#mod_development
1 messages ยท Page 444 of 1
Sorry, still learning how game handles items in general
item WaterBottleFull
{
IsWaterSource = TRUE,
Weight = 0.8,
CanStoreWater = TRUE,
Type = Drainable,
UseWhileEquipped = FALSE,
UseDelta = 0.1,
DisplayName = Water Bottle,
ReplaceOnDeplete = WaterBottleEmpty,
ReplaceOnUseOn = WaterSource-WaterBottleFull,
Icon = WaterBottle_Full,
StaticModel = WaterBottle,
}
So it is just sucking up delta ( 0.1)
they have a condition like weapons but it's called 'remaining'
atleast in game
in code I assume they're both condition
Yea, it looks like this in use() method:
if (this.isDisappearOnUse() || var1) {
--this.uses;
if (this.replaceOnUse != null && !var2 && !var1 && this.container != null)
...
I'm still looking in the isogamecharacter
looks like hunger has a whole metabolism system depending if you're excercising and such
IsoGameCharacter#autoDrink() is called from IsoGameCharacter#updateThirst
I know
my point was hunger has a complicated function
where as thirst is a flat rate
you don't get more thirsty if you're running
Oh I didn't know that, so thirst is not affected with running at all?
doesn't seem to be
oh wait there is
120% if you're running
but hunger accounts for fatigue and excercise
Do we have an event you can subscribe to that updates stats in lua?
I'm not sure- I didn't see one
Can you remind me how events are defined in lua? ๐ค
like client, server, or shared?
This is what gets called from autoDrink:
LuaHookManager.TriggerHook("AutoDrink", this)
There might be a way to tap into that somehow
hunger is inside of updateStats_Awake updateStats_Sleeping as far as I can tell
I don't see an update_hunger
LuaHookManager.TriggerHook("CalculateStats", this)
hm good find
I could hook it there and then recreate the autodrink function for food
How exactly do you use those hooks though?
Is it Events.CalculateStats.Add(someFunc()) ?
I'm not 100% sure, I'd have to dig around the lua folders
Too bad FWolfe's guide has no info on this either:
Events.CalculateStats.Add(someFun)
I think his guide suggests this?
someFun() would override the original event
Try it out, would definitely like to know as well ๐
currently trying to figure out how to do something like getwatersource
You are trying to replicate the method in lua?
yeah, I don't think there's a getfoods() so I'd have to recreate that
hopefully there is an isfood(), atleast
boolean isFood = item instanceof Food
where is that?
Nowhere, it's just Java code
You need to see if the class of the item is Food
Don't think lua has instanceof though so try this:
However, you are in luck
Take look at InventoryItem#isFood
That should return true for food
are you familiar with lua cause I am not
What do you mean you are not familiar with lua?
Okay, I understand
Anyone here think they can make a monkey suit for zomboid?
Why do you want a monkey suit? ๐
Never made a mod. I don't know Java but I'm about a 6/10 on Scala.
I've only really worked on internal business services in lagom etc. Is it even possible to mod this game with Scala?
Is this FWolfe modding guide the best place to start?
Don't open, his name is DJ virus
I have the same setup for the weapon mod, but got no idea why these dont work
Yeah, it says in the lua line nr 7 something goes wrong, but i got no clue why
This is literaly the same thing, but works
line 7 for which file?
SG, but im guessing the same happens for SA since both of them dont seem to be working
SW works but idk why
Ugh nevermind it, ill rewrite the whole thing again.
Yes that would be the best place to start
DAMN First got up now but did you find you error ?
I just rewrote it, seems to work now
okay ^^
how is the rewroten file look like?
Oh, i just copied the distributions from the tweaked kitsunes crossbow mod and placed my own stuff in there
no sound?
sound is just my audio player ๐
no I meant like does the prying have a sound effect
Yeah, will be sound later
ah okay ๐
lockpick... WITH A CROWBARRRR... I love it ๐
What does this do?
@severe ridge
Alright, ill set it to 1000 and see if my pc explodes
I'm not sure what it does tho 
PZ Quentin Tarantino edition
So has anybody dabbled in making "Mad Max" like vehicles? All armored up cosmetically at the very least?
cars armour and improvement is on the list so i'd say we are rather waiting for it :x
yeah, definitely waiting for it. I tend not to mod things I know will be added later... if they're too much work
How do I make the zombies speak?
I've seen people make the zombies have text above their head so how would I do that?
Id do it if i knew an oncreate function to spawn vehicles near the player
@hollow shadow Since we've gone full mod. I'll respond here ok? xD
@hollow shadow Can you send me the file?
What line it says there? 85?
It says in the beginning Attempted index: ***
Usually this means something else has broken your distrib table and this one can't insert in a table that doesn't exist anymore. Whhat other mods are you running?
Is not this file that is your problem, some other mod is breaking it. I'll look through to be sure though.
Disable any other mod and try again please.
I'll paste here some examples to use on that same file. If its too confusing let me know.
oh. can't paste that much. haha
Exemples
I literaly was testing my mod, i only had my mod enabled on got the error lol
You have 2 distributions on this one mod.
The other one is breaking it. Remove it and try.
ok
If that is not the case. Then there is a typo. xD or the ["library"]["shelves"] table doesn't exist. Let me see.
Yep. lol There are no Library Shelves.
You need to delete the line.
In my defence, I took that from your original. ๐
@deft vapor this one?
Yes. There is only Counter for Library.
I haven't checked any of these. livingroom table doesn't exist either. heh
waat
if i removed that, then no magazines would spawn in houses
however, before you gave me this lua they were spawning in them just fine :v
They already don't by the looks of it.
The table doesn't exist mate. There's no way.
Search for it in Distributions.lua
ill use the old lua file then, that one worked fine :I
Well, its one of the reasons people are getting errors. Its the reason why I like your mod so much and yet wasn't using it too.
Just need to find the correct table and put it there.
I'll find it, give me a min.
The house shelves are probably ["all"]["shelves"].
There is also these you could use. ["all"]["shelvesmag"] which is prob mag shelves is houses and
["all"]["sidetable"] room side tables.
["poststorage"]["all"] is prob thhe crates inside bookstore ( theres a few in mulld )
["cornerstore"]["shelvesmag"] gereral stores magazine shelves.
@hollow shadow Gave up? :/
Honestly i am working on my armor mod right now, i dont realy have time to rewrite this lua code :I
im using the old working one i got right now
Fair enough. Sorry I dumped too much on your head mate. Just fyi, I removed those tables that didn't exist from my file and added all of the ones i found to test and its working fine here. No errors. Im going to pump the rates up and see where they show up.
The distribution tables in vanilla have been changed a ton with the new builds, so a lot of older mod distribution tables get broken.
So it can be confusing/frustrating setting them up for mods.
