#mod_development

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craggy furnace
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we have a while before we can do cool shit

low yarrow
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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

craggy furnace
#

neato

lethal sparrow
#

Looks a treat! Long blunt, I'm assuming?

low yarrow
#

yep!

lethal sparrow
#

So many of the emotes are negative, it's hard to react positively to something candycane

low yarrow
#

Fork does the job ๐Ÿ˜„

fallow bridge
sour island
#

someone should research if KY had a ren fair in 1993

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Renaissance Festival located on former farmland in Eminence, Kentucky and ... that have been bringing Renaissance festivals to Des Moines since 1993.

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๐Ÿ˜ฎ

zealous wing
#

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?

lethal sparrow
#

Maybe it isn't a recipe.

zealous wing
#

I'm trying to figure out how the game does it then.

lethal sparrow
#

It seems something they all have in common is Type = Drainable,

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But I think the action of "taking" is actually a Use function

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So maybe they're just something you can "Use"

zealous wing
#

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.

willow estuary
#

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?

zealous wing
#

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. ๐Ÿ˜„

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Seems like they totally abstracted it though. Is that the right word?

willow estuary
#

Not sure?

zealous wing
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Probably isn't. Anyways:

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Coming soon...

lethal sparrow
#

Pseudoephedrine?

jovial summit
#

Off topic, but I've heard lots of talk about Sandbox +. What does it add?

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I don't want like an entire list lmao

lethal sparrow
#

I think they talk about it in the description

jovial summit
#

Oh I misread it!

lethal sparrow
#

In summation though it adds more sandbox options

jovial summit
#

I thought it was options at the start of a sandbox game, not in the main menu

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Apologies, my bad!

opaque fiber
#

more pills to stock up on ๐Ÿ’Š drunk

harsh sapphire
hollow shadow
wraith tundra
#

Hi I was wondering if someone could help out a newbie mod user, i cant find this version 41 anywhere with my current searching

harsh sapphire
harsh sapphire
#

the CD player is visible, not the headphones though

low yarrow
harsh sapphire
low yarrow
#

There are 2 versions of 41. I believe they are the same

lethal sparrow
#

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

grizzled grove
#

that's correct

lethal sparrow
#

Rad, thank you.

craggy furnace
#

id say that .fbx being the king of zomboid models is still a bit off

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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

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a much better format then .x though

lethal sparrow
#

A format that I can import and export is better than a format that I cannot.

craggy furnace
#

indeed

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.x being shown the door was way overdue

quasi ginkgo
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Gonna test the beer mod without anything

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If it doesn't work I'm gonna go insane

jovial summit
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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

quasi ginkgo
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Basically

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If you turn it off, you'll still get sick but you won't die

craggy furnace
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slowly

jovial summit
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Nice!

craggy furnace
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yeah

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i am going to slap rocket pods onto it

quasi ginkgo
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Blender

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Is it gonna be a low poly

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?

lethal sparrow
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Not if he uses surface modifiers

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The words of one who has watched parts 1 through 6 of the first stage of blender tutorials.

craggy furnace
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pz works best in low-med poly

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anything else pops very hard and looks incredibly awkward

quasi ginkgo
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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

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I did watch the donut tutorials

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All of this started from a cube

lethal sparrow
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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.

craggy furnace
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pz has a very cartoony/sims like aesthetic

quasi ginkgo
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True, though I usually start with a low poly model, much easier to model

drifting ore
#

you guys think it's possible to automatically unwrap this and bake it into a 3d model?

lethal sparrow
#

My uneducated guess would be no. It's a sprite, right? There isn't a back face for a 3d model to use

craggy furnace
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lmao what a question

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not really

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start from scratch

quasi ginkgo
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It's not possible, C1

craggy furnace
#

had a convo with nasko last night

quasi ginkgo
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Though there's a way to insert images to blender

craggy furnace
#

there is a chance all furniture will go 3d eventually

quasi ginkgo
#

How do you do that, again?

drifting ore
#

this is a transformed sprite, technically there's 5 sides visible

lethal sparrow
#

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.

quasi ginkgo
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Making basic models isn't that hard as long as you learn the important controls in blender

drifting ore
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the floor we don't care about, it's always invisible

quasi ginkgo
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  • always keep a reference photo
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Also I like the new diet coke update for your mod @lethal sparrow

lethal sparrow
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Thanks!

quasi ginkgo
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What's the chance to get a soda from a dead zombie again?

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0.3?

lethal sparrow
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I lowered it with the Coke update, but give me a second for the exact number

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0.1% for each

quasi ginkgo
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I can live with it

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So like, every 200 zombie you'll get one

lethal sparrow
#

Closer to one in every thousand

fallow bridge
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OK time to reduce my mod's by half

lethal sparrow
#

Well,. yeah, you're right

fallow bridge
#

i've got to many mods

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45 mods is to many for me

lethal sparrow
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One in every thousand, you'll get a specific soda, but one in 200 you'll get any soda

quasi ginkgo
#

That's nothing, vunder

grizzled grove
quasi ginkgo
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You start with a cube

grizzled grove
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as far as automatically doing that... ehh probably not

quasi ginkgo
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No need to add one

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Just to flex your friends

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"I made this fridge from a single cube"

grizzled grove
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maya user here, we don't have such nonsense ๐Ÿ™‚

quasi ginkgo
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How dare you

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That cube gave me good memories

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It was always there for me

lethal sparrow
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Not always.

grizzled grove
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it's good for memes at least ๐Ÿ™‚

drifting ore
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can anyone do a simple model with this texture?

