#mod_development

1 messages Β· Page 452 of 1

willow estuary
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Ah, I strongly recommend starting with the most remedial basic kindergarten stuff and working your way up?
There's a reason you always start with "Hello World" when learning programming?

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Like, a lot of the time people who have good ambitious ideas like yours, hit a serious wall on account of not having basic troubleshooting/computer programming skills, and they can't really be helped because they're trying to ride a bike before learning how to walk first?

zealous wing
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The other problem is the fact that the source files for the map are closed source, so you'd have to overwrite the entire cells that roads and highways are in. Which is most of the map.

willow estuary
zealous wing
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Unless there's a place somewhere you can download the sourcefiles for the B41 map?

willow estuary
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...without overwriting entire cells πŸ˜‰

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or needing the source files.

sonic flame
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I was a dev for like five years and I've modded other games, so it's really just familiarizing myself with PZ's tools and learning lua (because somehow I've never touched a lua game)

willow estuary
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Ahahah, shit, okay. Sorry, usually when people ask stuff like that they don't even know how to find the PZ directory and stuff πŸ˜„

zealous wing
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Well yeah, you can overwrite individual 10x10 chunks.

sonic flame
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and don't worry, I'm very aware that adding street signs to the game is a "so big it gets abandoned 10% through" type of project

willow estuary
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Andre, I can put whatever worldobject/tile I want, wherever i want. πŸ˜›

sonic flame
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that's why i wanted to start small

willow estuary
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Yeah, you should be good then Jack. πŸ™‚

zealous wing
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What are your secrets?

sonic flame
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ah, thanks. I opened up one of the modding guides pinned here and the mapping section was...uhhh

willow estuary
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...but it's how I added visible exit manholes to the secret military base for the labs mod.

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Among other things.

zealous wing
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On a related note, do you know how to create working ladders?

sonic flame
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is the may, 2018 version still the latest tilezed?

zealous wing
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I had an idea for that.

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I know it's possible.

shrewd grove
dawn wraith
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Interesting concept

zealous wing
shrewd grove
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its been used on the camp hill map.

shrewd grove
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its how people could climb the ladders in the towers of camp hill

quasi ginkgo
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Are you telling me those ladders in the fort redstone mod are actually just an illusion trick?

half chasm
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Is there a way to place a 3D object on the ground, instead of icon?

willow estuary
half chasm
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I just realized all 3d objects are attached to character bones

quasi ginkgo
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How long did it take you to realise this

undone crag
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You can if the item's picture also has a 3D model of the right name. like butterknives.

quasi ginkgo
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Don't worry, it took me three weeks to realise this

half chasm
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yeah but butterknives model can be only attached to the character

undone crag
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If you drop a weapon on the ground it shows the 3D model.

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You can see how the Drive Cars mod does it.

quasi ginkgo
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F, by the way

craggy furnace
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i laughed seeing the missing documentation for maps

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thats the story for most of PZ modding

undone crag
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You can make an item invisible in the inventory by giving it no name, which I was going to exploit for a mod with custom armour, but now modding custom clothing is easier <_<

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I'm talking about the open Beta though. The IWBUMS.

half chasm
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ah, looks like some of them really got the 3d model showing instead of icons , I'll see what I can do

undone crag
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I'm thinking of using floating item crosshair models to show which zombie is the target in a custom aiming thing I've made, if not giving them coloured outlines.

fallow bridge
quasi ginkgo
half chasm
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included the world objects?

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like rebuild the entire game to 3D?

fallow bridge
fallow bridge
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All items

quasi ginkgo
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But he's almost done with it

fallow bridge
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Oh okay

undone crag
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It's not using the Java aming system, it's something to use instead of it for different sorts of thing like throwing weapons.
It's coded in Lua, how it picks the target.
You could use it for a sword that shoots fireballs.

quasi ginkgo
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And B42 won't come in this year

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Multiplayer will take them at least one or two months

balmy prism
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How long has B41 been in development? It seems like forever

quasi ginkgo
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Don't know

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They're working on MP

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I don't even know if they started working on B42

balmy prism
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Oh I meant B41, my bad

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Dunno why I typed B42

remote solar
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can anyone make a shaving machine mod?

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I'd do it myself but I don't know anything about modding at all

balmy prism
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A shaving machine?

remote solar
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yeah

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like this

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it can work with a battery and uh, maybe it makes you happy?

quasi ginkgo
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It has been in development ever since 2015 started

balmy prism
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What?? B41 came out back in 2015?

quasi ginkgo
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They started working on it in 2015

balmy prism
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That's insane. So what they just flew through the first 40 builds? Crazy stuff

zealous wing
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Oh lawd. Stupid and ridiculous if true.

quasi ginkgo
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Actually

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While they started working on it in 2015

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Only one guy worked on it

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They focused almost all of their effort on the vehicle update

balmy prism
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I thought B41 was maybe a year or two old but 2015? Dear Lord.

quasi ginkgo
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It was released two years ago I think

balmy prism
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When was B40 released?

quasi ginkgo
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Don't know to be honest

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Probably somewhere in 2018

balmy prism
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Oh gotcha

vestal obsidian
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the B41 Beta was part way through 2019 if I remember correctly?

half chasm
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Alright ,after some tests, some 3d models can be shown on the ground , but only limited to a very few stuff, I think it doesn't allows models from mods shows up in world because I did a test with same file from the original game. So yeah placing a 3d model in PZ is basically impossible.

craggy furnace
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41 was not in dev in 2015

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it just had assets made way back

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its odd, because you can see a ton of left over shit that was never put into the game

quasi ginkgo
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That's what I meant

craggy furnace
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camo used to be smudges

quasi ginkgo
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I didn't mean they started working on it in 2015

craggy furnace
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the game in general has a bunch of stuff not actuated or just disabled

undone crag
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There's an archery mod that uses custom models for the arrows.

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Did you set a world attachment?

half chasm
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yes I did, none of them shows up, guess theres' a size limit for it or something

undone crag
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Ps nvm it seems world attachments aren't needed, looking at a file in scripts

half chasm
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for many cases, the model is supposed to be show up (but didn't) because the icon wasn't there

undone crag
half chasm
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no it doesn't

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it's completely.. nothing

undone crag
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Did you restart your whole game?

half chasm
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yes

undone crag
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What's in your txt file in /scripts for the model?

quasi ginkgo
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Did you restart your PC?

undone crag
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D:

half chasm
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I'm not a PC user

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yeah just restarted game again, the icon shows up then get disappears, means the model has been loaded ,but never shows up

undone crag
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oh

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I forgot the texture D:

half chasm
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doesn't matter, I let it read a blank texture already

undone crag
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Ah ok like
texture = Weapons/Blank,
in /scripts for the model?

