#mod_development
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yes, for i=1, 20 is the same thing as for i=1, 20, 1
which means add 1 to i until 20
I am off my game today ๐ฉ
Lua, an interesting language
Super forgiving-- no need for semicolons, automatically set variable types... just remember your commas and brackets and you should be fine!
Oh yeah and = versus ==
Thanks for the help!
I wasn't much help but you're welcome lol
Who made the hellborn mod?
When I have it installed I can't go to my settings it's has a errors codes but it's a good mod I just hope it gets fixed
I'm still curious why getType didn't work
You could drop in a print(item:getType()) to actually see what their types are
Does someone has a accurate model of the MaleBody? For some reason i cannot import this specific X file in my blender
Awesome! Thanks mate ๐
Yep, this one seems accurate. hair does not glitch through anymore
this one has the correct location for Bip01, but it caused problems in Blender. (it doesn't like having the armature sitting in a nonzero transform)
Alright
the current models i have works perfectly for every application, thanks kitty
sure thing
funny tho, you still can set some extra gear on the male model for both genders, not a problem. Even if you make different files
i'm still stumped for getting animations to work though.
i dont think im touching those anytime soon ๐
they're similar in proportion, so that's no surprise
me neither, but it would be nice to check it off the list. Was hoping to get Peach set up with some stuff, but alas.
Hey all quick, possibly silly question. A long time ago I tried to make a backpack mod, but ended up not liking it because you couldn't pick up a backpack off the ground that had more weight in it than your carry capacity. Is this still the case or has that been resolved?
resolved? to pick up something that you can't carry?
You can access a container from the ground, if that wasn't a thing the last time you played
And empty it out?
IIRC the backpack weight reduction was only applied in the inventory; the container had the full weight when on the ground
ah
no clue if it was fixed though
That's how weight reduction is intended to work IIRC. It reduces apparent weight when carried but doesn't make it actually lighter
Carried >> equipped
I think the 'weight' is supposed to represent a combination of actual weight, clutter size (500 nickels in a sock vs a roll), etc..
I can see why it would be un-intuitive for a bag you can wear to be too heavy to even pick up though
I've only had that happen with dudes trying to pick up seriously huge containers full of stuff when I've already got stuff on me
riiiiight
There was an issue with that on Redboid ages ago. Big HC containers getting dropped and their contents being inaccessible
it would happen if you drop a super heavy bag to fight then have to micromanage it to pick it back up
This was before 'floor access' was a thing though ๐
I still use a mod that automatically creates bag tabs regardless if they're equipped as well as a floor- is floor vanilla now?
But still, equipping it from the ground should be good enough
This is true
yes
good QoL change
I wonder how a more pocket-centric inventory system would work balance wise in PZ
I'd be down for the cargoshort meta
that would be nice, i like how it works in cdda
Sorry I stepped away for a sec yea, I don't think I was able to equip from the ground. It had to be pulled into inventory and then equipped, even if you right click put on back lol
Frick yeah, now we just need someone to make the Tech Noir club to remake the first Terminator shootout scene.
If there is normal Population on Mega Mall map there is NO zombie, but if there is a high populity, there are TONS of them, why is this?
if you spawn inside the mall, none will spawn
if you spawn outside, then A TON of them will spawn inside
Hey whats this mod?
Anyone knows if i can change the "HatCategory" without messing up any game-mechanics?
I would like to modify the Hat category for some hats so i can have multiple hair variations. Like the "Winterhat" since the ears will be overlapped there.
i wouldnt think it would mess with anything
Alright ๐
Does anyone know of existing code to walk to the "front" of a moveable? I'm looking through luautils.lua and don't see what I need, so I may have to write something for my mod. The only time I've seen a character in PZ walk to a specific location near something is when they do repairs on vehicles.
"Simple Add Inventory Pages (for Build 41)"
The author makes good stuff
anyone here know if Brita's Distro_02/01 should be used together or just one of them?
starting from existing X hair isn't hard
delete armature, fix normals and uv oritentation, save as blend, then you can later import the male/female base model and work from there
I'm going to make a Trump hair lol
https://steamcommunity.com/sharedfiles/filedetails/?id=2445543783 Let me know what you think of my new mod!
got anything for bullets? Build 41
@drifting ore considering some based on discontinued items but not fully decided yet.
unusable metals? Whats that for?