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just to see if the output is ok

grizzled grove
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i just had a quick go since it seemed fun ๐Ÿ™‚

craggy furnace
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oh throttle lol

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that looks both great and awkward

quasi ginkgo
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There, absolutely no mods enabled except the beer mod

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Not even cheat menu

drifting ore
lethal sparrow
quasi ginkgo
#

Huh, I did find my beer

lethal sparrow
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Knew you would. The next step of diagnostics is to examine your modlist to isolate the rogue.

grizzled grove
quasi ginkgo
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So...how?

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Do I enable every single mod one by one?

lethal sparrow
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That's too tedious even for me. I'd enable them in batches.

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Starting with the mods you trust the most, moving on to the ones you're less sure are safe.

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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?

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There you go, Hybe. Those items are confirmed to work with your mod.

drifting ore
drifting ore
lethal sparrow
#

Getting the hang of it, blender can start getting pretty fun. There's so much to learn, it gets daunting.

grizzled grove
bitter mesa
nimble spoke
craggy furnace
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i need to figure out how to rig a vehicle with a skeleton

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i think i just figured out a strange way to get rotors to run

nimble spoke
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there are some test vehicle models with working doors and hood

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check how they're done

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a sports car and 2 others

craggy furnace
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yeah

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i am gonna keep working on my kiowa for now

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but i need to dig up martins tests

nimble spoke
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rotor must be a separate mesh, I think

craggy furnace
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possible

spiral plover
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Anyone got an example of successfully adding a new roomdef?

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Tried before as it seemingly should work but no dice

lethal sparrow
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Your tilezed looks a bit like that, right?

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I don't know what stage of the process you're in

spiral plover
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No no, I know all about adding it to the editor, I mean adding and defining item spawns and such for a custom one

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I know where I'd plop the name in Tilezed, but actually defining the name and the container overrides is where I fall short

lethal sparrow
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Last I heard, such a thing wasn't possible. Don't you have to use one of the pre-set internal room definitions?

spiral plover
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supposedly I just need to insert it into the suburbs distribution table but that doesn't work even though it should

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Last I heard was the same thing... no clue why though

lethal sparrow
#

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.

spiral plover
#

--for mod compat:
SuburbsDistributions = distributionTable;
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Yeah I recall hearing that too, idk what the reasoning was

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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 :/

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Gunna give it another try

lethal sparrow
#

Is that your mod's distributions file? If it is, I have concerning news for you.

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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

spiral plover
#

No that's at the bottom of the official one

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table.insert(SuburbsDistributions, 1, nelsonDistributionTable);

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that's whats at the bottom of mine

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but, thats old and doesn't work

lethal sparrow
#

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
spiral plover
#
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

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but I avoided redeclaring Distributions for that reason

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I don't recall why I required Items/SubrubsDistributions, seems like it would make sense but idk

lethal sparrow
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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.

spiral plover
#

Nope, all unique

willow estuary
spiral plover
#

Oh! Wonderful, will do

lethal sparrow
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Also make sure to add Alfrety's Additional Sodas anywhere there's POP :kappa:

spiral plover
#

Ahaha, sure thing!

willow estuary
spiral plover
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Of course haha

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I'm just trying to fill crates with beer lol

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@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?

willow estuary
# spiral plover Of course haha

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,

spiral plover
#

I'd imagine doing SuburbsDistributions[""] adds it to the table of SuburbsDistributions directly instead of inserting it, as Python is similiar

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Well, awesome to see you got something working!

willow estuary
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Yeah, as long as you clone it, and change the specifics to suit your purpose it should work?

lethal sparrow
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Well, my custom 3d model is working, sort of.

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Wait, no, that's clearly silly.

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If you look closely, you can see she's holding it upside-down. Does anyone know how to fix that?

low yarrow
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Yea, i personally set the fbx export setting at a scale of 0.01 ๐Ÿ˜„

lethal sparrow
#

Thanks, I'll try that. Guess I'll flip it first, too

low yarrow
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Also that rotations worked out for me so far

lethal sparrow
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Duffel bag because I'm stealing that sh**^**t

low yarrow
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๐Ÿ˜‹

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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.

lethal sparrow
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No point in being destructive with tried-and-true export settings anyway.

austere scarab
#

i wish there was a mod that would replace zombies with either humanoid arachnids,huge spider aracnids or parasites

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your problem now it's dealing with spiders

lethal sparrow
#

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.

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You could start by plagiarizing the guy who made the "zombies are skeletons now" mo

austere scarab
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i wanna use that 1

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sounds cool

lethal sparrow
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In the process of implementing 3D models, and deciding on the sixth flavour. Probably Fanta Grape.

austere scarab
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oh ive seen this 1

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wait so what drinks are in

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mountain dew,pepsi,cola,coke

lethal sparrow
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Pepsi, Coke, Diet Coke, Mountain Dew, and A&W Root beer

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All caffienated with the exception of root beer.

austere scarab
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you could do perhaps some energy drink

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however i think there's already in all american mod

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or hypocraft

lethal sparrow
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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

austere scarab
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aren't you the one that added the ice box or was that the beer mod?