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Is the model visible when held by the character?

half chasm
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oh wait, it shows up!

undone crag
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whar

half chasm
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let me try replace the model ...

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hmm, I see something very very tiny pixel blinks, that means it's a matter of scale. guess the fbx doesn't work for inworld objects but .x do(yes same model, fbx doesn't works but .x shows up)

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yeeeeees

undone crag
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What fixed it?

half chasm
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I think fbx doesn't works for this case, but .x do

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let me export the exactly same model to fbx and give it a try

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oh the fbx works too, then it was because scale I guess? it's actually 100times bigger than character attachments like guns

half chasm
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so the inworld 3d model has "height" which could make something interesting like walk through some water ...

half chasm
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It is possible to make simple 3D model as sprite or decoration item (and working pretty well!) . Since the camera angle for PZ is fixed, The polygon count also can be very low if you retopology the rendered scene as a plane. I didn't tested for alpha channels but I don't think PZ supports it.

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And thanks @undone crag for help!

grizzled grove
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as far as i know, only characters and world items can have a 3d model currently. You could maybe script an "item" that can't be picked up. Otherwise render it out to a sprite and use it like any other world art

willow estuary
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If you made it a "crashed car" item then yes, you can use it as a decoration.

grizzled grove
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ohyeah, cars

willow estuary
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Also, it could be a weapon that weighs 1000 units? But I think there'd be less jank issues making it a trashed vehicle instead.

grizzled grove
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i'm not sure if you can totally force a wrecked car zone into the map or not, overriding the player sandbox settings

willow estuary
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There's many many many ways a creative feller could spawn a custom crshed vehicle into the map, given the lua skills.

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But I think I heard something about support for custom vehicle zones in the vanilla map being forthcoming as well.

craggy furnace
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@half chasm

exotic nacelle
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cans omeone help me out with a quick question?

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i just added AIZ2 for the first time and i keep seeing "dumping any pasted road data to console.txt"

undone crag
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Looking through the Java and/or Lua I saw an item property called something like invisible or attached model, and if the item has no name, it becomes invisible in the inventory. Maybe they are also excluded from being listen when on the ground.

sonic flame
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the lines need a ton of work and it doesn't do anything yet, but it's a start lol

upper junco
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Street signs? That would be pretty cool

sonic flame
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Yeah the goal is to add a context menu so you can read them

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Not actually doing street signs yet because I'm gonna need about a bajillion of them, this is just a test

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Probably gonna line one highway with numbered signs as a start

upper junco
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Nice

grizzled grove
sonic flame
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Once I have menus working (aka once i find an example to rip off) and collision, that'll be the next step

grizzled grove
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cool. i can help with the art if you'd like

late hound
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Yoga Class spiffo

low yarrow
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Oooooh.
If you change the fbx of a mod it changes instantly ingame as well without restart. How cool is that πŸ˜„

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And i closed game all the time before i added a new object

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Too bad this doesnt work with weapon stats as well

quasi ginkgo
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I'm waiting for someone to release the music radio from fallout New Vegas

low yarrow
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I have a question to the distribution:
If i add more items to the list here. Will the chance decrease for the other items which already have been in the list before?

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Like are they compete for the rolls?

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I want to add 2 new axes in that case. But i dont want to make axes overall more common.
So should i just add them and leave everything as it is? Or should i then decrease the rate of the existing axe? so it somewhat matches the chance to spawn a axe like before without adding new ones?

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So my guess is i have to reduce the chance of each like so if i want to remain the quanitys of axes:

main lion
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AA12

gaunt smelt
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looks good

main lion
fallow bridge
drifting ore
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Anyone who can suggest me some mods for the 41b?

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whatever you got it's fine

tame mulch
tame mulch
drifting ore
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thank you aiteron

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specially for this

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and this

low yarrow
tame mulch
low yarrow
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Thanks for the example

craggy furnace
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yep

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thats the more elegant way of doing it

low yarrow
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And i do write that in the same file?

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(LUA/Server/Items/Distribution.lua)

quasi ginkgo
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Yes

low yarrow
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Alright, thanks. Will look into that

zealous wing
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Like @tame mulch showed.

low yarrow
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Just made a quick test, but it spits out an error

tame mulch
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need module name

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before item name

zealous wing
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What he said.

low yarrow
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ooh πŸ˜„

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Thank you!

zealous wing
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Base.HandHatchet.

tame mulch
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yeah, like that

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if you add item in Base module

low yarrow
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yep

zealous wing
low yarrow
zealous wing
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Just save that screenshot @tame mulch posted. Good reference there.

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Dumb question since i'm here, but what does ItemPicker.lua do? I've seen that as a requirement in some distro files.

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E.g., require 'Items/ItemPicker'

tame mulch
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I don't know. I didn't use it. Anyway, you can "not write" require at all and it will works)

willow estuary
# quasi ginkgo Yes

DUDE seriously.

You DON'T know what you're talking about, and that is the WORST advice.
That is a huge common screwup with mods.

You do this all the time. PLEASE quit spamming in every channel when you don't know what you're talking about.

sonic flame
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@willow estuary you said you had a mod that spawned in world objects? think you could point me towards it so I could take a peek? I'm using an old example mod that I had to tinker with just to get it working but I don't think what I'm spawning are proper objects

willow estuary
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@sonic flame cut and pasted from a WIP mod, but this should be transferable for your purposes πŸ™‚

    local newBarrel = (IsoObject.new(getCell(), square, "greensupplybarrels_1"));
        square:getObjects():add(newBarrel);
        square:RecalcProperties();```
sonic flame
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Awesome, thank you

willow estuary
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πŸ‘

sonic flame
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Ugh I need to set up a tilesheet at some point

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Maybe now

willow estuary
quasi ginkgo
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?

quasi ginkgo
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Was just trying to help the guy

willow estuary
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Dude, if you don't know what you're talking about, you're not helping.
You told him the opposite of what the right way to do it.
You obviously don't know anything about the subject, so what would possess you to say that to him?

If you don't know what you're talking about, and, again you obviously don't, you're not helping and should, just this one time, not saying anything.
jesus fucking christ dude.

fallow bridge
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@willow estuary what a important rule to follow

willow estuary
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Oh, you're one to talk given all your past shitty behaviour treating me as your fucking punching bag Vunder.

vast dune
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would that rule override "the guy is saying misinformation so i gotta stop him"

fallow bridge
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he could be very much not a dick about it

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so

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no

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it doesn't

vast dune
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hmm got it got it

fallow bridge
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just because he's very well know doesn't mean he should get past the rules.

