#mod_development
1 messages · Page 435 of 1
lmao
Apocalypses tend to devalue currency.
I know, considering even things common such as toilet paper gets rare due to long term survival xD
A new Mod has been Published!
Merchant Survivors (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2248489026
@echo sonnet Yeah, but then you can turn to nature 😛
Never !
@willow estuary I remember you were making a weapon mod, how's that going?
@plucky patio oh good, have a lot of cool stuff developed for it, but waiting for the gun stuff in build 41 to "stabilize" before seriously trying to finish it.
LOL 😛 More progress on my modding toolkit
Well got my user system up and working for the toolkit, not just have to add the Mods System for easy mod management, then the build system. and eventually a Simplistic Test Feature
For anyone intrested in checking out my work here you go,
Be warned it is still really young and not everything is implimented [ If a menu doesnt due anything when clicked then it isnt added yet ]
Oh, and Requires .Net Framework 4.7.2 and (atm) only work as intended on Windows [ will have some issues with Mac? and Linux(Known) ]
lol
Lol Getting my Toolkit nice and laid out 🙂
🙂 Makin some progress on the toolkit 😛
Sorry for a silly question, @valid stump, but what's your toolkit for?
i wonder if this animation was made solely for revolvers, ain't no pistol fitting in that
@eternal stirrup It is "Going" to be a toolkit to make the lives of PZ Modding much easier [ Although wont touch mapping due to the number of Apps already available for that ] but it will have features to help Make fixings, Recipes, Items and simple testing of lua scripts
Nice, thanks for answering
@eternal stirrup No problem, I know i'm not very good at explaining things so questions are always welcome 🙂 helps me get stronger 🙂
@eternal stirrup I may also add a feature for making translating easier two
cool, good luck 🙂 If I can ask for a feature request - editing all vehicle parameters, adding removing doors and seats etc.
hmmm, I will look into that and i'll let you know how it goes
@eternal stirrup When i get it up and running after this batch of new systems would you like to test it out, It is still really new, only about 25 hours into it
That goes for anyone else, if you would just pm me and i'll send you the app when i get it running, Please just make sure you have .Net Framework 4.7.2 [ Requires version at or greater then, Will not work with anything else ]
A new Mod has been Published!
PamboS Ultimate Zombie Loot
https://steamcommunity.com/sharedfiles/filedetails/?id=2249171143
.help
@willow estuary Looking good there 🙂
ROFL Nice @severe ridge
was able to save dougulus this time
usually he just last stand at the police PD but he came out to help and survived
Love the logo, lol
Thank you very much @lilac night
Do mods auto download on non steam servers as well?
I highly doubt that one
Well makin some progress on my toolkit 🙂
Hi,
Is there a mod for nigthvision in B41 ?
a new compaion based of a mannequin? seems intresting
Is the survivor AI working for custom maps ? (
talking about super survivor mod
or mega i dont know how its called
the mod for b41
Yes, but there won't be any unique survivors i guess.
🤤
What's the de facto way of getting .x files into zomboid? Is it really switching between old Blender 2.7x something and back or has anyone got a better solution? And is there any guide to proper alignment of models because I've been doing trial and error and it works but it's time consuming. Also muzzle flashes on guns being mis-aligned anyone got any fixes? Sorry for all the questions but google is not helping
@valid stump your toolkit. It looks more like some sort of mod organizer like vortex or FOMM. What are it's primary functions?
I don't like this cars. This is an Apocalypse... it means, car need to be used, and not clean 😂
they do accumulate rust and dirt you know
@digital trellis Lol yes but whats to say that people where not at one time maintaining it, or it has been in a garage the whole apocalypse
@grand walrus Lol, My toolkit will not have any features like that, My toolkit will [ In process of going from Winforms to WPF App ] have tools like checking to see if your lua scripts are correct, Tools for adding new data IE [ Items, Fixing, Recipes ] along with a planned feature to allow Imported mods top extend the Toolkit so that the editor can handle new data implimented by other mods... not sure if that really answers your question.
@valid stump So it's a mod organizer with text editor, compilator and a couple of basic functions that can be otherwise done in a couple of button presses without your tool?
Quick question, what in a weapon mods files would control the spawn rate of the weapon in game? Would it be the script, the lua, etc? I’m attempting to remove some guns from a mod
distributions.lua or the procedural one
@grand walrus It's job is not to organize Mods, More of just a way of making the entire process of making mods easier
@valid stump Haha, can't say i had a problem with creating a couple of text files. Well maybe it has it's uses while ItemZed is down.
@grand walrus Ehh, I'm making it for me, if you dont want to use it, that is completely up you.
@valid stump Is it like a programming practice or something?
@grand walrus It is my hobby, The toolkit is being written in c#, which i have 13 years of self taught experience.
Plus i'm planning a overhaul of the PZ game which the toolkit will make it easier for people to add data to overhaul without having to know lua or even how to mod the base game
I see, lowering modding accessibility can lead to more amazing mods to be out there. Good luck with your tool!
Thank you very much
How does one access the lua?
@severe ridge I have plans to support Mac and linux with my toolkit, just right now i'm going for windows till a library i'm watching gets released then I will support all 3 🙂
@loud creek Can you explain what you mean by access the Lua,
Do you mean the lua of the game, or lua of a mod?
@valid stump the lua of a mod
I’m trying to take the spawns off some guns of a certain mod
@loud creek Steam mod or non steam
you have to find your steam folder then it look for Steam/steamapps/workshop/{workshopID}/mods/{mod folder}/lua
@loud creek
they are normal text document so either way is a option to be honest
Most modders more then likely use Notepad or Notepad++, I personally use Visual studio code but it takes some knowing what your doing to get it working with the game's lua
@loud creek I wish you luck with your task
@loud creek Sounds good and if you have any other questions feel free to ask
how can i find out why my mod is causing the game to crash
@valid stump the local distribution table is the data that controls spawns correct? If so setting it to zero would stop spawns right?
