#mod_development
1 messages · Page 440 of 1
Best I can suggest is ask for help on the official forum or Subreddit.
I used PawLow's chest rig and camping vest, the rest is normal clothing
@wicked yacht I managed to fix the claim non residential safehouses mod but the rest don't work, I had to put the mods in SteamWorkshop too
Did the others don't work beacuse I didn't put them at the beginning of the server? (I solved this, apparently the mods I was using weren't compatible with B40, sorry for stressing you with this lol)
GTA SA community lmao
can i use many extraclothing values i want or do i have to make the submenu for them? :x
territory wars in SA was probably the most fun I had with the game
wish it was more dynamic
New to PZ, curious about how modding work in MP environments. Generally speaking is what runs on the server-side vs. player-side clearly delineated (LUA vs. Java vs. Textures/Files, etc.)?
hey guys have you ever enouctered a glitch where almost all zombies are naked or lack shoes etc and have zero items on them?
yup
it might have something to do with a media table
but the only cloathing mod I have is PawLow loot
and it doesn't require modifying it
UniqueZ can cause this issue
im sorry
but uh
can you get a close up on the names of the mods?
so i can actually see them
Realistic Army Zombies
Is probably causing the issue if it changes the clothing on zeds.
yep check the comments
Jernfalk 19 hours ago
Definitely broken, makes most zombies spawn naked. Almost no miltiary zombies at all
1: are you using vanilla items for modded outifts?
2: check your spawn definitions, the tiniest mistake there can lead to spawn issues, a good hint is if you're getting outfits that should not spawn, jockeys, lots of brides, hazmat suit....
Would it be possible for a mod to make opening doors into zombies staggers them or knock them over? Or would that need to be a feature from devs
Future feature most likely
Thats one of the main things that I notice while I play that kind of takes me out of it
what?
Push animations for doors would require a recoding of doors entirely in order to push them, or just different speeds of running to a door would affect movement speeds
or push momentum
that you get bitten right after you open a door takes you out?
Not even that. Just that the doors phase through zeds
yeah like you can also get grabbed through doors and the attack angles get real funky with opened doors
Yeah ive had stuff like that happen a little also
Really though most everything is so well done I expect this to change eventually
Another cheap shot a zed got on me was at the top of stairs, zero warning despite slowly walking up. Don't know what would fix that, and hopefully a rare happening
someone should just make a comedical sound effect mod, where it just replaces all combat, interactions, and usages with sounds from cartoons and kids shows
just having the Flintstones running sound when you sprint
actually
adding in sounds to the game is hard
you can ask @analog sandal about it
modding in this game is hard too, but yeah
Raven is a fucking G tho
he cool
im not sure if replacing sounds is just as hard as adding them in
sad trombone or booing audience for death
it also would be nice to have a context menu when looking over the skills to just see what they do
Such like if you look at sprinting, it tells you it increases speed and (i might be wrong) decreases exhaustion rate for sprinting
you can add new sounds only to objects
replace, you can replace all the sounds in the game
with restrictions of sound length
@analog sandal Do you have an ETA for the mod? All the stuff you’ve posted looks absolutely phenomenal.
yeah, the first module of the project will release before christmas
then I take a break for testing/tightening, then I move onto ambience banks
What kind of ambience?
wait what mod are you making again?
the ambience sounds 🙂
it's not a mod im making though
it's a full audio overhaul
noneof the original game's resources nor code have been used in making it
the first module will only be contact sfx and foley
guns, footsteps, zombies etc
No no, I just was wondering what you classified as ambience.
whatever is in the Ambience.bank
*Ambient.bank
might fix the shotgun along tghe way (weirdly found in the chopper.bank)
i made a ImpactSound radius 150 still zombies dont mind of it :x
Trying to set up some code to trigger on a key press and it works, but only at the main menu screen.
Even something as simple as
function testFunc(key)
print(key)
end
Events.OnKeyPressed.Add(testFunc)```
isn't working accept on the menu screen. What am I doing wrong?
It wasn't in my server mod list
i was waiting for a zombie to bite you while you were fishing lol
My only complaint is that the sound of the bobber and line hitting the water sounds a tad on the piddly side. Would layering it or lowering the pitch help?
I'm encountering the problem that water in pz has no sound so if I make it deep and thuddy it seems very out of place, but I'll play around it a bit more then see what I can come up with 🙂
@remote solar for the zombie sounds, scroll a bit up to find yesterday's video
Man, I can’t wait for this mod! Probably going to install the RE2 OST mod and maybe the special infected mod and Brita's guns and go for a full-on RE-inspired run.
I've already laid some groundwork for a soundtrack of my own, though that module I'd expect around summer or late spring
depending on how quick the ambient module goes by
but texture wise that is going to be relying heavily on classical guitar, cellos, drums and a piano
@willow estuary nice armor mod! I saw you made it possible to somehow use moveables in recipes? Makes me jelly :v
@severe ridge also nice gear mod, gonne be a few weeks until i got enough time to start new runs in pz and test the new mods!