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and if he DOES than that's total bullshit

pulsar mango
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doesnt look like hes being a dick lol hes just being frank with the guy

fallow bridge
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how

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HOW

zealous wing
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@quasi ginkgo IIRC, you advised someone to name their disto file "Distributions.txt".

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Do not do that. That is actually bad.

fallow bridge
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THERE

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THAT IS PERFECT

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that isn't being an asshole about it

shrewd grove
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coming and telling someone false information on how to properly mod creates problems fot every modders because people who cannot properly test mods will blame the first thing they see.

fallow bridge
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and i'm not saying it isn't

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i'm just saying

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there was no need to be a prick

zealous wing
quasi ginkgo
fallow bridge
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hybe

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stop

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end it

quasi ginkgo
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And I literally don't spam

fallow bridge
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before shit gets more fucked

willow estuary
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It's just fucking rich having fucking Vunder lecturing me given how much he's dragged me, insulted me, and harassed me in the past πŸ˜„

fallow bridge
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well

quasi ginkgo
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Sure

shrewd grove
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you literally provoked it further, so ya know, thats great.

fallow bridge
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all i did was remind him of the golden rule

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nothing more πŸ˜‰

zealous wing
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How I feel right now.

iron salmon
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πŸ™„

zealous wing
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FWIW, I've got a 3.0 update to my cooking mod that's in the wings. Overhauls some of the cooking recipes to work better, and to require appliances to them too.
It makes use of the OnCanPerform lua function.

quasi ginkgo
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Cooking mod?

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Is that an overhaul that makes cooking better?

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Or just adds recipes?

severe ridge
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selling commissions for weed 🚬

oops, wrong place

quasi ginkgo
zealous wing
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It adds a ton of new stuff and new ways to make things.

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Great for 6ML play, as it lets you craft a lot of stuff you normally can't get due to it all going bad.

quasi ginkgo
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Sixteen times the details?

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All new cooking, grilling and eating technology?

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Four times the size of project zomboid's vanilla cooking system?

zealous wing
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It's all there in the description if you want to use it.

willow estuary
quasi ginkgo
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Epic

zealous wing
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Anyways, a lot of stuff will eventually require stoves or fridges to craft. In the case of the latter, fridges/freezers to make Ice.
Credit to @willow estuary for the help.

quasi ginkgo
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Is that coming to advanced gear?

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Or a standalone mod?

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I guess I'll never find out

sonic flame
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Welp, context menus officially hate me

sonic flame
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I guess they're not world objects, so I'm not sure how to get a handle on them from the context return

quasi ginkgo
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Epic

autumn sierra
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I would love to see a UN helmet mod as well (or, if you’re using dayz images, the AN helmet πŸ˜‚)

thorn bane
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Is AnimZed out?

autumn sierra
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Or just a peacekeeper outfit in general

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No it’s coming with the stable build

thorn bane
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Rightio

autumn sierra
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That won’t be for a while, some have access to it rn tho

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I think for testing but I’m not sure

thorn bane
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can i spell something right this one time

autumn sierra
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Yeah some trusted modders I believe have access to Animzed rn

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you got it now haha

quasi ginkgo
thorn bane
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The animation tool for PZ

quasi ginkgo
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Oh yeah, that

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Why would you want it though?

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Can't you just make animations outside PZ?

late hound
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No one has access to Animzed. You can make animations outside of PZ, that is what I have been doing.

drifting ore
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@willow estuary Can you make better knuckle dusters? Maybe even dual handed ones with spikes?

willow estuary
drifting ore
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Ah. Understandable. Love your mods man.

sour island
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with these distro lists- is there a reason why table.concat isn't being used since the values are in pairs and require each other?

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@tame mulch @willow estuary

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wait concat returns a string

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could have sworn there was a multi insert

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nvm, it would have to be it's own implementation

fallow bridge
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Nobody had access to animzed yet

plucky nova
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was it just me or was there another channel in the workshop section before

quasi ginkgo
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There was

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Someone moved it

low yarrow
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Is there a function to reload weapons stats from the script without restarting the game?
Would be handy when balancing the stats

analog sandal
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just a friendly reminder that this exists
edit : should've been clear, this is a sound overhaul for pz

brave grove
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Whats the shorthand for Tailoring skill if I want to give tailoring skill gain on some recipes?

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Like, when I take a look at Scrap Weapons, Armors, etc, they use this on the .txt file
OnGiveXP : Give100MWXP,

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So, is it possible to just replace the MW shorthand for something else and it'll work?

half chasm
brave grove
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ah, I see. Thanks.

willow estuary
quasi ginkgo
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Brita's weapons pack or yours?

willow estuary
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Best loot spawn so far in testing.

austere scarab
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this one still works?

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on 41 beta

autumn sierra
quasi ginkgo
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pretty sure that's still a WIP and its official

autumn sierra
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Damn well I can’t wait for it to be done

quasi ginkgo
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there's one on the workshop for cars

autumn sierra
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Some sounds in PZ are incredibly low quality compared to others

quasi ginkgo
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it makes cars less annoying

autumn sierra
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Yeah

exotic nacelle
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can anyone help me with the "dumping any pasted road data to console.txt" message i keep getting?

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i read its about the cheat menu for a mod, but i dont know how to turn it off...i disabled the mod and its still showing

quasi ginkgo
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what mods do you have?

exotic nacelle
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so i read its from the "alll in zomboid map pack"

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omg... hang on

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i might be a complete idiot

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nope lol!

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i thought i had it cause it says "cheat menu aiz editor" so i disabled it, still happening

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ive tried using new maps and stuff and just never seem to be able to get it to work right, bums me out

sonic flame
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getting somewhere finally

sonic flame
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any hints on what I'm doing incorrectly? text on the bottom is null.