@supple briar You have to check your zomboid folder for console.txt
@loud creek I cant help you with that one, I have yet to touch distribution table. Sorry I cant be more help without seeing what your talking about
pm me the file please, that image is hard to see
@valid stump i tried that and it tells me nothing
can you post the console log please @supple briar and can you explain where it is crashing?
can i dm it to you?
that or post it here 🙂
Will do
@loud creek glad to have helped 🙂
I deleted the lines and am running a test now
🙂
It worked!!!
@loud creek 🙂 Enjoy, feel free if you have any other questions to ask
If I do I know who to come to! 😎 @valid stump
@loud creek Rofl Love the Face 😛
So whats all Y'all, how is everyone's modding going today?
im doing cursed things
can you explain cursed things?
I'm not sure I fixed a controller-related issue..... I dread playing pz with a controller I don't want to test it
colé
So I'm having an issue where I can't attach weapon addons to guns, is there any mod in particular that you think might be causing this or did the new update do it?
do you have a screwdriver in your inventory?
yes
Anyone know if teleporting as an OnCreate Function in an item recipe is still broken for b41?
Cuz I was able to succesfully ad basements to a b40 server and I'd like to be able to do the same once b41 comes out
why would you need an oncreate function to go in a basement?
To simulate the basements I just create an item with a recipe that teleports you to a different area where I built a basement
jeez people, it's 2020 we have context menus
right click whatever marks the entrance on the map -> teleport
@nimble spoke Yeah, but it's easier to do what I've been doing in terms of running a server
Plus
how would you mark a specific area as a place where you can teleport to
Any cure mods out there that don't completely cure you of the infection, just staves it off a bit, like Zombrex or Antizin? Seems that all the cure mods out there completely remove the infection from your body, but I'm looking for a mod where treatment is temporary, around 24 hours, and you can create the treatment through concocting multiple different medical supplies.
There was one, but the cure is only in crafting and with full medicine skill it will completely cure you
Though looking forward to antizine mod that could be looted in airdrops..
..airdrops?
Aidrops won’t be a thing
Maybe not animated ones but
You could probably make it so that on a helicopter spawn it has a chance to also spawn a wooden crate or something somewhere around a town it goes to or in a forest
Perhaps
Does anyone have any experience using ItemZed? I'm messing around adding/tweaking items and not really sure what to make of the "Item Distribution" tab. Not exactly sure what "Rolls" and "Chance" mean aside from the higher number makes them more likely to spawn. I'm more confused on the "Rolls" part of it.
Sorry if this has been asked but I suck at Discord lol
@abstract raptor How do you control where a player teleports to right now? it wouldn't be any different I guess
I think of it as a dice roll on a chance for an item to spawn. @drowsy briar
3 rolls on a 30% chance for instance
Well last time I attempted to make an item teleporter it didn't work at all -- works fine in build 40 tho
Guys does the hydrocraft mod work when playing with two players? And someone is using it in the test phase?
@nova egret I belive that would only work if you both are using the same version of the mod
Paw Low loot is currently broken for me. im not sure why. with it on, I can't save or load saved characters
tried reinstalling guids? we just had a update x.x
So the silencer mod is not working for the latest build or is it just me??
had to delete my bodylocations file to avoid problem with other mods
what do you mean? or were you even talking to me?
maybe thats the problem x.x i mean, i haven't had any problems nor errors so far, but i had to give up on modding vanilla files because other mods go wild on them, probably creating a lot of trouble lmao xD
plus, had no problems loading save files from last month, watch out for your subs 👀
@severe ridge well, whats happening is I had to delete my mods folder because a different mod bricked my game, then when I went back into the game and put all my mods on, all my characters were blank, and whenever i tried to make a new one, it worked fine UNTIL i tried to load it. Then it would give me an error and randomize the character. its so weird.
if you ever load the game without updating the guids, better alt+f4, otherwise you're going to get a huge error and poof, all items gone
everyone gets affected by updates :V
but I did update the guids!
what?
west point incident
cuz it requires the clothing.xml as well i think
I remember seeing it tho and wondering what it did yeah
but yeah, I use a lot of mods, but they all worked before lol
so, what do you think I should do? because even without mods it does this
cant load old characters, can make new ones, but cant load them once i made them
its weird as hell
u using fashion montage?
yeah
test without it :f i'm not a big fan anymore, it changes stuff beyond the clothing setting at the beginning
distributions, vanilla clothing duplicates
yep
i just want to make characters!
ikr
what i do is
i load the game with cheat menu or whatever console
create the character, disable and play
lol
ugh, that would be so tedious tho
ok, what specifically does it change about the distributions and vanilla clothing though?
loads of stuff
you find more
of everything
and then people come complaining that my stuff is spawning too much
lmao
lol
honestly? i think that its fine that more clothes spawn. people wear clothes alot
most people
but anyway, is there a way i can FIX this ?
please don't use my mod 🤷
what?
it's gonna run better without it, trust
....
You're asking the questions for the wrong person, sorry.