Also wondering how many grat mods i could make if i just had more time ;c
probably a lot
scrap weapons/guns r pretty good after all
even if i don't play long enough to use em
“Resul” is missing the t if you havent figured it out
🗡️
Ooo is there also the short and long version?
embrace the weeb
i like seeing different approaches for the same thing lmao
Short one is a nodachi i believe
they have all same reach :X
but mine's havier because thicc
nodachi is that one mod of the giamt one
medium is the wakizashi or smth and short is tanto
Exactly
but both medium and short are kinda just for penetration
not much weight to cut deep
probably only a 20% chance ill even find a single one of these
Long one cud have multihit but is considered a heavy weapon ;v
If u wont add i will
In a few months
Xdd
i think it is? never tried the mod
Scrap nodachi lool
nodachis like greatswords are more like a horseback weapons
Literaly a giant sword made of sheet metal welded and sharpened
Use em while driving roflmao
you can
i joust in cars all the time
drive by sword
or lance
you rest while you fight, isnt it a prime combat conditions? lul
gonna make a "really goddamn long stick"
so you can poke zombies away from your driver's seat
can we just stick a bunch of swords onto the front of a car and make zombie shish kebab
Was thinking that too
Oo dis from fallaut
ye
this looks like a nice way to catch yourself on fire
I cud make this but without the effect
nah, just make some swords with signs of welding and raw components :x something crude
Xd
I cud make it a special weapon that dies more dmg for 2x durability loss when activated
i like mechanics like that
Model, dmg and icon wud be changed
i mean, a sword that glows in the night would be pretty neat
but do what you like and can xD
I cant yet ;c
thank you so much
Np
Need help with blender. When I import clothing X file, the skeleton it imports with it is messed up. And when I export it again, everything is messed up too. What is the general workflow for making clothes? I have this plugin, if that helps. https://github.com/poikilos/io_import_x
I have a few mods that disable themselves when I start a game or back out to the main menu
(silencer, many backpacks, eggons multi hit long weapons) all toggle back to disabled, get a LUA reset popup briefly
silencer mod works for me
lol ofc when I say something about it it works the next attempt
one of the finest rules of computer gaming; as soon as you gripe, it'll work
¯\_(ツ)_/¯
i think actually i did it differently that time, you can access the mods from the main menu or the sandbox selection menu, it worked when I did it from the main menu
so maybe it differentiates between permanently enabled, and enabled on just that one run
we survivor radio folks are happy to announce that we're not dead, quite on the contrary, we're surviving and the new update is out nao
https://www.youtube.com/watch?v=VgiAKpGpmmE&feature=youtu.be
The trailer for the upcoming update for the popular Project Zomboid mod - Survivor Radio - featuring full voice acting and custom sound effects for two survivors - Jim and Dan.
To find out more about the mod and the people behind it, come join us at our discord at https://discord.gg/x5BPhJYf
To download our mod, visit https://steamcommunity.co...
'ery noice m8
very nice
@severe ridge PC is fixed. Finally gonna get to start the search for the witch outfit 👀
This community really likes MP5s eh? (the one with m203 is mine lmao)
im updating later on, compatibility with fashion montage back :l
You can always tell which ones are yours because you're one of the few modders to use higher-res textures.
Since most of the time it's too small to notice the detail.
i use 1024x1024 on vehicles
mainly because 2048x2048 needs too much brain power
and above 1024x1024 is usually lost.
Oh, I meant for weapons and clothing specifically. Cars are usually big enough that you can really get some nice detail on them!
youre wrong 😆 britas textures are usually around 5-10 times bigger than mine's
there's tricks of course 8) im just masochistic doing some things sometimes.
you can make "high rez" textures with less than 100kbs in pz :x
and could be smaller, but i try to use the most i can from the texture when UVing lmao
usually cars loose alot of fine detail simply due to the games resolution shitting on it
my first textures had like 10-20 kb lmao
my first textures looked like ass, but the trick comes down to you need to make all your UV parts in the same scale, and then whatever will never be needed (undercarriage for example) is shrunk to fuck
theres my volvo for example
i just scaled certain parts to what i needed
for instance, the grill is much larger for extra detail
noice
Brita's weapons just break the artstyle a bit
they feel out of place
so it makes you feel that the quality of the texture is lower
Anyone know how to suppress the standard server log and only display the output from mods?
Is there any modder willing to help out a casual? pm me please
i mean it is "modding" so it contains everything about mods imo
so i think you can give mod ideas
it's probably been mentioned before tbh, but i was thinking a horse mod
but that may need t wait until animals are introduced
i think there is already a horse mod
lemme find it brb
welp i couldnt find it
but there was one for b41
i'll have a look thanks
np
I don't really know anything about modding, just want to know if this is even physically possible, but is there a way to make a mod for Crawling?
Hmmm, I'm currently at a loss, the function instanceof is not working for me. using b41. Can anyone help me, I can share the error it is giving me if that will help. Any help would be apprieciated 🙂
share the affected code line+a little context, I guess?
I am pretty sure I figured out the issue
Thank you for offer though 🙂
It may be possible once the dev tools for animating are released.
Didn't the Devs say they were looking to release the anim tools in a previous thursoid or was that something else?
they did, but they kinda held back on it - yet they definitely delivered on making .xml files (the clothing files) mod-friendly
of which I am greatly thankful for
Repair system for Crashed cars
is the end result the same as the car before?
Yep
Anyone know what the hell setInf(boolean inf) does in the BodyDamage class?
set infected?
One thing I'd like to see added is something like coco, which acts as the opposite of coffee - instead of a stimulant, it adds happiness and makes you tired. A lot of people drink it before bed. It'd be nice to rely on something other than sleeping pills
still trying to complete my hobbies mod...so maybe a possible theme happening with feeling good
oh what's in the hobbies mod may i ask?
omg roulette
that's purdy
looks amazing tho
one day i hope we get 'playable' computer games and pinball
it can be done, but requires some coding
most of what you see is static fun
building a kit gives you a boost in happiness and boredom
the train layout will be more involved but has repeat happiness and boredom relief
impressive
Has Tsarcraft - Music B41 broken for anybody else? Can't seem to find any cassettes or anything anymore in new worlds.