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is this not what properties are even for?

tame mulch
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what you want to do?

sonic flame
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Just stick some text inside the object so I can pull it back out later

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I need to get "firstsign" back out

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I know it's the right object because the name I set is on it and I can access that

tame mulch
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i didn't used PropertyContainer. ModData didn't work?

sonic flame
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I haven't tried that yet. Was poking around in the pz reference but couldn't find enough info to figure out how to use it like this

tame mulch
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what you want to do with sign in general?

sonic flame
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Signs get placed in the world and then read from a context menu

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Context is all set up, just need to figure out passing the data through

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Oh I just found a moddata example online. Gonna play around with that

grizzled grove
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an idea i had previously was to use zones in WorldEd. They're a generic type and can have any text in their properties; then your street names aren't tied to specific art or anything like that

nimble spoke
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maybe check for coords and then check from a list?

craggy furnace
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a man has fallen into the river in zomboid city

sonic flame
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aw yeah, now we're in business

craggy furnace
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narrator: they were in fact not in business

sonic flame
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Ignore the fact that I'm spawning a new sign every load. that's on the list to fix lol

grizzled grove
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noice!

sonic flame
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now to figure out why the sprites disappear

analog sandal
analog sandal
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the official ones sound way more work in progress than mine do πŸ˜›

quasi ginkgo
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Cars themselfs or their sounds?

analog sandal
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the sounds

quasi ginkgo
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Pretty good

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Only part that needs work is the end

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When the cars used breaks

analog sandal
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can you be more specific

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there's some heavy limitations that can't be overcome from a modding perspective because of how the engine is set up

quasi ginkgo
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When you start turning left

analog sandal
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right but what exactly is missing

quasi ginkgo
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At 0:03

analog sandal
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I'd love to for example have different materials for the drifts but the game onyl takes one

quasi ginkgo
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It sounds like it's looping

analog sandal
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oh I can't influence any of the loop length or assembly, just the assets themselves

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yeah it's looping, it's one of the problems with the engines

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I can just switch the samples for my own, but the length and a bunch of other things can't be changed

analog sandal
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there's no turns that switch a sample though

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it's the transitions that are handled poorly

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(on another note, any mods you download on top of my project simply overwrite the sounds in my project so it's perfectly viable to use my stuff with this car mod overwriting it)

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i'll be reworking all the sounds yet again once the implementation is fixed by the devs with their sound overhaul

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just wanted to point out that my project exists and is freely available since the devs started building hype around the new noiseworks sounds

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but I'm feeling complimented that you thought my sounds are the official rework πŸ˜›

quasi ginkgo
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Seriously they're very annoying and sometimes unrealistically loud

fallow bridge
analog sandal
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yeah that's what I was going for, tbh there's a lot of stuff that can't be done due to how stuff is implemented, but I at least tried improving the samples

fallow bridge
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Can’t wait for the new vanilla soundsss

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Gonna be pog

analog sandal
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yup, gonna sure be a nice challenge to try and stand up to it myself πŸ˜„

quasi ginkgo
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But it's pretty lacking

analog sandal
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it's in java though

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like, the stuff I'd need is java stuff

fallow bridge
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Yeah

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The game runs of java

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Off*

quasi ginkgo
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yes but mods use lua

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or at least, most of them

analog sandal
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yeah but I had to do core modding

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like, you can't change the sounds by just popping in ogg sounds into the directory

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or, not all of them anyway

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gotta go in, crack the fmod banks open, decompile, swap, match, recompile and boom

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no joke the method took me months to figure out

fallow bridge
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Crack em open like eggs

analog sandal
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yeah

craggy furnace
#

It’s lame

quasi ginkgo
fallow bridge
#

Your lame

craggy furnace
#

Other games have much better support even in alpha

quasi ginkgo
craggy furnace
#

Yes

#

I dislike it, but yes

#

One word for zomboid modding: tedious

quasi ginkgo
#

well technically speaking it is

craggy furnace
#

Yes, it is

fallow bridge
quasi ginkgo
fallow bridge
#

7DTD’s modding doesn’t exist

quasi ginkgo
#

that's what I was trying to say

fallow bridge
#

It’s mostly graphical changes

quasi ginkgo
#

and that's why I typed it like that

craggy furnace
#

Lots of things aren’t touchable normally so it’s a game of having to go around it and adding your own solutions

#

Pray no one else does anything similar because it can break your mod

quasi ginkgo
#

you can add it to vanilla

#

just waste 5 years trying to get it to work

#

jokes aside

#

something like fallout 4 modding is gonna come in handy here

#

in project zomboid, if a mod touches a single part of an item

#

it will be completely incompatible with anything that touches the same item even if its a different thing

#

in fallout (or new vegas), it doesn't matter if a mod edits the same gun

zealous wing
quasi ginkgo
#

as long as it doesn't edit the exact same thing another mod does you should be fine

quasi ginkgo
#

You can apply this to every single game

#

What I meant is that we should try to do something similar to this

#

bethesda's engine is 20+ years old

zealous wing
#

There's this thing called ItemTweaker that lets you change individual aspects of an item. Two different mods can tweak the same item without issue.

quasi ginkgo
#

Don't see many mods using it

zealous wing
#

Plenty do.

quasi ginkgo
#

example?

zealous wing
#

Most don't need to, unless they need to make changes to Base items.

quasi ginkgo
#

I have over 70 mods

#

didn't see any mod mention this

zealous wing
#

That sounds like a you problem.

quasi ginkgo
zealous wing
#

Off the top of my head, most of SF's mods use it to some extent.

quasi ginkgo
#

sf?

#

don't know what that stands for

zealous wing
#

Soulfilcher.

#

All of his X Time mods.

#

The Littering mod, Algol's stuff, Fashion Montage to name some more.

quasi ginkgo
#

speaking of mods

#

did you ever try this?

#

blair blocked me so I can't ask him

zealous wing
#

Gee, I wonder why.

quasi ginkgo
zealous wing
#

he doesn't like tweens blowing up his chat I would imagine.

zealous wing
#

Exactly.

quasi ginkgo
#

yeah "blowing up his chat" doesn't make much sense

fallow bridge
#

Stop right there

#

Don’t start please

#

Thank you

carmine cosmos
analog sandal
#

I do

pulsar mango
#

lol

sonic flame
#

@willow estuary with that spawning method you gave me, do you have to do something special to keep the sprites from vanishing? The objects are still there, but unless I replace them on load they go invisible

#

And I can't do that because I end up stacking invisible signs on top of each other

willow estuary
# sonic flame <@456547581439377419> with that spawning method you gave me, do you have to do s...

Huh, sorry man, I'm not smart or knowledgeable by any means? I just keep banging my head against the problem until a solution falls out.

All I can say is that this cut and paste job from a WIP does indeed create persistent new tiles/sprites when I use it in testing for my mod?

    local container = ItemContainer.new("SupplyBarrel", square, newBarrel, 1, 1)
    newBarrel:setContainer(container)
        square:getObjects():add(newBarrel)
        square:RecalcProperties()```
#

Also, FYI, until b41 MP is available, it's completely up in the air whether any of our mods will work properly in the MP environment? I imagine this would require some sort of synching with the server as well?

sonic flame
#

The only difference between that and mine is that I'm using loose sprites rather than pulling them from a sheet, so that's somewhere to start looking

#

And I haven't even thought about multiplayer yet, but I think I should be able to pull the spawning code out and drop it into the server files (based on my nonexistent knowledge of how pz servers work)

low yarrow
willow estuary
sonic flame
#

those are some nice ass tools

proper lantern
low yarrow
proper lantern
low yarrow
# proper lantern I will give it a try!