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the ice box was made in 2002 i think so yeah

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but still i love your work

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i'll be sure to use your mod

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anything special about the drinks?

lethal sparrow
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No ice boxes from me, but thanks a ton, means a lot to hear someone appreciate my passion project

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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

austere scarab
#

no no i mean special stats

lethal sparrow
#

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

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Other than that, they restore thirst, a little hunger, and make you happy, like vanilla POP

austere scarab
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hm

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it would be kinda cool if drinks and water would be better if they are "cold" wich it's like "fresh"

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they are normal when stale but boost their stats when "cold"

lethal sparrow
#

I've had the same thought. There's precedent in the game files for "bad cold" and "good hot" but not "good cold"

austere scarab
#

however drinking to much cold might risk into sickness

lethal sparrow
#

It would require a bit more brainwork from me, but it's probably doable.

austere scarab
#

it's this the special zeds mod that adds the skeleton zeds?

lethal sparrow
#

I think so

late hound
#

The skeleton models are vanilla

austere scarab
#

yea when killed zombies descompose

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but this mods adds zombie "skeletons" with special abilities and i know that 1 explodes if im correct

lethal sparrow
#

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

austere scarab
#

dude i'm a dumbass that can't script

craggy furnace
#

youll be surprised how many dumbasses code

austere scarab
#

i'll just give out my idea to modders

lethal sparrow
#

I'm one right here.

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A dumbass, that is.

austere scarab
#

dude if i would try to mod my pc would fucking die and explode

craggy furnace
#

i only code and mod because of my immense intellect and legendary sexual prowess that allows me to channel the mod gods for support

austere scarab
lethal sparrow
#

Yep. I'd be nowhere without the help of Blair, Soul Filcher, and Scavenger to only name a few.

craggy furnace
#

sorry

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you have been rejected by the mod gods

austere scarab
#

dude

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i told you

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i can't do shit

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i can just give ideas

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also whats planet's name here

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i saw him once

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or twice

craggy furnace
#

jesse

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we need to pray

spiral plover
#

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,
    }

}```
austere scarab
#

wait a mod that would allow you to upgrade and improve your car to be more powerfull would be awsome

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such as making a front shield with metal spikes to kill zombies easier and defend your front trunk

spiral plover
#

The error I keep getting is like Callframe at: table.insert function: AftonLootableMapDistribution.lua -- file: AftonLootableMapDistribution.lua line # 6

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like, it can't find the item?

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they should go in the "scripts" folder, right?

lethal sparrow
#

The reference to the map in the distribution file uses the mod id, right?

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Oh, wait

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I think you're just missing a comma.

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No, nevermind, wrong lua

spiral plover
#

I think I may have an extra comma

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testing that rn

lethal sparrow
#

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.

spiral plover
#

Earlier it was saying i was trying to insert into a nill/null table

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which... didn't make sense

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nope, same issuesss

nimble spoke
#

check if there's a shleves table inside fossoil in distributions lua

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shelves

spiral plover
#

there is, its procedural tho, there is also a shelves mag so I'll switch it

nimble spoke
#

there it is, it is procedural, which means you need to insert into one of the categories

lethal sparrow
nimble spoke
#

shelves itself doesn't hold a list of items

lethal sparrow
#

That was brought up last time adding something to a procedural table was mentioned.

spiral plover
#

Ooh, well good to know

#

Aha! Thank y'all

lethal sparrow
#

Well there it is, Alfrety's Additional Sodas 1.5 update is Live!

long grove
nimble spoke
lethal sparrow
#

Yeah, I couldn't for the life of me import .X into blender, so I just made a new one.

nimble spoke
#

but all you had to do was to create new textures for the existing pop can

spiral plover
#

@long grove same maps!

lethal sparrow
#

Oh my god you're right stressed I could have just copied and pasted it under a different name, and made a new texture with the same name, couldn't I?

long grove
lethal sparrow
#

Well now I know blender, anyway.

nimble spoke
#

yep

lethal sparrow
#

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.

nimble spoke
#

it is different enough that I suspected it wasn't the original

spiral plover
#

@long grove I added a new hallway to the facility, and a new security spawn, and planned out a new area. Didnโ€™t add it yet tho

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My other map has been slow progress with a bunch of new buildings and some new tiles

spiral plover
#

Itโ€™s a storage warehouse

long grove
#

oh cool

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are you gonna add anything like the tram from unturned?

craggy furnace
#

time to rig

long grove
#

helico

craggy furnace
#

helicock

spiral plover
#

A proper train would be a bit beyond my current skills but an interesting idea

long grove
spiral plover
#

Oh yeah, that definitely will be!

late hound
#

Sports clothing mod coming up

spiral plover
#

Ooo

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Hey, anyone know what the Fillrand option does?

