#mod_development
1 messages ยท Page 455 of 1
wait it works on one drive but not the other?
yea I had the same issue I moved it my other drive and the spawn points started working
very weird, are cars not spawning in raven creek for you
All map, spawnpoint mods, yes ๐
ok so, i doesnt appear cars spawn there for me either so that is probably something with the mod
but i can spawn there
so thats something with you
have you tried testing it with only raven creek enabled?
you could have a conflict
@wooden rapids do you have another drive
I do
Yes i have, it could be that the HardDrive one is the issue
try moving the steam install there, I had the same issues and I moved it there and the spawn points and car spawning worked fine after I did that
Hmm, so you mean that i put Zomboid where my User directory is?
yeah im not gonna test that but that could be something to try
@wooden rapids no just go to the games steam settings and put move install folder
i tried to edit my spawnpoints but unexpected error
isnt it actually project zomboid > properties > local files > move install folder?
@feral lion what was the error?
1616519607588 IsoMetaGrid.Create: finished loading in 13.083 seconds
1616519607589 can't find map objects file: media/maps/Odintsovo/objects.lua
1616519607590 Max #ZONES on one chunk is 0
java.lang.RuntimeException: can't create player at x,y,z=442,11310,0 because the square is null
at zombie.iso.IsoWorld.init(IsoWorld.java:2373)
at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:259)
at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:235)
at java.lang.Thread.run(Thread.java:745)
1616519607604 LuaEventManager: adding unknown event "OnPreUIDraw"
1616519607604 LuaEventManager: adding unknown event "OnPostUIDraw"
1616519662841 waiting for UdpEngine thread termination
1616519662852 znet: Java_zombie_core_raknet_RakNetPeerInterface_Shutdown
1616519662899 znet: Java_zombie_core_znet_SteamUtils_n_1Shutdown
yea i thought something i missing
maybe the Z coordinate is wrong?
oh i had this issue
i still dont know what i did
but it stopped
oh wait
it was a map mod that was bugged
i removed it and it fixed it
i disabled map mod as i remember
yeah it was the same when i had it
{ worldX = 0, worldY = 0, posX = 64, posY = 241, posZ = 0 }
ah odintsovo have world number 0
okey try now then
Oh i just used "auto weight". Maybe i shouldnt do that ๐
Will try to weight paint it manually
you can also transfer the weight from the base body
next character im taking off high thirst. its so annoying
hang on let me get a video throttlekitty sent me, its pretty helpful imo
wrong chat
https://www.youtube.com/watch?v=arXf5EV3H1c @low yarrow
This video will show you how you can use Automatic Weights, Transfer Weights from one mesh to another in Blender 2.8 and also show you how you can Smooth your Vertex Groups Weights. Also works in blender 2.9.
Watch each episode of How To Tutorials and get quick solutions to common challenges faced by artists during project execution. Each episo...
Thanks!
That looks good ๐
๐
So a few thing i found out:
- Import the model in a scale of 100
- Apply the bones to the visual transform before you link a mesh to it
If you select bones in edit mode they should not jump anymore
If i dont apply them they jump up in edit mode
And then select everything and "apply transformation" so the origin is in the center
Hey uh so, if anyone knows about the cheat menu mod it changed how new vehicles are added to the menu, and I have literally no idea how to add in new vehicles in a separate mod without replacing the entirety of the current modded vehicle code. How exactly would I go about this? I can try and explain but I barely code anything that isn't someone else's and... to say the least, I'm stuck and can't figure out how to use currently available code.
AFAIK It has something to do with tables? and i don't understand much else.
To say; you want to spawn a modded vehicle usign cheat menu, but can't?
ok so there's a table named modVehicles I think it's a table anyways and I am so unexperienced in lua I don't know how to add to it
a sample line i think was
{"Autotsar GovNoVoz-250", "Base.TrailerFirst", "Trailers"},
}```
I have coded o n c e in project zomboid and 99% of the code was someone else's magic
I am trying to solve this problem myself by adding code
I'm not a savant either, but I think that looks rather intuitive.
{"VEHICLEINTERNALNAME", "HOOKLOCATION", "VEHICLETYPE"},
}```
Would be my best guess.
the dev said they added framework to add in your own modded vehicles to the menu.... they forgot to put in an explanation that doesn't involve copying, pasting and replacing current code
it's modVehicles["MODID"] = { {"display name (can be anything)", "vehicle ID", "category name (can be anything)"} } directly quoted from the code
so what I have tried so far
- copy all the code into a separate file and add onto that
what that did? it works! but may be copyright infringement
and overrides current code, and it gives me the chills from the time I did that and fucked over code in rimworld
If they included a blank template for the purpose of mod compatability, I can't help but feel it was put there to be used for mod compatability.
it wasn't blank
Then what was this?
it wasn't in a separate folder
it's an explanation to how the code works, above all the main code
Oh, I see.
this is in the main folder
and... uh... I am no expert coder on how to add my own lines without fucking up the current lines
If you're only looking to modify that version of cheatmenu, then you'd simply extend the way they did it, following the format. Find the vehicle ID of the mod Id that you wanted to include, and CTRL+C, CTRL+V another entry replacing the necessary variables to match the destination vehicle
CheatCoreCM.modVehicles = modVehicles -- do not modify. do not place definitions below this```
Looks like one ModID can contain as many entries for vehicles as you want, so go nuts. This is a personal-use copy, so I doubt you'll see lawyers over it.
Probably. Only one way to find out, right?
Did you at least get a helpful stack trace?
adding just the plain modVehicles = {} shit results in an exception
lemme get the stack trace
it says something about index... non-table
function: ReducePlank.lua -- file: ReducePlank.lua line # 8.
[23-03-21 16:37:34.150] ERROR: General , 1616531854150> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index of non-table at KahluaUtil.fail line:82..
[23-03-21 16:37:34.151] ERROR: General , 1616531854151> DebugLogStream.printException> Stack trace:.
