fuck with the game balance ๐
Got my first two mods out, had fun using it to learn a bit more :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2201863733
https://steamcommunity.com/sharedfiles/filedetails/?id=2202791861
nice!
I found a interesting gun mod that adds South Korean weapons
it's really recent
oh lawd its a USAS
the new ultimate zombie destroyer
this def is gonna satisfy my need till ORGM or Blairs comes out
Seems pretty good and so far way better than hydrocrafts guns lol
@abstract raptor if there's a animnode for that let me know, theres a file with a list i guess, just dont record where e_e
yeah but is there like a function for item scripts you can use to trigger the animation?
reading doesnt works lmao
how well does this work with the swat stuff?
oh, its neat, i can use the elbow and knee pads together, those vest pouches can be used on any vest and the holster is always visible -v-
coolio
lemme mix some stuff /hm
i just have different tones of black, brighter, you can tell whats mine and whats relih's xD
s . wat
what
Ah! some exciting stuff ^^
@willow estuary you can support my old theme)
https://theindiestone.com/forums/index.php?/topic/26569-best-panel-of-character-ะปัััะฐั-ะฟะฐะฝะตะปั-ะฟะตััะพะฝะฐะถะฐ/&tab=comments#comment-285378
[EN] Hello dear developers. For a month now I have been enjoying 41 builds of the game, and I admire animations. And every time I open the character panel, I want to see sharper shadows, and a background image. I assume that due to the low polygons of the model this is not pos...
yesterday's update:
https://www.youtube.com/watch?v=aew9WTLqjDc&feature=emb_rel_end
lmao
๐ Blair what are you up to
๐ Blair what are you up to
@abstract raptor learning how to make radial menus + a context sensitive vocal emote system for Serious Surviviors
Nice!
I wish I could do a radial menu for the Vocalizer I made~
I keep getting more male voice lines from actors, but I already have 3 and it's like jeeeez guys, this is starting to look a little sexist. Where are all the female voice actors? lol
Blair if you're looking for voice actors, my team has a bunch of people that'd probably be interested~
Ah, I'm just using left for dead assets for this.
Aside from Fili, and a couple other collaborators I'm tight with, I'm not really into working with others. Makes things a million times smoother.
Aye, working with others has sometimes put things to a serious halt on my progress with things~
I'm an auteur, not a project manager ๐
Imo its ok if theres more male voices, its just a mod
4chan fresh meme xDDDDDDDDDD oH myyyyy xD trap pron xD
@abstract raptor if you want i can try to implement that radial menu into the vocalizer later
That'd be dope @hollow shadow
spams laughter emote
i loved doing that in l4d
people playing with me prob dont 8)
I used to take vocalizer on realism expert and scream with every 1 hp i lost
Coach is my favorite
ellis and francis
EIUAWHIEWAHEUIAW
All pics were not made by me and were taken from the web
Anyone else got 30 fps or less? Im tryna find out which mods cause the most performance drops or is that vanilla? Playin with normal zpop btw
Its weird becouse when i soawn in i got no fps drop but after moving to the third house it drops to 30 rly fast
@willow estuary I thought you didn't like voice acting in Project Zomboid and mods like the vocalizer?
@analog sandal Huh, well
- I like a meaty technical challenge
- Ah, I just find amateur voice acting too awkward for my tastes?
that's not really what I asked
you're also awfully quick to jump the "amateur" VA card, when someone does something pro bono does not mean they are amateurs
mind you, some people prefer making their own stuff rather than stealing existing assets
I mean, I'm pretty sure Aza is the one who found out how to do this in the first place ๐ค
Just saying
Oh, no, the code stuff in this is 100% me. Haven't looked at the vocalizer code.
It's just dirt simple PZ soundfile stuff.
Are you saying the vocalizer mod is dirt simple PZ code, or that the challenge is dirt simple?
Not clear on what the "it" is in the last statement.
Blair, you saying the vocalizer code i wrote is dirt simple?
I'm saying the code in my mod is dirt simple?
Nah he didnt take my code
oh ok
so what makes dirt simple code a meaty technical challenge? (genuinely curious)
My code uses the numpad, his code uses the vehicle menu (i think)
Okay, I dunno while you guys are piling on me attempting some internet slap fight?
But no, the code is all mine.
Fenris had to help DJ make his code work, as a matter of fact.
idk I'm just curious what's meaty, I don't have much experience with code
Is it... the voicework aspect?
like, if it's not code then what's the challenge for you
We aren't trying to push you into a slap fest. We're simply trying to understand here
Blair I'm just stating that it's a bit hypocritical going into this area, as you try to bash something that is 100% in-house while using ripped assets
I'm making this for Serious Suvivors, as I;ve had complains that the text when the surviviors is hard to read.
And again, I relish a technical challenge.
so, the challenge is integrating it with an existing project of yours?
If you want to play the ripped assets card, was all the music in the radio mods written and performed by the mod producers?
That, and making it contextually active.
I have it so, dynamically, the voice lines are activated by actions such as reloading and performing first aid.
we're not calling any other mod amateur ๐ and for your information, I personally recorded, composed, and implemented all the sfx on CFTD, all the music on TPE and the rest are public domain, feel free to go ahead
please notice the word personally highlighted for your convenience
We credit the artists ๐ we also make no profit from the mods ingame music. Nor do we ask for monetary compensation outside of a patron for sneak peaks at original content
Oh shoot, he's not crediting artwork?
I thought by ripped assets you meant like placeholder voice lines or something
like idk, terminator "i'll be back"
since the retort was about the radio music
As it stands. Yes we use the music. But we follow the fair use guidelines. We've also discussed the possibility about having each song in the mod covered by a live band and musical artists if said use ever became an issue. So we have no problems there! ๐
You know, if you want to take issue with my statement in that screenshot, that's fine. That was undiplomatic of me and I apologize for that.
But I dunno why I got all of you brigading me over some WIP footage.
You guys are being dorks about this, and I'm just gonna block y'all and continue with my project.
Wow. How civilized.
top tier rhetoric
Talk shit behind the back of a woman who was done nothing but pour her soul into this project.
don't forget the group of voice actors but hey i'm just some dork is guess lmao
we come in here asking you to just explain what was said behind someone's back and you toss this out?
Have the audacity to call our work, the prospect of a vocalizer, 'horrifying'
Then turn around like a hypocrite and make your own. Okay, cool.
@honest drum oh ha ha
๐
In https://projectzomboid.com/modding/index-files/index-19.html it says:
setReanimateTime(float)
In https://projectzomboid.com/modding/zombie/iso/objects/IsoDeadBody.html it says:
setReanimateTime(float hours)
How is it supposed to be used? Am confused.
Here's the script to make zombies rise again after death (originally by Svarog):
local corpse = _object
if corpse and instanceof(corpse, "IsoDeadBody") then
if ZombRand(2) == 0 then
corpse:setReanimateTime(4);
end
end
end
Events.OnContainerUpdate.Add(MONReanimator);```
The reanimate time doesn't work. The zombies that do get up again always does it within a minute. Can I use "ReanimateLater()" instead or something? Any one got a clue, or will this just be a waste of time atm?
I could try that, sure. It's supposedly in hours, but I'll try.
https://www.youtube.com/watch?v=HJyiGI8u-Hw&feature=youtu.be
Goose's voice lines are great
@hollow shadow I know eris minimap can cause a big FPS drop, but only when it's open.
@zealous wing never used eris minimap
I think its the zombies, i have less fps drop on isolated areas
Yeah, the game does start to chug if there's hundreds of zeds on the screen.