@late hound Yeah, that's pretty much what I thought as well, the more rolls + chances would be higher chances as opposed to just a single % chance.
alright. time to uninstall and reinstall.
it's both a guid or fashion menu problem, happens when a item that is trying to be defined at the fashion menu is missing somehow, from what i can tell
yeah. its just that i tested some things myself.
so
when the guid file has a problem, the character reverts to naked
well, that and the menu does this
with the "none" text
and blank drop down
however
they have clothes in the screenshot
so I have no idea what is happening
are you still using swatpack?
i dont know, theres two swatpacks
3.4 and the fix one
but i dont know if it was updated for fashion manu
i dont think it was
shitton of mods still rolling
ah damn nice cap bro
it's Ela's hat, basically :x
its tintable
I turned off swatpack and it still happened
holy fucking shit
you probably need to uninstall all your configs
from users > zomboid
oh god
nah, dont have any saves lol
i have no idea about the persistence
the only mods i know that were implemented into the fashion menu is Relih's and mine
and besides, i already uninstalled and reinstalled earlier today to fix this, and it did not work
but i guess that does not get rid of everything
i think i found the prob
lil
brb
its exclusively from the fashionmontage
now i need to find out what
oh ok
not really
when i deactivate the fantasy pack i get a similar error, but that doesnt blocks me to create the character at all :f
oh! yeah no, i can still make a character, i just cant save or load them
like, i can play the game, but i get like, 10 errors every second
penissssssssß
@nova egret I belive that would only work if you both are using the same version of the mod
@valid stump I intend to play in two on the same pc
blame the android i guess, im testing
what?
ah ok
so, advanced gear maybe does something like that too
because turning that on does this too
but also other things that i have yet to pinpoint
nah, all those mods that changes vanilla settings are going to need a little tweak after any updates
why im fleeing from touching vanilla files
ah ok
thank you!
i guess is gtg
but make a test, try with and without the fashion mod and compare overall loot drop
what?
but
the game doesnt work with it on
it works for about 30 seconds then crashes
🤔 i had a recent crash after update but didn't happened again
but i was using it, yeah
oh also, I cant find the HECU helmet
oh, I meant the gas mask
like the one in the screenshots
wait, is it in the fantasy pack?
There is an urban camo helmet is westpointincident and there is also a mod that retextures the standard army helmet to urban camo
yep
he has my texture but without the crispy NV and stats -v-
but its easier to find
with the superb survivors mod, is there a way to make custom npcs? or edit them? or spawn them? or something....?
make a character then switch to the npc
@severe ridge So I went back to using Windows Forms for what is now Realms Invasion 'Projects' for my toolkit. While it doesnt look as good it should at least make it so you 'should' be able to use it on mac, although might require some updates to code to get it fully smooth 🙂
I'm new to zomboid modding, is there any good guide out there on how to import/export models from Blender for build 41?
@humble kernel sorry I'm just seeing this now. That's... really weird. I have some mods that I can see doing that but Weird Closet only changes xml stuff related to a few clothing items. It doesn't touch anything related to ISUI context menu stuff. Keep me in the loop if you discover anything else!
Does anyone know anything about hydrocraft's progress?
none outside of what's on the mod page, i guess 🤷
I dont think there's been a single change on github since December
Hello everyone, so I figured I should post a link to the server with the development of my toolkit and mods to see who is interested so here it is for those of you interested https://discord.gg/8P2kvwm . Thank you and I have you all have a very good day 🙂
The move to Winforms is helping to speed up development,
This is what is looks like when your signed in "It is not online or anything, it just will allow users that use shared account computers to allow the different users to develop different content based on who is logged in via that app not the computer 🙂
But where can animals in hydrocraft be found, captured?
with the superb survivors mod, is there a way to make custom npcs? or edit them? or spawn them? or something? I want to make a squad of soldiers or something lol
so... ive heard of build 41 hydro craft...
but ive not seen it
is that a real thing?
It's on github, hasn't had any commits since December so I doubt its functional.
Hydro for 41 is already in steam workshop @near copper
It's only partly functional tho
Yeahhh telepprtation doesn't work
:(
Devs plz fix oncreate teleportation via recipe. 🙏
gotta make as a timed action somehow 🤔 i mean, oncreate can run functions but it's not exactly the same thing as far as i know
I'm sorry there's teleportation in Hydrocraft?
I think it's like teleportation with boats and stuff, more like quick travel or something but it just teleports you to a place, I'm not sure but I remember like... giving tickets for places to helicopters or boats
And it sends you to a location if you craft it together
aaaa cdda mutations
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/mutations/mutations.json
i really miss a "more traits" mod
:v
Not updated for 41?
nah, got too many bugs on the long run
Anyone who I could talk to about radio mod? 🙂
Anyone who I could talk to about radio mod? 🙂
@obsidian ferry if it's the one I think you're talking about, @abstract raptor can help you
thanks 🙂
@obsidian ferry I might be able to help, what's up?
Hi @uncut depot 🙂 I made a radio mod, edited the sounds_RadioWavs.txt in a scripts folder and
RadioWavs in a RadioCom folder but after I activating my mod and trying to creating a new game I cant see my frequency
I compared my xml with broadcast to one of the working radio mods, reactivated the mod, but still 😦
maybe u can check my xml?
Wish there was a baby mod with a chest carrier so i can go around with the baby while shooting up zombies.
round
is that fio?
rambo or kung fury
xD ive been doing couple of wigs focused to be worn with most hats, unisex
around 300kb total each 👌
could be better ofc
man, are they going to fix that thing you complained about hats and shit
I hope they do
no, like I remember you were complaining about something about hats
or hair
I think
something that was seemingly broken
oh
probably masking
lmao
i always complain about how the masking works, but it's hierarchal by body location rendered
i've been fiddling more lol
I see
it was easily possible to add more hair to hats but they went the other way around, even grouping by hat type is there. hats are tight to the head or very loose and big because of that /hm
but again, just me bitching about design lul
i have fun doing those xD
honestly that's fair to bitch about
I'm just glad someone out there is making hats that doesn't use that pony tail
can anyone here teach me how to mod this game? I know how to model but can't import or export anything for this game.
Java.