Welding rods mostly right now, but might use for bullets and if I can figure out how to do crafting via ovens then some other metal stuff
yes but with this mod only ๐
I am interested in scrap set mods. look promising. do they allow me to make ammo for those guns or am I misreading?
not yet, planned in the future
I see. So ftm best way is to set fast respawn for items and Abundant for Ammo
https://steamcommunity.com/sharedfiles/filedetails/?id=1997530421
This has bullet smithing
tyvm
Looks amazing dude thank you! Iโve always thought PZ lacked casual hairstyles that arenโt basically just shaved lol
yeah, some of them look a little too weird, but then again it should be the 90s
Yeah I agree
Personally I like more realistic characters so I really like the shorter hairstyles
So from a scale of 1 to 10, how much of a bad idea is it to use sound effects from other games
9 unless you have permission
in most cases you wont have permission
thought as much
So many mods using assets for games they for sure didn't get permission to use, how come they're even allowed on steam workshop?
just do it and don't question it
they probably just dont get noticed
Precisely. Mojang/Microsoft doesn't have the time or the need to prosecute a steam workshop mod for Project Zomboid using the minecraft anvil sound. It's just so far beneath them that it would cost more to enforce than they'd ever save by protecting their IP. This is by no means the justification for using their assets- you should always strive for legitimacy of creation- it is only true that you'd likely "get away with it".
If I need sound effects for my mod, I either record them myself or get them from a royalty-free composite website such as https://freesound.org/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
The soda can crushing sound and opening sound in my mod were made by me, but the vending machine clunk was acquired, completely free of liscense, from the website above.
(And that isn't even to mention that Project Zomboid is often praised as an 'immersive' game, and hearing a Wizard101 sound effect might take them out of it.)
True, was just planning on yoinking some gun sounds from a 20 year old game. I've used that site once before, but the idea of making sound effects myself sounds quite fun.
Also was more so thinking valve would be worried for their own sakes and curate the workshop hard enough but apparently it's a non issue
Last time Valve was worried, they were working on a fresh new title called "Half-Life."
I'm sure it'd be quite a bit different if that paid mods thing stuck around for longer than a week lol
https://steamcommunity.com/sharedfiles/filedetails/?id=2445720450 First mod! Now my character has something to help relieve the boredom during October thunderstorms!
that looks awesome
I think got the handle of converting hair and beard from X to FBX
I will post the converted files later in case anyone wants to use them
for some reason textures don't match 100% though, I think I'm missing a flip or rotation blender does when importing X
Compared to another file type, the y axis in the .X files is flipped, so textures are seen reversed if the converter doesn't flip this axis.
does anyone know if sounds need to be mono for zomboid?
yeah i do too but ive noticed this weird issue where the sound bounces back and forth between left ear and right ear if you are moving in specific directions
i was just wondering if that could be the cause
that's not your fault and there's nothing you can do to fix it
why does that happen?
something with how the sound emitters are handled
Somebody can make a traitor like (garrymod-murdermod/amongus) system mod to Zomboid?
One of the player are secretly a traitor and need to kill the other ones.. i dont think it is hard mod to write o.O
Hmmm so maybe I shouldn't have reverted the flip blender does when importing x
Hey friends, quick question. Im still fairly new to modding, creating a new Tinderbox item to use in liue of matches/lighter. Is there a way to append cigarette / other items so this new item called Tinderbox can be used? I feel like i did see an append or similar folder somewhere
lifting sounds off another project is the same as lifting the model /sprite, it's a shortcut and lack of effort if you want to make something of quality. if you're absolutely not able to make your own sounds, there's people who make them, just as you have 3d modelers floating around here that'd help you wth a model
Yes, that is essentially the moral I presented, along with an accompanying example for creative common license sound effects, which he needed. Am I misunderstanding you?
no I think I was agreeing with your point that getting them off a free license and then work from there is a way better alternative than ripping them from games
just seems weird to me that people are super sensitive about ripping models but would steal a sound in a heartbeat
You could always yoink sounds from demolition ranch videos and clean them up a bit lmfao
those are not designed, you'd end up with mush
Yeah true
Wait how do people normally record gunshot sounds?
