#mod_development
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Working on a set of super rare weapons. (Rare as like the katana)
That is "Iron Maiden", a heavy and slow but durable and powerful blunt weapon
neato
Looks a treat! Long blunt, I'm assuming?
yep!
So many of the emotes are negative, it's hard to react positively to something 
Fork does the job ๐

someone should research if KY had a ren fair in 1993
Renaissance Festival located on former farmland in Eminence, Kentucky and ... that have been bringing Renaissance festivals to Des Moines since 1993.
๐ฎ
So am I tripping balls, or do the recipes for taking pills just... not exist in the game code? At least not in the scripts folder or recipes.txt?
Maybe it isn't a recipe.
I'm trying to figure out how the game does it then.
It seems something they all have in common is Type = Drainable,
But I think the action of "taking" is actually a Use function
So maybe they're just something you can "Use"
Well yeah, I know that already. I was expecting to find the relevant recipes in recipes.txt or elsewhere, but they aren't present. There's a couple of files in the lua folder regarding pills, but none of the code present seems to point to the pills themselves in an obvious way.
I, I think they're a special exception. They have code for them in the honking big inventory UI file and special java code as I recall?
Well fuck, that would explain it.
I can write a simple lua script for what I was intending, but I was looking for a reference to work from. ๐
Seems like they totally abstracted it though. Is that the right word?
Not sure?
Pseudoephedrine?
Off topic, but I've heard lots of talk about Sandbox +. What does it add?
I don't want like an entire list lmao
Oh I misread it!
In summation though it adds more sandbox options
I thought it was options at the start of a sandbox game, not in the main menu
Apologies, my bad!
I did a thing again:
https://steamcommunity.com/sharedfiles/filedetails/?id=2428952729
more pills to stock up on ๐ 
Beoutiful!!!!
I've been modding in some custom CDs
would be cool af if there was some kind of music player that you could wear so your char would be wearing headphones or something
Hi I was wondering if someone could help out a newbie mod user, i cant find this version 41 anywhere with my current searching
there's a belt mod that lets you attach CD player to your hip, that way it won't take a slot on your wep belt
i guess its not visible?
the CD player is visible, not the headphones though
You have to right click in steam at Project zomboid -> property -> Beta. There you can select 41 Beta.
(Make sure you dont do that in the middle of a savegame)
There are 2 versions of 41. I believe they are the same
correct
I've heard the contested factoid that Project Zomboid can read and use .fbx models now, is that correct? Reassuring, if true, because I cannot for the life of me get the .x exporter plugin working for Blender
that's correct
Rad, thank you.
id say that .fbx being the king of zomboid models is still a bit off
its can be difficult to size clothing with fbx since what is displayed on the character and what is displayed on the group can be night and day in terms of rendered size
a much better format then .x though
A format that I can import and export is better than a format that I cannot.
In the options of Sandbox +, what does infection mortality % mean? I assume it's either damage or chance of infection to kill, but I want to check
slowly
Nice!
Not if he uses surface modifiers
The words of one who has watched parts 1 through 6 of the first stage of blender tutorials.
pz works best in low-med poly
anything else pops very hard and looks incredibly awkward
Well I didn't watch the official blender tutorials (if they exist) but I'm pretty sure it's easy to turn low poly items to high or med poly
I did watch the donut tutorials
All of this started from a cube
That's a good point too, though. You'd never want to be much higher or lower poly than your source material. 2016 doomguy playable in mario 64 would look out of place.
pz has a very cartoony/sims like aesthetic
True, though I usually start with a low poly model, much easier to model
you guys think it's possible to automatically unwrap this and bake it into a 3d model?
My uneducated guess would be no. It's a sprite, right? There isn't a back face for a 3d model to use
It's not possible, C1
had a convo with nasko last night
Though there's a way to insert images to blender
there is a chance all furniture will go 3d eventually
How do you do that, again?
this is a transformed sprite, technically there's 5 sides visible
You have plenty of reference to do this manually, but a way to do it "automatically" would take so much effort that it would ultimately defeat the purpose.
Making basic models isn't that hard as long as you learn the important controls in blender
the floor we don't care about, it's always invisible
- always keep a reference photo
Also I like the new diet coke update for your mod @lethal sparrow
Thanks!
I lowered it with the Coke update, but give me a second for the exact number
0.1% for each
Closer to one in every thousand
OK time to reduce my mod's by half
Well,. yeah, you're right
One in every thousand, you'll get a specific soda, but one in 200 you'll get any soda
That's nothing, vunder
technically you could throw down a cube and skew the uvs to match that. it might not look perfect, but it would work
You start with a cube
as far as automatically doing that... ehh probably not
No need to add one
Just to flex your friends
"I made this fridge from a single cube"
maya user here, we don't have such nonsense ๐
Self-explanatory.
Part2: https://youtu.be/StqgUS2Zw30
Song used: https://youtu.be/8C-CokwJ-34
P.S. - I do in fact do personal tutoring sessions (paid tho) So If yall need help with a project or workflow:
Discord: Oby1[Andre']#9774
Email: [on the about section of my channel]
Discord server:
https://discord.gg/SqfCKES
Not always.
it's good for memes at least ๐
i just had a quick go since it seemed fun ๐
what about with a higher res texture?
And, did it work?
Huh, I did find my beer
Knew you would. The next step of diagnostics is to examine your modlist to isolate the rogue.
That's too tedious even for me. I'd enable them in batches.
Starting with the mods you trust the most, moving on to the ones you're less sure are safe.
You could also enable everything I had enabled when I tested your mod, because I was able to find your beer. Is there a way to link your subscribed items all at once?
There you go, Hybe. Those items are confirmed to work with your mod.
what about this one? looks more promising
Getting the hang of it, blender can start getting pretty fun. There's so much to learn, it gets daunting.
same concept, different art
...Baby!
i need to figure out how to rig a vehicle with a skeleton
i think i just figured out a strange way to get rotors to run
there are some test vehicle models with working doors and hood
check how they're done
a sports car and 2 others
yeah
i am gonna keep working on my kiowa for now
but i need to dig up martins tests
rotor must be a separate mesh, I think
possible
Anyone got an example of successfully adding a new roomdef?