@hollow shadow There you go mate. It's all working. I merged your other dist file from scrap weapons with this one and added the other spawns for magazines. Tested with high chance and they are showing up, no distribution errors. Reverted chance to how you left. Cheers
Anyone here familiar with the lua hooks?
I see this in the java
if (LuaHookManager.TriggerHook("CalculateStats", this))
but I don't see anything in lua mentioning it so if I wanted to run a function after that trigger would i simply add
Events.CalculateStats.Add(functionName)
somewhere in the lua?
I think you are on the right track. But calcstat is not an event you can use i think.
@sour island This may be old but might help. https://theindiestone.com/forums/index.php?/topic/8090-references-luamethods-events-exposed-classes/
Made a little alphabetically sorted cheat sheet for stuff mentioned in title, thought id share for whomever it is usefull. Events:(note a reference can also be found here (not done by me), albeit a little outdated it has some more infos: http://pz-mods.net/guide/event-reference/ )AddXPEveryDaysEv...
what does triggerhook mean in this case?
Thanks alot ๐ฎ
Oh, I see, it is if I wanted to trigger the calcstats in lua
is there a way to add a function to the end of calculate stats?
I guess I could use ontick ...
๐ฎ OnPlayerUpdate
๐
weird
I don't think playerupdate is what I thought it was
I have a print in the added function and nothing is appearing
try with custom engine sounds, night vision at night and louder art rock on bg ๐
orange u glad i didnt say banana
Song: Lazerhawk - Overdrive http://lazerhawk.bandcamp.com/
Dharokk ye
/\ also, woodcraft guy
I've been said, that sounds can be only replaced, but not added
Would be nice to add echo in the end
This one sounds satisfying
More like ratatatatataaaaaa
Omg, didn't expect this
ratatataaaaah, much better
@sour island try Hook.CalculateStats.Add(yourFunc)
No dice
I'm using OnEquipPrimary at the moment for more reliable results
Hook.OnEquipPrimary.Add(FunTime)
function FunTime()
tried local function, and function by itself
hook and events
is Print("") correct?
OnEquipPrimary is an Event tho
o
not sure if Print exists, print should though
it is print, my fault, I meant more so the quotation marks
lua allows both single and double quotes, yea
no print messages are showing up- is it meant to show up in the log?
yea should be in %userdir%\Zomboid\Logs<timestamp>_DebugLog.txt
oh- is it not going to show up in the command console?
probably does, but that is way too hard to spot ๐
nothing in either
from the modding document I thought you just had to throw the hook/events line in somewhere and the first argument would be the function you'd be calling - and have it written somewhere else
so will this run AFTER calcstats is ran?
also is it mean to be (player?, does including the ( do something?
it's the same as
-- do stuff
end
Hook.CalcualteStats.Add(myCallBack)```
just inline and not naming the function
I had that then, but the printing was in the function
minus the typo ๐
I didn't have the player part, which may be the issue
as long as it doesn't interrupt
I think it might override that logic yea
My goal is to make an auto eat
yea my hunger/thirst doesn't really move with that Hook added
and those "default" functions are all private lol
yea u need a better Event/Hook ๐
maybe hook into Hook.AutoDrink
recreate that logic in lua and add your own
(or better even use some other Event that triggers less often)
@gaunt pendant did you have that lua code in lua/client?
y
I can't even get what you have above to work :\
Dunno man, mod not loaded in savegame?
?
I had a S at the end of Hook cause Events is plural
but that doesn't work either
so I'm confused again
Try Events.EveryTenMinutes, if that never fires something's wrong with ur mod
does end have to be indented under Hook or aligned with it?
indentation does not matter in lua
I have github pointed at the folder? would it be causing a lockup?
nah
does every ten minutes run at minute 0 or?
ye
probably something I am simply not seeing
there's nothing in the mod but that function
drop that in Userdir\Zomboid\mods
make a new savegame and make sure the mod appears and is disabled
unzip!
not drop ๐
I have been using my modding save
make sure your mod is enabled for the save then and not just from the main menu
if that still doesn't work you probably have a syntax error somewhere and your file is not loaded due to that - any error would show up in the logfile
I have been enabling it, but let me try with a new save
your zip works
I didn't have examplefunction = function
my syntax was function examplefunction()
remove the ... and change it to function ExampleFunction() it should still work
would have the examplefunction be local effect it being called?
๐
turns out AutoEat() is an internal function
that's what I named my mod and function
named it AutoEatMOD and it works
now I can start throwing code at the wall and atleast get some errors
thank you for your patience
No worries, happy modding ๐
tyty
Is it possible to call a SurvivorDesc function for an IsoPlayer object? I need to call the SurvivorDesc class functions setFemale(boolean) and setTorso(string) on a player to fix some animation bugs, but can't figure it out
I don't think so, those are only used during character creation, before all the info is actually sent and the new character created
Damn, because the mod I'm working on is a respawn mod and if the player doesn't select the same gender as their previous character this happens
https://cdn.discordapp.com/attachments/232196827577974784/782459847014350908/unknown.png
It stays like that until they reload
Maybe I can override when the player is in the character creator?
what are the steps for this respawn?
well, the mod saves every time the player gains XP, then when the player dies and creates a new character it stores the current x/y/z, loads the saved character, sets the player to the stored x/y/z, stops all actions, resets all items, resets body damage, resets Moodles, and optionally subtracts XP from all skills (you can also fully re enable permadeath if you want).
This one bug is the last bug I have.
The mod was inspired by another respawn mod (new code and features, though) and the other mod has this exact, same issue
I'm probably gonna add an override for the "make new character" button that lets the user select a spawn area then automatically does all the stuff that normally requires player input (with gender related overrides). I hate how janky the current method is, a proper "respawn" button would be nice.
how do i use this on 41?
boolean invisible
i try to set it true or false in functions but it only returns stack traces :B
@wicked yacht Maybe skip the new character part entirely? I agree, a proper respawn button would be perfect
vests fixed again :l
Well, I can't fully skip it as the player still needs to select a town to spawn in and I need the newly generated player model to override
Just wanna say b41 allows you to quickly respawn on the same saves if thatโs what your doing
vests fixed again :l
@severe ridge wait, you shoved 2 of them at a time? Thatโs illegal!
My mod respawns the same character you had before, skill points and all
Oh
It's primarily aimed at multiplayer as I've included management features, but single player will be fully supported. By default when you die there is consequence of all your skills xp being reduced to below 0, requiring you to earn even more than normal (eg you need to get 450xp in a skill instead of 300), but with a press of a key it goes into "easy mode" where there is no xp loss. Another press of the key and full permadeath is enabled. There are server options to disabled any of the modes and set a mode as default.