I kinda want to make a few mods for this game, nothing much, (I hope) just some simple mods to fix some gripes i've had about the game, anywhere to start? also, Paw Low, if you see this can YOU help me? maybe point me in the right direction or something? let me know if what I want to do is impossible? thanks either way, thanks!
I think the best way to start would be to just browse through the game's files and reading the code, maybe the mod template they give you
look up some tutorials
and trying your best to understand the code on your own
start with something simple, maybe changing the text of the loading screen or the main menu background image
first non car mod for me was a personal conversion of music to animal crossing music. was the biggest meme i streamed in a while
first version of paw low was a summer hat transformed into a witch hat, first fanny bag model in pz and a black dress lol
old art lmao
cute witch
first programmer socks too
damn that 2nd one looks like ebony armor from skyrim
I hope there is a version for just the military related stuff
I would make those, once I figure out how modding for this game works
what i hope is that someone can make a recolor of a police shirt so it has that classic south sheriff color
Khaki and brown you know
@severe ridge New hairs? Interesting weapons? You made all this?
yep :3 asides from the credited stuff
I want someone autistic enough to make a stalker mod in pz
but not quantum autistic enough to lock it behind russian because "filthy westerners xaxaxa))))"
Send some links of hairstyle stuff. I require the N E E D.
xaxa
i did my smgs work better in targeted area than linearly, so it does less damage than pistols but it's better against small groups. Fantasy weapon pack can be very strong (theres miniguns, auto 40mms and such, i did to kill modded creatures lol)
had to split my mod in two to let my creativity do what desires :V
if youre playing terror zeds for example you will wants some heavier weaponry because zombies can be very spongy randomly
why the hell does listening to this song piss my character off?
just finished my 69th clothing item
@plucky nova I choose a few of the gnarliest punk songs to do that
that what I thought lol
being angry doesn't do anything mech wise so its just like, you're listening to the song and it makes you feel angry like a good punk song should
hell yeah
Do you like the music in the mod?
thats punk as hell tbh
yeah i do!
its great!
lots of stuff i've never heard before
I'm glad -- ya know, I personally was in that band's practice basement/cave to record that song
With microphones and everything
Yep all the songs from the V3 were personally recorded by me and my friend's company, The Gallatin Underground. All local bands (from Bozeman Montana and surrounding areas).
If you want to hear any more of those bands, you can check em out on the website -- There's a link to it on the mod page.
We recorded a fullset from everyband we interviewed
Oh! Airpex did the writing for dianne, can't wait to get her voiced
hell yeah
I might be releasing full voice for Classical for the Dead soon
oh yeah! love that dude too
yeah
Mhm the mods is rife with them
yeah I know
but I love waking up and fliping through the radio to see if anyone is there
makes me wish for multiplayer lol
cant wait for that
but yeah, great mod!
Yeah, MP is gonna be amazing
I actually switched back to build 40 because of how I missed MP
personally, I cant go back lol
all the improvements and stuff just being taken away would be too much for me lol
But the end result is a building that's incredibly massive, probably bigger than a cell
Adding in the props was fun
It's supposed to be like for an RP server
and the players find this cave filled with monsters
I wish there a way to port maps that have been on a server 
;-; i dont have golden unicorns
how do you troubleshoot mods? i have a ton installed and have no idea how to fix this one dumb bug that doesn't let me transfer items to containers in my inventory
well it's on my save file even with all mods disabled
awesome
well, i think i figured out which one it was anyways
what happens when you try to transfer items?
straight up don't work unless the container is on the ground
does it flag the error box in the bottom right corner?
ive seen a bunch of errors but i never noticed if that was the cause
they start upon loading anyways
so you said you figured it out?
i think so
one of my mods was not .41 compatible
i assume something like that could break the game a bit
yeah
when all these clothing items comin out?
when mp comes out
when pm
ehwqjeda jk
i need to do the most boring part which is applying the items to the drop table
but most stuff i made next update is from sports store
and you can use a sheet to make a bandana, random color
wrapped over the head
im thinking about deestroying the grimoire and sharing the melee in survivor event houses
or keep it but make melee appear in the core mod like that
If i remember right i have read one day that they will release a tool to make it easy to add new clothes in the game if you have them as meshes. Is this tool already available?
Alright thanks. Looking forward for that
is there no 3d animators on this community btw?
i think its something hard to come by xD
Well. With a already rigged mesh it shouldnt be too difficulty to make animations for zomboid. Why are you asking?
the limitation right now is importing/exporting the character skeleton bones to the models, so you can animate or attach each item to different bones etc
right now we only have static or vanilla retext models
Oh gotcha
so we cant really make nice volumetric clothing, long dusters, long hairs and such
looks sexy on men ofc
@severe ridge Dudes wearing cropped american football jerseys etc was a thing in the 80s. Although it was more a thing among dudes with mullets + shitty sports cars that listened to Judas Priest and smoked hash oil.
Niche fashion.
But yeah, trailer parks in Kentucky in 93? There were probably holdouts still rocking that look.
Although it was more a thing among dudes with mullets + shitty sports cars that listened to Judas Priest and smoked hash oil.
who says the 80's wasnt a brilliant decade!
it provided us with the dysfunctional 'influencers' of the present generation 🙂
N U D E M O D.
there's a few already, not on workshop :l
Dodge Ram technicals? lul
is that a tank?
god what are these clothing mods..
That's the new build from the looks of it.
Anyone got any clue how to make the game play weapon sounds at a higher volume or is it just crank up the gain and export it? Also if there's a way to make customweapon sounds not sound jank when moving?
Okay so the volume thing was down to my idiot brain trying to use mono sounds, game doesn't like it just make it stereo. Still the jank sound, anyone got an idea or is it just the way of the game atm when it comes to modded sounds?