Question, how does wreck congestion spawning work?
same way other car spawning works i believe
car wrecks and cars are considered the same type of thing
so they just pick em randomly and spawn them by each other in lots, thus making pile ups i am guessing
How slots added on map?
Some new car spawn points on streets would be nice.
You'd need to be careful where you put them though, sounds like something that could conflict with map mods, no?
Errrr nvm
this took way longer then it should have to figure out in lua...but after several hours I have figured out how to check for necessary elements and get the option to appear in the context menu
its a shame that I cant animate the little toot toots to go around it
That looks so good holy shit
im kinda stumped on a model layout ogg sound file
maybe one of the audio experts here can help?
can someone make a mod that lets you rename food items
and if there already is a mod like that can you send me the link?
whatcha mean with the oggs @latent orchid
I'm not a doctor but could a modder leverage the animation overlays that are used for TVs for something like this?
yeah I know what an ogg is, I just don't know what exactly commander needs help with
wowowow whats that
Reminds more of fallout tactics
I was gonna mention the original Fallout games too, lol
@analog sandal I tried looking for something that sounds like a model train going over tracks...its a distinct sound if you listen to youtube videos. I'm not after the fancy realistic sounds most of the modern train layouts have these days as that wasnt a common thing back in the 90s. The ideal length would be around 15-30sec
I'll give it a listen and see whether I can make something using an older sewing machine 🙂
@iron salmon thanks for the suggestion, thats actually a good idea I'll look into and see what I can use. Im learning all this step by step so gives me a reason to explore further the overlay system
yeah, assuming the sound could be tweak to have a toy train toot or something that gives the impression its a train set rather than a real diesel locomotive 😆
oh I can do toots, using an old tea kettle should work, need to dig it up from the cellar though
I'll get back to you by the end of the week, will have some time over the weekend while I playtest my project
its so hard to find a sample of the sound without someone talking, music playing or general background noise
here's the sounds i was thinking of
Here is my updated US Kato Unitrack N scale layout "Red Rock Valley"!
I hope you enjoy the video!
@analog sandal the toot noise is not necessary now that i think of it as it prob sounds too annoying and would freak players out thinking the zombs would hear it
the sound of metal tracks is very distinct to model railroaders (brings back memories for me of my layout days 😦 )
@latent orchid If I can find the box my HO stuff is in this weekend I could try recording something for you.
That's a fairly big if, though. My storage is a goddamn mess.
nha....prob too much effort for a 30sec sound
the locomotives in that video pretty much is the right sound and what feels like a good volume...but i dont know anything about sound editing so will defer to the experts
Fair enough!
Commander what do you need? I'm ok at sound design/editing.
pretty much a 15 sec sample of the sound the those trains make going over tracks
mindful that multiple ppl are not doing this so prob check with Raven2236 if he's doing anything on the side
in what format? mp3? wav?
doesnt PZ use .ogg format?
no idea but it's easily convertible
for recording things you can use Audacity, and for converting things you can use Reaper
id stick to ogg
well yeah i mean it can be converted from most formats to .ogg
looks like both might be required???
interesting
ogg is basically compressed like mp3
either way let me know if you need sound files converted etc
will do. for now thats the only sound i think
@abstract raptor sorry to bother you but i think i might have found an issue with the survivors radio mod, for some reason my custom music ain't playing after the update.
checked the mod folder for 3.0 and there is only my custom files there for some reason
wait
i just realised i could just copy all of them over to the new mod folder
am a dingus
XD
sorry for botherin' you
@severe ridge Loving your mod so far, 10/10. Only problem I've seen so far is the Camping Pants and Tac Pants make the bottom of your legs invisible.
🥲 it's because i wanted them to be tucked to boots, but if i remove the mask that hides that leg part, it makes the whole calf clip.
But it's probably the next thing i'll be working on, had the idea of making it optional, so you can tuck/untuck. But i want to learn doing custom masks :XXX so it would look proper
and thanks! 
Oh ok, that's fine then. Now the issue is that the boots ig kinda suck and look painted on. 😞
😆 because they are
Need a footwear overhaul.
Random high thought but what if you could identify mushrooms and berries by reading magazines? Like maybe a series of field guides?
The herbology magazine and trait do that. It allows you to tell if a berry or shroom is poisonous.
oh toots, guess ive still much to learn
I just got tipped off that somebody made working (or semi-working) boats and planes?
All I have to say is holy shit
good work
Oh yeah, there's been a few vids of them teased.
Surely that's with java edits, right? Can you actually do that with only lua events!?
No idea personally Tiaxx, I'm not a modder.
@rigid void Can you live on a boat?
I presume if it's ever released it won't be too different to the caravans in regards to maybe having refrigerators and a bed onboard
but not sure how fuel etc will work if they get stranded
everyone landing on the drag race 🤣
how do i modify a players boredom value via a TimedAction?
@gaunt pendant it's mods. We using only lua
I wonder why the custom radio channel on survivor radio boosts my stresslevels by a shitton
isn't that irritation or anger?
and you have the 3.1 version?
Yep
could you check it out with a new save for me? and we'll look ino that
Will do as i come home
cool thx
nvmd figured it out re:my question
hey guys. Does any1 know mod, that makes winter more colder? my searches gives me nothing.
cryogenic winter mod
@analog sandal that mod makes permanent winter tho.
oh ok then just the sandbox
thoughts?
i could go for me mums pie right now
thank you for your feedback
mkay, thx
you could add a really quiet ringing effect at the end
it's there
oh ok
Edit your save file erosion.ini, there is a value for winter temps, no need for any mods.