[23-03-21 16:37:34.154] LOG : General , 1616531854154> -----------------------------------------
STACK TRACE
-----------------------------------------
function: ReducePlank.lua -- file: ReducePlank.lua line # 8.```
line 8 is the final bracket
Is this in a separate file than what you showed me before?
That's why. There's no definition set for modVehicles = {} where you're editing.
so the current option is copying the entire modVehicles file (1 file) and replacing it
You're adding an entry to somethign that doesn't exist
ok so
when I try to make a new modVehicles it totally overwrites the rest of the vehicles
so IDK how to add onto modVehicles
What I assumed you were doing was editing a copy of CheatMenu for personal use. Unless they included plugin hooks, I don't think you can extend their code from a separate mod.
I couldn't, anyway.
this is the file I'm trying to edit from another file. I can simply copy all the code, edit said code, and it'll be fine but IDK if he'll get mad for copyright. It still requires cheat menu
Then you have arrived at a moral crossroads that I cannot advise you on. Do anything you want for personal use, but I wouldn't upload it to the workshop.
where to find guns in kingsmouth?
i scanned the whole airfield
almost no any gun
they speak about something like a secret base
There is an armory there in the middle of the base.
you can circle me on the picture?
im in the highest weapon rarity (abundant) still no weapon
i mean "guns"
something is messing with your item distributions there, that is the armory
That would more a more complicated solution than you need. You should examine your mod list to see potential threats to distributions. And, if you posted your DebugLog I could peek
Nah dude, it's just that won't work properly at all in b40.
The guns, and more importantly the military loot definitions, don't even exist in build 40.
ah but i had ORGM rechambered
Doesn't matter.
ah thats bad
thinking about adding it manually before the match
or something o.O
maybe a zombie loot mod idk
and i can find guns in zombie bodies
what is that weapon mod name? its starts with B
cant find
That will not work in build 40 either FYI.
ahhh that sucks ๐ฆ
brita weapon pack
ye its for 41
its strange that there isnt any "random loot" mod
what type of shelf is this in the armory?
I would guess armystorage locker
Try making a mod with just this is a lua file. The filename should start with a letter after D, just to be sure.
require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["gunstore"]
or
require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["policestorage"]
Caveat: haven't tested, can't make any guarantees, but it should work. Won't spawn "military" class loot specifically, but I remember b40 gunstores and police armories with ORGM having a fair amount of military hardware. Policestorage is probably the better bet from what I recall.
yes i want to do that
im dont understand zomboid programming yet ๐ฆ
i understand need to make a custom mod with a lua file which contains what you write
but dont understand the filename starts with d thing
if you are kind enough just make me this short file?
and i try it then
it looks a really good fix
modname/media/lua/server ? or what , this is what i dont understand
Yeah, in that directory.
This is just my good deed for the day, nobody should get any wild ideas about my generosity from this ๐
/Server/Items to be sure.
And again, I can't guarantee that this will work? I just think it will. But I'm neither knowledgeable or smart.
๐ same as me
but how does zomboid know that he needs to load that lua?
i put in to both folder XD
but there is with ORGM
oh
we want to add it to the loot table.
also i read i add RealDurabilites and also the sounds gonna work
i think its doesnt auto cause its Kingsmouth and not the standard map ๐ฆ
Ah, explaining how to make a mod out of that... ...is beyond my limited capabilities at explaining stuff?
The pinned posts in this channel will have tutorials that should explain how to make a proper workshop mod out of this so it will work with MP.
You're going to have to read the tutorial most likely.
And then keep trying until you make something that works.
it appears
something happened
cause there is the police army stuff
still not found any gun o.O
how/where to you call this sound event? Still not having any luck incorporating a new sound
Depends on whether you only want the player to hear it or for it to play in the world for the purposes of zombies/multiplayer
I'm using playsound from a world emitter
works for vanilla sounds- not so much for custom sounds in scripts
I use it from a vehicle emitter
trying with the gunstorish
๐
ty for the clue
it was the category
Nice
which mod does the grenade launcher comes from?
are there any police on kingsmouth?
thinking of adding the loot for more place
Any modders that do commisions?
I'm a novice but I'm open to new ideas. What did you have in mind?
A clothing mod that add some new bulletproof vests and shirts
That sound interesting, but it's a complicated area above my rank. Sorry
i can mix two loot distribution? require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["gunstore"] + SuburbsDistributions["policestorage"]
I'm doubtful, but you could try it.
Worst case scenario you get an error telling you you can't.
it works this way? ๐
im thinking of adding the policestorage distribution to a crate
but i dont want to switch it
so i mean original crate loots+policestorageloots
are there any command to not "=" but "add" or something
It would take more elbow grease, but yes you could insert new entries to an existing table.
For the purposes of your question though, no, you can't add an entire table to another in one go, to my knowledge.
you can append tables, but you'd have to append the items table inside one of those to the items table in the other
Thanks planetalgol for the vest repair mod, it is a mod I am quite thankful for! 
buggy but its starting to take shape
oo nice
so thanks to @final plinth a missing piece was found. In order to delete the body mesh when you're creating hair, beard, clothes or whatever, delete all unused bones and vertex groups as well. I think he already said that here but I just want to confirm that it works for the models I've been using that kept the body mesh
neat
Thanks!
@lethal sparrow I have been playing my first game in years and your soda mod has saved me a bunch lol, the water shut off. Lucky I found a soda machine with a fair amount of soda.
Hell yeah, now I'm ready to fight zombies, sectoids.... or even street fighters!
just give me that heavy plasma and I can take the war to Cydonia
dick kickem
i am here to chew ass and kick gum
MIDI Cover.
STREET FIGHTER II SYNTHWAVE MUSIC LIST:
RYU'S THEME - https://www.youtube.com/watch?v=IGj9C-sDw2k
KEN'S THEME - https://www.youtube.com/watch?v=c5zPhrVhoGg
CHUN-LI'S THEME - https://www.youtube.com/watch?v=sppf-WBzom8
GUILE'S THEME - https://www.youtube.com/watch?v=-ni0ONyJKAk
ZANGIEF'S THEME - https://www.youtube.com/watch?v=SvB4...