There is currently a respawn mod already, but it's buggy, has no consequence for dying, lacks features, and is abandoned
does anyone has some knowledge on how the lighting system int he game works?
i did that for fun / research
using projections and C4d
but the same could be done in Unity or Ue4 for instance
Question: can you make your car spawn in specific spots?
I want to make like 10 places, where you can find it with 100% chance
some modders have done it already so I guess it's possible
The game is fully isometric sans some models. Currently it's not possible to add any sort of 3D lighting as a sort of drop in. Shadows and stuff ARE possible in isometric games (Brigador does it), but it requires every single 2D object to have a normal map.
yes i have seen that too,
The game is 2.5d
Wish the buildings look like that after a explosion or fire
That's what happens when your development is painfully slow... Your graphics get outdated...
How do I add to the game's localization table without having to override one of the files?
you mean the files in lua/shared/translate?
Yes
don't worry about that, those you actually have to use the correct name, but you only override the entries that already exist in game
you don't need to add everything, just your new entries or the ones you want to override
Well my question is how do I add new entries?
just follow the naming convention, for example ContextMenu_MyNewEntry = "My New Entry"
and be sure it is in the right file
then in your code you use getText("ContextMenu_MyNewEntry") in place of the text you would use
Well I know about the code side, I just don't know anything about creating/adding new entries.
What is "the right file", is there any specific place the file goes, in the official localization files the strings are done like IGUI_EN = {Example = "Example Text"} but if I do something similar it doesn't work so what's the proper method?
check the file names in pz folder, they're the same for all languages except the language code at the end, then use those in your mod too, ContextMenu_EN, ContextMenu_RU and so on
then copy any entry that works in game
your example should actually be IGUI_EN = { IGUI_Example = "Example text", }
every entry has the category begore the entry, IGUI_ ContextMenu_ Tooltip_ and so on
Does anyone know what causes this?
[17-01-21 03:46:19.436] ERROR: General , 1610862379436> LuaManager.getFunctionObject> no such function "Give100MWXP".
[17-01-21 03:46:19.436] ERROR: General , 1610862379436> RecipeManager.LoadedAfterLua> no such function LuaGiveXP
Some mod is breaking xp gain for all others it seems.
@deft vapor a recipe is trying to call "Give100MWXP" and it doesn't exist
There are a load of these. They do exist.
what do you mean?
disable all your mods then re enable one by one. That'll let you know which mod is the issue
The bit about category is irrelevant because that is just formatting and code style. I can have HeebeeJeebies as the as the localization variable name, the game won't care.
My issues are that I don't know if there is any specific location for translation files or can be anywhere in lua/share
I don't know if there is a mod specific table they should be getting added too
I don't know the correct format (adding in the missing comma does't do anything).
I'm repeating myself endlessly at this point, just getting more and more verbose as I do so. I think I'll just dig into someone else's mod and see how they did it
Apparently people thought Give200MWXP this format was a native game function. There are a lot of calls to some form of GiveXP on many of my mods and they don't exist... Thanks..
Maybe version incompatability?
Hey guys, is there a mod that improves the optimization of the game?
I wouldn't know. If it is, a quick fix would be easy. Just need the proper format.
Maybe lower the graphics?
@nimble spoke I appreciate the attempted help
Mmmm i guess not
Intel card? :p
The couple main ways to improve performance are to lower the graphical options and to update to the IWBUMS build
Oh yeah.
Yeah, jjust attempted that
It works for 1 minute max and the game crashes
Proper way to give xp is Recipe.OnGiveXP.Blacksmith10, instead of this Give100MWXP. Might be a version thing indeed. I'll fix manually and hint the authors.
I play with a intel hd 4000. whats yours?
Maybe. When i go outside the game starts to go crappy a little bit, until it crashes
@wicked yacht there's nothing else you need for translations, just put the files in the correct language folder and that's it
Lemme give you my settings, maybe it will help. I'll pm.
@inner coral post in #old_techsupport
Aight ill check, thanks
Yeah already posted.
There are only functions for up to 25 xp on base game. Mods need to add their own if they want more.. Its not a version thing.
Lower zombie population... like to 0.7x (zombie count is not that important, since they are pretty dangerous even in lower numbers) and also lower overall loot rarity.
Allocate more ram
Which edit: you can't because you only have 4gb for your entire system
How can I make a simple QoL mod? I want bottles of tainted water boil-able
How can I make a simple QoL mod? I want bottles of tainted water boil-able
@nova skiff you want to boil the plastic water bottle on a stove or fire?
Anyone and yes it makes no sense since realistically it would melt but I hate carrying cooking pots, fill them, boil them then pour the water in the bottles
Anyone and yes it makes no sense since realistically it would melt but I hate carrying cooking pots, fill them, boil them then pour the water in the bottles
@nova skiff make water purification tablet mod... lol...
better yet, if you want to make a mod that does what you say, but is balanced and logical, you could make a mod that adds metal canteens
But I think if you just add IsCookable = TRUE, to an item's entry it'd do what you want
kettles can be boiled and drank from
if anyone would mind testing: https://steamcommunity.com/sharedfiles/filedetails/?id=2365757229
I still have to figure out how to pull food from your bag- so it has to be Favorited in your main inventory
default rate of consumption is 1/4 (as if you select eat 1/4)
Is there a B40 grass regrowing mod for burnt tiles?
Hey, I've noticed that the "More traits" mod adds +3 carry weight to all characters for no reason. I'm trying to fix this by going to the mod files but I have no idea what to open, can anyone give me a hand? I have notepad++ btw
I suppose I should be able to find something in MoreTraits.lua but I can't find anything related to base carry weight with no traits
Looking amazing
hah! nice
That's pretty darn cool
Hey @tame mulch I've been using AUD and it's tight as hell, one request though: can you add an option to map the arrow keys to the super speed (forget what it's called) option?
Sometimes I wanna switch between "gotta go fast" and "gotta go slow"
I suggest the arrow keys too, since I'm on a non-qwerty layout and your super speed is tied to WASD, regardless of what I have rebound to my movement
does anyone here know how priority works? like given this list
which mod will be the last to load and thus have the highest priority?
(it's the last to load, so it would overwrite stuff that came before it, right?)
alphabet priority
so that means slocan lake got priority over raven creek and eerie country, right?
yep
is there anyway to change this?
Rename?
but will this work on an existing save if I haven't been to conflicting cells?
Idk if it would work with all mods,I meant just add like "z" in front of mod name for example
new denver (slocan lake) has conflicting cells with raven creek and eerie county, but the cells in question, on new denver's side, are woodlands
so I'd rather them be overwritten by the stuff in raven creek and eerie county
@wicked crane but would this work on an existing save?
@tame mulch actually in the files, the mod shows up as "New Denver"
I take it the file name would be the priority name it uses, right?