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lunchboxes are set to 0

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if I want them to fill up, should I increase it?

drifting ore
craggy furnace
#

is it?

drifting ore
#

maybe

lethal sparrow
spiral plover
#

Just reinforces what I know mostly about the amount of rolls

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but I appreciate it

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I suppose I should use the search bar SpyjackNervous

lethal sparrow
#

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.

quasi ginkgo
#

Sorry for randomly going offline yesterday, didn't realize it was 2 AM

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Anyways, considering I have 70 mods this will take a lot of time to fix @lethal sparrow

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Even in small patches, I feel like it will take quite a bit of time to fix

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do you know any mods that causes this issue?

austere scarab
pseudo flame
#

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

grim ridge
#

how the hell do you install a map to a server? spawn regions dont show up, do i need to remove the base maps?

fallow bridge
#

No offense but spamming in every chat wonโ€™t get you an answer faster.

grim ridge
#

maybe if you told me where to ask i wouldnt need to spam it

fallow bridge
#

Thatโ€™s why

spiral plover
#

Odd, my stash map coords are about 100m off in-game but spot on in the editor?

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building is at 4311, 744 in editor world coords

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but in-game it takes me to 4236, 669?

iron moth
fallow bridge
#

Heโ€™s making a reworked heli event so I doubt it @iron moth

iron moth
#

that's was still amazing tho, hope that cock can crash land somewhere and we can loot what's inside

fallow bridge
#

That was also the plan

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Donโ€™t know about now though

iron moth
#

That's sound incredibly awesome

austere scarab
#

Car Traffics would be quite cool to be seen ingame

quasi ginkgo
#

already there

austere scarab
#

Already?

quasi ginkgo
#

yeah

austere scarab
#

but i mean like filled blocked roads

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alright then

quasi ginkgo
#

some roads already have this

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there's also this mod

austere scarab
#

Car accidents could do

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and not just a broken car and a dead zombie nearby

quasi ginkgo
#

this is kentucky, not new york

austere scarab
#

dude

quasi ginkgo
#

we already have a decent amount of car traffics

austere scarab
#

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

quasi ginkgo
#

already there

austere scarab
#

i never

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seen those

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dammit

quasi ginkgo
#

they aren't too common

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but they exist

austere scarab
#

modified cars then

#

i think i suggested this earlier

#

not sure

#

nvm i did

quasi ginkgo
#

already in the work

austere scarab
#

EYO WE GETTING ROAD OF THE DEAD

#

how about multiple random flags

#

could be random decal ones

#

or country ones

fallow bridge
#

every user should have this mod

#

OR

#

MAKE IT VANILLA

#

Because it still makes zero sense that there are so many burnt out cars

quasi ginkgo
#

based

#

but true

fallow bridge
#

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

lethal sparrow
sharp kernel
#

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?

craggy furnace
#

@sharp kernel is it the entire map?

#

i think i recognize your mod

sharp kernel
#

It's the entire map and you don't recognize it, I never released it.

craggy furnace
#

hmm

#

i think there is a like mod

sharp kernel
#

Probably, I'd be surprised if there weren't

craggy furnace
#

you wanted to get it to spawn in places like gas stations and such?

sharp kernel
#

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

craggy furnace
#

busy doing animation work atm

#

let me grab you a table insert

sharp kernel
#

Oh no rush, don't let me keep you from work.

craggy furnace
#
table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, 3);```
#

use this methodology to insert stuff into the loot tables

sharp kernel
#

Hm, odd. Looks exactly the same as in my file.

craggy furnace
#

here comes blair

#

he fiddles with it a lot

willow estuary
#

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 ๐Ÿ˜„

sharp kernel
#

I suppose that's fair.

craggy furnace
#

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

willow estuary
#

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.

sharp kernel
#

Ah, gotcha. And the table .insert for those is still the same?

lethal sparrow
#

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.

sharp kernel
#

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

lethal sparrow
#

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

lethal sparrow
#

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.

sharp kernel
#

there you go, have a look at that

craggy furnace
#

ez correct

#

even using parts of others stuff isnt exactly theft

lethal sparrow
#

That code is antiquated, if I'm not wrong. The way, now, to add drops to zombies is under the "all" category.

craggy furnace
#

grabbing it all and slapping your name on is

lethal sparrow
#

Wait, that's what you're doing

sharp kernel
#

I'm what now?

#

OH

#

all/zombies

#

yes

craggy furnace
#

lmao

lethal sparrow
#

I thought for only a second that it was wrong, but my hands were faster than my eyes/

nimble spoke
#

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

lethal sparrow
#

I will note, Ez, that I do not use the 'require' functions in my distributions. Try a playtest with that segment removed?

nimble spoke
#

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

sharp kernel
#

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?

lethal sparrow
#

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/

sharp kernel
#

Ah, I think I get it

lethal sparrow
#

Was it a removed table?

sharp kernel
#

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"]

lethal sparrow
#

Let's see what the vanilla precedent is for bookstores..

sharp kernel
#

I'm looking at vanilla Distributions.lua and there IS bookstore class

lethal sparrow
#

But it looks like you need to be using "other" instead of "all"

sharp kernel
#

isn't "all" supposed to put the item into all containers?