Hnnnnnnngh this is awesome.
That's a modded map, I presume? It's well made either way.
Well, it's quality. Well done

I am currently doing some research on the extent of Lua modding. If anyone has any mod ideas that are currently not possible to implement with Lua modding please let me know.
A fix for a minor "privacy" issue in MP
https://steamcommunity.com/sharedfiles/filedetails/?id=2434125078
@indigo hound Looks great!
Itโs the vanilla challenge map actually
๐คฆโโ๏ธ
Can anyone point me to where I can find Module.ItemId of custom vehicles (in my case AquaTsar's boats on trailer) to spawn in for NecroForge?
there is a map in the game. But the game does not have its "paper version", which we talked about.
๐
sry
What is the "Granade Launcher" ID?
Itโs something that just happens tbh, Iโve noticed it as well
Usually happens when you turn your lighting down or something
But I mean hey you can see the tiles now
are there any method to change zomboid to use its own "mods" folder? not the one in users/name/zomboid/mods
somebody have vacation island map? ๐ฎ
๐
a safety system in the game can work like: when im go into the PVP mode the skull symbol in the top of my head appears immediatly but i cant hurt player for X seconds.
in this way i can avoid players "backstabbing"
pog heli mod
Is there anyway to access server commands in SP?
I've never used it, but I'd have to assume Cheatmenu lets you, right?
sound is coming along better
sounds great
Hell yeah
Return to your home! WTF are you doing out there?
Are there any group party like system which helps to avoid kill eachother?
@craggy furnace is the heli mod playable?
@left plank wdym
like, is it stable?
oh I thought it was released
no, thats the thing i gave to aiteron
have a teaser for your trouble
this will be the first mod (and implementation of) the military beyond a formality
what do you mean?
youll have an actual military presence on the map
they will be out and about killing zombies and telling you to leave areas
there will be a cordon around the map for the first 5 days and you may not leave it
It's so people don't accidentally kill their buddies meleeing zombies.
Common occurrence in MP.
But it's only necessary if the server doesn't have the default PVP safety system enabled.
Besides, who doesn't like friendly fire? The only thing better than killing your friend on purpose is killing him on accient.
Its really good Blair my problem is that guns can killl...
Its just not logical for me
I'm wondering what happens to the zombies underneath the heli? Doesn't it function as a car, and so it would run them over?
I will be the happiest if it was no friendly fire in a faction
no
I miswrote sorry
its an entire rework of the helicopter event
youll have helicopters over and over for the first week
I want that if i invite a mate to my faction he then cant kill me only if he leaves the clan
wait is it different than the flyable one?
entirely
I want something like a delayed "warranty"
fair to say this is the big one
ohhhhh okay, so you don't know when the flyable one is coming out then?
Oh I'm confused then, sorry, I thought it was an all in one mod
do you intend on merging the two heli mods at some point?
do you think interiors will help with that?
yes
once steering wheels and tires have movement? if they do?
i can do it in this build
you can?
i need to bust open martins debug stuff
yeah
i could fix the interior car too
its all doable in this build
all the cars have interiors in vanilla have interiors they just arent rigged up
getting the rotors to work would work via lua interacting with the rig
damn maybe you could help TIS with car interiors or maybe get ahead of the release with some work then
interesting, it seems pretty complicated
they know how to contact me
when i get around to it ill throw it around
id have no problem helping martin with interiors
Screenshot slightly related, is it achieveable to add my modded sounds to the game's "advanced" sound options, in that the player can use a slider to adjust the volume of each sound individually?
If they find the crushed can sound too grating I want them to be able to muffle it..
I believe that they automatically get added to the options.
That's so shockingly easy I didn't even think of it. Cheers, blair, I'll check for it during next playtest
I mean, that won't stop people from complaining by any means.
No, probably not. It's a conundrum, like the smell of gasoline. I personally find it satisfying (the sound, that is) but others will hate it. It's a divisive issue.
Some love the smell of gasoline, others hate it. I've never met someone with neutral feelings for it.
The sound in question, BTW.
Also, probably won't be an issue for you so much, but just be aware, that if the comments get to become an annoyance for you, say if you get people making too many rude comments and complaints about stuff like that sound etc?
You can just disable the comments and you don't owe anyone anything in that regard, especially if people behave poorly in them.
Hahaha, yeah, I can't see that sound being an issue, but there really is no bottom.
I was expecting something more grating by far ๐
That's good advice, but people have been greatly supportive. Maybe soda is the foundation on which common ground can be found. The only piece of malice I've recieved was from a pissed-off Russian guy in the youtube comments saying that charging a dollar for soda even in the apocalpyse was "Exemplary Capitalism"
And that was still so funny I couldn't be upset by the negative rating.
๐
Yeah, I only said that in that I expected a more abrasive sound, and that I've had people get mad at me for my slushes being loud.
I thought you had an animated rotor
i do
its not ingame but i do
that helicopter is just a test model for him either way
i am making more helicopters anyway
Ohhh I saw it flying in that workshop link
are you going to update it with animated rotor?
DO ANY ONE KNOW WHY THIS HAPPEN? the size is fine when its on hand witch i adjusted with sizes in blender ..... dunno how to adjust the item size when its on the floor... pls let me know if any of u know about this .... thanks a lot
@halcyon wasp yes
object orientation
go into blender, size it with a similiarly sized weapon from the games models, and use object orient to size it
save and export
let me try it rn ~~~~~
that mechwarrior strap
More like Warhammer 40k titan strap.
That's a Jaeger strap!
We got the lil uzi, now we got da BIG Uzi
looking through clothing files i stumble alot about this "GUID".
Anyone know where they come from?
what do you mean?
I just wonder where the source of this GUIDs are.
It could be a internal tool they use who spits these out
So i just generate one, and then put it into this file so other files can be linked to that specific cloth?
and add an addition to the GUID table file too
fileGuidTable.xml in /media
Found it, thanks!