Anyone else having problems with Paw Low Loot? It's crashing my game and giving me no errors to work with. Game works fine if I take it off.
AUD update:
- Now speed walk on arrow buttons. You can walk slow by WASD and fast by Arrows.
- teleport to the floor above / below by combination Ctrl+UP, Ctrl+Down arrow buttons.
@cunning canyon Request done with bonus ๐
Nope you have a conflicting mod somehow
Idk if that would even work, test and let me know (:
I tried it so I guess we'll find out if I ever go there lol
might be a long time before I go there though
I'm very much a "build a base and stay in it as long as possible" player rather than nomadic
but I'll let you know if I find evidence of if it worked or not
It crashed being the only mod activated. So no conflict.
@nue#4836 I run this mod and I have 50 other mods so idk
My game never crashes
I have doubts it would be that easy :v maybe ask #mapping
mapping told me to ask here lol
@deft vapor just to be sure what game version are you useing?
41.50
So that should be fine
I also run a bunch. Took me a while to zero in what was causing it. No mods work fine, all my other mods without pll work fine, but if i add pll I crash. Just pll on a new game also crash.
This is my mod list @deft vapor , idk. You'd think I would have issues
Weird theory. Try adding all the mods credited on the workshop page for Paw Low
Mate, just because we dont have the same issue doesn't mean it doesn't exist. Now if you are not going to help, kindly go away.
I took my time out of my day to show you what I have in my game, maybe you NEED Fashion montage or something.
no problem mate ๐ ๐
Cuz if it's crashing with only that mod running, then it's possible the mods used to build this might be required
Will do.
Soo anyhow. What I came for
Rofl all you want asshat. Those mods are clearly stated as optional.
This will probably seem dumb but when making/editing a recipe and you want to have an or option ... Is it just a / in between on the same line?
Or can that not be done and you'd have to create ba whole new recipe
I merely meant it as "I have a billion mods and don't crash, stereo-typically someone with a massive LO will have issues, and it is surprising that you are crashing with only a single mod loaded, logic stating that this is the mod causing issues if it has no dependencies". It wasn't a slight against you, or anything. I'm sorry I came off in this tone?
you mean like TeachedRecipes = Make X;Make Y;Make Z? :v nvm
@mortal ivy it actually depends on what exactly is optional, it doesn't work combined with a few things that can go in recipes
Maybe if I'm more specific it'll help
I'm using the into the wild mod
Which adds the action of hunting for crickets or grasshoppers using berries
But it is only set in the code for one type of generic berry
I'd like to change it to being able to accept the other 10 nutrition berries if I have them
So since it's only one item I'm hoping it's not weirdly complex
@nimble spoke so in this case nothing is being combined
It's just one item for an action recipe
if it uses a hunger amount from the berry instead of the whole item then it can't be combined with the /
recipe Hunt for Grass hoppers { BerryGeneric2=1, Result :Grasshopper=2, Time :360, Category :Actions, }
This bit , couldnt you just add another Berry Type?
you can have onion/tomato but onion=2/tomato=2 doesn't work (or at least didn't work, I don't know if they ever changed that)
Pll still crashes will all related mods. At least i know its the fantasy pack now, the other mods are not requirements. Ill just play without it.
{
BerryBlack/BerryBlue/BerryGeneric1/BerryGeneric2/BerryGeneric3/BerryGeneric4/BerryGeneric5,
Result :Grasshopper=2,
Time :360,
Category :Actions,
}```
sorry for formatting
Like this?
Yeah you didn't understand my suggestion I think
That's basically what I'm hoping will work
But not as many
Generic berry one and 3 I think only have a nutrition of 5 so I want it to be balanced
interesting ๐
But if that's the way I should code it
Care to clarify for me? Pll has no other required mods, only ones that extend its usability. I added those just in case, its the same thing. There's nothing else to get, is there?
idk, maybe Soul can look at that. I am just curious. This is what I thought it's supposed to be like
That's basically it, but no =1 at the end
So no you are correct in that no mods are listed as required. But if you look on the workshop page all the way near the bottom it says Creds (thus crediting the mods that were used ether as parts or reference along with the mod authors who helped with advice).
I am suspecting that maybe at least one of those mods listed as credits may be required for Pll to run
@mortal ivy how are you defining "nutrition value" as a single number? I see where it displays: Carbohydrates, Proteins, Lipids, Calories
Just hunger reduced
Ah. HungerChange. okie
Nope.
But it's not something in that code or that I'm adding
I assume you are the mod author then?
I collaborate with him on occasion.
I have no idea why PLL doesn't work for you, but I assure you, you do not need any other mods for it to work ordinarily.
The thing is PZ is just weird, some mods just don't work for some people and nothing seems to fix it in these cases.
Verify first
Oh wait, are you using build 40?
Think he said 41.50 earlier nvm he's typing now
Okay one I don't use it. Someone else is having this issue. And I'm attempting to help them with rational deduction and trial & error
Mod has been reacquired, game reinstalled. I'm on 41.50. I think i tried everything at this point, its ok. Thank you for the ideas.
Some mods just don't work for some people and after a year of dealing with these mysterious cases all I can say is....
๐คทโโ๏ธ
New save?
PZ is exceptionally fussy re operating systems and hardware.
Do let me know if you try what I suggested and if that works.
I will, thanks. ๐
New game has been tested, yes. apoc, sandbox. Crash.
When you uninstalled did you delete anything left?
I did indeed. No traces. Even game settings. Where the saves are.
There's also appdata and my documents directories for Zomboid
Maybe it's just not meant to be :'(
You said you get no errors in console text file either..? I doubt event viewer would tell you much other than program terminated unexpectedly ... Best of luck..
So remove the =1 at the end of the code when adding the extra options?
If you leave the =1, I am assuming it would require one of each of the listed items, not just "one of the following.." ? Or just not work at all.. I would like to know this
I mean that makes sense since / represents or
so for example if I wanted recipe to require both Black & Blue berries you would change to
{
BerryBlack=1
BerryBlue=1
Result :Grasshopper=2,
Time :360,
Category :Actions,
}``` ?
Yeah I think so
BerryBlack, BerryBlue, would also work, you don't really need that =1 I think it means the same thing
Thanks for the help
so for example if I wanted recipe to require both Black & Blue berries you would change to
{ BerryBlack=1 BerryBlue=1 Result :Grasshopper=2, Time :360, Category :Actions, }``` ?
@wicked crane dont forget to put commas,,,,,,,,, @mortal ivy those are missed many times
Good catch; formatting errors like that in scripts are a fucking nightmare.