Tried before as it seemingly should work but no dice
Your tilezed looks a bit like that, right?
I don't know what stage of the process you're in
No no, I know all about adding it to the editor, I mean adding and defining item spawns and such for a custom one
I know where I'd plop the name in Tilezed, but actually defining the name and the container overrides is where I fall short
Last I heard, such a thing wasn't possible. Don't you have to use one of the pre-set internal room definitions?
supposedly I just need to insert it into the suburbs distribution table but that doesn't work even though it should
Last I heard was the same thing... no clue why though
I am not at all knowledgeable here, so take this with a grain of salt, but I seem to remember that you may only use the internal names for room definitions.
--for mod compat:
SuburbsDistributions = distributionTable;
Yeah I recall hearing that too, idk what the reasoning was
that is at the bottom of the definitions file and in theory I should be able to get it to work but... supposedly it doesn't so :/
Gunna give it another try
Is that your mod's distributions file? If it is, I have concerning news for you.
If you followed Blackbeard's Nuka-Cola tutorial to arrive at that code, your mod is dangerously overriding vanilla distribution mechanics, and you need to change your table.insert function to be non-destructive
No that's at the bottom of the official one
table.insert(SuburbsDistributions, 1, nelsonDistributionTable);
that's whats at the bottom of mine
but, thats old and doesn't work
Yes, but if nelsonDistributionTable looks anything like this:
local nelsonDistributionTable= {
--(All of your loot entries here)
}
table.insert(Distributions, 1, nelsonDistributionTable);
--for mod compat:
SuburbsDistributions = nelsonDistributionTable;```
Then you are at serious risk of committing my earlier mistake
require 'Items/SuburbsDistributions'
local nelsonDistributionTable = {
nbrewerystorage = {
shelves = {
rolls = 3,
items = {
"Base.WhiskeyFull", 3,
"Base.WhiskeyFull", 3,
"Base.WhiskeyFull", 3,
"Base.Wine2", 3,
"Base.Wine2", 3,
"Base.Wine", 3,
"Base.Wine", 3,
"Base.Cigarettes", 3,
"Base.Cigarettes", 3,
"Base.WaterBottleFull", 4,
"Base.Pop", 4,
"Base.Pop2", 4,
"Base.Pop3", 4,
"Base.PopBottle", 4,
"Base.Peanuts", 4,
}
},```
thats the beginning, there's more
but I avoided redeclaring Distributions for that reason
I don't recall why I required Items/SubrubsDistributions, seems like it would make sense but idk
None of the definitions contained within nelsonDistributionTable are present in the vanilla distributions file? If so I am mistaken, and you are not causing any risk.
Nope, all unique
Look in the lua for "Lab Complex Alpha" on the workshop for an example of how to implement that.
Oh! Wonderful, will do
Also make sure to add Alfrety's Additional Sodas anywhere there's POP :kappa:
Ahaha, sure thing!
Don't judge me for how "generous" they may seem, there are mitigating factors ๐
Of course haha
I'm just trying to fill crates with beer lol
@willow estuary is the core difference that my code is lacking all the require references code, or is the SuburbsDistributions["Entrance1"] also a vital part?
Ah, I'm really not smart or knowledgable about this stuff so much as I just keep trying combinations of lego pieces until something works?
I don't remember the specifics of how I made it work, just that it does work,
I'd imagine doing SuburbsDistributions[""] adds it to the table of SuburbsDistributions directly instead of inserting it, as Python is similiar
Well, awesome to see you got something working!
Yeah, as long as you clone it, and change the specifics to suit your purpose it should work?
Well, my custom 3d model is working, sort of.
Wait, no, that's clearly silly.
If you look closely, you can see she's holding it upside-down. Does anyone know how to fix that?
Yea, i personally set the fbx export setting at a scale of 0.01 ๐
Thanks, I'll try that. Guess I'll flip it first, too
Duffel bag because I'm stealing that sh**^**t
๐
Btw:
While you could just scale it down directly in blender instead of in the export settings: i would not do that since blender does funny stuff at very tiny scales.
No point in being destructive with tried-and-true export settings anyway.
i wish there was a mod that would replace zombies with either humanoid arachnids,huge spider aracnids or parasites
your problem now it's dealing with spiders
You could do what I did. I've wished there was a mod that added new sodas, and it's been a ton of fun to make. Yours sounds harder though.
You could start by plagiarizing the guy who made the "zombies are skeletons now" mo
you made sodas mods?
i wanna use that 1
sounds cool
Developing a big update right now! It's https://steamcommunity.com/sharedfiles/filedetails/?id=2427699853
Alfrety's Additional Sodas
In the process of implementing 3D models, and deciding on the sixth flavour. Probably Fanta Grape.
Pepsi, Coke, Diet Coke, Mountain Dew, and A&W Root beer
All caffienated with the exception of root beer.
you could do perhaps some energy drink
however i think there's already in all american mod
or hypocraft
That, and there are a couple of other issues. My mod is (tries to be) historically accurate, and most energy drinks, such as Monster, Rockstar, etc, came out between 2002-2006
aren't you the one that added the ice box or was that the beer mod?
the ice box was made in 2002 i think so yeah
but still i love your work
i'll be sure to use your mod
anything special about the drinks?
No ice boxes from me, but thanks a ton, means a lot to hear someone appreciate my passion project
Only Mountain Dew and A&W are special to me. Pepsi was added because it was and is the #1 soft drink in the state of Kentucky, and the rest were added due to requests on the steam page's comments
no no i mean special stats
Oh, yeah. All of the caffienated sodas (all of them are, except the root beer) restore fatigue when drank, like coffee or tea in the vanilla game. All of them have their accurate-to-life nutritional facts, so if you don't want too many calories, Diet Coke is for you
Other than that, they restore thirst, a little hunger, and make you happy, like vanilla POP
hm
it would be kinda cool if drinks and water would be better if they are "cold" wich it's like "fresh"
they are normal when stale but boost their stats when "cold"
I've had the same thought. There's precedent in the game files for "bad cold" and "good hot" but not "good cold"
however drinking to much cold might risk into sickness
It would require a bit more brainwork from me, but it's probably doable.
it's this the special zeds mod that adds the skeleton zeds?