Yo Scavenger, Twitch streamer Klean's using your mod in his game ๐
Oh cool ๐ Have to check it out
He likes your Kukri.
Yeah, he's actually pretty stoked on a few of the mods people here have come up with. Save Our Station. Paw Low's stuff.
giant uzi
i try to use any crowbar missing model mod but it not work, why? 40.43
1616679592471 Mod Loaded: Crowbar Model by Jab (Model by WolfeClaw) (v1.00)
i tried the missing weapon models mod not work either
https://steamcommunity.com/sharedfiles/filedetails/?id=2434222242 in case anybody wants to use my based and sexy mod pack
looks cool, only problem no MP in 41 ๐ฆ
HEY EVERYONE !! ๐น๐ท GREETINGS FROM TURKEY ๐น๐ท (english is not my main languange, soo yeah sorry for the mistakes) i have some great fxxxing news for ya. Are the weapons that the game offers you is too boring ? You want more melee weapons to bash some zombie heads ? well here's your medicine. I made a mod that you can find +25 melee weapon around the world. well technically not "AROUND THE WORLD" there not spawn. you need to beat the living sh*t outta some zombies to get one of these juicy melee weapons. well maybe you asking "Hey ! madax why arent you uploading this badass melee weapon pack to steam workshop". well... i dont have the game.. yet..... I'm selling the crates I dropped from pubg to buy the game.. I still lack 10 TL(Turkish money). When I save the money to buy the game im gonna upload this mod pack to steam workshop dont worry about it. till that day comes ENJOY THE
SHOW BOIS !!!!!! (oh btw these weapons pretty rare to find and not OP)
Download Link https://megaup.net/1Ca4a/Madax_s_Weapon_Pack.rar
So which weapon would you like to see in the game? just tell me but please be realistic i can't add fantasy weapons people !! this is suppose to be a realistic weapon pack.
looks awesome
i wish i was better at modelling ends
mmmmm i think this is destined for police and news chopper colors
@fallow bridge YOU PINGED
SPEAK
i was gonna ask you try to make sure the textures don't blend
for example the helicopter mod you textures/modeled and shit the back wing basically fucking vanishes when looked at a certain way
due to the colors
but considering the heli event your making won't really have a visible heli
or a easily visible one
i doubt you'll have to worry about that @craggy furnace
there
YOU HAPPY ๐ญ
Ok, now iโm in modding section. My first question: Wheres the nude section?
Just kidding.
your best bet is probably #creativity
Do anybody have experience in creating new 3D cloth?
@strange loom PawLow and Shark make clothing
OI
@craggy furnace @severe ridge WAKE UP
MALEN WANTS TO MAKE CLOTHES
You donโt have to wake them up for me. ๐
naw shark was awake
sure
Which modeling program do you use?
blender
2.79?
2.91
Is there a script to import the x-files?
you may export .fbx to zomboid
its not super widely known since its a rather recent development
Ah, okay.
you may also export your meshes to 2.79 after you export them as an obj/fbx if you want to process them in 2.79
but .x is depreciating
So .fbx and directx is in this case the same?
nope
they can just be read and used in zomboid
.fbx models have issues in zomboid as far as sizing for now
you can size them correctly on a characters head but on the ground they can be odd
I understand.Which files do you use for template? I mean there are body meshes. Do you use them?
Sorry, iโm really not the technical guy but i try my best.
i use obj mostly to export them to 2.79
So for project zomboid itโs no matter if the 3D object is in .x or .fbx?
yes
Ah okay. Thanks for your help.
One more question.
Do you have files which you starting with or you start modeling freestyle?
I mean you importing an original object from the game and then starting editing it, right?
Depends on what you want to make. If there's in-game precedent similar to what you want, like a vehicle, then I'd certainly import a vanilla model to reference. Otherwise, if you're trying to make something outlandish like a bart simpson plushie, you're probably going to have to start from scratch. Never forget the old Blender classic of overlaying your reference image, though.
Thanks for the adwise, Alfrety.
they are making clothes
speaking of which
what type of clothes are you making?
Can someone show me some results? Just for motivation.
Anyone familiar with how to implement translations for a mod?
@fallow bridge Me?
@strange loom yepperoni and cheese
Depends on what you're translating. Check media/lua/shared/Translate
most of the time inside your code you will use getText("translation_entry") instead of typing your text inthere directly
So that's why my translations didn't work.
I thought I was just a fool among men.
I keep getting offers to translate Conditional Speech
I figured I shouldn't ignore them
Train your self to always use getText() instead of writing the string in the code and your mods will be ready for translation
I wanna play PZ but not until I have my mod finished, but I don't feel like finishing the mod
This is why I don't mod games lol
What do you mean?
my phrase sets are linked lists of various phrases- I would prefer to keep it that way and allow for people to add as many phrases as they want
I'm not sure if I could have entire lists loaded in using getText
you can use getText anywhere you would be able to use a string
yes but this one mean my phrasesets would look like .Pain = {"pain1","pain2"}
getText("pain1")
how do they look right now?
the same way- but this would mean phrasets would have to be identical lengths across languages
the syntax of translate looks like lua though
if I treat the text ID as a key and the other half as a value I wonder if I could have it grab a list
getText uses a string to find the translation entry, you can do whatever you want to inform it that value
you can roll a random number and then local entry = "pain" .. number
I understand it probably automatically looks for _EN (etc)
Does it compress all the files found in Translate into a giant list of lists?
list of lists?
Do I have to worry about pointing to the right file
you don't point to a file, you point to an entry in one of the files
alright, thanks
the game loads all vanilla entries and then all mod entries when you launch pz, and then again when you start/load a game
wutcha raging about, shark?
realizing i have to UV all of it
fun
going to do a police and news helicopter
imma just turn on some loud acid techno and turn my office into a RGB strobe fest while i UV this on the edge of sanity
doesn't look too bad, tbh. you using that auto unwrapper for blender?
ew no
trying to find the addon for you, there's one that acts similar to one of the methods in maya, and it's a lifesaver
Zen UV is not just a set of tools, it is ready to use pipeline for fast creating UVโs in Blender. It represents an intuitive system created by professionals and refined in real projects.