BerryBlack,
BerryBlue,
I'm curious as to whether or not turrets and tanks are a possibility in PZ, given that someone made a military apc mod....
maybe possible one day some type of reskinned NPC survivor variant with a custom firearm would be neat.
honestly I don't know if NPCs can shoot from vehicles
The ones from the mod Superb Survivors don't shoot from the windows. Quite frustrating really.
it's probably limitations
Probably, though I find that Survivors getting stuck in an animation loop is much more problematic.
Is there a mod that adds simple cooking expansions such as pouring canned mushroom soup into bowl?
@nimble spoke would is be possible to create a recipe to shuffle a solved cube so you can solve it again? maybe be able to do 2-3 times before you turn it into "broken cube"? possibly based off lucky trait etc
Mod almost done!
If anyone wants to help test the balance and a bugs in the closed beta test of the mod (In steam you can publish the mod only for friends) - write to the private messages of the discord.
Is there the minigame to force the doors of houses and the trunks of cars? it would be nice to adjust the difficulty of the minigames according to the strength of the character, if the player fails it can break the tool he is using to force
and for the hotwire minigame, it will depend on its level of electricity
Thanks ! it's a very good job ๐
Thanks
@wicked crane You can do that in my Relaxing Time mod
It doesn't let me reshuffle the cube after I've solved it once though? It just becomes unusable (nicely solved texture) "Cube" after 1 use
hmmm, I may have forgot to add that recipe lol
Question, I just got pointed out that the inventory item icons will be replaced by 3D models. Do we know if its also intended that the regular in game tiles are replaced with 3D models?
Would this channel be for advice with save editing? or strictly mods?
I dont as im drawing a ton of tiles ๐คฃ so I hope to get some clarification if its true or not
I hope items and furniture become 3D
Walls and stuff can stay as is
I want to flip tables and bookcases
so far I think only items on ground are planned to be 3D
@iron salmon Do you know / able to tell if all tiles will be replaced with 3D models or just the items on the floor/inventory? would be a waste to make a lot of custom stuff to have to replace it all later
Not all tiles
Thank you for the quick reply! and thank god ๐
a question about refrigeration, guys. I know that's possible to choose the level of refrigeration, on sandbox game, but is there a line or a command that governs the efficiency of fridge, on the directory?
Or is it hardcoded?
Sry man, not a clue
don't worry Daddy, i understand that's not simple
i'd like to extend a bit the maintenance of food
You can jar food but it's very limited in vanilla I think
There's alot of cooking/food mods with more features
i think is hardcoded
What exactly are you hoping to get from it?
i've found the durability of fresh food and rotten days on the directory Media/scripts/items_food
i'd like to extend the refrigeration of fridges
Does food in game go bad if frozen?
I'm just saying what more do you want than freezing or jarring?
freezing
You can already freeze
When you check fridges there's two containers
One is a freezer
yes, i know.... my intention was to increase the fridge refrigeration, (not the freezer), for to extend the durability of food on the world game
but idk if it's hardcoded
I would imagine it is, you could change the days fresh values but you'd have to change alot
yeah, it should be good, but it's a long work ๐
nono
2 hours in real for to complete a day
thanks a lot for the patient and the help, Chuck ๐
always kind
No prob
I can take a look in the Lua once I get home
But I don't think that kind of stuff would be there
yeah, i agree with you
fortunately we have nice skills for to survive, farming, fishing, trapping animals
yep
i have chosen "Highest" refrigeration for fridges, and "lowest" spoilage for food
^_^ it's really really funny
another question, what do you think about 9mm pistol? i mean, i wrong or it seems a bit weak??
that looks genuinly sweet
most probably a mod
@nimble spoke thanks for the help yesterday that code edit worked fine
Could it be a mod?
Cuz while I sure as fuck can't utilize anything like that now. I'm sure many could and would love to have lighting like that in PZ.
no it's not a mod, I did that to have fun
and if crazy modders see it, well maybe it wil linspire them
I believe it's just an isometric scene made in some external engine , right? Pz needs better shaders for sure, and overal model update ( RTX , would be fun)
but i absolutely dont have the skills required to do so
well technically this is better than RTX since it was done in c4d4
c4d
so reflections are accurate, GI too, etc
all is RT
I never tried c4d, but believe those lighting is not for real-time rendering, right?
c4d is like blender or 3dmax
I mean, RTX is best thing you can get with games... as long as you stick with realtime rendering
and not movies or animation
rendering in non real time uses raytraced ''unified'' lighting system
I mean PZ doesn't even have static shadows...
(except cars and player model). I would think there would be some better shader mods... something like atmosFEar
The graphics rendering stuff is all Java side, and not lua, and, as such, isn't moddable.
the game constructs a kind of fake 3d for the environment, but it's still 2d. Certainly room for improvement
@willow estuary i had no idea, that explains a lot
but is it possible to fine tune colors and lights? kinda like sweet fx?
They did change the colours after This war of mine was released
I don't want to say anything definite, as this isn't anything I've really dug into, and I've never even heard of sweet fx until just now.
But I think what you're taking about is probably not likely?
The scope of what actually is moddable with project zomboid, although you can do a lot of cool stuff with modding, is also quite limited with a lot of hardcoded java side barriers.
Wow, holy shit @frail brook . I am astonished that ReShade hooks into PZ
No idea what it will look like, or if any effects would even work
I'm gonna mess around with it tonight ]
Well, it seems like a lot of them do work. Certain effects break the game for sure
I though they actually work with DirectX and they also have post process effects... which i think won't require the alterations with codes?...
I believe AA and A. filtering would be the ones crashing game
I only downloaded the basic sweet fx pack but they don't cause game to crash what I've tried so far.. Interesting
can you try them ingame and see how they interact with game?
Yeah I will tonight. I can already imagine that it won't look quite right, but with some tweaking it is a possibility some cool things may come out of it
I'll download a bunch of effects and test some out
If you could find what effects/ values make the game look nice, or have your desired outcome.. I feel like there's some cool stuff that could be done. This is real time, no PS or edits:
No Reshade:
light-CRT simulated effect:
No Reshade:
(cranked this up so you could see) simulated "lighting" with bloom, lensflare, godrays are possible etc:
shaders are globally applied to entire screen so some UI elements will look funky.. But I honestly think it's possible to compile a decent looking preset if you spent enough time on it..
bloom always hurts me eyes ;-;
Yeah that pic is like on bf3 levels but just for example lol
Threshold is way off :V
mind i ask what reshade setting that is? haha
Quick combo I put together of tweaked FakeHDR, AMD sharpening and advancedCRT + border fx - I think.
I don't recall what pack they're in, I just downloaded every available repo it offers during installation because I wanted to try a bunch out.
https://www.youtube.com/watch?v=-OlS8Mo83Ss&ab_channel=AyrtonOrio
holy shit please someone make this real
its so beautiful
What are those graphics, how do I get those?
I would totally play ray-traced pz
do you know if "Strong" trait adds only strength bonus, or there are other bonus?