I think so
The skeleton models are vanilla
yea when killed zombies descompose
but this mods adds zombie "skeletons" with special abilities and i know that 1 explodes if im correct
I recommended it because within its code, there must be the method of turning zombies into something else, which is what you'd need to study
dude i'm a dumbass that can't script
youll be surprised how many dumbasses code
i'll just give out my idea to modders
dude if i would try to mod my pc would fucking die and explode
i only code and mod because of my immense intellect and legendary sexual prowess that allows me to channel the mod gods for support
stfu and eat a raspberry cookie
Yep. I'd be nowhere without the help of Blair, Soul Filcher, and Scavenger to only name a few.
dude
i told you
i can't do shit
i can just give ideas
also whats planet's name here
i saw him once
or twice
alright, so I am trying to get my custom map item to work. I am a bit clueless why this isn't working, seems to be right according to other mods I've looked at
require "Items/SuburbsDistributions"
require "Items/ProceduralDistributions"
require "Items/VehicleDistributions"
require "Items/ItemPicker"
table.insert(SuburbsDistributions["fossoil"]["shelves"].items, "NelsonItems.AftonLootableMap");
table.insert(SuburbsDistributions["fossoil"]["shelves"].items, 2);
table.insert(SuburbsDistributions["gasstore"]["shelves"].items, "NelsonItems.AftonLootableMap");
table.insert(SuburbsDistributions["gasstore"]["shelves"].items, 2);
table.insert(SuburbsDistributions["all"]["shelves"].items, "NelsonItems.AftonLootableMap");
table.insert(SuburbsDistributions["all"]["shelves"].items, 0.5);```
{
imports
{
Base
}
item AftonLootableMap
{
Type = Normal,
DisplayName = Afton VA Map,
Icon = nelsonmap_icon,
Weight = 0.1,
Map = media/ui/LootableMaps/AftonLootableMap.png,
}
}```
wait a mod that would allow you to upgrade and improve your car to be more powerfull would be awsome
such as making a front shield with metal spikes to kill zombies easier and defend your front trunk
The error I keep getting is like Callframe at: table.insert function: AftonLootableMapDistribution.lua -- file: AftonLootableMapDistribution.lua line # 6
like, it can't find the item?
they should go in the "scripts" folder, right?
The reference to the map in the distribution file uses the mod id, right?
Oh, wait
I think you're just missing a comma.
No, nevermind, wrong lua
If you're getting an error, and it's not working even though it should, there's possibly some elementary error you aren't looking for. Happens to me all the time.
Earlier it was saying i was trying to insert into a nill/null table
which... didn't make sense
nope, same issuesss
there is, its procedural tho, there is also a shelves mag so I'll switch it
there it is, it is procedural, which means you need to insert into one of the categories
shelves itself doesn't hold a list of items
That was brought up last time adding something to a procedural table was mentioned.
you working on a new map?
uhhh, is it a new model?
Yeah, I couldn't for the life of me import .X into blender, so I just made a new one.
but all you had to do was to create new textures for the existing pop can
@long grove same maps!
Oh my god you're right
I could have just copied and pasted it under a different name, and made a new texture with the same name, couldn't I?
cool, whats been changed since we've last talked?
Well now I know blender, anyway.
yep
To that end, though, I should probably go back and just plagiarize the Pop model just in case my model is terrible for unforeseen reasons, which it probably is.
it is different enough that I suspected it wasn't the original
@long grove I added a new hallway to the facility, and a new security spawn, and planned out a new area. Didnโt add it yet tho
My other map has been slow progress with a bunch of new buildings and some new tiles
what new area?
Itโs a storage warehouse
time to rig
helico
helicock
A proper train would be a bit beyond my current skills but an interesting idea
not a functional one, just a big tunnel to walk around
Oh yeah, that definitely will be!
Sports clothing mod coming up
Ooo
Hey, anyone know what the Fillrand option does?
lunchboxes are set to 0
if I want them to fill up, should I increase it?
im assuming that the huey is gonna be stupid loud
is it?
maybe
#mod_development message Looks like someone before you wanted to know, as well. They got a response, does it look helpful?
Just reinforces what I know mostly about the amount of rolls
but I appreciate it
I suppose I should use the search bar 
Wish I knew enough to answer the question myself. I've been thoroughly relying on the ghosts of my forebears for answers they would find tedious.
Sorry for randomly going offline yesterday, didn't realize it was 2 AM
Anyways, considering I have 70 mods this will take a lot of time to fix @lethal sparrow
Even in small patches, I feel like it will take quite a bit of time to fix
do you know any mods that causes this issue?
i love the dark 1
Quick question: how much of hydrocraft beta 41 is working? is there a list somewhere? Curious if it is going to be a more of a let down playing with it on
how the hell do you install a map to a server? spawn regions dont show up, do i need to remove the base maps?
No offense but spamming in every chat wonโt get you an answer faster.
maybe if you told me where to ask i wouldnt need to spam it
I didnโt know where
Thatโs why
Odd, my stash map coords are about 100m off in-game but spot on in the editor?
building is at 4311, 744 in editor world coords
but in-game it takes me to 4236, 669?
Can we ride that greencockter
Heโs making a reworked heli event so I doubt it @iron moth
that's was still amazing tho, hope that cock can crash land somewhere and we can loot what's inside
That's sound incredibly awesome
Car Traffics would be quite cool to be seen ingame
already there
Already?
yeah
this is kentucky, not new york
dude
we already have a decent amount of car traffics
Crashed cars would mean that past survivors tried to get away but failed miserably as you can see their cars crashed in trees,stop signs,buildings and a lot more
already there
already in the work
Hey all, Thursday greetings. ย IWBUMS BETA 40.14 RELEASED Weโve just released IWBUMS beta 40.14, which is another release thatโs primarily fix and polish โ our current aim for the devs working on this build being to make lots of quality of life corrections and adjustments while Turbo finishes his weather/climate work and the version can get a fu...