#

as in, bookstore/all puts them in all containers in a bookstore

lethal sparrow
#

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.

sharp kernel
#

Yeah I'm looking at it right now, one sec.

lethal sparrow
#

But both of them seem to still reference "all" by my check.

sharp kernel
#

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

lethal sparrow
#

Glad SouLFilcher came to straighten us out. We'd still be chasing ghosts right now if I was in charge.

sharp kernel
#

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

lethal sparrow
#

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

sharp kernel
#

there we go

#

thanks for the help, everyone

lethal sparrow
#

Can't help but feel that I misdirected you every step of the way, but we're a community here fork

sharp kernel
#

While I'm still here, does that town between Rosewood and Riverside have a name?

#

as in, official name

jovial summit
#

uh

#

Muldraugh??

lethal sparrow
#

I think he means Ekron.

jovial summit
#

waot

#

Oh yeah Ekron

lethal sparrow
#

Not officially recognized in the vanilla game, but everybody calls it Ekron, so it's Ekron.

sharp kernel
#

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

lethal sparrow
#

I rather like Ekron. Both times Pillow's Random Spawn started me there, I had a field day.

nimble spoke
#

oh yeah, there's probably a whole lot of 'all' tables gone

sharp kernel
#

thankfully, the bookstore one was the only one was was troubling me

lethal sparrow
#

Anywhere with a cash register, if I had to guess for starters.

sharp kernel
#

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

nimble spoke
#

and washing machines possibly, even though they don't seem to spawn anything

sharp kernel
lethal sparrow
#

You could scan for them using the zoomable map

sharp kernel
#

that would take a looong time

lethal sparrow
#

Is there anything huge on here missing from your map?

sharp kernel
#

Don't think so

#

lemme show you

nimble spoke
#

muldraugh received recent changes

sharp kernel
#

Did it?

willow estuary
#

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.

lethal sparrow
#

What a simultaneously exciting and inconvenient time we live in.

nimble spoke
#

I fix... I break... I fix AGAIN

sharp kernel
#

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.

willow estuary
#

Yeah, not trying to discourage or bumout anyone; just making sure they know what they might be in for? ๐Ÿ™‚

#

I think the distro changes may have burned out a fair amount of folks.

sharp kernel
#

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.

grizzled grove
lethal sparrow
#

I had no idea this service existed

lethal sparrow
#

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?

coarse pollen
#

with schizo are you planning on random vocals and occasional hallucinations?

lethal sparrow
#

You might be joking but to humor you I'll clarify that I meant I'M getting schizophrenia, attempting to add vehicle distributions.

coarse pollen
#

i wasnt joking i was actually curious if its doable

lethal sparrow
#

Anything's doable, if you know how to do it. That's where I'm having issues.

coarse pollen
#

like tourettes could easily be done, infact conventional speech pretty much does all the work for that

willow estuary
lethal sparrow
#

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

spiral plover
#

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!

spiral plover
#

-- 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

low yarrow
#

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

lethal sparrow
#

I like the palette swap. Bright, shiny things always feel out of place.

severe ridge
#

i added a fake metal shine into mine, works pretty well, all things considered

lethal sparrow
#

Alfrety's Additional Sodas 1.6 update is live. Got an upset stomach? Well, you shouldn't have eaten that rotten food rat , 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.

austere scarab
#

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

fallow idol
#

Get cooking xp for putting the cracker under the slice of meat

austere scarab
#

Idk Man im thinking random packages that contain them and they differ

#

Not that you open it and get the stuff inside

zealous wing
#

That's a baller idea.

long grove
craggy furnace
jovial summit
#

niceeee

#

i vote near penis lake, or on penis field

#

Jokes aside, this area has pretty much nothing going for it

craggy furnace
#

design wise it should between common A-Z places

#

so people bump into them

jovial summit
#

Corner between Muldraugh and Dixie

#

Near entrance of the Country Club

long grove
#

who the fuck goes to the country club

craggy furnace
#

boring people

latent orchid
#

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

jovial summit
#

idk man

latent orchid
#

The same can be asked for mapping modpacks as well (ie maps that actually utilise mod functionality in buidlings/containers)

low yarrow
#

Only mod pack i trust at the moment is aiteron's ๐Ÿ˜„

#

But even there i choosed the mods manually

austere scarab
#

should i use all american apocalypse on my already most survived world or would i risk something on it

low yarrow
#

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?

nimble spoke
#

that should be safe

low yarrow
#

Alright ๐Ÿ‘

willow estuary
#

Early test iteration of randomly spawned Tarkov/Rust style loot stashes for my no-loot-respawn server.

quasi ginkgo
#

good

lethal sparrow
craggy furnace
#

knowing blairs penchant for cruelty every 1 out of 999 mail boxes has an explosive surprise

willow estuary
#

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. ๐Ÿ™‰

lethal sparrow
#

Just remember that the most feared booby trap of 1993 was the bear trap welcome mat.

grizzled grove
#

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

long grove
#

someone else was trying to do this last year i think

grizzled grove
#

replaced the body with the same body of course, but gotta do the baby steps ๐Ÿ™‚

#

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

lethal sparrow
#

Still, that's highly interesting. Are you at liberty to disclose what replacement you had in mind?

nimble spoke
#

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....