Awesome! Let me know if a weapon feels to overpowered or is too rare.
I tested it for 2 hours now and found so far 1 of them πŸ˜„
But i also have tested them in cheat mode a bit

proper lantern
#

You got it!

fallow bridge
#

i love this description

quasi ginkgo
#

best mod by far for project zomboid

fallow bridge
#

eh i like hats falling off

#

falling off from EVERYTHING is a bit silly

quasi ginkgo
#

yeah but it falls off 90% of the time

#

not coo, RJ

sonic flame
#

yep, it was the loose sprites. I found a tilesheet in tilezed that actually has roadsigns and changing the spawns keeps the old ones

willow estuary
#

Oh sick!

sonic flame
#

it's gonna need some bloody textures so I don't have to add numbers, but I'm okay with it so far

quasi ginkgo
#

This will be pretty damn helpful

sonic flame
#

it's totally cut up from a stock image site, but don't tell them lol

#

this is what I should be doing instead of midterm projects, right?

quasi ginkgo
#

yeah I guess

coarse pollen
#

nm just went and read it myself, thanks for the work blair

willow estuary
#

Thanks! πŸ™‚

sonic flame
#

maybe a little tall, but meh

jovial summit
#

that's a really short dude

sonic flame
#

I need a cell to get a grid square? Shouldnt that be possible just by the xyz coordinates?

undone crag
stuck carbon
#

Hello! There's any mod that allow me to see every craftable item in only one tab? Only that I've all items to craft

fallow bridge
#

there is a checkbox you can check to see all craftables

shadow dust
#

Is there a way to set the battery power for all batteries at the start of the game

#

trying to make a long dark mod

fallow bridge
#

does this look right (specifically the craftables... i don't know the exact needed ID's)

#

(btw i'm fucking with a recently made metal bat mod because HOLY FUCK it was OP as hell)

fallow bridge
#

i tried doing that and it wouldn't work with me

#

and i'm not writing this

#

this script was already made

#

as i said i'm tweaking a mod that made a weapon that was... VERY OP

zealous wing
#

I'd write it like the following:
`recipe Make Metal Bat
{
keep Blowtorch,
SheetMetal,
WeldingRods;2,
Metalpipe,

    Result:MetalBat,
    Time:200.0,
    Category:Metalworking,
}`
#

I'd file it under metalworking personally. Also, I'd cut it to using 2 units of the welding rods rather than eating the whole item.

fallow bridge
#

yeah probably

#

tweaking this has been quite the handful

#

the guy basically was like "balance = 0" and made everything 100

#

the crit chance was 93%

zealous wing
#

Lemme guess, it was one of those Babby's First Mod affairs?

fallow bridge
#

probably

#

but so far it's the only metal bat mod that actually ADDS it's own item instead of replacing the normal bat

#

module Base
{

recipe Make Metal Bat
{
keep Blowtorch,
SheetMetal,
WeldingRods;2,
Metalpipe,

    `Result:MetalBat,`
    `Time:200.0,`
    `Category:Metalworking,`

}

#

that looks good?

zealous wing
#

Add the following between the first bracket and recipe:
imports { Base }

#

It uses Base items as ingredients for the recipe.

fallow bridge
zealous wing
#

That looks fine.

fallow bridge
#

thanks

#

anything small i should do or is it perfect?

zealous wing
#

Only thing I'd recommend is aligning the imports brackets with the recipe? Keep things nice and tidy to make it easier when reviewing different chunks of code.

fallow bridge
#

module Base
{
imports
{
Base
} like that?

#

they are all straight together in the text

zealous wing
#

Yeah.

#

You got it.

sonic flame
#

Aaand my texture pack just broke. Maybe that's enough modding for the night

jovial adder
#

wondering if there is a list of 'recommended mods'?

fallow bridge
#

@jovial adder honestly it depends on how you play

#

most of the time

jovial adder
#

I've never played before so I don't really know what I'm after

#

should I update to the 41 build? or are mods more stable on the previous build?

fallow bridge
#

most new most won't work with b40

#

i'd heavily advise playing on B41

#

only ever play on 40 for MP

zealous wing
#

group:setExclusive("Billboard", "Back")
This fucking line of code right here.

#

It was the cause of so much of my grief.

fallow bridge
#

bruhhh

zealous wing
#

It's from Dressing Time, one of soulfilcher's mods.
If I leave it enabled, lots of tooltips break and my console floods with errors like the first five compartments of the Titanic.

#

It's taken me like 2 weeks to chase it down but I finally did.

#

Well, I'm tired. Gnite.

austere scarab
#

wait what's a file

#

and how do i find it

#

or is it there because of the mod only

magic star
#

A file is a tool

hollow shadow
austere scarab
hollow shadow
austere scarab
#

does this work on 41?

quasi ginkgo
#

Yes

#

I tested it myself

fallow bridge
#

A fair few of them are completely broke

gaunt smelt
#

I tried adding orgm as a mod for my 40 server (steam) it does not apply the items (no itemfinder or police station check)

I enabled the mods under settings for the hosted server and myself

#

Any tips?

sonic flame
#

Well I can spawn as many street signs as I want, but I cant seem to spawn them outside of the currently loaded cell. Not a great sign

austere scarab
#

what's flax

sonic flame
#

looks like it's forageable

#

it's a plant that's used for its fibers and seeds

austere scarab
#

string that's made out of plants?

sonic flame
#

yeah basically

austere scarab
sonic flame
#

980 cigarettes, god damn

coarse jackal
#

Is anybody able to create a small mod for me? the only requirements are a few items to be given to the player upon spawning and a spawn location

zealous wing
# austere scarab

MoreTraits is broke as shit. Don't use that.
I mean, some of it works. But it was causing me a shitload of issues in the past and I had to disable it.
Use it at your own risk.

zealous wing
austere scarab
#

yeah it's way to op

sonic flame
#

hydro spawns acting up again?

zealous wing
#

Allegedly the creator's going to revisit it or something after B41 Stable drops. Don't quote me on that though.

coarse jackal
round zenith
#

@coarse jackal there is a mod like that adds a ton of different spawn locations

coarse jackal
#

Yeah I think I just saw that one

#

I've also just found this one here!

#

Although it was last updated in 2019 so that's definitely not b41

#

I wonder if it still works

sonic flame
#

Is there a way to find the arguments for events if the wiki doesnt have them listed? I found one that should do what I want but the wiki page for it is blank, and all I found in the java code was the line adding it to the events list

willow estuary
low yarrow
#

Anyone has a idea where to find this campfire graphics?