M134 Minigun is too heavy for a user to handle
i need guidance
Im trying to make a random body injury from a context menu
Like an OnCreate function in a recipe
"Fight Monster"
and then there'd be a random chance a certain body part gets hit, or it "misses" and doesn't do any damage.
i tried messing with the body part bleeding :v but im too newb
If i could get it to work randomly I'd be happy -- with of course a chance for there to be no injury.
Are you seriously making pz turn based
Heheh
Why.
For an RP server
Yeah but why. Why would you do that. Why would anyone do that.
Cuz I enjoy it ???? :(
maybe that suicide mod that makes you write a item that gives you many recipes on how to kill yourself might help? i dont know how outdated it is :f
There are people, in both the wider gaming scene, and the PZ community, that engage in recreational negging/low key antagonistic behaviour, and they're really not worth any time or attention.
function FightMantis(items, result, player) local Fight == ZombRand(3); if Fight == 2 then player:getBodyDamage():getBodyPart(BodyPartType.Torso_Upper):AddDamage(40); player:getBodyDamage():getBodyPart(BodyPartType.Torso_Upper):setBleeding(true); player:getBodyDamage():getBodyPart(BodyPartType.Torso_Upper):setDeepWounded(true); else if Fight == 1 then player:getBodyDamage():getBodyPart(BodyPartType.Torso_Lower):AddDamage(30); player:getBodyDamage():getBodyPart(BodyPartType.Torso_Lower):setBleeding(true); player:getBodyDamage():getBodyPart(BodyPartType.Torso_Lower):setDeepWounded(true); else if Fight == 0 then player:getBodyDamage():getBodyPart(BodyPartType.Head):AddDamage(50); player:getBodyDamage():getBodyPart(BodyPartType.Head):setBleeding(true); player:getBodyDamage():getBodyPart(BodyPartType.Head):setDeepWounded(true); end end
Right now testing to see if I can do random wounds
Hm, one worked but 2 does not
I mean 3
X_X
@willow estuary any thoughts 👀
In general, build your functions so they output every random roll, generated variable, decision branch, etc to console so you can evaluate exactly what is going on under the hood, and then comment the output out when it's working properly.
😮
I figured it out
`function getRandomBodyPart(player)
local parttohurt;
local r = ZombRand(11);
if(r == 0) then
parttohurt = BodyPartType.LowerLeg_L;
elseif(r == 1) then
parttohurt = BodyPartType.LowerLeg_R;
elseif(r == 2) then
parttohurt = BodyPartType.UpperLeg_R;
elseif(r == 3) then
parttohurt = BodyPartType.UpperLeg_L;
elseif(r == 4) then
parttohurt = BodyPartType.UpperArm_R;
elseif(r == 5) then
parttohurt = BodyPartType.UpperArm_L;
elseif(r == 6) then
parttohurt = BodyPartType.Head;
elseif(r == 7) then
parttohurt = BodyPartType.Torso_Lower;
elseif(r == 8) then
parttohurt = BodyPartType.Torso_Upper;
elseif(r == 9) then
parttohurt = BodyPartType.ForeArm_L;
else
parttohurt = BodyPartType.ForeArm_R;
end
return player:getBodyDamage():getBodyPart(parttohurt);
end
function FightMantis(items, result, player)
local BP;
BP = getRandomBodyPart(player);
BP:AddDamage(ZombRand(25) + 40);
BP:setBleeding(true);
BP:setDeepWounded(true);
end`
@abstract raptor Going to have to keep an eye on your mod/mods for when I go to do my overhaul mod, you seam to have some features that would go very good with Realms Invasion 'Aftermath' 🙂
😄
Not quite the reaction I expected but 🙂
o wat reaction did u expect 👀

Something a little more readable then a smile 😛
Yeah you said you were thinking about doin' like scifi stuff right
Sci-Fi-Fantasy hybrid but yeah
Your mod reminded me alot of the game FF: Tactics
at least the caves do
heck yeah I'm so stoked for this event
getting the mantids to deal mechanical damage would add a lot to the over all experience of it I think
Would be cool to make like
a monster glossary of props with different turn based stuff
could even give them hp
and have them react to certain weapons
It'd always have to be GM'd or facilitated though
in multiplayer could be cool
Not exactly sure why it would have to be GM'd or facilitated? can you explain your thought here, not sure exactly what meaning your trying to convey
Like its for a role play server that uses turn based combat during events, but zombie fighting is usual mechanical
Its like d&d but using zomboid as the client
These monster props are just like pawns and randomness generators that also happen to make noises
But now I can get them to deal damage, and... I might be able to give the HP and etc
For something like that i believe you would have better luck designing the system to be an extension of Zomboid. Trying to go with a Turned based system seams very counter intuitive...
Not saying that it would be a bad thing
I dunno, I'm just havin' fun yo
Lol, Nothing wrong with having fun. Just wanting to ask what is your seciality, For example if i had to answer for myself it would be Core System (coding and development)
I guess I do a lot of stuff
I made Survivor Radio
And the Vocalizer, and I made a Desert Map
and recently I've been doing a server props mod that adds npc srpites, merchants, props, monsters, and basements.