grizzled grove
#

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

grizzled grove
# long grove 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)

long grove
#

make big booba

jovial summit
#

boobage

grizzled grove
#

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

long grove
craggy furnace
#

@grizzled grove oh no

#

someone was asking me to import CBBE bodies from skyrim to zomboid

craggy furnace
#

yes

#

that means big milkers

long grove
#

i am familiar with cbbe

grizzled grove
#

rofl

craggy furnace
#

i have pics

#

he was testing it

#

id need to dig for them

long grove
#

was it in any way functional lol

craggy furnace
#

yes

#

fuck i cant find it

#

anyways it was a pz female with tits

#

it was uh

long grove
#

i need it for research purposes

lethal sparrow
#

Couldn't you just achieve the same effect with Ted BEER's player skin retexture? That's how I achieve booba, anyway.

craggy furnace
#

the tragedy is that i closed the dm with the guy

#

i dont remember his name either

lethal sparrow
#

Up to Mr. Ted to tell you that you need to be of legal age in your country to install the mod.

craggy furnace
#

that is a very flat ass

lethal sparrow
#

Hey if you take the obese trait that's none of my bisuness, but "Very underweight" every time for me

long grove
#

the authentic pz experience

lethal sparrow
#

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

long grove
#

in theory throttle can do that

grizzled grove
#

when i thought i had everything proper, animations are still buggered ๐Ÿ˜ฆ

lethal sparrow
#

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.

long grove
#

but i need my immerssive dummy thicc

grizzled grove
jovial summit
#

I see nothing wrong

nimble spoke
#

I saw Oddjob there for a moment, OP in PvP

grizzled grove
#

haha

#

the rotations being wrong i get, but i don't get why the limbs shrink

nimble spoke
#

how could I get anims working right for your previous models?

#

what kind of witchcraft is this? lol

grizzled grove
#

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

#

and my current anim test from maya, as botched as it is. (there have been edits since the video)

willow estuary
#

Tarkov intensifies

long grove
grizzled grove
#

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?

long grove
#

what the f u c k is that

long grove
grizzled grove
#

that's me wondering if zomboid can even do fbx animations currently

long grove
#

it looks like they have no bones

grizzled grove
long grove
#

idk thats just what blair called em

grizzled grove
#

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.

craggy furnace
#

zomboid cant really do .fbx anims atm

#

it seems to be all in .x

lethal sparrow
#

We make breakthroughs here at Alfrety's Additional Sodas.

craggy furnace
#

the game conversion wise is almost there in total .fbx support

long grove
lethal sparrow
#

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 unhappy

long grove
#

his last comment was from 2019, yeouch

lethal sparrow
#

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?

long grove
#

it aint theft if no one finds out

lethal sparrow
#

"It's not stealing if they're dead." Sivir

grizzled grove
#

generally, mod theft is bad

lethal sparrow
#

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.

grizzled grove
#

totally get it, it's a lot of grey area

lethal sparrow
#

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.

long grove
#

i mean, you aren't just gonna copy paste the mod are you

lethal sparrow
#

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.

long grove
#

also you're gonna have to somehow make soda machines accessible post power failure

lethal sparrow
#

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.

long grove
#

i think zconomy just let you wack it open with a crowbar?

autumn sierra
lethal sparrow
#

๐Ÿชฆ RIP worm man

autumn sierra
#

fly high ๐Ÿ˜”

long grove
#

cuz if im gonna be honest it would be easier to disassemble a snack machine than to repower it and put change in

lethal sparrow
#

But then you don't get renewable soda

long grove
#

o

#

that changes everything

nimble spoke
#

Ohhhh yeah, just got a model tweaker working

late hound
#

๐Ÿ˜†

nimble spoke
#

we will be able to add attachments without the need to override the scripts

#

I hope

half chasm
#

Even bigger than my crowbar

nimble spoke
#

either overriding an attachment doesn't work or I'm still missing something. I guess I'll have to try adding a new attachment

nimble spoke
#

As I thought, I can only add new attachments, I can't override them

lethal sparrow
#

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.

#

What am I missing?

#

I was so close to understanding this, but this ghost of an error is tearing me apart

spiral plover
#

Is there a fairly quick and easy way to scale models? Could you make a theoretical height option for the character creator?

nimble spoke
#

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

fallow bridge
#

make a weapon that uses that sound

lethal sparrow
#

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..

undone crag
#

It does.

lethal sparrow
#

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.

lethal sparrow
#

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.

willow estuary
low yarrow
#

Anyone knows what that means for weapons?
Sometimes its 1 and sometimes 2:

fallow bridge
#

Itโ€™s mostly for multihit Iโ€™m pretty sure

low yarrow
#

Oh i see.
So it probably only affects the weapon if multihit is turned on in the sandbox

lethal sparrow
#

Is that just a teaser, Scavenger? Couldn't find it on the workshop

low yarrow
#

Yea. Mod is done so far. But i want to make a play session with it first before i upload it ๐Ÿ™‚

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To make sure they feel right (If i will find any since they are as rare as the katana) ๐Ÿ˜„

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Well, eventually i will upload it earlier since they should be balanced

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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.