@eternal stirrup appreciate bro, thx
@analog sandal that explosion sounds timestretched?
hm it isn't
maybe it's just me then lol
it's probably distortion
aye maybe
nice, i was talking to someone earlier about possibly doing some sound effects. I used to have a huge archive of VSTI's etc but my old computer died and i lost everything
I did a lot of ambience and sound for a game called space station 13
shouldn't be problem to re-download it from the manufacturer
oh i know, it's just finding the motivation, plus i need better speakers/monitors
I used to mix sfx on headphones and music on monitors primarily
what DAW do you use? I've kind of stuck with Reaper, since i can't afford anything better at the moment
reaper is top dog in a lot of game design
yeah it's very flexible
that's what I use too 🙂
nice
tbh i wouldn't mind getting back into audio stuff, sound design, but i don't wanna step on anyone else's toes
there are no toes
the devs don't seem to want to do any audio work so it's up to us
that explosion you heard was the last sound I needed to make before moving onto mastering 😄
well I'm reworking all the effects and music in the game from the ground up
tbh I don't rly need it as it's a long-term project that I only work on when I ahve time but you're absolutely free in making your own too, the more variety the better
yeah i'll give it some thought
you oughta, the game needs it
i'm gonna try my hand at mapping too, it's just a matter of finding some free time when i've not got my son
looking forward to that too 🙂
@nimble spoke or @severe ridge would either of you be willing to add leggings to your mods? I can provide a .psd with a texture that I've been using on the long john bottoms
Bunker, for the record, I've been using your leggings ever since you sent em 🙂
:D
You sure? I was expecting someone else to take on it since it's not really my mod focus :U
Positive :D
That's all good!
(what would be the best way to get the .psd to you?)
also thank you so much for this
DM? I'll back at night :f
Okie dokie
@cold swift I accept requests but I make no guarantees. I prefer making my own textures though, unless yours is a simple edit of a base game texture.
Like deleting parts or color applied on top of it
Thank you Filcher. I've already passed on the texture to PawLow though
Soon)))
😋
☺️ ☺️ ☺️
do not pay attention to harsh shadows, everything will be corrected
Oh yeah, improved bobs
yes) with them I suffered to make a visual deception of the volume)
another 2-3 days of work and it will be ready.
Then redo all the makeup, and take on the male (2-3 days, as I drawing after work)
dear lord hobotok
i dont want to hurt you or anything like that but
think about the server rules
but theres nothing like that here?
I do not believe that I posted sexual content. If the moderators delete - then so be it.
P.S. I havent done crotch on texture yet.
And there will be a dressed version in the workshop. On the forum nude
Yeah... Kinda difficult to show a female model improvement without showing the female model and how it is improved. I think this has a pass
although the crotch will not be drawn, so ... beautiful pubis :D
I think the moderators will punish me more for all these excuses than for the picture
🤣
😅
sorry moderators!)
this isn't cyberpunk 2077
looking fly
👍
damn
are the skill requirements the same universally for all wrecks?
so fmod just became free to use for commercial usage for everyone under 200k yearly income
so probably most of this server
unless we're making a game we're not commercial use
ah shit i misread that
still an interesting move by firelight
What's FMOD?
sound editing software
sound engine
would any one know how loud the player text is when they say dialog like 'The door is blocked'. Im using player:Say("blah") and want to ensure Im not yelling my ass off to simply describe something
it doesnt look like using player:Say() function alone adds any sound to the world at all
cool thanks
just adding corny things for the player to say when running the model train layout
mostly jokes model railroaders would get
ok...thanks to them help of some here, ive managed to get things together for the train layout elements 🙂
CHOO CHOO
12 random sayings
still need to figure out the lego collecting....i might need to build larger structures using ISO bricks and then scale down...could take a while depending on approach
its been slow going lua wise as I'm the type of person that needs to understand what the code does rather than just cut/paste examples from other places
does it make noise at all yet?
**Implementing was a pain in the ass.
LOL but you are smart :D
how long does the repair take
what is the condition like once its repaired? does it get a charged battery?
i presume no gas
can't wait for this to be added, even if its easier to find another car
It is designed to be pain in the ass to be accomplished, on top of being designed to be almost not worth it
Only for desperate players
It requires you 7 mechanic skill
And /a lot/ of materials
what materials? i only remember propane
would think you'd need new wheels for it
its overboard as is, ain't it
is it even possible to disable the generation of normal cars to force you to repair wrecks?
ngl ud need a whole lotta car parts to repair wrecks
you can't fix burned wrecks or cars that are upside down though
specially some car doors
if you flip them do they become repairable?
oh yea, do they spawn with headlights? those should just be missing when you repair it
is there a way to flip over a car
also, u could just make repairing a car require the bare minimum things
only through mods atm
...that is way too much work for the programmer
Aiteron really worked hard on this
so if it doesnt require headlights but realistically, those would have been broken, u can first repair the car to an useable state and then use normal mechanics to repair the rest of the stuff
let's supend some disbelief with that.
oh rip
yea fair
Neo, each car spawns with 15-30% condition after fixed
so it's still in bad condition
but still usable to limited degree
fair enuff
is there anywhere you can get mechanics skill and engine parts apart from scrapping other cars?