#

I wonder if they are hidden in this "pack" files

nimble spoke
#

All tiles are in the pack files

low yarrow
#

Which tool i can use to open those?

sonic flame
#

tilezed has a .pack viewer

low yarrow
#

Oh found it, thanks πŸ˜„
For a moment i thought tilezed is just for creating maps

#

But makes sense that you can also view the textures

carmine cosmos
#

The short answer is yes, but it is definitely easier to just tell me which event you want to know more about. The long answer involves setting up your development environment which you will not like.

exotic nacelle
#

has anyone used the yacht club mod? does it work?

sonic flame
#

Lol how did you know I dread the thought of going back to a Java IDE?

carmine cosmos
#

Although I am bit surprised you used an IDE at one point to begin with πŸ€”

sonic flame
#

I could do it but back when they were teaching us java in school they told us to use Eclipse and Eclipse 10 years ago was pretty terrible

#

I hear it's better now

carmine cosmos
#

Eclipse is not a good Java IDE

sonic flame
#

What do people use these days? Jetbeans?

carmine cosmos
sonic flame
#

Ughhhh

carmine cosmos
sonic flame
#

Lol that's fair

#

Well I'm back to square one then. I'll have to fuck with this more after midterms

willow estuary
#

Playing with infographics

deep dust
#

that is a great chart

sonic flame
#

Blair, does your spawning work in unloaded cells? I've noticed that the only way I can get signs to spawn is if my game loads while my character is inside the cell

#

I've had a nightmare of a time trying to mess with anything not loaded

willow estuary
#

As far as I know, practically speaking, unloaded cells don't exist. It's a "reality bubble" thing.

craggy furnace
#

iirc PZ just has an on and off mode

#

it only ticks on when you enter

sonic flame
#

So the only way to add objects to a cell at runtime would be to spawn them on individual cell loading?

craggy furnace
#

what are you exactly trying to achieve?

willow estuary
sonic flame
#

Well that sounds like a big ol RIP to street signs

carmine cosmos
craggy furnace
#

i mean

#

the easiest way to do that is to manually spawn them at very specific points

#

uh

#

let me go look for something

#

very similar to what we are doing with the crashes

#

@sonic flame what kind of objects are they?

carmine cosmos
#

Should be quite simple to do, but this depends on how he's approaching the problem

craggy furnace
#

this is blairs but the premise is simple enough (mind you its lacking the requiring code otherwise)

#
addSpecialSpawn({type = "burnt", x = 3630, y = 5996, dir = Dir.SW, chance = 100, always = true})
addSpecialSpawn({type = "burnt", x = 3625, y = 6002, dir = Dir.W, chance = 100, always = true})
addSpecialSpawn({type = "burnt", x = 3635, y = 6007, dir = Dir.SW, chance = 100, always = true})```
#

idk how you could do that with say a worldtile let alone an object

carmine cosmos
#

Are you sure that addspecialspawn still works?

craggy furnace
#

only one way to find out

carmine cosmos
#

Can't find that reference anywhere in code

craggy furnace
#

in base PZ?

carmine cosmos
#

Lua/Java yes

#

Unless this is his implementation

craggy furnace
#

oh no, this is listed independently in the lua he made

carmine cosmos
#

Then it's pointless to paste it here

#

Paste the actual implementation

sonic flame
#

Yeah I'm dropping in isoobject street signs

craggy furnace
#

i dont enjoy throwing the work of others into the open

#

but

carmine cosmos
#

It's Lua, it's open source by default

craggy furnace
#

if someone makes cool car with legos i dont want to grab their invention and just show it off

#

its their lego car

carmine cosmos
#

If there was any way to obfuscate it, you know most people would do it

craggy furnace
#

context is key too

carmine cosmos
#

He can always yell at people for posting his code around but there is no basis in reality for that

sonic flame
#

Ah theres an event for a grid square being loaded. That may do what I need

craggy furnace
#

great

carmine cosmos
#

If I publish my code as open source in the public domain I can't dictate who gets to talk about it

craggy furnace
#

sure, you can also dl it and just crack it open

carmine cosmos
#

That's just ludicrous, but I understand this is a thing in modding communities in general

craggy furnace
#

same results

carmine cosmos
#

You are not cracking anything open, it's open source by default

#

Lua does not get compiled in binary

craggy furnace
#

lol

#

you are taking it too literally there

#

i mean as just open it up and look

#

not as in literally cracking her open

#

i.e. going into the folder and opening

carmine cosmos
#

It's fine I understand the culture here all too well πŸ˜„

#

Doesn't surprise me that people would get upset if you talk about their code

sonic flame
#

I dont know much about PZ's inner workings, but I cant imagine adding a function to every grid square load is great for performance

#

Guess we'll have to see

carmine cosmos
#

What we should be working on is a Lua obfuscator instead of the ***loader

#

Now that would grab some serious attention 😎

zealous wing
craggy furnace
#

an obfuscator that generates its own key would be neat

sonic flame
#

yeah I don't plan on going any deeper than I need to. modding this game has been frustrating to say the least

craggy furnace
#

only accessible via what created it in the first place

#

yeah

#

the lack of documentation for PZ modding is a bit staggering

#

particularly due to how fast it outdates

zealous wing
carmine cosmos
craggy furnace
#

i am just on a conquest for khorne

#

going deeper and deeper into madness

carmine cosmos
zealous wing
#

Gaining such knowledge requires much sacrifice, and is a dark path no loyal Imperial servant would dare tread.

zealous wing
carmine cosmos
#

That's just compensating for... cough... lack of other things πŸ‘€

craggy furnace
#

oh yes

#

like the actual code not being commented enough

#

or readable

zealous wing
#

This game's netcode being such a shitshow and needing a years-long revamp is proof otherwise.

carmine cosmos
#

Besides we already have the tools we need to code this game on close-to-dev level

zealous wing
#

There's a chinese term for it I'm starting to get fond of: Chabuduo - Just good enough.

craggy furnace
#

heh

#

project chabuduo

zealous wing
#

The devs thought "just good enough" on a lot of stuff they've done in the past and moved on from it.