$20 usd, but worth it if blender can't do that stuff natively
its a shame really
ill go ahead and grab it
spending 3 hours uving and painting sucks
you sweet summer child ๐
Hi everyone, I created my first mod and published it https://steamcommunity.com/sharedfiles/filedetails/?id=2434425002
Not all heroes wear capes!

I like!
Was missing such a mod as heavy smoker ๐
Yes no need to go into inventory. ๐
I try to figure out what is needed to do so a new clothing appear ingame in the cheat menu.
So far i have setup this things:
Do i need more then this?
I have not done any LUA distribution things since i dont need them for testing i think.
For weapons it was just enought to make the script which is visible in the first picture
That should be enough to get it working. You might want to lower case the texture file name as I found that to be iffy before
I mean, get it working as an item, I don't use cheat menu so I can't help with that
Thanks. I might then just do a debug distribution and see if the error is maybe in the cheat menu itself.
@nimble spoke I keep getting errors for missing phrases and getText is returning it's own argument? What could be doing that?
Does the name of the list in the txt file matter?
yes, entries in ContextMenu all start with ContextMenu_ I think, try to add them to the correct file name
when in doubt check the base game files and follow that
Not sure what I'm doing wrong
Any of you Silent Hill fans?
Working on a radio static mod similar to SH1/2.
Neato
Gonna try to turn this game into a horror game
Zombies cause the radio to static out?
Yep
Noice
Plan is to make a mod collection (using existing mods too) to create a SH1 themed run that includes sprinters and super zombies.
post what goes in your getText and the entry in translation files
I figured it out- the txt file was named UI_Phrases_EN
I thought naming it UI_EN would replace the original
Yeah, translation files are the only instance where you use the original file name not to override the file
the other weird thing is if setText("example") can't find a translation, it just spits back out "example"
setText or getText?
sorry getText(
example doesn't follow any entry naming convention so what you see in game is what you typed in getText simply
normally I would expect it being a blank string
If you use ContextMenu_Example and then add treanslation for those you will get it working
no, the game shows the missing entry so it is easier to identify it and fix the problem
I know it's against the spirit of the base game, as the devs have made it clear that Project Zomboid is the story of how you died and have no intention of ever implementing a way to "win", but with all due respect I still believe that some people would really appreciate a mod that adds a "rescue" event.
It would give said players a lore friendly, overarching, long term goal to work towards over the course of their play through. A goal that many already have: survive. But now there's a payoff at the end.
What we know according to the radio / television broadcasts is that, sometime after the second wave of the Knox infection, the military had been checking survivors for bites and giving them print-outs that read as follows:
'This is addressed to those unaffected by the second wave of the Knox Infection.'
'You might know who you are by now..'
'If you don't, you will in coming days.'
'The disease will not spread to you as it has to others...'
'... but through fluid contact, by which I mean bites...'
'... it surely will.'
'The time has come to bear arms against this threat.'
'They may be your family, they may be your friends.'
'Do not hesitate to pull the trigger.'
'These are dark days, but as a nation we can and will prevail.'
'You have not been forgotten.'
'We will come for you.'
This is a clear indication that the military have plans to collect those who are immune to the airborne variant of the infection.
Perhaps it is to rally them to fight back against the zeds as the print-out suggests with the " 'These are dark days, but as a nation we can and will prevail.' " line, or for further experimentation. We don't know.
Maybe, even if the player gets rescued and "wins" the game, it still ends up being the story of how they died because they're taken to a lab for experimentation.
But either way, I still think it'd be a great addition for the people like me who sometimes enjoy having preset long term goals in place to work toward.
My idea is that there would be an adjustable period of time that would have to pass before the event could occur. Maybe a year by default.
Once the period of time has passed, a new broadcast can be heard on the radio / television to those in the exclusion zone. What's left of the military are evacuating all unbitten / unscratched survivors who are still alive. They give a location, somewhere remote on the map as to attract fewer zeds, and give a date that they will be arriving.
You, as one of these survivors must make your way to the remote location given and wait for evacuation. The chopper arrives and you are "rescued", for better or for worse.
If the player misses the evacuation, another rescue event happens in x amount of days. Maybe another adjustable variable.
Sorry for the wall of text, but do let me know what you guys think and if a mod like this would even be possible. Thanks.
Hello everybody. I have a problem with modeling in blender. When I open ProjectZomboid/media/models_x/Female_body.x the model is in an uncomfortable pose. Can I change that or i need to open another file?
Try out this one, it also includes a fancy rig:
Thanks, mate!
The model is very tiny. When I'm zooming in it disapears.
So I have to scale it, right?
uff... If anyone who knows more about clothes and has some time i would apprecricate a quick check on this mod and why it doesnt work.
I pretty much copied the "paw low loot" settings for hats.
But my hat wont appear ingame via cheat menu or distribution.
Running out of ideas ๐
While you import the model you can set the scale to "100"
When you export it you might want to export it with a scale of "0.01" if it appears to be too big ingame
Oh, okay.
I learned that the hard way a while ago.
"Is this 12oz can large enough?"
"Yeah, if oz is short for OCEAN"
A reasonable amount of soda ๐
That was the day I learned that Project Zomboid is really, really small.
This settings at the import window i mean btw.
Also if you hit "N" in blender you can under "view" set the "clip start"
If you change it to 0.001 you could technically work with very small objects
But i would not recommend it for funny reasons
So the best way is to scale it up by 100, and then scale it down by 100 at the export
Thank for the information, friend. I'm learning, I make progress, I'm really happy! Thank you very much! ^^
One question.
I don't need blender 2.79 for modeling anymore, right?
No. But i would let it on your pc in case you want to import a official model as reference
Ah, okay.
hopefully the official models one day are fbx
you can do tons of things with fbx only :Y
Oh paw low, i saw you are good with clothes ๐
Is he?