EYO WE GETTING ROAD OF THE DEAD
how about multiple random flags
could be random decal ones
or country ones
best mod btw
every user should have this mod
OR
MAKE IT VANILLA
Because it still makes zero sense that there are so many burnt out cars
seriously though there's like LINES of fucking burnt out cars with ZERO explanation as to why they are burnt out
you'd expect SOME FORM of explanation for that
If you upload your mod list in the form of a collection I could look, but no, I'm not aware of any bad mods off the cuff
Hey everyone, I have a small mod that just adds a lootable map of Knox County, but it was made for the previous version and as I understand it, B41 changed how is Distributions work, could someone help me figure out how to fix the mod to work with B41?
It's the entire map and you don't recognize it, I never released it.
Probably, I'd be surprised if there weren't
you wanted to get it to spawn in places like gas stations and such?
Hang on, let me check the file
It's set to just a few spots - zombies, car glovebox, some stores and post office.
I could probably upload the distributions file somewhere if you'd like to look at it
Oh no rush, don't let me keep you from work.
table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, 3);```
use this methodology to insert stuff into the loot tables
Hm, odd. Looks exactly the same as in my file.
The distributions were extremely reworked, many times, in the b41 update process.
On that subject, I would honestly suggest waiting until b41 is stable before updating distros, unless you actually enjoy updating stuff repeatedly ๐
I suppose that's fair.
i just stick to weapons
easy to stick them directly onto zombies
you know, i think itd be kind of funny to have a bayoneted rifle stick out of a zombie
The corpse inventories have been stable throughout the entire b41 fiddling process, so, if nothing else, they're probably safe as an evergreen place to spawn something like a map.
Ah, gotcha. And the table .insert for those is still the same?
I know theft isn't good advice, but there's a mod on the workshop that does already exactly what you're trying to do, so you could study the code of that mod to see how he does it.
Studying other people's code is hardly theft. Either way, I've been looking at it, but didn't help much, the table.insert syntaxes look the same, uses same SuburbsDistributions like my mod, so I'm having a hard time figuring out what exactly is going on there.
Hang on, let me get my file on dropbox
You mean to say you still haven't fixed it/gotten it spawning? If you don't mind .zip-ing up your mod files I could try to help
Try being the operative word, because I'm just as novice as you are and can offer nothing more than a fresh pair of eyes.
there you go, have a look at that
That code is antiquated, if I'm not wrong. The way, now, to add drops to zombies is under the "all" category.
grabbing it all and slapping your name on is
Wait, that's what you're doing
lmao
I thought for only a second that it was wrong, but my hands were faster than my eyes/
if a line before the zombie part is broken, or trying to insert into a table that no longer exists then the code ins't read past that and zombies won't spawn it
See that might be the issue
I will note, Ez, that I do not use the 'require' functions in my distributions. Try a playtest with that segment removed?
deleted tables are the most common reason mod distributions are broken
and why Blair is saying that IWBMS will keep breaking mods until it becomes stable
Where's the errorlog again? I keep forgetting where the game placed it.
I just ran the game with my mod, got a redbox and need to check what it did.
users/name/console.txt?
Steam library > right click the game > properties > local files > browse, if i'm not mistaken
Nope. Not there. You were right with user/
I'm 0-2 today/
Ah, I think I get it
Was it a removed table?
function: KnoxCountyMapDistributions.lua -- file: KnoxCountyMapDistributions.lua line # 31
ERROR: General , 1616267169718> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.
So presumably it's complaining about a table that doesn't exist
and line 31 is an insert into ["bookstore"]["all"]
Let's see what the vanilla precedent is for bookstores..
I'm looking at vanilla Distributions.lua and there IS bookstore class
But it looks like you need to be using "other" instead of "all"
isn't "all" supposed to put the item into all containers?
as in, bookstore/all puts them in all containers in a bookstore
Maybe it was, at one point, but I would try it now using what we know exists.
table.insert(SuburbsDistributions["bookstore"]["other"].items, "EZ.KnoxCountyMap");
While you're at it, you might want to examine the other instances of "all" and see if those are still present in the vanilla file, too.
Yeah I'm looking at it right now, one sec.
But both of them seem to still reference "all" by my check.
Aha
I see where the problem is
Hang on a sec
I'm going through the vanilla Distributions
this is the entry for poststorage, it has an "all"
Bookstore does not
it is indeed "other" for bookstore like you said
Glad SouLFilcher came to straighten us out. We'd still be chasing ghosts right now if I was in charge.
So I just need to change the bookstore/all to bookstore/other and probably also add the other types of containers
Oh I see. Bookstore is only set between CashRegister and Other, there are no other containers
Lemme go test this
So thusly it seems the whodunit comes to a conclusion. Your distributions was written before the addition of cash registers (and subsequent changing of the distributions to accomodate), breaking your entry for bookstore but not the other two
Can't help but feel that I misdirected you every step of the way, but we're a community here 
While I'm still here, does that town between Rosewood and Riverside have a name?
as in, official name
I think he means Ekron.
Not officially recognized in the vanilla game, but everybody calls it Ekron, so it's Ekron.
I need to update my map then
That's the only place that I didn't place a name marker on that felt like it should have one
I rather like Ekron. Both times Pillow's Random Spawn started me there, I had a field day.
oh yeah, there's probably a whole lot of 'all' tables gone
thankfully, the bookstore one was the only one was was troubling me
Anywhere with a cash register, if I had to guess for starters.
Oh also, have there been any changes to the vanilla map in the recent builds? I'm assuming my map will eventually be outdates and inaccurate, already I'm hearing there's going to be changes to the vanilla map eventually
and washing machines possibly, even though they don't seem to spawn anything
Long Dark taught me to check them always anyway
that would take a looong time
Is there anything huge on here missing from your map?
muldraugh received recent changes
Did it?
My understanding is that there's recent additions not on the zoomable map.
And that the the vanilla map has forthcoming changes.
Again, unless you enjoy the process, or are fine with dealing with this stuff being inchoate and subject to change, I strongly recommend waiting until b41 is stable for matters of this nature, including distributions. Otherwise you might end up dealing with a fair amount of frustration.
What a simultaneously exciting and inconvenient time we live in.