I dont want to put too much on aiteron
engine parts? Well, we are doing so dismantling car wrecks gives you spare engine parts
but only that
becuase spare engine parts usually come from drivable cars
was just pondering a playthrough where you could only find wrecked cars and had to repair one to get a working car
well, we can't change car spawns or else mod becomes incompatible with other mods.
this thing is mostly for 6-months later scenarios
when all cars are mostly in bad condition
and caniballising them could lead to a car
but then again still it's better to fix the non-wrecks
yea, i set cars to very low condition on 12 month later runs
in those it's still easier to just fix the car than rebuild a wreck
but that's how it would be irl too
finding semi-broken car and fixing it is better than finding totalled one and rebuildign it
so then if you don't mind me asking, what was the point of all this when even the worst of conditions would still spawn non wrecked cars?
options for player.
jsut because something is not worth it, doesn't mean it shouldn't be there as last restort.
imagine a scenario like this.
you wake up in farmlands and there's no cars around but you actually find two crashed cars.
you cannibalise the wreck, find some rods about, some tools and finally fix the other wreck
you'd need to get 10 engine parts though, and you only get 1 engine parts per car
wrecks give the required amount.
they do? sick
makes a lot more sense now
though, you'd still have the issue of skill requirements by then
we wil lower it to 5
dismantling crashed car requires 2 mechanic skill and gives 2 sheet metal, 2 scrap metal, 2 spare electronics, 10 engine parts
dismantling burnt car requires no skill and gives default loot
also,will this mod work fine with vehicle recycling?
...not entirely sure tbh.
did not test.
depends on what vehicle recycling does
in code
will have to wait and see once your update is released
ah. its the epic battle mod revived
Spawn yourself an army of subordinates who are trained to follow your every move (literally!). They attack when you attack, aim where you aim, walk in the direction you walk. Use right click walk commands if you want to move without your subordinates following you.
Move your mouse over the area you wish to spawn a subordinate.
There are 3 w...
wow, unburied
E*AJUDSAID . i didnt knew knock back accumulated when shot at the same time
thats why zombies glitch flying away in mp sometimes
anyone know which lua file I should look at to understand how context menu's work when a choice is in red (ie missing necessary elements?)
which type, World or Inventory @latent orchid
i think its world, like when you right click on a tile and it provides context menu
@latent orchid ProjectZomboid\media\lua\client\Context\World check that folder
@latent orchid Hope that helps
is there any example of custom masking for clothes? :/
i cant figure out the relationship between file location and selection (numbers)
my guess is that when there's no definition for masking location, it takes out of the body location masks
So:
<m_Masks>15</m_Masks>
<m_Masks>7</m_Masks>
<m_Masks>9</m_Masks>```
In the trouser.xml files means that its selecting 4 masks from body mask because there's no custom path
it's by order but i don't know what's the sorting type, doesn't seems to be alphabetically because it would be 2 legs, waist and one foot (?)
i mean, everything check but the foot? 😆
trying to get my head around modData...
is this a global table?
i keep noticing its called locally in functions
i want a way to save when someone last used a device to compare their next attempt to use it (ie warm down period)
it is a table attached to an object @latent orchid
hmm....so i have to attach it to the worldObject im checking against?
I belive for what you want to do you could do it on the object or on the character
ok
i want to set a cooldown on how often a player can use the train layout, to prevent over spamming the boredom relief
@severe ridge compare to other items and you will figure out what each number is, for pants it is probably left/right thighs and legs
do you think the numbers are specific IDs?
i like to ask how hard it be to mod a japan vending machine into the game
depends if you want specific functionality or just as a container with snacks and drinks (later doesnt need specific coding)
is there already Mandalorian armor?
yeap)
if there are original authors in the chat, I am ready to transfer files to them)
does the mod depend on the original mod or is it on its own
they don't depend on anything at all))
cool
gonna try it with raven creek and see how it looks
Finally someone updated that mod, I loved the sprites, they were perfect for this game. Good job fixing it.
what do you think of this upcoming SS feature?:
https://youtu.be/4K4LIuqwG0E
Demo of a new feature in Superb survivors mod on steam workshop
Previously melee battles are more like an RPG where you just take turns hitting each other till someone dies. The winner usually dies from wounds shortly after....boooring
So Now melee attacks can knock you backwards or forwards, stunning you for a short time. Resulting in a m...
Could be interesting. The current melee system is really hit or miss, so cleaning it up wouldn't be a terrible idea if done well.
i guess they never miss huh
Is it possible to add aim outlines on survivors?
Would be great for firearm combat instead of firing wildly
Fool, who care about aim when you can hipfire
I just tried it and with a gun you can "hands up" wild survivors.then just push then wherever you want. Lock them in a room, drop zombies in that room from above etc. Mwuhahahaha
you can also one shot them like that

idk....at this stage im just doing shits and giggles items
Does this work with blunt and blade weapons or only blunt ones?
For now i just made it work if the weapon has a pushback mod of 0.3 or more. Which i think most decent weapons will have. But it could need adjusting because i have not tested many types of weapons yet
I see, great
http://undeniable.info/pz/wiki/item.php?Name=Spoon
a spoon has a pushbackmod of 0.3 so maybe thats not gonna work so great
There is
I wish you could specifically spawn survivors but currently the ‘ spawns a semi random survivor
Damn, I just want a fursuit squad

Are there any simple QOL mods you guys recommend for someone who still wants a largely vanilla experience?
Open cans with knives
Is there a good Build 41 compatible mod that either just increases weapon condition or allows me to adjust condition respectively? I personally just don't see how it's realistic to have certain stuff just flat out break so easily.
jesus christ its like those uncanny valley roblox characters
I think that's a complaint you'll have to raise with the devs rather than modders
unfortunately the hip width and girth can't be changed can it
The mod that lets you quit smoking after abstaining for a few weeks.
its called Quit Smoking
if you dont smoke for a month or less (depending on your luck) you loose the smoker trait
but you regain it after smoking again
why would you want to stop smoking in-game? it's a great way of easily losing both stress and unhappiness
stress doesnt have any impact on gameplay
and unhappiness has a really small impact on gameplay
Its not final
I'm so tired of drawing skins. Uh
Now I can upload the mod to the workshop, although it still has jambs + I have not redone the makeup yet.
on dark skins, you need to edit the eye shadow, and above the collarbone
ty
Step 1 make women.