Iโve always been curious about that
I am not 100% sure about it. But i think some sounds like that are actually made with synthesizers
gunshots are usually organic
you get a high dpa mic on the gun
and up to 5 mics at 5, 10, 20, 50m in front and behind
the 50m one is for the tail, which you swap out at runtime depending on the environment in the game
then you start designing and layering, saturation, eq, compression, you usually layer a strong transient underneath and then you space out the transient body and tail for cadence
key is to start with quality samples, whether you've purchased those or recorded them yourself
oh and you'd probably add some subharmonics generator as well that you'd send to the subwoofer layer if mixing for 2.1 and up
but that's more for movies then games
Yea if i look at what noiseworks has done i think they have recorded them as well
too realistic
we all have the same libraries mostly, I think they're using the boom gun libraries, I recognize the spas12 layer in the shotty
it's hyperrealism, real gun recordings are what you hear on demo ranch,most sfx in games and movies are over the top because they also somewhat stand in for the other senses
just imagine what kinda sound swords make and then what boring sound they really make
I had like 12 layers in my knife stab for the pz sound overhaul, lemme tell you, regular knife stabs are boring
True ๐
well, it's more because they want the sound to be pleasurable to hear
Pz's guns just explode on your ear
so I think it's a very welcome change
pz sounds clip
yeah I agree it's a very welcome change, though I'd put less bass on the m 16 or the auto will get real fatiguing
though I'd go with a more realistic and less compressed sound on pz myself for thr guns, since they're rare events and I'd want that to punch through
it's a stylistic choice anyway, ofc the quality is kickass
honestly, I don't think it would get tiring, at least not for me
I would just tune it down a little bit
that's why I'm saying it's a stylistic choice
I like my gunshots poppy, you prefer them boomy
if my method of cracking open the asset banks still works by the time they ship the sounds, I'll try to provide people with variation
it wouldn't hurt definitely
well I'll have to update (redo) my overhaul at thet point anyway because it'd turn obsolete
I really love the NMRiH gun sounds
Some people say that theyโre too harsh but I really like them
Was wanting to feed into nostalgia with my mod hence rip sounds from old game. But you are totally right that it's just as bad as ripping any other kind of assets
you can totally make ps1-style sounds with a normal asset that you then bitcrush a bit, there's a free plugin called Krush that gives you a surprising amount of control over this
Ohhh that sounds right down my alley, I'll check that out
you'd need a DAW for that, but if you're interested in making sounds (it's very fun) you'll need that anyway
Audacity is the free DAW of choice, while reaper is becoming more and more the standard of game audio and has a very generous trial period and a very generous price point ๐
Oh I've actually used audacity a fair bit here and there, didn't think it counted a DAW
I think it's a solid entry point before you figure out what specifics you want in a full-blown DAW
if you asked me 10y ago I'd have no idea whether I want ProTools or Reaper, for example
Anyone knows where this 2 additional vertex groups are for at the ponytail?
Usually i just would pin all vertices to the head. But now i am not sure if i fuck up something
(The additional vertex groups are only on the tail)
hi guys, quick question....
curious if anyone knows of any bowling shoes in the game
Testing out if any hats are glitching, and randomly generated this outfit. I think it looks kinda great ๐
That does look great!
Here's a potentially stupid question, but do Superb Survivors get infected and turn same as player characters and is there a way to avoid it? One of my survivors just randomly left my base and got herself bit, and I've grown attached to the little rascal.
And if they do get infected, is there a way to take them out back and cap them?
Yes they do turn into zombies if they get infected
Man ๐ซ
SS are literally the same object as players
unless the game distinguishes a client is connected for a particular action/event they do everything a player does behind the scenes
hi. does any1 know where i could "relocate" the borders for the different hunger stats ? i dont like loosing carrying capicity so early
been looking a bit but didnt find it yet
neck and spine maybe?