I fix... I break... I fix AGAIN
Nah, that's all fine. Distributions I can fix easy enough, but I'm not going to worry too much about making sure the map is accurate. Once it stops being, well then that's it.
I've sunk enough hours into making it to not want to do it again.
A map of entire Knox County showing every road and dirt road.
Yeah, not trying to discourage or bumout anyone; just making sure they know what they might be in for? ๐
I think the distro changes may have burned out a fair amount of folks.
Yeah, that's fair.
Right now I'm having a different issue, and that is that I forgot what font I used for the town labels and of course I didn't note it down back then.
The joys of undocumented modding.
Aight, everything is as I needed, thanks again for the help and I'll be off!
Take care, everyone.
you could try WhatTheFont to remember it for you ๐
I had no idea this service existed
I'm going to develop schizophrenia trying to add vehicle distributions
--Glove box spawns are unnaturally high for play testing purposes. Turn it down to 2% for release.
table.insert(VehicleDistributions["GloveBox"].junk, "AAS.MountainDew");
table.insert(VehicleDistributions["GloveBox"].junk, 99);
table.insert(VehicleDistributions["GloveBox"].junk, "AAS.Pepsi");
table.insert(VehicleDistributions["GloveBox"].junk, 99);
table.insert(VehicleDistributions["GloveBox"].junk, "AAS.CocaCola");
table.insert(VehicleDistributions["GloveBox"].junk, 99);
table.insert(VehicleDistributions["GloveBox"].junk, "AAS.DietCoke");
table.insert(VehicleDistributions["GloveBox"].junk, 99);
table.insert(VehicleDistributions["GloveBox"].junk, "AAS.RootBeer");
table.insert(VehicleDistributions["GloveBox"].junk, 99);```
Is this not correct? I'm not getting any errors in the logs, but I'm not finding them in game, either.
Does it need to be in its own file, rather than sharing AASDistributions.lua?
with schizo are you planning on random vocals and occasional hallucinations?
You might be joking but to humor you I'll clarify that I meant I'M getting schizophrenia, attempting to add vehicle distributions.
ahh understandable
i wasnt joking i was actually curious if its doable
Anything's doable, if you know how to do it. That's where I'm having issues.
like tourettes could easily be done, infact conventional speech pretty much does all the work for that
I just remember that they were a whole other level of pain in the ass over regular distro inserts ๐ฌ
That's the weirdest part. I've examined another mod that I know works, and they're doing it exactly how i pictured it. I'm losing hair over this
It would be so much easier to give up on it, but the absolute silence with which it's failing is the most puzzling thing
Bruh, my stash coordinates are all 75 meters off when I tp to it (the building coordinates) and I can never seem to get objects to spawn
I am guessing I need to do something finnicky like with room definitions since apparently it won't work? It appears in the list, I can initialize and spawn it all I want, the map works and shows the markings, but the cache never appears!
-- guns
local stashMap1 = StashUtil.newStash("AftonStashMap1", "Map", "NelsonItems.AftonLootableMap", "Stash_AnnotedMap");
stashMap1.spawnOnlyOnZed = true;
--stashMap1.daysToSpawn = "0-30";
--stashMap1.zombies = 5
--stashMap1.traps = "1-5";
--stashMap1.barricades = 50;
stashMap1.buildingX = 4386;
stashMap1.buildingY = 819;
stashMap1.spawnTable = "GunCache1";
stashMap1:addContainer("GunBox",nil,"Base.Bag_DuffelBag","bedroom",nil,nil,nil);
stashMap1:addStamp("media/ui/LootableMaps/map_x.png",nil,2210,742,0,0,0);
stashMap1:addStamp(nil,"Stash_MulMap1_Text1",217,798,0,0,0);
stashMap1:addStamp(nil,"Stash_MulMap1_Text2",160,116,0,0,0);
stashMap1:addStamp(nil,"Stash_MulMap1_Text3",73,494,0,0,1);```
it appears on the list and I can TP to it but no dice
visually remade the katana since i am working on a rare weapon extension.
I tried to keep it as close as possible to the original to keep it vanilla
I like the palette swap. Bright, shiny things always feel out of place.
i added a fake metal shine into mine, works pretty well, all things considered
Alfrety's Additional Sodas 1.6 update is live. Got an upset stomach? Well, you shouldn't have eaten that rotten food
, but take it easy with a can of new, soothing Ginger Ale! This is the last foreseeable update to this mod (beyond the realm of updating and maintanence), because I think it has realized its potential.
L u n c h a b l e s
Unperishble food items unless opened
They may contain small loads of crackers,pizza,biscuite,cheese sauce,candy and other stuff
wich will help with your unhappiness
I don't know much about them tho cuz i'm from Romania
Get cooking xp for putting the cracker under the slice of meat
Idk Man im thinking random packages that contain them and they differ
Not that you open it and get the stuff inside
MRE's for kids
niceeee
i vote near penis lake, or on penis field
Jokes aside, this area has pretty much nothing going for it
who the fuck goes to the country club
boring people
thats place will likely be a fort knox type town
there seems to be tilesets named for a military base type area, but never used
@jovial summit
idk man
Theme for discussion:
https://www.reddit.com/r/projectzomboid/comments/m9sslw/question_do_we_need_modpacks_in_steam_that/
0 votes and 0 comments so far on Reddit
The same can be asked for mapping modpacks as well (ie maps that actually utilise mod functionality in buidlings/containers)
Only mod pack i trust at the moment is aiteron's ๐
But even there i choosed the mods manually
should i use all american apocalypse on my already most survived world or would i risk something on it
Is this the right way of adding new attached weapons on zombies?
So i think if i add completly new definations i dont mess up the original table, right?
that should be safe
Alright ๐
Early test iteration of randomly spawned Tarkov/Rust style loot stashes for my no-loot-respawn server.
good
Exciting screenshot! They look a little rare, though. Maybe you should put a couple in the mailboxes. 
knowing blairs penchant for cruelty every 1 out of 999 mail boxes has an explosive surprise
Well, coincidentally enough, randomized booby traps are something I'm planning on plugging into this system.
Especially in the vicinity of the high tier forest caches that this will have eventually.