Step 2 make men.
I'm at the finish of the first step
I love women - that's why I started with them :D
It does not add new colors, but replaces old ones
Anyone know of good UI mods?
for the newest version?
that does look good but I see in some screenshots a wheel thing ui and would love to know what mod that is
me2)))
Any insight on my previous question?
There any guides on modding in cars?
or weapons?
Two very different things XD but I'd like to try either
and can we mod b41?
I have only played b40 but want to try with b41
41 is very moddable
sweet
I just found this which looks like a nice guide https://github.com/FWolfe/Zomboid-Modding-Guide
Any suggestions on a gun I should model and mod in?
I haven't played this game enough to know what's even in the game
how do i select bloodlocation only for both arms again? 8V i know it's new
@abstract raptor Dunno why but Erin's broadcast is not playing with her voice anymore. The first one worked fine, but now it's just text and vanilla radio sounds.
@atomic storm only one voice line for her is entered in. Im still waiting on the voice actor for more.
It will come tho
Oh ok, I thought something broke.
I found this video https://www.youtube.com/watch?v=ecGTLTup4b0
As far as I can tell Blackbeard here focused on the modelling process but skipped actually importing it into the game
intro
00:00
open Blender
00:46
add background image
00:57
making the model start
02:39
Fast forward / making the model
06:01
Using the Knife Tool to work on the trigger guard area
07:12
Fast forward / making the model
08:05
Adjusting the model thickness
09:17
Map Image (uv mesh)/ Node setup
11:25
Painting to help place image
14:33
Using Photosh...
Is it just dragging and dropping the .fbx file and textures files into a mod directory? Surely you need to information provided for the gun name, stats, etc?
for build 40 you have to use a converter thing as PZ used a format that's saved as a .txt.
However, on build 41, things are different! Weapon are .x and vehicles .fbx. Blender supports these, just keep in mind that PZ is Z forward Y up where blender is Z up Y forward. After that, you need to tell PZ how to use the model, which there's tons of examples within the scripts of the game.
- Vilespring
I think that pretty much explains it
Anyone know what's up with the lack of muzzle flashes on a lot of these weapon mods?
they dont want to attach the muzzle position for each gun :x
i have on my stuff u.u but i didnt played with attachments tho
{
mesh = weapons/firearm/p88p,
texture = Weapons/firearm/p88p,
attachment muzzle
{
offset = -0.000217 -0.028046 0.159097,
rotate = 0.0000 0.0000 0.0000,
}
} ```
it's easy, just paste a 3D cursor global position values on blender or whatever there 😆
hey guys is there a way to make a custom animations/custom pose or something like this?
3dsmax
its possible but players will have to manually install files to get said mod to work right
(someone has made such a mod for pz on workshop)
okay thank you very much guys ❤️
im completely new in modding but im lookin' forward to learn modding especially in PZ
as far as i know you have full freedom of editing with 3dsmax, but it's a giant workaround for blender :X but that's all i have
thats fine i will take everything now cuz every software is new for me
so thank you for all suggestions
I'm looking around to see if I can make a hopefully lightweight mod to double the storage capacity of various containers. Can anyone point me to where these furniture based parameters might be stored? I found items in /media/scripts/items.txt but I was looking for the data for like Wooden Crate.
Yeah I've explored that route as well, it seems that is the same ID for a lot of the containers, Crafted Wall Shelves has the same. But there has to be some way to differentiate between them since they have separate capacity values.
i will look for this in the meantime then you can let me know if you find it tho
Thanks!
Been swimming through the current mod list but nothing seems to modify the existing furniture, most just add new ones in the way of items or crafting.
@severe ridge thanks! I'm gonna give modding a go tonight. Spent earlier looking into how it's all done. Looks very straightforward!
Depending on how my efforts go I may make some tutorial videos in the near future to document the process. There's essentially nill I've found out there
@severe ridge is that offset data something you manually had to type in or did it just pull that info from the .x file?
which one?
From my current understanding. I make a model. Save it as a .x. Put it in the mod directory and set up a .txt file for it so it has info.
This one
oh, thats pulled from the model file manually
Manually or automatically?
Hmm, alrighty
i have both versions lol
i just use 2.79 to import/export
Ah yeah, that'd be an easy way
not the best option tho, you cant touch rigged models because of value incompatibility
I haven't noticed any weapons in game that appear to be rigged
Just slides I guess?
Or pumps
nah, they dont need to
they are static
the double barrel is a exception that switches models while under reload action
i tried to do the same and failed horribly lul
So i'm trying to frankenstein a gun mod together right now, just figuring out the workflow. Trying to learn from workshop mods
in my scripts folder I have this:
WeaponSprite = Firearms.DEagle,
I'm pretty sure this is the model it will use
Even though sprite sounds like a 2d image
I have another .txt file called gunmodels.txt
module Firearms
{
model TalPistol
{
mesh = Weapons/Firearm/DEagle,
attachment muzzle
{
offset = 0.0000 0.1380 0.0240,
rotate = -90.0000 0.0000 0.0000,
}
}
}
Which is defining the location of the model
How does PZ load in .txt files? Any files in the mod it loads chronologically?
or do you have to tell it which ones it needs to load
heh
i think i got my model in game
it was just a weird cube thing
stop summoning satan, jeez
what even is that
a "weapon"
but the mesh is just a random shape
just trying to get that in-game first
a weapon to surpass metal gear
have any helpful tips for me?
sorry, not a modder
np
@long grove
tell me what gun to model
I figured out why my cube wasn't working, so time to make something
m1911
m9
glock?
i figure all of these are in other mods
yea
m1911 is also vanilla
Yeah, too many gun mods, not enough clothing mods.