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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

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The axe is a middle thing of booth

low yarrow
#

Is this the way for procedural items? ๐Ÿ˜„

#

Hard to debug since those spawn randomly somewhere on the map

hollow shadow
# low yarrow

How long did it take you to make that mod with the 3 weapons?

low yarrow
#

For one weapon i need around 1-2 hours

fallow bridge
#

man scavenger

low yarrow
#

(I have made some materials in substance painter i just use everytime and just change colors)

fallow bridge
#

you're really going off with cool weapons

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what next? remake every weapon model?

low yarrow
fallow bridge
#

๐Ÿ‘€

low yarrow
#

But i want some more outdoor clothes. So i think thats what i will do next

fallow bridge
#

bruh

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PARKA?

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lol

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what type of outdoor clothes you thinkin?

low yarrow
fallow bridge
#

aww military gear

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RIP

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xD

low yarrow
#

๐Ÿ˜„

fallow bridge
#

looks cool

low yarrow
#

I love such pullovers in RL

fallow bridge
#

i'm more of a civilian wear type of guy personally

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flannels

low yarrow
fallow bridge
#

jeans

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etc.

low yarrow
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Eventually some cargo pants as well. Kind of civilian ๐Ÿ˜„

fallow bridge
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cargo pants sounds coolio

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just a bit of a headsup, you do know that making clothes in game is difficult right?

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from what i've heard from pawlow and stuff it's a challenge

low yarrow
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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 ๐Ÿ˜„

fallow bridge
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alright, well i wish you the best of luck

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and btw

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the clothes look cool

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and with your skill i bet they'll look great

low yarrow
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Thanks!

proper lantern
#

Scavenger! Your tools mod is the bomb man!

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Another must-have for me, each weapon feel good to use

grizzled grove
#

small update on skinned meshes, i updated the female body to working status now

jovial summit
#

Can we see an image file?

lethal sparrow
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This is what it looks like untextured.

jovial summit
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Oh, cool!

fallow bridge
#

is this a released mod? @lethal sparrow

jovial summit
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Nice job!

lethal sparrow
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I wouldn't know. I just downloaded his fbx to poke around. I'd assume not, though.

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The talent is throttlekitty, I just took a screenshot.

jovial summit
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*insert a joke about titted bigged here*

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Yeah good job @grizzled grove !

lethal sparrow
#

Boobaposters out

jovial summit
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boobage in

grizzled grove
#

lol what even is this channel

late hound
#

Idk anymore.

errant meteor
#

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.

nimble spoke
#

possible versus not possible in older versions

errant meteor
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I see, its basically night and day

nimble spoke
#

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

errant meteor
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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?

brisk halo
#

Someone made a mod that adds fully functioning boats to the game, I'm sure anything is possible with the know how.

lethal sparrow
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I haven't encountered a mod that does it already, but I'm sure it could be done

errant meteor
#

What a chad.

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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.

lethal sparrow
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Not just helicpters

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Soda trucks.

errant meteor
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Nice

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@lethal sparrow Have you thought about making a chips or candy mod also?

lethal sparrow
#

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

errant meteor
#

thanks for adding the new sodas

lethal sparrow
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It's been a pleasant journey/

errant meteor
#

One thing is kind of lacking in, ingame verity is acholic drinks.

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There are so many beers that can be added to the game

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alone

lethal sparrow
#

Blackbeard's "More Beer" achieves that effect. Never liked beers myself so I don't use it, but I remember seeing it.

grizzled grove
errant meteor
#

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.

lethal sparrow
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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.

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But it does sound fun to chug a juggernog and start blasting

errant meteor
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Oh I agree 100% it would be a sperate mod, adding the perk machines would also be a nice addition.

lethal sparrow
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Certainly saving this concept for the back-burner. "COD Zomboid". I could see it already.

errant meteor
#

yay

craggy furnace
#

oh

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you saw the helicopter

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its not like theres uh

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more

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๐Ÿ˜Ž

errant meteor
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Give me that soviet gunships and I die a happy man.

craggy furnace
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no

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i can give you better

errant meteor
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surprise me

craggy furnace
#

you asked for it

errant meteor
#

Hopefully the military bases have enough ammo, to enjoy then throughout the game, or maybe a way to make new ammo.

craggy furnace
errant meteor
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Hey that's one way to get more stuff, crashed helicopters full of military supplies.

late hound
errant meteor
#

spooky

craggy furnace
#

goo goo ga ga

errant meteor
#

@craggy furnace

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this was a thing in 1993

nimble spoke
errant meteor
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Is it possible to add dog zombies currently?

late hound
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There are no dogs to begin with.

errant meteor
#

I guess that's a build 42 thing then, I did hear hunting will be a big part of that update.

lethal sparrow
late hound
#

hes a spin off of SlenderChef

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I made an anim for your character to turn into one of his kind.

errant meteor
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Oh no

late hound
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I use this character for all my custom anim stuff, except the crying and yoga stuff that I already made.

nimble spoke
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since you're neck deep into these animations, how possible is applying these to some but not all zombies?

errant meteor
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Would be a shame to find one in a suit and tie in a dark forest.

nimble spoke
errant meteor
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Well then, someone make a slender man mod.

late hound
#

do you want a crazier one?

errant meteor
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yes

nimble spoke
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haha perfect

late hound
errant meteor
#

chad

nimble spoke
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but can you apply these to specific outifts?

late hound
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its not skinned models, I am working with the anim files themselves

craggy furnace
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mom said it was my turn on the xbox

nimble spoke
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I know, that's why I asked, I haven't worked with anims, beyond setting vanilla anims in my timed actions

late hound
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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.