Just lovely, one more thing for people to get mad at me about. ๐
Just remember that the most feared booby trap of 1993 was the bear trap welcome mat.
holy crap what a headache
nothing spectacular to see here, but i've (finally for real this time) successfully replaced the base body without any jacked up transforms or console error spam
someone else was trying to do this last year i think
replaced the body with the same body of course, but gotta do the baby steps ๐
pz is super duper picky about skin weights and i don't quite understand why. It's trying to pair the skin to the bones, as you'd expect, but simple copying errors left me with tiny weights from the fingers in the leg region, and the console would spam that it couldn't do the pair matching to the animation. So they've some some weird trickery going on maybe
Still, that's highly interesting. Are you at liberty to disclose what replacement you had in mind?
good to see you're still making progress on that. so far it hhas been a weird case of the models working perfectly for some but not all palyers
and I don't know nearly enough to even try and debug....
the errors the console give are only kinda helpful here. going to try to set up a few other things, then try this out with blender next
why are ya replacing it anyways
clothing modders have had to make static models that attach to the skeleton because they didn't have a working skinned model to work from, not ideal. Plus animation modding is only barely feasible at the moment. So having a fully functional character in a format we can use is important for both those tasks. (and I suppose if wanted to make a "play as some random animal" or something, they could do that too)
make big booba
boobage
this went much smoother than last time around for clothing. can do a body replacement out of blender, but i didn't think to show that in this vid
@grizzled grove oh no
someone was asking me to import CBBE bodies from skyrim to zomboid
wait-
i am familiar with cbbe
rofl
was it in any way functional lol
i need it for research purposes
Couldn't you just achieve the same effect with Ted BEER's player skin retexture? That's how I achieve booba, anyway.
teds whatnow?
Up to Mr. Ted to tell you that you need to be of legal age in your country to install the mod.
that is a very flat ass
Hey if you take the obese trait that's none of my bisuness, but "Very underweight" every time for me
the authentic pz experience
Besides, it's just a retexture. To make her more shapely, he would have had to change the model, and the theme of today's conversation seems to be how difficult that is
in theory throttle can do that
when i thought i had everything proper, animations are still buggered ๐ฆ
See? You're just moving along, trying to grind sneaking and light footed ||but you're too dummy thick, and the clap of your ass cheeks keeps alerting the horde||
So be glad, son, that it's just a retexture.
but i need my immerssive dummy thicc
lol sadly this is an improvement
I see nothing wrong
I saw Oddjob there for a moment, OP in PvP
how could I get anims working right for your previous models?
what kind of witchcraft is this? lol
i couldn't figure it out in blender and a quick google wasn't helpful, but you need a way of setting a name for the animation clip
here's the fbx from today's work
and my current anim test from maya, as botched as it is. (there have been edits since the video)
Tarkov intensifies
man this looks sick, not gonna play mp but ur server is gonna be wack
ok, there's something that i'm definitely missing about animations. If i export my janky walk loop as Bob_Idle, he collapses into a ball instead of the weird shrink walk before. So it's like it's ignoring translate keys entirely. I suspect it only half worked before because it was blending with other walk animations.
are those cats nailed to a wall?
what the f u c k is that
padded jackets
that's me wondering if zomboid can even do fbx animations currently
it looks like they have no bones
having trouble seeing jackets out of it ๐ฆ
idk thats just what blair called em
well i think i'm going to rest on the animation front. Unless someone can show me otherwise, the game seems to ignore joint translation, but rotation works. At least when coming from an fbx, there's no errors to speak of.
the game conversion wise is almost there in total .fbx support
pretty sure someone did a similar mod to this for b40
They did. ZConomy, I've studied his work long and hard and I understand about 30% of it.
When I had the thought to implement vending purchases, I knew I couldn't have been the first one. So, like all things, the path I will walk has been beaten by the ghosts of my predecessors.
My forefathers bled to cut a trek through this land, and I shall honor them by following it.
He also declined my friend request on steam 
his last comment was from 2019, yeouch
That's the hard question. At what point does something unmaintained enter the public domain? Is it just to replicate a dead man's forgotten legacy?
it aint theft if no one finds out
"It's not stealing if they're dead." Sivir
generally, mod theft is bad
I'm not so much stealing his mod as attempting to understand how he implemented one of its features. And, until I understand, it's going to be remarkable similar to what I lifted from it.
totally get it, it's a lot of grey area
I'm not a lawyer, so that still sounds like stealing, but at least it's with extra steps.
In my defense, though, I'm trying to reach him to talk to him about it.
i mean, you aren't just gonna copy paste the mod are you
If he so much as frowns upon my methods, I'll cease them instantly and try to implement the feature without referencign his work.
No. He has a lot of things in there I absolutely don't plan on using. I am only looking at how he implemented purchasing sodas from soda vending machines
right now, I did copy and paste that segment, just to tinker with it as a learning method, but I've done so in a separate fork of AAS and not the main files. THe actual implementation of the feature will be one I made by learning from how he did what he did.
also you're gonna have to somehow make soda machines accessible post power failure
I am. It will have to have something to do with generators and tiles having electricity. One step at a time though, for a novice, and I'm just learning how to put money in and get soda out.
i think zconomy just let you wack it open with a crowbar?
Unrelated, but this sentence reminded me of ambiguousamphibian's gerald williams character lol
๐ชฆ RIP worm man
fly high ๐
cuz if im gonna be honest it would be easier to disassemble a snack machine than to repower it and put change in
But then you don't get renewable soda
Ohhhh yeah, just got a model tweaker working
๐
Even bigger than my crowbar
either overriding an attachment doesn't work or I'm still missing something. I guess I'll have to try adding a new attachment
As I thought, I can only add new attachments, I can't override them
My study is going horribly awry
I keep getting this ```STACK TRACE
function: AASVFContextMenu.lua -- file: AASVFContextMenu.lua line # 36.
[21-03-21 19:12:14.437] ERROR: General , 1616379134437> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index of non-table at KahluaUtil.fail line:82..
[21-03-21 19:12:14.447] ERROR: General , 1616379134447> DebugLogStream.printException> Stack trace:.