Clothing mods were a pain in the ass until very recently
Really? I didn't know that.
you had to replace a file manually in most of b41 so far to get clothing mods to work
Well, at least now you can add new stuff.
Would be nice to see more female footwear tho. Don't get me wrong, I like having 6 types of boots and 2 shoes, but I'm a sucker for char customization and clothing.
so fashion over practicality eh
It’s the apocalypse, at least someone has to look snazzy while killing the undead.
I play PZ like I play Fallout, dress to impress, and don't get hit.
preston garvey outfit mod when
never
Once npcs are officially added, I wanna see a Preston Garvey mod. Just some annoying, unkillable guy following you around yelling about settlements.
Does the Public Domain radio station mod go off the air eventually like tv and regular radio? I plugged the mod in like 2 weeks into the apocalypse.
if it works the same way our mod does I am almost certain it wo't run on existing saves
sometimes you're just sheet out of luck
😉
👉 👉
Has anyone made an alcohol brewing mod?
and i know it's a huge ask.... but Mad Max style metal working on vehicles
Vehicle reinforcements would be cool. Especially for Filibuster's fire truck, that'd be dope.
modders be like
[07-12-20 13:21:28.530] LOG : General , 1607365288530> ERROR: module "Base" imports itself.
[07-12-20 13:21:28.531] LOG : General , 1607365288531> ERROR: module "Base" imports itself.
[07-12-20 13:21:28.548] LOG : General , 1607365288548> ERROR: module "Base" imports itself.
[07-12-20 13:21:28.551] LOG : General , 1607365288551> ERROR: module "Base" imports itself.
[07-12-20 13:21:28.552] LOG : General , 1607365288552> ERROR: module "Base" imports itself.```
genius
That would be awesome. Spiked armor plating on the front lol
I love PawLow Loot. Only mod that lets you play as a medieval furry.
this is epic, somehow these guys joined me :V
Purple hiking bag?
yeah. its just dark because night
@severe ridge what is that canteen called as an item in the image?
It's probably the one that comes with ADVANCED GEAR. It's pretty rare tho.
@severe ridge 
Love your mod! Been using it non-stop since you reuploaded it!
Thanks for all your hard work.
yay -v- glad you liked it. I explored a lot of new stuff by myself, hope it helps new modders too :B
Imma award it too. Fuckin 10/10 mod of the year.
😆 i wish, nicer stuff will come around on stable
there's people getting patreon paid to mod
LOLXD
you didnt had to ❤️ thankss
I'm not going to use the points for anything else, and your mod is le epic
i'll probably just gonna do small changes and keep it updated, working in other real life things :f
being old sucks
@severe ridge
i usually spend most of my points just awarding people too :p
2400
Ohhh
loadsa robux
i already got the level 20 badge lol
👀 💦 im poor and i dont play steam
The Steam Summer Sale is upon us again and this time the folks over at valve treated us to the most unique steam sale mini game yet. The Summer Sale Grand Prix. It is a system of quests for games that you own in which you complete tasks in them like curing patients in theme hospital or achievements in skyrim. However this system can be exploite...
i missed that ):
just dont be poor lmao
👌 stonks
Anyone know how stable the mod that adds an APC is?
hey guys, had a quick question regarding sickness
if you use setIsFakeInfected(true) does this guarantee the player will die from sickness? or is there some event that will set this to false by sleeping/consuming meds etc...
still a pretty new player myself so not familiar with all the interactions
Ladies and gentlemen.
I want to see my Real Cars mod for 41 version of the game. But since I do not understand nicherta, I cannot create it.
On the 40th build I blindly added cars, but on the 41st build I can't :(
Is there a kind person who will help me?
if someone helps to put the mod on the tires, I will be grateful.
There are also plans to develop vanilla cars (there is an idea for a "pizza world")
seing lots of naked zombies now ? u guys get this 2 ?
Unique Z's mod causes that in my experience
Sounds like a feature
the most unique z
@indigo hound theres multiple ways to do it
easiest is to export them under fbx.
or add the variations as new cars
d use the skins in their flags
very useful when you don't know how to do what. in 40build I just copied a few lines from vanilla and the machines worked. There are no new models here. Everything is based on in-game models. A few new types have just been added.
In build 41, I just don't understand how to spawm new cars appear.
Everything related to scripts, I either do at random. Or I ask someone else)
Help pls!)
I don't know what the developers did with the game. But my mod stopped working.
https://steamcommunity.com/sharedfiles/filedetails/?id=1749613821
also other retextures stopped working
:\
console:
replace textures car are working.
The replace of the female body that I do, work every other time.
World replace don't work. What's the joke?
=\
How angry I am.🤬
can i get some feedback on this pistol here
Makarov
I thought it was a little dark at first but I compared it to vanilla m9
I guess that's just the lighting in the game
What can I do to ensure that my mod will be compatible with other mods?
For example if I make a gun like this makarov that uses .380, how can i ensure that other mods that also have 380 ammo types will work with mine
So there's not duplicate ammo types in the game that work for random guns
you can't rly to my understanding
unless someone made an ammo mod and everyone agreed to work off that i guess
yeah like Caliber for F3
fallout 3?
Updating a mod today on a mini streaming thingy here in Discord should anyone wish to join and talk and all thatski
Seems that Advanced GEAR allows flashlights to be used when attached to equipment, I'd assume that using radios when they're on your belt is also possible?
i thought you could attach them but they wouldnt work, flashlights i mean
I had a flashlight attached to the chest rig from PawLow Loot and pressing 'F' turned it on even tho it wasn't in my hand.
might be a new feature, had to hold it like a flashlight to work it before
I get the following error/warning - it does not seem to impact anything, but i would love to get it resolved, anyone know what i need to do?