carmine cosmos
#

Actually better then devs, only thing we lack is the ability to mod in Java

carmine cosmos
#

API documentation could be improved though, that is the only thing I would ask the devs

craggy furnace
#

i think i am resolute in my belief that albeit PZ is starting to become even more modifiable the lack of interesting stuff to mod systems wise is making it tempting to wait for further serious modding

carmine cosmos
#

We will see how that fairs when the docs get actually updated for B41

craggy furnace
#

gimme animals

#

and the new effects

#

otherwise i am good

carmine cosmos
craggy furnace
#

eh

#

burnout would be quitting

carmine cosmos
#

I can think of 10 mod-ideas off the top of my head that can be done

#

I just don't have the time to do them, working on project chabuduo

#

Just look at pz-cnd-speech + peach animations

#

That would completely change single player experience forever

craggy furnace
#

there is a ceiling there

#

very interesting but nonetheless there

carmine cosmos
#

Sure it doesn't have guns and explosions so it's garbage by default in the public eye, but regardless it would bring so much value to the game for those who actually value roleplaying

craggy furnace
#

if i want to make project vampire id need to wait

carmine cosmos
craggy furnace
#

in terms of actual ingame content

carmine cosmos
craggy furnace
#

no

#

thats a long term project

carmine cosmos
#

It would not really improve the game in any way

#

Kind of like adding 500 guns in game

craggy furnace
#

i am not interested in improving anything that i dont find interesting

#

zombies are fun for the first 1k hours

#

but they are stupid as shit

#

when you realize you are a human and smarter than millions of zombies things get stale

#

vampires with guns?

#

supernatural demon dogs?

carmine cosmos
craggy furnace
#

ok, cool, i am interested

carmine cosmos
#

On highest possible population

craggy furnace
#

even with sprinters they trip, rot, and die

#

why not have a problem where they sprint and you can only permanently kill them with fire?

carmine cosmos
#

Ah alright, so the game is easy with sprinters on highest pop

craggy furnace
#

thats just torturing yourself

#

not even fun

carmine cosmos
#

How about modding them in a way to make them fun and not torture?

#

Having vampires is just kid stuff πŸ™„

craggy furnace
#

your opinion πŸ˜‰

carmine cosmos
#

Sure, just like it's my opinion that 500 guns don't make the game better

#

We all have our own opinions, no need to even talk then

#

Let me know when you find an actual argument why vampires and guns make the game better

craggy furnace
#

okay, wow

#

yeah, let me just yoink my stuff out of coco because i love to collab with you guys but thats the last arrogant thing ill tolerate from a litany of them

#

other than that we are hunky dory and chuck has my dearest regards

carmine cosmos
#

You are free to DM me about that or post it in the community section on the server

craggy furnace
#

because i am talking to you here, now

carmine cosmos
#

This is not the place to be talking about this

craggy furnace
#

indeed, it isnt

carmine cosmos
#

Unless you are trying to start a flame war

#

Which would be pointless πŸ€·β€β™‚οΈ

craggy furnace
#

no, i am not

round zenith
#

yikes

craggy furnace
#

all over folks

#

keep it nice

half chasm
#

If they gonna let us mod animation and custom skeletons someday. I'm interested to make some "special zombies", like one can open the door and chase you for long distance with high HP etc. yeah just like
tyrants zombie

plucky nova
nimble spoke
#

We are getting other skeleton options since they have animals planned

sonic flame
#

man, FR has some clever stuff in his spawning scripts

craggy furnace
#

indeed he does

sonic flame
#

hopefully he won't mind if I adapt it

craggy furnace
#

probably not

sonic flame
#

oh shit it works

craggy furnace
#

great!

sonic flame
#

haven't heard back from FR, but depending on how that conversation goes all I have left is grabbing x,y coordinates for every sign I want to add

#

once highways are done it'll be time for street signs, and that's honestly going to be a nightmare. I'm not creative enough to name every street

#

plus there's the issue of existing street signs in the vanilla game, which I didn't realize even existed until yesterday

craggy furnace
#

lmfao

#

hahaha

#

in that case, you could try to put an "invisible" object on it that is readable

#

itll just sit nicely with the world tile

sonic flame
#

Yeah it should be solvable, I just haven't looked at them yet

#

Oh and I still have to chop up that street sign texture so I have 1/2/3 way signs, but that should be a 5 minute job in gimp

#

Just the highway signs by themselves should be massively helpful as far as navigation goes though

#

And then maybe I'll get around to adding plaques to big landmarks, we'll see

#

Or I could really torture myself and add addresses to all the mailboxes

#

orrrr my signs could go back to the disappearing act from before. that's totally what I wanted to deal with right now

low yarrow
#

going right now through the LUA tutorial in the Forum.
So basically this example should make my character say "i like tutles" each 10 game minutes. But he doesnt. 😦

#

Guess its because the tutorial is from 2013

willow estuary
quasi ginkgo
#

Title? Fallout New Vegas
Image? Fallout 2 oil rig
Game? Project zomboid

fallow bridge
#

uh

#

@quasi ginkgo

#

that's rust

#

the entire premise of blairs mod is based off of Rusts oil rigs xD

#

ALSO

#

made it more powerful than the basic bat while still being less powerful than a nailed bat

quasi ginkgo
#

And there's only one "rigged from the start" quote

fallow bridge
#

bro

#

i've played rust

#

it's the exact same scenario as rust

#

scientists on oil rig and boxes full of loot, he even uses a picture OF RUST

#

it's just rust but in PZ @quasi ginkgo

quasi ginkgo
#

I don't play rust

#

So it's not real

fallow bridge
#

oh i see

placid delta
#

@low yarrow i see no reason why that example would not work. I can only guess there was some losding error?

round zenith
#

Anyone got experience with placeable objects like chairs? Can't find any tutorials that cover it well

jovial summit
#

Does anyone know what effect this has in game?

#

I'm assuming it's related to NPCs, but I got no clue really

autumn sierra
#

i'd assume so but im not sure

#

seeing as theres really no gifts yet lol

sonic flame
#

Even with the limited amount of time I've spent in the code theres a ton of NPC related stuff in there, so it's likely

craggy furnace
#

yep

sour island
#

There's alot of deprecated stuff even outside of NPC related content

severe ridge
#

i'll probably be out of modding for a while peeps, but i'll keep an eye for new stuff you guys do πŸ‘€

low yarrow
quasi ginkgo
#

Is there a way to make a map (the one you can loot in-game) of this

#

Raven creek really needs one

proud nymph
#

I sure, what people will find way to make home in urban zone kekw

quasi ginkgo
#

So uhh

#

Is there a way?

hollow oyster
#

Oh I wish I knew how to make a mode with some new clothes. Like, dresses look kinda weird and ugly, and also, I guess it’s 90s but still no crop sweaters and cardigans

fallow bridge
#

ok there is something really wrong with my Rebalanced Metal Bat mod

#

i have NO CLUE what it is as i didn't change anything besides the scripts and recipe

#

i made sure not to touch anything besides what needed to be

#

OK i think i know whats going wrong, i think i made it have to many files (contents for example)