I mean, something of hardcoded for to hit harder, for example
the trait's description tells: "Extra knockback...."
"Better lockpicking" mod released!
https://www.youtube.com/watch?v=Z7A4WEAyn0E&feature=youtu.be
Lockicking mod with mini games. Adds lockpicking by bobbypin and crowbar, check alarm and better hotwire.
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459
I hope something like this will appear in the official build of the game
Does anyone know how to tweak the weapon spawns for britas weapon pack, Its way to high. I tried changing it in sandbox settings but it doesnt seem to effect it
is there a mod for making a hairspray and lighter flamethrower?
Is there a mod which adds an allergic to peanuts trait?
Just an interesting idea I think
The mods distributions overwrite vanilla spawns, you'd have to change it within the mod or wait until the pack gets separated
alright thanks
Allergies huh? That's kind of interesting
Yeah if someone wants to just take the idea I want to try it out
Whatโs a good survivor/bandit mod?
Superb survivors, adjust the settings on main menu
Thank you ๐
ay
is there any mods that add ai that is not zombies
like survivors that will shoot at you or interact with you in some way?
There is
Superb and Serious survivors, adjust the settings on main menu
? what is this from
this one
What other mods are you using
That is probably a bug in my Extra Skills System, do you keep the skills panel open?
I think it is a display issue
thats really awesome
whyn thank you good buddy
If anyone is interested in partnering up with me on my mp server to make custom scripts hmu I can try to pay for the scripts also.
what do you need exactly?
I'm interested
reduced some stuff just to return to the gracious:
File Size 69
yass
Just fyi I am still looking for someone
If anyone is interested in partnering up with me on my mp server to make custom scripts hmu I can try to pay for the scripts also.
so after three days of trying to reverse engineer other mods to figure out things, and no success at all.
Does anyone know how i can go about defining and making a new moveable? i know .packs are involved, but trying to use an existing TIS packs texture/sprite such as the wooden crate or drying machine - only causes that object to spawn - What i want is to reuse an texture detect its my own object and thus modify the object with mod data?
I actually got far in my mod idea long ago but have since lost those files (cursed windows 10)
i did not want to use moveables then - i instead used the build objects or whatever.
Please if anyone can help i would appreciate (why is there no tutorial on basic new objects. plenty tile zeds, plenty clothes and weapons and recipes. nothing on build objects)
I need help on that too lol
oh, dj, I saw that you were making that scrap armor mod, i have a few questions if you don't mind
I can't use the custom spawns or custom sounds or music. I've tried everything i could think of removing all of the mods even deleting the game files and reinstalling from scratch. Any ideas how to fix this?
Where i can found all room types? (like office, bank, etc.)?
sports store OP 
Hey guys, for all who are making buildings etc using the latest version of Tilezed/BuildingEd, heres the current list of internal names that need to be used for your room definitions: livingroom diningroom kitchen bathroom bedroom hall lobby storage The ones listed above are the main definitions ...
As far as I know office is not actually a room def just FYI
i think its a little outdated tho :f
what are those boots?
long canvas shoes
thanks
working on a praying mantis carrier -v-
coming soon...
Never did anything with moveables myself, but I did quite some testing with normal building objects, so where are you stuck?
Hi guys is there a place or mod that allows me to set a certain place for zombies to not spawn?
Btw, if anyone cares, I've been playing with Reshade using several effects enabled and have not noticed any issues
Got any good screenshots to show us how it looks?
Not really. I don't have power on my current save and haven't had a whole of time, I'd say 1/3 of the effects are useless or don't look right, but bloom/ lens flares and godrays actually "work".
It looks a bit odd, because sometimes your shirt or a UI element will hit the brightness/color threshold and have the effect cast on it, but I think it's possible to make the game look "nicer". I have some fake hdr and sharpening, few other things on. Makes shadows "darker and deeper" and makes the icons "pop" a bit more. Here's something I was just messing around with, CRT like overlay..
also here's a really bad picture showing bloom/ lensflare
Hm, interesting, does it need any particular configuration to work or you just install it normally?
just install like you would normally actually, just choose correct rendering api
It's definitely interesting to see these type of effects on the fly in-game
Haven't used reshade in a while, what is a correct rendering api?
for PZ opengl, it prompts selection upon installation
Ah okay thanks, will give it a go ๐
I will share any presets if I ever come up with one that looks half decent, I just installed all default fxs from repo's it offered, effects import fine as well
Did you import SweetFX?
yeah, there was a few towards the end that didn't have all the legacy fx checked by default, i imported everything just cuz I wanted the most to mess around with before trying to dl other fx off the internet, I tried some 2d bump mapping stuff it imported fine
Ok, I installed it now, gonna see what it can do
But I do remember that effect tweaking is a painstaking process
You can lose days working on your "perfect" effect ๐
BloomAndLensFlares seems to be way better than qUINT bloom for this game just to save you some time, somethings look so funny ๐
oh in settings you can bind a toggle key cuz by default there isn't one iirc
Are there any other effects that definitively make the game look better?
Would be a good idea to start from those as a baseline
CAS and FakeHDR, Deband is interesting to mess with. CRT is fun too
avoid enabling yellow fx
outside of these I'm struggling to find anything in the default packs that "improves" the look of the game tbh
Not having luck starting the game with Reshade ๐ค
installed to the projectzomboid64.exe?
If it's working, you'll see an overlay at the top of the screen. Home key by default to bring up iirc
I see the overlay, but when I start a new game it just freezes
weird, are you on fullscreen or windowed by any chance?
Fullscreen
for SnG try putting borderless and vsync on
SnG?
shits and giggles, sorry :^)
I thought vsync just works bad in this game
i get screen tear bad in any game without vsync personally i'd rather have consistent 60fps because i have a 60 hz monitor, but other people prefer uncapped
TBH i have not tested fullscreen w/ reshade only borderless
Maybe my AMD drivers are crapping their paints
Doesn't work with borderless either
:/ That's weird. I've been using for 2 days now and it was fine.. Sorry
No problem, just wanted to try it out
maybe other people with radeon cards can try later. c:
This one is amazing
https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459
@tame mulch You think its possible to make a framework for throwing weapons? (javelins / axes / knives)?
@severe ridge Where did you get the helmet at? I love the MICH 2000 Look, however I prefer the newer OPSCORE helmet system as its lighter and more modular (in IRL).
Ohh... I don't know
Currently looking for a dev that wants to partner up with us to dev for our server. Helping with mods building custom scripts and mods. I can offer compensation for the items custom made if needed (reasonable pricing of course) but looking for someone dedicated to developing for our server wanna help make it fun! ๐ if youโre interested hit me up so we can chat up about details
rip louis... (also me using vocalizer every time i get downed as louis)
LOOOUISH
favorite louis line that all my friends spam when they play with me
Multiplayer is a thing?