Hmmmmm
how do I add the chancer for there to be no damage taken?
one second let me look at your code and then i'll see, about how much of a chance do you want?
well that I'll have to adjust , but I was thinking 2/3rds chance to be hit, and 1/3rd chance to deal damage to the creature
easy way is to do something like
function FightMantis(items, result, player)
if (ZombRand(100) >= 90) then --10% chance of no damage
return;
end
local BP;
BP = getRandomBodyPart(player);
BP:AddDamage(ZombRand(25) + 40);
BP:setBleeding(true);
BP:setDeepWounded(true);
end
Your very welcome, I suck at graphics, but i'm a major code head 🙂
Hmm it did not work
I musta did something wrong
I adjusted the chance from 90 to 70 I wonder if I broke it somehow on accident
It may be issue on my end with mixing up my languages
i forgot the "then at the end of the if statement
ooooooo
well to give your 2/3 and 1/3 chance you would do something like
function FightMantis(items, result, player)
local rChance = ZombRand(100);
if (rChance <= 65 ) then --2/3 chance of taking damage
local BP = getRandomBodyPart(player); -- normally only init a value to nil if you need to check things, if not always set to value instead of nil which local BP; did
BP:AddDamage(ZombRand(25) + 40);
BP:setBleeding(true);
BP:setDeepWounded(true);
else -- about 1/3 chance of no damage
end
end
Lol, Just trying to give you a little help, figured might as well post with the math for the chances you posted earlier 🙂
although the 1/3 was meant to be more for your planned "Damage the monster" part. if you wanted to add chance of no damage you would add another if with the given chance after to look like
function FightMantis(items, result, player)
local rChance = ZombRand(100);
if (rChance <= 65 ) then --2/3 chance of taking damage
if ( ZombRand(100) >= 75 ) then -- 1/4 chance that the enemy will miss
return;
end
local BP = getRandomBodyPart(player); -- normally only init a value to nil if you need to check things, if not always set to value instead of nil which local BP; did
BP:AddDamage(ZombRand(25) + 40);
BP:setBleeding(true);
BP:setDeepWounded(true);
else -- about 1/3 chance of damaging the enemy
-- todo: Fill in logic for damaging enemy
end
end
and Looking pretty awsome there 🙂
So for logic for like damaging enemy I think would involve getting another item and dropping it to the floor, to replace the old "item" that was the monster.
And then just have varying ... states of the same creature by having it be different items
That uses the same sprite (until dead)
Or if I was super pro, they'd have varying sprites too
😓
I'm not sure that you have to replace the item although I do not know much about how your placing the "monsters"
Well like for this event, they're just kinda randomly placed about -- the server rules are kinda based on roleplay so players would be encouraged to interact with them via RP to deal with; I was of course looking for a hybrid solution hencewhy I thought adding mechanical damage output by the prop was a good idea
because You might be able to get away with using the "Items" or "Character"'s Mod data to hold the stats and info of the given "Enemy"
Hmmmmm
Maybe it's condition could be damaged?
When it's condition reaches zero then it "dies"
That could work, although I dont really think that would be the best idea because what if you want to customize the "Health" to be some number that the "condition" doesnt allow for, where as with the Mod data it "should" only be acted upon by the mod... although to know how big of an issue this "could" be i would have to dig through the java code more
But are there any other things that you need/would like help with before I call it a night due to this migraine, although may need to try some of my medicine and hope it kicks in
I have chronic migraines so it is pretty daily for me sadly
That sucks!
and thank you, means alot
I can't think of anything I need at the moment; I'm still tryna wrap my brain around having an item have health and how it would work
Well, if you have any question feel free to ask, although i recomend if your talking to me to mention me so I can be notified, I'm going to "Attempt" to plan the "Welcome" page of my patreon, been working all day and well been hitting a massive wall of Writers block 😦
Aye happens to the best of us
I feel u there. I hiss at sunlight.
Lol 😆 how do you feel about mirrors ? Lmao
Anyway too keep the convo here mod related uhhhhh
My team and I are working on SRV3 again; prepping it for more voice release.
One of the characters in the mod, Reverend Dan is a preacher with lung cancer; who reads the bible over the radio while playing instrumental gospel hymns.
Does anyone else have any modding questions, I'll try to help if I can 🙂
I still got this mod. Anyone know the author? :V disappeared
Please, please tell me this beauty is coming to the workshop soon
Oh fuck the 69 Mustang
@left lintel Eh, very soon I will upload this :)
Please, please please please, we were just talking about how PZ Desperately needs some muscle
God.. DAYUM that's a fine Mustang model
@left lintel Yeah, month of work, but now I need to do paint variants
Mach 1 and etc
Worth it, it's bloody gorgeous
@severe ridge He will never put it on the workshop, sad!
It’s a Good Day to Dye
I have a very basic question about a mod
I made Mustard&Honey sauce, and the recipe is mustard+honey (unexpected :0)
But I don't know why it doesnt seem to work
I have both items and I can't get the recipe by clicking on them
`recipe Make MustardHoney
{
Mustard,
Honey,
Result:MustardHoney,
Sound:BreakMetalItem,
Time:5.0,
}`
And I remember some items get the recipe only when clicking on the main one (for example when creating the bat with nails, you can only right-click on the bat, not on the nails nor the hammer)
Do I need to add like a "main item" somehow?
@late hound cheese car cannot exist because i lost the files to cheese car. we must instead make cheese car 2.0
@drifting ore Have you tried looking at the log to make sure there was no errors?
unga bunga
ROFL small sneak peak at what I've got so far on my toolkit 🙂
someone knows if this is always working for build 41 version of professions framework ?
Anyone know of any mods (or would be willing to make a mod~) that makes the vehicles in the game a little more resilient/deadly when it comes to running over Zombies?
Kinda' sick of having my multi-ton pickup truck stop dead in its tracks when trying to run over 3 meatbags at once.
not yet, those changes are recent
@drifting ore What script module is your recipe in, same goes with the MustardHoney item? If the are not in the Base module, did you make sure that you import Base?
and do you get any red error boxes when loading or starting new game?
How can I change the bite/scratch infection rate?
Oh, wrong channel-
Actually, maybe not.
Any ideas?
Hi! I'm not sure if this channel is ok for asking about installing mods, and not just for modders talk
Can I ask here for some compatibility and errors i get?
Perish in rejoice sinners!
has anyone made a shemagh for the game (just curious) ?