#

the original version of the mod goes like this

#

while mine goes like this

#

i guess the best way to figure it out is by comparing both workshop versions actually

#

hm

#

they look similar so that can't be it

fallow bridge
#

this specifically

jovial summit
#

Lmao

#

That’s why I never want to get into codinf

fallow bridge
#

now i'm doing minor tweaks to the crafting and repairing

#

i wanna make it require a blowtorch to be repaired, but i don't quite know if i put Blowtorch=2 or BlowTorch;2

#

or keepblowtorch=2/;2

#

figured it out

willow estuary
#

Revised the "why mod not work" troubleshooting guide for my workshop pages.

fallow bridge
#

now i need to figure out how to make it so crafting requires metalworking level 3

severe ridge
#

SkillRequired:MetalWelding=3,

nimble spoke
severe ridge
#

πŸ˜†

willow estuary
#

But if I'm gonna get to serious about having this sort of boilerplate disclaimers on my workshop pages maybe some sort of "No compatibility with Hydrocraft is either intended or guaranteed and any issues with Hydrocraft are outside the scope of this mod and not a personal concern for the mod author"

craggy furnace
#

what the fuck

#

cars have bones?

#

jesus the car interiors have bones

willow estuary
#

I made a HC compatibility patch one time and:

  1. It was a GIGANTIC pain in the ass
  2. It resulted in one instance of someone insisting that GEAR forced them to download and install Hydrocraft, because of the optional HC compatibility patch in the mod bundle.
    So, never again
sonic flame
#

If cars have bones and zombies have bones, why no bone weapons

fallow bridge
#

now i'm having trouble getting the crafting recipe to not accept only 1 unit of the welding rod and 1 unit of the propane torch

#

i think i got it

tame mulch
craggy furnace
#

it took me a second

#

but yeah

#

they would need them

willow estuary
#

The new tooltip feature for recipes is good stuff.

balmy prism
#

Hey for the Better Locking Picking mod, if you read the magazine for hotwiring do you still need to get your mechanics and electricity leveled up?

fallow bridge
#

i really like making stupid looking mod pictures xD

fallow bridge
fallow bridge
#

ignore that.

radiant ginkgo
fallow bridge
quasi ginkgo
#

I already asked this once but a few hours have passed and no one answers me

#

How do I turn this into a map in project zomboid?

tame mulch
#

map like item ingame?

quasi ginkgo
#

Yes

tame mulch
#

check map mods, that already exist

#

i think create mod will be no hard

tame mulch
quasi ginkgo
#

I'll try

#

I just checked the code of a single map mod

#

Turns out it's just creating an item, but I add the "Map = media/UI/LootableMaps/(name of the image)

#

Made it, was pretty easy

sonic flame
#

Is there a way to add points on the pz map site? I know I can lock one coordinate at a time, but I'd like to drop a bunch of pins

clear lodge
#

@fallow bridge where is that holster from the picture from?

drifting ore
#

For anyone who plays with superb survivors. Do NPC spawns the first day? Because i can't meet them, and I can't edit their settings since a friend of mine said my character could spawn with a wife or something

quasi ginkgo
#

Yes

#

But they're rare

drifting ore
#

yea but i didn't edit the settings. Is it possible? I heard there is a menu

zealous wing
#

Does anyone know if it's possible to directly open/edit the players.db file to view the contents? I have an issue that I think is related to something regarding that file in my current save game.

#

I tried to open it with an SQL database tool, but the one I got couldn't fully open it.

fallow bridge
#

his tactical holster

fallow bridge
#

not true at all

#

that is NOT a GEAR mod

#

i don't use advanced gear

quasi ginkgo
#

@fallow bridge weird

#

Could swear there was something very similar to that

fallow bridge
#

no

quasi ginkgo
#

In advanced gear

fallow bridge
#

there is a thigh holster

#

but it's INVISIBLE

quasi ginkgo
#

No I was talking about ammo ouch

#

Ouch lmao

#

Either way

fallow bridge
#

YOU DIDNT SPECIFY

drifting ore
#

?

quasi ginkgo
#

Did Blair release his rust mod

fallow bridge
#

and you replied to the guy asking about the HOLSTER

#

no

#

not yet

#

either way

#

BAD HYBE

quasi ginkgo
fallow bridge
#

bad

quasi ginkgo
#

I said there's an item that looks very similar to that

fallow bridge
#

sit in your bad corner

#

SIT

#

IN

#

YOUR

#

CORNER

quasi ginkgo
#

:(

fallow bridge
#

they aren't actually similar at all

#

they both are a holster yes

#

BUT

#

one has a actual MODEL

quasi ginkgo
#

One is visible

#

And the other is air

fallow bridge
#

while the other is just a movement

quasi ginkgo
#

I mean, we all wear air every now and then

fallow bridge
#

it's a lot more

#

but no it's pawlow loot

quasi ginkgo
#

But no I'm serious there's a swat pouch thing

fallow bridge
#

i know

#

i don't care for pouches

quasi ginkgo
#

That adds it to the the game

#

You don't understand

#

I'm pretty sure I have a mod that adds something very similar to this

drifting ore
#

What is the diference between the normal holster and the talctical ?

quasi ginkgo
#

There's a tactical in vanilla?

drifting ore
#

no

#

the tactical from paw paw

fallow bridge
#

Pawlows holster has a model and can be swapped to either right leg or left

drifting ore
#

thanks

quasi ginkgo
#

Well yeah

fallow bridge
#

and looks fucking cool as fuck

quasi ginkgo
#

Let's go back to the original topic

#

Paw paw pew pew mod thing has some weird looking armor

fallow bridge
#

nope that topic is done

quasi ginkgo
#

Like the plague doctor mask

drifting ore
#

yeah but now you cant have 2 guns in the holders

fallow bridge
#

they can be disabled

quasi ginkgo
fallow bridge
#

you can wear TWO HOLSTERS

drifting ore
#

SERIOSLEI?

fallow bridge
#

yes.

#

why wouldn't you be able to?

drifting ore
#

Idk

fallow bridge
#

eh

#

but yeah you can

quasi ginkgo
#

Wait a minute

fallow bridge
#

the real question is why?

quasi ginkgo
#

Wait a god damn minute

drifting ore
#

so you need 2 of that holsters ?

quasi ginkgo
#

Am I high on vodka again

fallow bridge
#

holster btw

#

2 holsters to carry two pistols yes

quasi ginkgo
#

Or paw loot mod has the stalker armor @fallow bridge

fallow bridge
#

don't... think so?

quasi ginkgo
#

Well yeah

#

The armor looks very similar