Locally it is
thats not local multiplayer
How'd you do it then?
edited some lua code
wont go into detail since its not worth it
just wait for the release
you havent seen the entire video yet.
whenever you get close to any creature or player it starts freaking out
keep in mind that its obviously not what theyve shown us in the last blog
i would release the explanation on how to enable multiplayer to the public but im not sure if the devteam will like that
so im gonna keep my mouth shut
they gave me the information they would like
send me on dm
using guns mod, does folding stock on mp5 delete mods on weapon / get rid of magazine?
or is it fine
holy fuck, so mp "T E C H N I C A L L Y" works???
Scrap Guns be like
backblast is a myth
yeah lmao
Damn, I had a dream that I was playing pz with friends, and we found a bunch of aks, Pkms and other cool shit at the storage lots
Just.......why?
I was also dreaming about being able to put multiple sights on the guns, like in EFT lmao
Hey Dj! I downloaded your mods scrap weapons and scrap armors! Nice job, dude, the mods are really good
I just wanna say respect to all the modders Who make great mods and makes new content to the game and respect to the new modders that try and make mods never give up and keep doing what you are doing ๐ฏ
I'm no mod genius, but I think it'd be hilarious if someone made a sound mod that overrides the zombie death sound with a fart noise. When you shoot a zombie with a high powered gun, there is no fall animation, they just instant transmission to the ground dead asf, and I think a fart noise would enhance the silliness of such an occurrence.
"Better lockpicking" mod big update:
- Changed the balance of the lockpicking. Now you can try to pick any lock. The higher the level, the easier it is to lockpick and the less chance of breaking the lock/window.
- Now you can not break the ignition locks with a lockpick (Balance)
- The progress of lockpicking with a crowbar is saving now
- Fixed a bug that it is impossible to lockpick the door inside buildings
- Improved alarm check process
- Increased strength of the lockpick
- Added new translations
easily doable tbh
Does it work with a controller
no
Controller support would be great
you could possibly use a 3rd party program like rewasd to remap buttons to correspond with key press/ mouse, if you tried hard enough
@tame mulch create a pastime mod to use the toys, decks, cd players, etc.
heh, Rubiks cube? Interesting
I don't know if there's a mod like this already
@tame mulch you could also create a religious trait, where the player can pray to feel calmer, better, etc
anyway, you are skilled, so I leave these ideas for you
@neon owl There are a few mods that do stuff like that with toys, rubiks cubes and whatnot.
oh, I didn't know, thanks
@late hound do you know if there's a mod that have this?
no
When 32x32 is too small
hydrocraft
nice
Big iron
I like ammocraft, but the fact you can reload primers / find the stuff for it everywhere makes very unbalanced.
in terms of relaism? terrible. But alright enough balanced and makes guns more fun
Looking for recommendations on gun/weapon mods, is this the right place to ask?
does someone know where the list of hooks or events
https://pzwiki.net/wiki/Modding:Lua_Event I've been using this
is there a list of lua functions?
I can't seem to find a few in the files
are they defined in java or somewhere other than /lua?
There's no list for lua functions, there are thousands of them, and they don't need to be defined in java or anything like that
๐ด peek on vanilla functions/timeadactions related to what you want to do
Does hydrocraft work for the current 41 build?
Hay guise after seeing things about mods I'm thinking of making a Project Zomboid mod, any idea request ideas? It can involve models and Lua (I already know PZ modding).
@undone crag can you make a framework for throwable weapons?
hey could anybody help me make a mod? i have been playing a shit ton of pz lately and want to add my own content. i know how to program a fair amount, i have made games in unity with c# and dabble in lua with roblox, but it is hard for me to wrap my head around modding games. if anyone would be willing to give me a run down of the basics on a stream in a vc one day i would appreciate it. i have read the guides on github and everything, but i just find it easier to watch someone else code and then try it myself and go from there
Does anyone know where I can get a plugin for blender to work with the clothing .x files I want to try and make some plate armor and other things that would require modelling.
You don't need a plugin to export, just to import game files
nice!
oh fuck, now my game is probably gonna be broken because I use hydrocraft...
looks cool as fuck though
Awesome. I'm glad you ended up updating it.
cant seem to get my workshop mods to work on my Steam multiplayer anyone know how to do that?
if you're talking about b41 split screen remote play, the host is the one who's game is used, the person who joins doesn't even need to own the game iirc
it wasnt that but I found a fix none the less
I don't know if this is the right channel to talk about it, but I'm willing to help anyone for free with voxel models when I can.
that looks goooood!!!
Are they very rare?
or just mixed in with normal canned goods?
My mod CORE works with fashion montage now :B
Box fort?
Counter Vaulting Logic Test
When bandits try to raid u but theres no way in ๐
It works with any map, any texture pack.
The only issue with it is the visual clipping shown in the demo.
oh cool! im fine with some clipping
as long as it works lol
because i always thought it was goofy that you couldnt hop those lol
Is there a mod that allows you to load 223 in m16's? IRL you can use .223 ammo in 5.56 guns (but not backwards tho!).
Britas weapon pack @drifting ore
Never knew this one actually allows that. Thanks mate.
any of you aware of any mod for SP that allows you to carry over skills/stats on death/new char?
I only know basic C# but as I cant find a mod like this that I really want (maybe with some minor stat/skill loss on death) I was thinking maybe I should look into how hard it would be to mod myself. I have never done anything in Java/Lua though and I'm not really a programmer. ๐
if you look for "death" in the workshop, you can see it has been tried before. But might be useful to make one that works properly
thanks, will look into that
this one, seems very similar to https://steamcommunity.com/sharedfiles/filedetails/?id=1521582441
It's just different try it out. Both mods have screen shots.
I know but I see in mod screen shots all of thing I have seen playing MRE mod
ah I see has more sides
very blind!
Im using blairs mod, its balanced, stuff is placeable and its fresh :v
@wicked yacht I think I just found a comment of yours *on the PZ workshop. Are you the "Two" working on a mod for allowing stat/XP to carry over on death?
zombies also drop mres in the other one, there is more/different icons and things are named differently in blairs.. Also drops litter.. I'm just saying differences I see on mod pages. I don't use the other one, and haven't had a chance to play the game past few days.
ah so the z-MRE is better?
always annoying that the MRES spawn often on zombie
very unbalance!
im angry cuz im bad at the game
i think dj might have this answer as I unfortunately haven't played outside of breaking the game for past few days ((:
use the new one from blair, is balanced
ah good! I figure I must drop MRE mod, like must drop swat mod, when MP comes out. Friend complains of balance.
swat redux is out, but no vehicles.
no I know, friend is whine to me 'armor is too good'
Yes, same guy.