@drifting ore What script module is your recipe in, same goes with the MustardHoney item? If the are not in the Base module, did you make sure that you import Base?
@valid stump I'm sure it's this! Thank you!!
@drifting ore Your welcome, and let me know if you got it working or not 🙂
@willow estuary Looking good there 🙂
Thanks! 🙂
Your very welcome 🙂
anyone here ever pick with the seasonsProps file to change the temperatures? im trying to pick around with it and it appears to change nothing.
from what i see, the seasonProps doesnt change anything.
might be a old inactive file, no idea.
Please tell me how does fire work? Where can I see the parameters of the ignition of zombies against each other.
@drifting ore Your welcome, and let me know if you got it working or not 🙂
@valid stump It worked!
Nut now I have 106 errors at the bottom
And my recipe works, but I think it is the only one
At least I can't make sandwiches or bread slices
Yes, I can't even rip tshirts
@drifting ore can you send/upload your console.txt so i can try to help you out
I missed having stubble a lot, so I modded it back in! would anyone else care about having stubble back? although, I don't know how to upload this mod, can anyone help?
short/normal/long/longer

Wouldnt you normally want a vest like that under your hoodie/jacket?
but looking awsome @willow estuary
It's the way vanilla PZ layers it, and I have zero interest in "fixing" vanilla?
But naw, effective body armor is bulky, is usually worn over light garments like hoodies, and for PVP purposes, having body armor visible provides people with information.
Makes a little sense
reminds me of drive
@valid stump I got help from AuthenticPeach, and now I have far less errors, but still it has errors
Now everything works fine in the mod and vanilla, but I still get red errors at the bottom
16 when I start the game and 1 everytime I rightclick on inventory
So what I have figured out is that something is causing the whole "getEvolvedRecipe" line of code to be thrown off. Everything else is functional though, even when things are crafted. The errors at the start (16-18 of them) happen from the crafting menu. The others happen at your inventory menu when you right-click an item.
This is what he told me
desert version of army bulletproof vest
I'll make the desert version of army helmet soon
Please tell me how does fire work? Where can I see the parameters of the ignition of zombies against each other.
Not bad at all
thanks
@plucky nova waiting stubble on head
@drifting ore sounds like one of the recipes is not set up correctly. But thats good, currently i'm not really in a mental state to help debug so at least you got help, I'm having a bad flair up of my chronic migraines and no meds for them right now
im sick
@severe ridge I hope you feel better soon, I love to see all your work 🙂
@radiant ginkgo Looking good there 🙂
when you look at a picture and can hear the purr of the engine!
cheetos
Devil May Cry Advanced
XD
ikr
this mod has been around for a while
havent the author got any notice before?
All the copyrighted material is within TSCache mod
oh-k
So technically this mod does nothing wrong lol
IT's the other mod that's literally just music distribution
The cache that is
So I wonder if that one got hit with the strike as well
WACK it didn't
I looked around at the mods files they were pretty dope, if the person could manage to find music that worked that was copyright free it'd be pretty cool
I might take a wack at trying it out but it's kinda beyond me, stuff with emitters and crap
I didn't report dis mod, I just noticed dat it was
by the way
lol
i see, i dont know much
i remember it back way in thirty something, while playing on redboid
66.6 MB fuck yeah
build 61
nooo
almost there
Guys, is it possible to change the parameters of the ignition?
hi, is there any mod wich adds hunting and animals for build 41 ?
i have hydrocraft but animals are just items in the mod they are not autonomous npcs
@drifting ore kind of , we do have them , we have a mod wich adds a pretty complex npc system, but ok ill wait
also, that deer is so cool
At the cost of performance, yeah
nah, it doesent impacts that much
Sure
i lose max 10-15 fps when i use superb survivors
also, is that official, material from the devs ?
Yeah
ok
deer eating sand
yes, lol
very good nutritio
now imagen it eating salt
you got some beef jurky ready to eat after you hunt it and kill it
also just waiting for build 44 and have good working AI that might help you or might kill you
i just want to see how long i would survive well there are others around with guns and knifes
and also having it that i can go walking dead style shoot a guy in the leg so i lose all the zombies behind us
i hope when b44 gets added we can turn off npcs so we can just play the normal mode where were the only one alive in kentucky
someone make me spiffo cereal
work in progress
Pontiac Banshee 1964 concept car and this thinner male playermodel i've did that i'm struggling a lot to mod into the game.
altough as basic as it is...
i'm a newbie to modding.
eh, i've had to tought myself how to use it first as of recently
thanks, i appreciate it ;- )
oof
@shell widget yes it's kind of an headache
as all the important settings and controls are nowhere to be seen, being all categorized under secondary to 8th sub menu catalogs
I tried to get in blender to draw my textures directly on it
good for you
ofcourse it is
i'm just currently stuck with this crap computer of mine from 2009.
zomboid and team fortress 2 is like the only games that still does keep me somewhat entertained on cold winter nights where i can't have fun outside; as i'm very desensitized to video games in general.. .
altough i'd like to try Half Life Alyx someday.. .
I hope you'll try HLA
as i really like using source engine, and source 2 already looks promising with it's Rubikon engine
thanks man
do you know anyone who may collaborate with me on modding the male player model into the game?
as either a replacement or as an additional playermodel with a trickery by adding a few additional sex labeled "male 1, 2,3" for each custom playermodel physique
you should ask paw low if he could help you
as i know that it'd be very difficult to get it to actually function trough player stats like fitness and weight.
you should ask paw low if he could help you
@shell widget alright
@digital violet I've also taught myself some blender to create a Polish car Polonez FSO some time ago. Definitely struggled at first and started over from scratch like 3 times xd
Modding it into the game was a nightmare as well, for the love of God I couldn't understand why the physics was weird with my car, as if it was glued to the ground. After like a week I discovered that your 3d model must be of similar size in blender to the vanilla car models, and this fixed the physics.