WARN : Recipe , 1607469072562> RecipeManager.resolveItemModuleDotType> WARNING: module "AGCMCheatItemsRecipes" may have forgot to import module Base
It's currently the only problem i have with the mod i'm working on.
I did...
module AGCMCheatItemsRecipes { imports { Base }
Still complains about missing "base"
AGCMCheatItemsRecipes? - No it's the only one... Custom.
hmmm, may i see the whole file?
Want a copy of the mod to skim through it?
uh, okay then
sent
Should note that the error/warning does not stop the mod from working, but i hate when i can see in my log, that the mod spits out errors/warnings - makes me feel my work is sloppy...
@valid stump so, what did you find out?
Does anyone know how to get an up to-date list of exposed Java classes?
The only list I've found is out of date (v40.43): https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/JavaClasses.md
I do know that all methods in LuaManager#GlobalObject are exposed and this leads me to conclude that all referenced classes (method parameters and return types) in those methods also need to be exposed, but I am not sure if this is correct or not.
In general I would be very interested to know as to how that list for 40.43 was compiled, if anyone here knows that is. If not I will see if I have luck in contacting FWolfe.
@carmine cosmos Not everything is exposed
but It was more then likely compliled using the source like he talks about of the java .class files @carmine cosmos
decompiled source that is *
You mean not everything referenced in #GlobalObject?
those global objects are the indivisual classes
functions hosted in lua
sorry it is mightnight and i've been fighting migraines all day
@carmine cosmos But what exactly are you attempting to do
Take an example of the following methods:
@LuaMethod(
name = "getSLSoundManager",
global = true
)
public static SLSoundManager getSLSoundManager() {
return null;
}
@LuaMethod(
name = "getRadioAPI",
global = true
)
public static RadioAPI getRadioAPI() {
return RadioAPI.hasInstance() ? RadioAPI.getInstance() : null;
}```
What I am assuming is that both SLSoundManager and RadioAPI classes are also exposed as they are the exposed methods return types. The return would be useless to the modder if he couldn't interact with it's members.
the first one since it returns null i would say probably not
the second i would say more then likely
I am trying to create a PZ API parser and Lua library compiler.
that language?
Java
All I really need is to know which classes and methods are exposed in any latest version.
My project already parses and compiles properly but I am not completely sure that I am getting all exposed members. Right now I am just getting all the methods in LuaManager#GlobalObject and classed referenced in method parameters and returns.
Was thinking the modding community here might be able to help
I cant really help there. Sorrry, My area of knowledge is c#. I dont have enough knowledge of java to help
I don't need help with writing the app, just need to know which members are exposed
but you should check the non global object
it will have all the exposes close to top of class
Non-global object?
the LUA manager class
non-global side
like i said no understanding of java "Objects"
Thanks anyways though 🙂
One min
@carmine cosmos B41 maybe this will help
it used to be in different place
Oh I completely overlooked that for some reason
So I guess all classes that get passes as method parameters to setExposed become exposed.
Thank you for this information, I will look more into this.
For custom item icons, is there a max size the image can be? I got a few images i'd like to use, but to scale them down to 32x32 makes them a wee bit pixilated...
no there is no max size it can be
For instance, I had to tinker with the sizes of my figurines' icons.
When modding, do you build the mod for the Stable branch, or the dev (IWBUMS) branch of PZ? Interested to know what the most-common approach is.
me? for 41
For all I care, they might as well make the current stable branch into a "legacy multiplayer" branch and make IWBUMS the default - it's how I feel most ppl treat it anyway
aye
For some reason I cannot get tags to work in the workshop. I tried adding to the tags= in workshop.txt. Is there a trick to it?
would a mod that makes some jackets to be able to be worn opened a good idea? :B
Car Painting Station Works :D
https://www.youtube.com/watch?v=wNif9wB6zLg
Primero se interactua con la máquina y se llena con 5 unidades de cada tipo de pintura.
Luego cuando la máquina está llena, se estaciona el vehículo a pintar a su lado.
Click derecho en el vehículo (Se detecta si está la máquina en las cercanías y si está llena)
Se selecciona la opción de pintar y aparecerá la ventana de pintado.
La ventana se ...
My Mod is finally complete - Might make a few smaller updates as i'm playing, but only minor ones.
VISIBILE HOLSTERS
i have models for vanilla visible holsters but i'm using the thigh one because looks nicer :x
how can i disable the blade weapons getting stuck in zombies?
@rocky lynx Looks great!
trying to fit the vanilla holster first
Hey, is there maybe a mod or some setting to take parts from the car and put them directly on the ground or in the backpack? It is annoying to stop disassembling cars just to drop all those items manually. Or maybe there's something like that in vanilla that I just don't know about?
https://www.youtube.com/watch?v=3W2JHQo1ybQ
so I've gotten tired of uploading 30s 8MB vids in low quality, so here's a 10min demo of what I've done so far
A raw gameplay demonstration of my upcoming project, which aims to change every single piece of audio in Project Zomboid. The project has currently replaced more than 400 sounds with custom, self-recorded (with a small number of exceptions) sounds reflecting countless hours spent in the field recording and at the PC editing and designing.
Nothin...
Congratulations on the great job man, I look forward to playing with it
thanks 🙂 still have thunder, burglar, cars and radio to do and then 3.5h of soundtrack, but this isn't stopping anytime soon
zombie sounds are really good , I'm loving this...
all me and my GF on the Z sounds 🙂
This is very professional...congratulations
👍