Dumb question: can you change values in the Distributions table? For example, if I wanted to make it so a Pistol spawns in a Fossoil Counter 100% of the time? I changed the value of the "Pistol" key in Distributions to 100, but it doesn't change anything.
I dont think so since the vertices of that group did belong to the tail which should move with the head.
But yea, long hairs usually are connected to spine and head
I really hope they will seperat "Curly" and not-Curly hair one day by textures.
It almost doubles the work when editing hair ๐
I really dont see a reason why using 2 Meshes with different UVs instead of 2 different textures
Where can i find all things like UseWhileEquipped, UseDelta etc?
I found this, is this up to date? https://theindiestone.com/forums/index.php?/topic/15188-item-and-recipe-script-variables-brief-description/
Type = Normal,There are various types of items in Project Zomobid, below you will se each of them with a short description. Normal โ A basic item. Drainable โ An item that has a certain amount of uses before its destroyed Food โ An item that can be consumed by the character Weapon โ An item that ...
not up to date but mostly still valid
I had an idea for a mod, similar to Save Our station, but for power/water. would it be possible to restart the water/electricity for specific areas of the map? the idea would be either small power stations, or a Dam along the river, which would break when the power/water goes out, and similar to SoS, you're able to go to the one at fault, fix it, and get it going again for a short amount fo time
Nice idea
How do I add items to Fossoil Counters? I was trying to get it to work but having no luck, here's the code I was using.
Placed in "\Zomboid\mods\NewMod\media\lua\server\items"
Oh i love the dam idea! Imagine a epic fight on there ๐
I thought a Dam as its Tech that was a thing in 1993 (hydroplants), and there is a large river running through the county where it could be placed. albeit knox county doesn't actually have a Hydroplant or Dam or anything. but it'd give people something to do, hence why SoS gave me the idea in the first place lol. Expanding a little on the idea, if it were possible, because you're only one survivor trying to get it atleast partially functional, you'd have to choose where you wanted the power to be routed, whther to Muld, Westpoint etc. but not everywhere at once. Maybe even staying stuck to powering that sector until it breaks down again, so you can't switch, making the decision matter that little bit more, as it could be a minute before it breaks down again... Or it could be tomorrow ๐
electricity skill dependent
Any easy way to spawn in items to test them?
Has someone tried to do a hair mod that includes fade and other โprettt boyโ hairstyles?
Use table.insert to add the items directly into [fossoil][counter].items
no need to create a table first
@nimble spoke is the table the reason it's not working? It's weird because I'm copying directly from other mods on the Steam Workshop that work just fine, but mine does not.
It is a bad practice that can lead to problems
that method will work for the time being, but it is going to get replaced by the ProceduralDistribution method. Search BaphClass posts in this thread (check nasKo pin)
that fossoil table already exists, so what you want to do is to add to it, not insert it in a table that already has it
@nimble spoke @latent orchid Fair enough, I will try that. Follow up question: I also want to remove spawn from existing tables. Can I use table.remove to do that? And will it destroy other mods that use the same table?
you can, but i wouldnt recommend removing items to avoid breaking other mods or player expectations on standard items
I wanted to make a mod that touches up the realism a little bit. So, for example, removing Beta Blockers from pharmacy counters and adding them to Pharmacy storage.
Is there a way to remove specific items from a table by Key string, as opposed to just nuking the index value?
Maybe with a loop
items use the names as their key
you could right some code that looks over certain table and adds/delete items via a for loop
an array of table names
The only thing I could find is this old thread from 2017 https://theindiestone.com/forums/index.php?/topic/22031-prevent-spawning/
Hi. When I want to add an item to the spawn points I use this format: table.insert(SuburbsDistributions[all][crate].items, Base.Axe); table.insert(SuburbsDistributions[all][crate].items, 0.01); But what if I want an item to not spawn at all? I dont want axes to appear on corpses.
Can you use "table.remove(SuburbsDistributions["all"]["inventorymale"].items, 12)", but instead of 12, use a string like "wallet"?