Yea, i just used his mod as reference to get my hat into the game. But my version doesnt work for some reason.
Must be missing something
If he is that guy there: https://steamcommunity.com/sharedfiles/filedetails/?id=2279084780
I need people like him to learn and you need people like me to earn money.
Damn!
@severe ridge Will you marry me?
Lmao, I'm kinda out right now ;-; just learning new stuff with the amazing people here before i take new directions.
I have a little question: How I make a new layer of selected meshes in blender 2.79?
Looking to make proper custom and finish the ones i made next time, just don't know when ๐
Layer? You gotta group them, no?
So you can select from the model grouping list
Yes...?
I just don't know a lot right now ๐คฃ i use grouping because it's needed for rigging. I had 0 ideas on 3D modelling before i started my mod
But I'm transitioning into the new blender for fbx only
I was wrong, I was looking at scenes. This is wrong, isn't it?
Scenes is for animating? ๐ค Cameras and such?
Yes, my bad.
Okay, I don't want to anoying you. I will find out by myself. I mean, this is standard blender stuff right now.
You can create collections by hitting "m"
Collections are kind of groups
Oh, you have to select a object first before you can hit m
Or right click into the outliner
Nothing happend.
Are you in blender 2.9?
Ah right, it came new in blender 2.8 ๐
Ah, okay. ^^
I got so used to the new design that i dont even know anymore how it worked before 2.8
My brain just deleted that info as i dont need it anymore ๐
Yes, I heard that blender 2.8 is a complet new program.
Yes, it now has default left click to select things
I have so much plans to do. ๐
im just a little tired of it :x tbh
If people donated anything i would do more ofc xD but that's not the place for that i feel like
i just stay around for the subscribers :Y
i wanted to make a standalone and better holsters mod but i don't know if they actually plan adding models for them :l
Everything you do should be for yourself in first line.
yeah, it's basically what it is ^^"
but i do like nice stuff and doing nice stuff :x lel
Yes, I will do stuff and publishing it, but it will be C&C stuff, because I'm a huge fan of it.
c&c?
oh yes
In first line I will do it for me and when other peolpe like it I'll be happy too. ^^
I'm really thankfull for the help I got here.
it is nice c:
Selected some meshes but the button for grouping is inactive. ๐ฆ
(It's a scaled duplication)
I have find out. I have to go to "vertex groups".
booba
Ok so for B41 I want to add parts to a car that exist in the code (IE camper van, adding a fridge from tsar's common library)
Is there some shortcut I can do in lua/scripting to avoid completely overwriting the camper?
alright i had a good idea for a mod. no clue how to do it but throwing it out there. bunkers and basements. special tools like jackhammers and stuff that allow you to build underground. along with that, actual ladders.....and no this is not a really really convoluted way of me asking for ladders so i can climb stuff in raven creek......
Anybody can get https://steamcommunity.com/sharedfiles/filedetails/?id=948023908&searchtext=Mssing+weapon this work in 40.43?
I agree this is a good idea but as of right now there is not a Z-level for unerground.
build 40? possibly. build 41? no.
i'd try but i'm sticking to B41
I installed to my b40 but not work
I need to also enable in the mods menu? Or is it enough to add it to my server host
Cause all of my mods work without enabling it in the main menu if i host it
i just wanted to put it somewhere before my adhd brain forgot it lol. youd have to have ventilation obviously above groud thats powered by generators. or possibly solar panels. i know diy panels became widespread around 2005. but maybe some people back in the 90s were doing it?
which part of the idea exactly?
It's currently literally impossible to so good basements in project zomboid with the engine as it.
Now you can do janky fakes with teleportation, but it's not good by any means, and has a ton of issues.
And it wouldn't work with stuff like player excavations.
FYI there's no rig there, that's just a skeleton
Anyone doing commissions?
commissions of what?
He wants a clothing mod done.
Yeah, some custom 3D models with code
when are we gonna see nunchucks added
or advanced melee combat mods
performing a din mak on some undead
Weapon models aren't animated, so nunchuks are, sadly, not possible to do in a non-lame fashion.
https://steamcommunity.com/sharedfiles/filedetails/?id=2436796084 Silent Hill Radio Mod up and ready if any of ya'll interested in testing it out.
Is there any mod that changes the metal blunt weapons so they all don't use the same model?
not that im aware of but if you want i could add that to my weapon mod
That would be pretty cool.
alright ill finish up what im working on and try to get that done
the fog adds to the creep factor
"The situation is under control"
Like hell it is!
Seriously, nice sound bits. It gives an eerie touch to the game
working on some stuff now, yeah
Is it possible to add sounds to certain areas of the map?
Like music playing in a shop or something
mmmm
thats a good question
id love to add mall music
this is good mall music for valley station
another idea for a voiceline is "this is not a drill. do not leave your homes." just for a bit more variation and all that
also to make the loop make more sense on some of them, maybe you should have the person say "I repeat: do not leave your homes." just a suggestion to make the looping better
but I really like that concept, it makes a lot of sense to me
ive got some stuff i am fiddling with now
those helicopters arent joking
there is an actual threat element to them
That one in particular is a really difficult mod idea to implement.
However do you have any other mod ideas that are seemingly impossible?
Just to clarify, I am not being facetious, just genuinely interested about such ideas
one cool idea i had was throw able spears. it makes sense for crafted spears, as more ranged weaponry is a definite plus when it comes to fighting hordes of zombies lol
I saw a Lua based helicopter implementation a couple of months back in the TIS forum, but can't seem to find the thread now. Anyone has a link to it?
Like, flyable vehicles? I've only ever seen prop planes and the very recent helicopter Aiterion is working on
Na, the one TIS uses (so just the sound that follows players and attracts Zeds)
I just found it, phew: https://theindiestone.com/forums/index.php?/topic/30583-adjustable-helicopter-function/&tab=comments#comment-297513
Hi, With alibuyuktatli we managed to create a fake helicopter function. What it does When you call the function, it simulate an Helicopter by calling the sound, faking arrival/hovering/leaving with incremental/decremental sound volume, and using addSound command to call the zombies around. The Fa...