[21-03-21 19:12:14.459] LOG : General , 1616379134459> -----------------------------------------``` error
But I don't understand how that's even possible, because line 36 is only a closing end to a function.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What am I missing?
I was so close to understanding this, but this ghost of an error is tearing me apart
Is there a fairly quick and easy way to scale models? Could you make a theoretical height option for the character creator?
No, because scale is set by model, so it would affect everything that uses the same model
also it is global scale, you can't increase height only
Small, rather idiotic question; does the standard lua print function output to the debug log in Zomboid\Logs, or do I need to call a different function for the purposes of debugging output?
I'm still struggling deeply with the above issue, and it would help tremendously if I could even attempt my usual debugging procedures..
It does.
Thanks, that should come in handy. I'm wallowing in it at the minute, but it can't be said that it wasn't useful. Studying someone else's work is a great way to learn.
Well, it was long and hard fought, but my quest to learn about context menus is over. Behold Alfrety's Additional Sodas 1.8 update, the Vending update.
Anyone knows what that means for weapons?
Sometimes its 1 and sometimes 2:
Amount of zombies it can hit
Itโs mostly for multihit Iโm pretty sure
Oh i see.
So it probably only affects the weapon if multihit is turned on in the sandbox
Is that just a teaser, Scavenger? Couldn't find it on the workshop
Yea. Mod is done so far. But i want to make a play session with it first before i upload it ๐
To make sure they feel right (If i will find any since they are as rare as the katana) ๐
Well, eventually i will upload it earlier since they should be balanced
In terms of the balancing the idea is:
While the blunt does as much base damage as the katana it has 18 instead of 10 max durability.
But the blunt is twice as heavy, a bit slower and less range.
Also crit multiplier is 2 instead of 10 from the katana.
But not sure how much crit plays a role if they do min-max 8 damage
The axe is a middle thing of booth
Is this the way for procedural items? ๐
Hard to debug since those spawn randomly somewhere on the map
How long did it take you to make that mod with the 3 weapons?
For one weapon i need around 1-2 hours
man scavenger
(I have made some materials in substance painter i just use everytime and just change colors)
Actually have thought about that ๐
๐
But i want some more outdoor clothes. So i think thats what i will do next
๐
looks cool
I love such pullovers in RL
Eventually some cargo pants as well. Kind of civilian ๐
cargo pants sounds coolio
just a bit of a headsup, you do know that making clothes in game is difficult right?
from what i've heard from pawlow and stuff it's a challenge
Yea, i am aware its more challenging then weapons since it requires some rig stuff.
Also have to figure out how to make low poly clothes ๐
alright, well i wish you the best of luck
and btw
the clothes look cool
and with your skill i bet they'll look great
Thanks!
Scavenger! Your tools mod is the bomb man!
Another must-have for me, each weapon feel good to use
Can we see an image file?
Oh, cool!
is this a released mod? @lethal sparrow
Nice job!
I wouldn't know. I just downloaded his fbx to poke around. I'd assume not, though.
The talent is throttlekitty, I just took a screenshot.
Boobaposters out
boobage in
lol what even is this channel
Idk anymore.
How much easier to add in custom cloths and weapons compared to older versions of project zomboid, asking some of the people who have been in the modding game.
possible versus not possible in older versions
I see, its basically night and day
at least not visible on the character. I had a clothing mod for build 40 that let you equip caps, gloves and so on, but you couldn't see them
Is it currently possible to add stuff to cars to make them better, like metal sheets or bars, or is that not possible with this build?
Someone made a mod that adds fully functioning boats to the game, I'm sure anything is possible with the know how.
I haven't encountered a mod that does it already, but I'm sure it could be done
What a chad.
I remember playing the game when I was like 12, and I though the old demo was the best, and now people are adding helicopters.
Admittedly the thought hasn't crossed my mind. The base game more or less has that covered, unless people are really passionate about their brand-name snack foods
It's been a pleasant journey/
One thing is kind of lacking in, ingame verity is acholic drinks.
There are so many beers that can be added to the game
alone
Blackbeard's "More Beer" achieves that effect. Never liked beers myself so I don't use it, but I remember seeing it.
now that we have working skinned models, it's a breeze now
This idea may seem like a joke idea, but have you though of maybe adding the COD zombie perks to the game, It could give boosts to the player.
If I did, it'd be a separate mod. Alfrety's Additional Sodas aims to be historically accurate to 1993 Kentucky, but a separate perka-cola mod is worth a jog-around. The only one that wouldn't work fluently with Zomboid's system is Quick-Revive, for obvious reasons.
But it does sound fun to chug a juggernog and start blasting
Oh I agree 100% it would be a sperate mod, adding the perk machines would also be a nice addition.
Certainly saving this concept for the back-burner. "COD Zomboid". I could see it already.
yay
Give me that soviet gunships and I die a happy man.
surprise me
Hopefully the military bases have enough ammo, to enjoy then throughout the game, or maybe a way to make new ammo.
๐ฅฑ
Hey that's one way to get more stuff, crashed helicopters full of military supplies.
There is a potential for special zombies
spooky
goo goo ga ga
Nice, I have been wroking on special zombies myself. And of course we have Blair's Terror Zeds
Is it possible to add dog zombies currently?
There are no dogs to begin with.
I guess that's a build 42 thing then, I did hear hunting will be a big part of that update.
I realise the focal point was the coked up crawler, but Agent 47 should really get around to shaving his beard.
hes a spin off of SlenderChef
I made an anim for your character to turn into one of his kind.
Oh no
I use this character for all my custom anim stuff, except the crying and yoga stuff that I already made.
since you're neck deep into these animations, how possible is applying these to some but not all zombies?
Would be a shame to find one in a suit and tie in a dark forest.
I have that outfit ready
Well then, someone make a slender man mod.
yes
haha perfect
chad
but can you apply these to specific outifts?
its not skinned models, I am working with the anim files themselves
mom said it was my turn on the xbox
I know, that's why I asked, I haven't worked with anims, beyond setting vanilla anims in my timed actions
yeah the skinned models are - by default - set to the Bob_walk .X anim, whatever anim I want to make, I start with the closest anim that may be similar to it and build poses from there on.