And then I didn't know that game debug options allowed you to set vehicles areas nice and quick - before that I did hit-and-miss by editing the values in the files xd
And then I didn't know that game debug options allowed you to set vehicles areas nice and quick - before that I did hit-and-miss by editing the values in the files xd
@eternal stirrup yeah
That’s why i’d much appreciate share yhe creatorship of a mod when uploading it to workshop as i’m in need to do collaborations with people who are used to modding PZ.
Besides, it’s impossible to get my custom playermodel to work without the developers releasing AnimZED
I might aswell only do vehicles until then
anyone able to help me or advise me, i want to adjust most items to add a line that makes them flammable. is it 1. do able. & 2. not having to make replacement of same item already in game?
cant recommend anything mod wise, but just letting you know that the whole fire mechanics are being redesigned so object properties may likely be impacted that may result in an obsolete mod
proceed with caution
yea i was thinking that
i have wanted to do a arson challenge, but atm most things dont burn or only way to start fires is threw camp fire kit sadly
dont have exact quotes, but devs did say they will be redefining flammability for almost everything with later builds
awesome
i have heard lil but hopefully they hit it on the nail with things being able to be set a light
however, i hav noticed they have not mentioned anything more recently. i gather this is because dev working on it shifted to MP strikeforce
i rather fire before mp, but patience is a virute
also is it just me or does things in ovens no explode as much compared to b40
Unless you know what your doing, and do it properly with item tweaker or lua, changing basegame items is a road to a shitshow currently.
Lots of people have been burned by mods that did that in combination with the mechanics for itens changing with updates to the test builds.
^this exactly
yea i understand what you mean
reason why i dont bother making mods and items
thanks for the info again guys and will stay patient and see what they do with this fire implementation before deciding on if i need to try and adjust for what im looking for
where did paw low loot go???
goddamn it my save probably got bricked....
oh wait
um
@severe ridge ?
Im giving a break in that unfruitful project
i dont think it's going to break the game, just gonna make everything despawn
what do you mean?
i just dont feel like it was very welcomed
i only get complaints and people getting my content for free
really?
ohye
i rather have it uploaded in another platform
ok then
thats fine
sorry if I seem desperate, its just that I use your mod alot
most of my characters are made off of it
sorry
i'm just worried is all
that my favorite mod is gone now
i wouldn't use fashion montage anymore btw
why?
basically dupes all the clothing in custom values
what do you mean?
you have double of everything loaded in?
at least the vanilla clothing
i dont think so... do you mean more of it spawns?
like, what do you mean by "double of everything loaded in"?
yeah, i might be wrong :l
it does.
anyways, sorry for that. it just didnt worked for me
better stuff will come with animzed, dont worres
for now, i'm limited on how much i can do
splitting my mod would be even more chaotic
its just that I have never had any problems with it
so i cant make more mods for clothing, if i keep it together people complain
people dont read
soon this guid mess will be over i hope
and mod flow will be better
ok
brad = pawlow now?
yeah
wtf, when did he turn into bread
he deleted paw low loot, I think he is starting over (I guess?)
idk
maybe he will tell you
eh
so i cant make more mods for clothing, if i keep it together people complain
@B r a d#9699 people complain even about freshly printed money, if they don't read your shit, you shouldn't read theirs, if people are harassing you because your mods are "not lore friendly" I'm 100% sure you can report them and get them banned, truth is 90% of the people that play this game don't even deserve the right to have internet access to be very fair
yeah true lmao
some people are just borderline fuckin braindead it seems
some are assholes
and some just don't know what they are doing
but mostly the first two
i dont like how people like this exist
for example they just fucking act retarded on paw low just because his stuff is anime related
like i never installed his stuff but by the looks
i bet its awesome
its just them who have like 1 IQ
Modding is taked for granted tho. Totally understand why some modders tend to sell their mods on fallout 4 now for real money.
Yo
I got a request to do stuff with a build 40 servers chat box
Any ideas on how I mess with that stuff ?
so much for one of my fav clothing mods on the workshop
unf
Guys, is it possible to change the chance of fire for a zombie?
Somebody knows?
you can turn off firespread
I want to change the chance of a zombie burning from a zombie neighbor and from a burning surface.
I'm specifically interested in the Molotov cocktail
How do you install the official hydrocraft b41 beta?
@lethal lotus it's on their website iirc, although i HEAVILY advise against using it atm
considering just how unstable B41 still is
holy shit! its Terry A Davis! Creator of the best OS ever!
TempleOS
what happened to paw low loot mod ?
he removed it from the workshop
he thought it was an unfruitful project aswell as some assholes talking it down because "muh I hate anime" retards
@lilac marsh
he'll make another project when AnimZed gets released
oh okay, thanks for the answer
@hexed anchor he didn't remove it from the workship IIRC, he just set it to private so only he can see it
well, that's effectively removing it until the animzed goes live
i really hope the devs actually fix the whole quid thing
*guid
aight guess I aint playing PZ until animzed is released
@willow estuary will sewing and knitting clothing level up tailoring?
When MP is released, and it can be tested properly in a MP context, then I may put ways of building xp in these mods, but in the meantime no. These mods are intended for a more hardcore playstyle compared to mods like Hydrocraft, and that includes ensuring that there aren't any metas or exploits that can be used to grind skills @humble kernel
The intent with them is to:
- provide a means for factions to make uniforms, or for players to customize clothing.
- provide an alternative to Hydrocraft for people that are unhappy with aspects of it, and that includes doing things very differently than the way HC does things.
Does anyone know what controls shouts? Found out how to mod the text from shouts but I dont know how to add additional callouts