Ok, so I've forgotten the basics and my jd-gui won't work right, sorry for the noob question, but how do I add items to a ISWoodenCrate?
crate:create(freeTile:getX(), freeTile:getY(), freeTile:getZ(), crate.north, crate.sprite)
local crateInventory = crate:getInventory()
crateInventory:AddItem("Base.Axe")```
My crateInventory is nil, but my crate is not
Try getContainer()
Also, hmm, you might not be defining the crate as a container?
Does it have an inventory space after it's created?
Is there a way to see what mods are causing the error box to pop up without having to load them one at a time and start a game?
@willow estuary Yep, it has. Is a normal wooden crate after I execute create
I just tried crate:getContainer() and crate:getContainer():getInventory() and none works
I did this in the past but lost the mod files due to formatting and corrupted backup
just can't remember how
Hmm, that's odd in that getInventory(), or getContainer() should work.
I can put stuff in manually, so the inventory of the crate works
check console.txt find the error and it will inform the lua file and line where it happens
Okay, this here is probably overkill, but try this and see if it works? It's just repurposed code from a WIP of mine.
local square = freetile
local newBarrel = (IsoObject.new(getCell(), square, "carpentry_01_19"));
local container = ItemContainer.new("crate", square, newBarrel, 1, 1)
newBarrel:setContainer(container)
square:getObjects():add(newBarrel);
square:RecalcProperties();
local crateInventory = newBarrel:getInventory()
crateInventory:AddItem("Base.Axe")
Do you call local crateInventory = newBarrel:getInventory without () on purpose?
No, I'm just dumb ๐
anyone know how to make clothing mod for project zomboid ? idk what should i use for the animations and models. all i know is blender
do you have any tutorial sites or vids for me ?
(english is not my main languange btw)
well im not professional but yeah i know the drill
do you know how to skin a mesh?
hmm.. probably not
ok this video is what helped me
This video will show you how you can use Automatic Weights, Transfer Weights from one mesh to another in Blender 2.8 and also show you how you can Smooth your Vertex Groups Weights. Also works in blender 2.9.
Watch each episode of How To Tutorials and get quick solutions to common challenges faced by artists during project execution. Each episo...
thx. it can't be that hard
and these are the base character models with skeletons from throttlekitty
essentially just import those models, make your clothing item, and then do the weight transfer from the vanilla body
once thats done you should delete the vanilla body model, and any bones and vertex groups that arent linked to the clothing mesh
then once you export it youll have the model
are all clothes their own models? i thought some of them were just textures on the actual character model too
almost all of them are just textures
the thicker clothes are another model
but they all share the same model
or things like the spiffo suit
how do you go about making clothes with textures instead of models
ok m8 lemme play with these a little bit thx a lot
@halcyon marlin you just make the texture and leave the male model and female model blank and it should put the texture on the character model im pretty sure
in the xml file for that clothing item
im not really familiar with 3d modeling and texturing, do you know if i have ot make a uv map to make the textures or can i paint directly on the model and export a texture off of it? i dont really know the best workflow
the UV map is part of the model
its saved in the model file i mean
if you paint on the model and export it it should work
anything that isnt the clothing texture should be left transparent tho
ok thank you, you are good at explaining things
lol thanks
Still nil, I have the following now: local dropCrate = IsoObject.new(getCell(), freeTile, "carpentry_01_19") local container = ItemContainer.new("crate", freeTile, dropCrate, 1, 1) dropCrate:setContainer(container) freeTile:getObjects():add(dropCrate); freeTile:RecalcProperties(); print("crateInv") print(dropCrate:getInventory())
why has no one managed to?
because im trying to figure something out similar to that right now at great difficulty
im trying to make the lead pipe, metal pipe, and metal bar use different models
but i cant get the weapon to not be invisible
model works
but only if its replacing another already existing model file
Sorry.
@feral lion ill look later
hey scratch what i said earlier i finally figured it out
Thanks!๐๐คท
just reuploaded this ancient mod
if anyone could help me with patching it to work with other gun mods i would appreciate it
i would like to get it to work with Firearms B41 but i really just dont know how to go about it
Is it already in the HydroCraft? as i know
start with brita's weapon pack
they're active in this discord, occasionally post stuff about their work here
and I think it's currently the most popular gun pack right now
due to variety of guns
it is in hydro but the only reason i really used hydrocraft was for this mod and plus hydrocraft was breaking my carpentry tab, so i just reuploaded the hunting mod as standalone
@final plinth @craggy furnace Missing Weapon Models conflicting with Realistic Durrabilites mod, now is fixed.
same
XD
Holy, is that a giant crack pipe? ๐คฃ
no its supposed to be a metal bar XD
yay. Finally i got a clothing item appear in the game. Took me just 3 days ๐
Icon and mesh isnt working yet tho
Yea. Its probably a formatting problem from now on. Not a big deal i hope ๐
Talk to me if you need a sprite done. It's the only part of the modding process I do well.
if you need help getting the mesh or icon i can help
Thanks for the offering of help.
I might come back to it and ask questions here if i wont come further
alrighty
mesh done
@drifting ore daring me?
do the osprey
c'mon now every zombie related piece of media has either an osprey or a chinook in it
do build 41 mods work on build 39?
Aside from unlikely theoretical circumstances, absolutely not.
no
admin menu not work even if i use no mods
But it's not your hat. Your hat IRL has white brim, but in the game hat has black one.
pff ๐
Well, the brim was actually one day pitch black when i bought it
But i take him with my hiking tours and festivals and now it has absorbed so much dirt and UV light that it appears white ๐
Guess i need a new one. But as long as the shape is fine...