There's no way to set models on the fly beyond that skeleton variation, so maybe anims are more flexible.... I hope
wym "set models on the fly"
I mean changing the base model for a zombie
it can be faked by using a clothing item, but there are limits to that
take a look at this zombie horde
Joining in on the fun.
It's what happens when you change the regular zombie's .XML file controlling their specified anims. Here I changed zombie_Lunge
That looks kinda scary ๐
So it may be possible to create new variants of zombies (the only ones now are crawler, shambler, and sprinter), I am not sure if that is set in Java code, however, haven't gotten that far down the rabbit hole
there are a few things I haven't really tested, like crawler types
there's a function zombie:setCrawlerType() that uses an Int value
Anyone a idea what that could mean?
I try to replace the Hazmat suite with a random mesh i made.
(Export it as fbx btw.)
If i zoom out it somewhat looks like my model ๐
Using this rig here: #mod_development message
Who would buy that NFT for 1000000$ ? ๐
๐ค
try these instead
#mod_development message
I managed this yesterday out of blender
transformers confirmed
Thanks. Tried it. But it somehow looks the same :/
How exactly did you export it?
From your video it looks like its all correct
just file>export as fbx in blender, i didn't touch any settings
Did you select everything to export?
these are the settings I use
Same. Not sure what i do wrong.
I'm using blender 2.91, maybe it is a version issue?
good call. i updated to 2.92 recently
Oh, i gonna try that. I am still on 2.90
Same problem with 2.92
Well, enough testing for today. Thank you anyway guys!
that's exactly the point actually. Previously some things were wonky, so the character was bent at the hip, swimming in the ground, etc
Hey anyone having issues exporting character .fbx models from blender, try deleting unused bones and vertices, it seemed to work for me. Making hair i deleted all the bones but spine1 and head and that finally worked.
vertex groups* not verticies
Does anyone know the proper syntax for the file variable in sound scripts?
I read it's file = media/sound/filename.ogg but that doesn't seem to work, and niether does a variety of different formats
try .wav instead
do I still include the extension?
yeah
why would ogg not work then?
I think it is related to the difference between file = and event =
doesn't work in any case
I read to replace event with file
and use the entire filepath including extension
yes, I got it working that way
was this with your own sound?
yeah
sound VehicleAlarmOn
{
category = Vehicle,
loop = false,
clip
{
file = media/sound/vehicle_alarm_on.wav,
distanceMin = 10,
distanceMax = 150,
reverbMaxRange = 10,
reverbFactor = 0,
volume = 3.0,
}
}
that's a default sound event right?
I guess so
you're just supplying a different file?
wait what do you mean by default sound event? like a vanilla entry? No, that's a new one
ah
that maybe the issue- even though removing the event line removes the vanilla sound
using file doesn't seem to be able to replace it
debug has a player editor somewhere, right?
would there be a way to mod glowing eyes onto zombies? i was thinking of doing a cod zombies retexture
granted i figure out where to start that is
guys what should I do if the katana from the mod is not visible in my hands? https://steamcommunity.com/sharedfiles/filedetails/?id=828128443&searchtext=katana
which game version do you use?
Seems like that katana is for an older version
Game version 41 has already a katana included without mods
41.50
I play on version 41.50 and have never met a katana
Even through the item delivery menu, I didn't see it there
The katana will only spawn in gunstore, and survival caches with a chance of 0,5%.
Also the katana will appear in zombie stomaches if the world is 60 days old
Try to install the mod "cheat menu" and look in the menu there. I found it there.
But delete the katana mod to make sure and start a new game
In terms of the 60 days rule:
You can either play a world from day 1 to day 60.
Or you skip 2 month by making the world start at month 2 in the sandbox settings.
Booth works
All of my vertex groups do have some vertices assigned since i just try to use the default model as hazmat suite
(Default model)
Or do i have to use the hazmat suite if i want to replace the hazmat suite? ๐ค
Just choosed the hazmat suite because it uses alot bones
What is the problem you're having?
does the model not appear ingame/ give an error trying to load it?
It basically comes out like that:
It kind of appears and it doesnt show any red errors. But something looks off ๐
The ideal body shape
Okay i got further. But here the blend file in case you want to look into it anyway since i still have some deformation problems.
But the thing which just helped is:
- Go posemode
- Apply pose as rest pose
oh i think i might have a guess of what it could be let me try something
My guess is that there are still some weird rotated bones.
Have to go in a moment but will dig deeper later into that theory
my guess is that its something with the origin of the model
Oh true. Could be a problem as well
Yea eventually the clothing origin has to be directly onto a specific bone
like the root bone or something
im pretty sure both the skeleton and the model need to have the origin point imbetween the feet
that was giving me issues last night
inbetween*
Just gave it a quick try, still the same deformations with the origin between the legs
ive noticed something is weird with the headnub bone aswell
mmh
who knows a good helicopter mod?
i dont know if that exists
i know a little while ago some people were messing around with aircraft
I would be happy if they made a mod for motorcycles that can be ridden)
@low yarrow What did you do for the weight painting on this? some parts are painted that i dont think should be (check L_Calf for example)
Wonโt be done until b42
Because people would bitch about how โyou canโt see the player riding ;(โ and other shit
B42 will allow for player characters to be visible in cars
Making bikes possible
Bikes, motorcycles, planes....nukes.
How to set spawnpoint for all type of "job" in Zomboid?
i mean universal spawnpoint as i say
copy paste
okey
yeah im looking at what i tweaked with spawnpoints and it appears i did have to do all the jobs
okey then its the only option
Hey everyone, not sure if this is the right channel for my question, but i am having a problem with the Raven Creek mod from the workshop.
Beforehand: Every other mod is working flawless it is just that map mods do not show me spawn points.
As mentioned, i have a problem with the spawn locations, they are not in the spawn point list when i start a new game (wanted to start in raven creek)
So far i've tried several options, Re-installing the game completly (also wiping every remaining bit of the game through windows), Copying the workshop mods into the document user mod folder of "zomboid"
Any ideas what this might cause? I am playing on 41 IWBMS