nimble spoke
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There's no way to set models on the fly beyond that skeleton variation, so maybe anims are more flexible.... I hope

late hound
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wym "set models on the fly"

nimble spoke
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I mean changing the base model for a zombie

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it can be faked by using a clothing item, but there are limits to that

late hound
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It's what happens when you change the regular zombie's .XML file controlling their specified anims. Here I changed zombie_Lunge

low yarrow
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That looks kinda scary ๐Ÿ˜„

late hound
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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

nimble spoke
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there are a few things I haven't really tested, like crawler types

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there's a function zombie:setCrawlerType() that uses an Int value

low yarrow
#

Anyone a idea what that could mean?
I try to replace the Hazmat suite with a random mesh i made.

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(Export it as fbx btw.)

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If i zoom out it somewhat looks like my model ๐Ÿ˜„

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Who would buy that NFT for 1000000$ ? ๐Ÿ˜„

late hound
#

๐Ÿค”

nimble spoke
low yarrow
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How exactly did you export it?

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From your video it looks like its all correct

grizzled grove
low yarrow
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Did you select everything to export?

nimble spoke
#

these are the settings I use

low yarrow
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Same. Not sure what i do wrong.

nimble spoke
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I'm using blender 2.91, maybe it is a version issue?

grizzled grove
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good call. i updated to 2.92 recently

low yarrow
#

Oh, i gonna try that. I am still on 2.90

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Same problem with 2.92

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Well, enough testing for today. Thank you anyway guys!

fallow bridge
#

perhaps i'm just blind?

grizzled grove
#

that's exactly the point actually. Previously some things were wonky, so the character was bent at the hip, swimming in the ground, etc

final plinth
#

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

sour island
#

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

nimble spoke
#

try .wav instead

sour island
#

do I still include the extension?

nimble spoke
#

yeah

sour island
#

why would ogg not work then?

nimble spoke
#

I think it is related to the difference between file = and event =

sour island
#

doesn't work in any case

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I read to replace event with file

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and use the entire filepath including extension

nimble spoke
#

yes, I got it working that way

sour island
#

was this with your own sound?

nimble spoke
#

yeah

sour island
#

could you send me the scriptfile for this

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or if it's in one of your mods

nimble spoke
#

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,
}
}

sour island
#

that's a default sound event right?

nimble spoke
#

I guess so

sour island
#

you're just supplying a different file?

nimble spoke
#

wait what do you mean by default sound event? like a vanilla entry? No, that's a new one

sour island
#

ah

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that maybe the issue- even though removing the event line removes the vanilla sound

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using file doesn't seem to be able to replace it

grizzled grove
#

debug has a player editor somewhere, right?

wide light
#

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

solid vault
low yarrow
#

Seems like that katana is for an older version

#

Game version 41 has already a katana included without mods

solid vault
solid vault
#

Even through the item delivery menu, I didn't see it there

low yarrow
#

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

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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

solid vault
#

I understand you, bro, I will definitely check it out

#

What did I just write? XD

low yarrow
#

(Default model)

#

Or do i have to use the hazmat suite if i want to replace the hazmat suite? ๐Ÿค”

#

Just choosed the hazmat suite because it uses alot bones

final plinth
#

does the model not appear ingame/ give an error trying to load it?

low yarrow
#

It basically comes out like that:

#

It kind of appears and it doesnt show any red errors. But something looks off ๐Ÿ˜„

final plinth
#

hmm

#

thats not the issue im having

#

could you send me the model file?

jovial summit
#

The ideal body shape

low yarrow
#

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:

  1. Go posemode
  2. Apply pose as rest pose
final plinth
#

oh i think i might have a guess of what it could be let me try something

low yarrow
#

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

final plinth
#

my guess is that its something with the origin of the model

low yarrow
#

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

final plinth
#

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*

low yarrow
#

Just gave it a quick try, still the same deformations with the origin between the legs

final plinth
#

ive noticed something is weird with the headnub bone aswell

low yarrow
#

mmh

solid vault
#

who knows a good helicopter mod?

final plinth
#

i dont know if that exists

#

i know a little while ago some people were messing around with aircraft

solid vault
#

I would be happy if they made a mod for motorcycles that can be ridden)

final plinth
#

@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)

fallow bridge
#

Because people would bitch about how โ€œyou canโ€™t see the player riding ;(โ€œ and other shit

#

B42 will allow for player characters to be visible in cars

#

Making bikes possible

craggy furnace
#

@solid vault both are in production

#

gonna need to wait on them champ

drifting ore
#

Bikes, motorcycles, planes....nukes.

feral lion
#

How to set spawnpoint for all type of "job" in Zomboid?
i mean universal spawnpoint as i say

final plinth
#

i think you have to set the spawnpoint for all the jobs

#

if not unemployed may work

feral lion
#

there are about 20 jobs...

#

yea thought the same :l

final plinth
#

copy paste

feral lion
#

okey

final plinth
#

yeah im looking at what i tweaked with spawnpoints and it appears i did have to do all the jobs

feral lion
#

okey then its the only option

wooden rapids
#

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

final plinth
#

all map mods?

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or just raven creek