Arnold having some fun with Sylvester Stallone โThis is a knifeโ ๐ช
Thats some solid tipping ๐
tf2 has shown that there's no such thing as enough hats ๐
This is getting a little bit sci fi
The idea is to make some endgame clothes which you find like 30-40 days in the apocalypse at zombies.
I can imagine some people would get a bit more creative to protect themself against zombies with style
Good call, i might look into stalkers armor as inspiration.
Funfact: The outfit i just work on i called "stalker" ๐
(I have not made that concept art btw.)
Backside looks a bit distorted tho
But yea, thats a 100 in neck protection ๐
hot
Anyone happen to know how to grab what language the user currently has their game in?
dont like the edge work i did on it
@cunning canyon have you checked localization?
like, searched the files?
hold on let me boot up my IDE and go looking
nothing for localization, but when i search language i get something promising in MainOptions.lua
I think the problem i'm going to run into is that MainOptions is in the client scripts... and the weather forcaster stuff is in the server scripts... not sure how mach that matters at the moment though
Translator looks interesting
oh dear yeah my override is garbage
i copied the whole file, very naughty
indeed you did
i would like to not do that eventually
just figuring out a way to display a message via the EBS when the function is called
if you find a clean way to override that ISWeatherChannel please please please hmu and i will unbork my override
so it can play nice with your stuff
i basically only needed to override a single method but couldn't figure it out at the time
@craggy furnace Bowie knife?
bolo knife
found it @craggy furnace
there's a global Translator object you can just get the "language" variable from
great!
@drifting ore My weapon mod is now updated to contain the metal blunt weapons ๐
I also fixed the rest of the mod for anyone interested
spent the last 45 minutes why "languge" was returning nil >_>
you could say something was lost in translation
lol
thats why you always have emmett
check spelling and automate that shit
its why i use VSC
fight me
Did you applied the transformation within blender?
Then you might just have used the wrong scales. I always export stuff with a scale of 0.01 in the export menu
I use this transformation for weapons:
Looks better ๐
๐
What all does it add?
dear god can someone explain why the length of these arrays would be different?
i assume it has to do with gsub
and the way i'm chaining it
but idk
the last entry in the second one is just "1"
not a scripter, but...
would you need to wrap lines 10 and 11 in brackets or something, to keep them separate or something?
but idk where the 1 is coming from, i'll probably need to make a cleaner example to fully explore the problem
my guess is gsub maybe is returning the number of replacements??? but it doesn't normally do that
from the docs:
A pair of values is returned, the modified string and the number of substitutions made
oooooh
so i guess if you are returning inside an array
lua like, appends it or some shit
ok well, good to know i guess
That's pretty unintuitive behaviour
i'd expect just a reference to the table to be put in the table i'm initializing
but oh well
yeah
welp, i pulled out all the english strings into a localization system, so now i guess i'll reupload this and make sure it doesn't break on folks before i start adding additional languages lol
It's a complete rewrite with new a lot mechanics, unification of ammo canisters, 3d canisters etc it's too much to fully explain I suggest to check it out
Just feels a lot more fleshed out now
heres a suggestion for someone with actual modding knowledge that wants to cause people pain
-let zombies drive cars
I... donโt think itโs possible?
Hell even superb survivors canโt drive cars and thatโs thee most complex mod to exist
Would be really cool though
with some super lo-fi "AI", that would be kinda fun actually
id imagine mostly either
a)completely random driving, starting, stopping,turning, etc
b)can steer towards players but with low reaction time and only at full speed
c)car just stays still until zombie inside is alerted by something, then just pick a random steering angle and accelerates backwards or forwards, with no steering at all.
d)some combination of the above
Figured i'd cross post this here since pz_chat moves fast:
Hey my mod Save Our Station! is now accepting community translation requests, if you are fluent in a language you'd like to see supported you can now help me out!!! Thanks :3
https://steamcommunity.com/workshop/filedetails/discussion/2398274461/3112521013664087828/
ill check it out later 
This would take a lot of work to implement ๐ค
However this just gave me a great mod idea I might work on, remote controlled toy cars
That mods fucking grade A btw love it so much
Oh shit, didnโt realize it was you that made it! Iโm using it in my current save and itโs very well done.
I'll make sure and complain to Filibuster after he was nice enough to make them for me out of the kindness of his heart....
๐
Glad youโre enjoying it!
It seems hella involved. How long would you say you put into it?
Guess who finally found a witch hat in the wild and then loaded up the world next session only to find it had corrupted.

:Y maybe, I've heard something related happening with swatpack but it was other mods doing. No ideia which tho e__e i haven't changed anything
Probably 3 months. The mapping was actually the most time consuming though, the actual Lua only took like 2 weeks.
It was my first mod so it probably wouldnโt take as long the next time around.
very nice
Hey - amybody can help me out on creating Tile Properties "*.tiles" with TileZed? - or how to creat tilesets?
sure, join us in #mapping
From Futurama epiosde 2x02, "Brannigan, Begin Again". The leader of the Neutral People is asked to comment on the opening of the new DOOP headquarters.
Good
Is it possible to replace the hair mesh of specific hairs when put on a specific hat?
Like for someone who doesnt wants jump to far into the rabbit hole of coding? ๐
I am creating a hat which is fine for some hairs. But at those who doesnt fit i would not mind to make a completly new hair model just for that hats
My current understanding is that some hairs become other hairs when a hat is worn (I.E. Lob becomes ponytail)
You could take a look at that and see about making it not do that?
Mh true. I it might already exist in a way i could re-use
๐
Actually that could be a mod idea. Like add alternative hairs for all hat items
I put it on my long to do list
pony tail is kinda ugly
I'd use it. I want some middle ground between my chosen hair and wearing my standard tin foil hat
all that is defined by the hat group you set for your hat and for each hair type in media/hairStyles/hairStyles.xml
so maybe play around with hat group first, and if no group gives the desired result then possibly change the hair styles
Thanks!
Composer: Mick Gordon
https://mick-gordon.com
Game: DOOM Eternal (2020)
https://store.steampowered.com/app/782330/DOOM_Eternal/