I tell 'armor does not matter much, is balanced by rarity and unrepair'
ah nice! if you ever need a willing slave to help with anything (that is not too complicated code-wise) let me know.
also if "subtracting" skills is not possible, what about some path of creating a new char and set XP all over at a lower level? ๐ค But I guess that has already been tried, sorry I just started looking into this today but very excited to hear someone was working on a mod like this. :)
unfortuantely argument is not very good, as I find 10 or so SWAT zeds every 1500
maybe more
With authentic z on they don't spawn at all right now. It's possibly easy to adjust spawn rate. I think it was like 1 every 25 zombies was swat for me when I was spawning with zbrush..
I saw no swat zombies at all, with authentic Z
then agian, there is many police zombie around here, what is auth z?
only found 1 or 2 armor pieces per police station, depending on ur loot settings
The mod actually has 3 modes. The default has it so that on death your skill's XP is set to a negative amount, the other two modes are no skill loss and full permadeath
I can just compare rates for another outfit and copy them and see if that works. What would be ideal outfit to base rates off of?
oh you figured that part out? that sounds awesome
personally I would really want some penalty, but still allow some progression. Makes hardcore more fun
maybe the FBI antibomb suit x2? not sure if Antibomb is Armor Mod.
Its from the same pack
Yeah, I found B's respawn mod way too easy and forgiving. Death needs some sort of penalty
ah oke doke.
atm I keep using a cheat mod but it sucks because I often forget to turn it off then I get tempted to "just spawn some logs" ๐
I have only found 3 antibomb. So I think I should probably have found 6 SWAT zombie.
as in new char, set skills, then supposed to turn the cheat mod off lul
I might use cheat mod to get this fever to go away (not zed infection)
I have been chillin for a week ingame
Just take clothes off and find antibiotic
doing nothing but sleep + eat
oh you need to take antibiotic to end fever?
you gotta find the antibiotics :p
I have many in base.
Not to gunk modding channel I think is possible to use type of herbal meds with lower effectiveness as well for some ailments
oke doke
@wicked yacht one last ping, sorry. do you have a name for the mod? I'm just wondering where/what I should keep an eye on for updates/release :)
"Two's Better Respawn Mod" :P
changes to "best"
Nah, that'd mean that the version I upload is the best version it could be, which it definitely isn't.
chemistry mod?
naa, i mean like a full mod like that, i was more thinking liek combo weapons in dead rising
also wjat ,pd
what mod
soon
When you enable godmode while being dragged down but u still die
can someone help me figure out why my custom npcs aren't spawning :S I think there's a problem in this lua file but I can't tell what
CVC helmet
rips hair out
looks like you forgot a comma for your last line
Suit ="Formal" Greeting =
@abstract raptor
OH MY GOD
YAY
I knew it was something glaringly obvious
Thank you
It works now
yay
Glad to help
Try vanilla
see what you do and don't like
also, I recommend enabling the beta branch in Steam
Something is conflicting with this
Make sure all of your mods don't touch "item_TZ_Bazon"
Bacon Ipsum Dolor
fixed thank you for reply
How can i command my npcs or give them Guns or get them to loot
right click them
I found out you cant do it with a controller
Thanks for telling me
@willow estuary nice work, tried to send you a message saying the same but really cool stuff!
do containers like shelves have a way to grab their icons in game?
is it a var like Icon?
I didn't know you were using controller, sorry
its ok not ur fault
Most mods have no controller support.
You can use a program like REWASD to map keyboard/ mouse to your controller, and can activate it by doing certain key/button press etc.. Vise versa mapping keyboard to act like controller for splitscreen
https://cdn.discordapp.com/attachments/136501320340209664/803902415282634762/glove_cursors.png
(There's a gray pixel in the preview but it looks normal in game.)
modelling clothing is such a pain in the ass
Having weird issues with my autoeat mod- and I'm not sure if it's me or not
It uses vanilla functions for eating- specifically eating 1/4 of food each time
But I notice my character gets hungry again extremely fast
So he basically snacks on the same food item 4 or 5 times (while fastforwarding time)
He also gets two chevrons over his weight indicating extreme weight gain and is still hungry shortly after??
Is eating 1/4 bugged?
I think it is just because most of the time eating 1/4 gives very little hunger reduction, and it has nothing to do with gaining or losing weight, it actually depends on the quality of what you eat
nutrition values
So weight gain's rate (+/-) is constant?
I've never hit max gain from 1 food item though
I need it !!! Where can I download?
has anyone found a good way to edit or add on to vanilla .x files? i found a blender plugin that should import them on verson 2.79 but it doesnt work as far as i have tried
even if i just got the .x file and could convert it into an obj or something and then re-export it to a .x when i am done would work
i dont actually want to edit it in directx form
mwahaha never mind. try this website (https://www.meshconvert.com/) to convert .x into .obj -> import into blender -> edit and export as .x
how was your result with it? could you test skinned models?
updatus
can anyone point me in the direction of where in hand weapon model placement is defined?
I see there's attach defined for clothes and even on world
Nowhere, if it doesn't fit in hands, tweak the model itself to get it where it should be
ugh
just got home from work, will try that now. i am curious how the game throws textures on these 3d models? i cant find any good sources online for texturing items or clothes
UV mapping
Anyone have experience modding Moveables and or Build Objects with attached lua scripts ? Specifically a script that executes on placing/building the object?
also @undone crag
i do the following to get tile/square at mouse position (though i dont know if it respects zoom levels)
local mX, mY = ISCoordConversion.ToWorld(getMouseX(), getMouseY(), 0);
mX = math.floor( mX );
mY = math.floor( mY );
-- get the cell
local cell = getWorld():getCell();
-- get grid square (tile)
local sq = cell:getGridSquare(mX, mY, 0);
ripped from [https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/]
Creating and Manipulating World Objects Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it. Most of the tutorial is written in a single file included in a mod you can download below. The code is commented so you can see whats going on. I...
@halcyon marlin By the way, Blender 2.7.9 still came with a Direct X import/export addon natively.
@halcyon marlin I tried converting character models and the site couldn't do it, then I converted a beard, and it was all messed up in game
I would say basics for custom 3D in pz are:
Very low poly, UV map in a single unified object (one material), proper masking which the game has its defaults (transparency, rendering order) and rigging (positioning for each attachment).
Zomboid clothing models and textures are picked by scripts btw
Its easier to do weapons, more complicated for cars (cars can have different file types and arrangement) and clothing is the messed one because of all of that above
Animzed is on the list tho ๐คท things are going to be simplified over time
animzed please dont end up like creative mode ๐
did you try any other hair models? i am curious if adding more styles is an option rn
There's wigs in PawLow Loot. @halcyon marlin
if you can rig the model into the player model, yeah, hair might be possible x.x im newb