Or whatever
it wont have all the answer you are looking for, but have a look at my Hobbies mod on how I do the inserts to vanilla tables. You can simply create an equivalent 'removeTable' function
Will do, thanks
its content is fairly safe and standalone so it wont break any other mods as an example
the function insertTable takes an existing table's entries and merges them with my temporary table of items
you could do a similar thing but have an array of items to remove and loop over same way
there is a huge distributions table overhaul coming so you might want to wait for that
@nimble spoke Like after the multiplayer updates? or farther out?
could be in the same update or later, there's no ETA
its the change i mentioned in my earlier post. check the pinned msg from nasKo
basically the loot tables will be structured like how the gigamart entry presently works and will also check sprite names to see what types of furniture is in the room to further refine loot (ie kids bedroom vs adult)
How is the gigamart Min/Max count determined? Is it just a random roll between the two values, or some influence from world settings?
Is there a way to play extra traits without all of the added stuff like cannibalism and zombie cure?
does anyone know where the credits are stored?
The way ProceduralDistribution works is that the min and max determine how many of the container type (i.e. shelve) can have this type of loot table. Once the game determines if the container can have that loot table, it will then roll for the qty of items as stated in the ProceduralDistribution.lua file (which works the same way as distribution.lau entries (i.e. an item and its weight value).
Examples of how the min/max values work:
min=0 means there is a chance that no containers may end up being populated with the loot type
min=1 means atleast one container must have that loot type
max=4 means that a max of 4 containers can contain this loot type
max=99 means up to 99 containers can have this loot type (typically the devs do this for 'open ended' quantities)
That's pretty expansive, but I can certainly rule some of them out as causes.
This is a list with the mods definitely not causing an issue removed.
... And here's a list with mods very likely not to be causing an issue removed.
It's almost more effort than the alternative, at this point, but what you could do is run a test with these mods disabled to confirm that one of them is the culprit. You know them better than I do, because I don't recognise most of these, but I'd keep shifty eyes on any of them that spawn items or otherwise interact with distributions, especially ones with low subscriber counts.
I can tell you my mod HBVW and the variants of it shouldnt touch loot tables at all
The search area thins.
Beyond that, Hybe, testing and documentation is the path to absolution.
@lethal sparrow How is the Pepsi truck coming along?
Well I found out that I was referencing a 2001 model and had to completely re-start, but I've got a three cheese pizza in the oven so pretty well.
Oh dam, at least there is something good cooking.
Oh ya I was wondering, have you thought about adding glass bottle versions for your soda mod?
You just hit me with a wave of nostalgia! I remember drinking soda out of those stubby cylindrical glass bottles as a kid. I don't remember when exactly they switched over to plastic.
I have, but only for Coca-cola. They seem to be the only ones who still cared about that in the 90s.
That kind of makes me wonder if perhaps PZ has too many plastic water bottles. I don't remember there being so many of them back in 1993.
It would be extra neat, though, because after smashing it open, you could make a glass shiv from the scrap weapons mod.
Soda stab
Molotov cocktails
everything is fine with @sour island
๐ฆ
wish that were me tbh
actually
don't you think this is too brutal?
or is the intention of it to be brutal like that?
@craggy furnace
idk this game by default is extremely brutal
the helicopter will never go gunning for you exactly unless you try to leave the cordon during the first five days
actually that's not bad at all
because I thought the helicopter would try to actively gun you down
as y'know ways of silencing people inside the zone
keeping with the PZ idea of the military never helping you directly
the dream is running in a coterminous fashion with the army in build 43+
chuck wanted to mess with it
idk if he still wants to
NPC's are not imminent but soon enough that touching NPC mods might just be redundant
@craggy furnace do you do mod commissions or know anyone who dose them?
Solar panels and some water irrigation for crops.
yeah that falls out of our ball parks
needs electronics update to make those workable anyways
probably vehicles, guns, clothing/armor
yes atm
Pulp Fiction Quote.
Leave comments for other movies/quotes you would like to see.
Could I commission a helicopter, so you can add to the mod you are doing?
@craggy furnace dose pawlow do guns?
yes
Would you be able to link me the mods that he/she has already done?
thanks
Is there a way to find out what loot category a particular building on the vanilla map is associated with?
alright, i need some help. Is there any way to view / add animations in the game files? I tried looking everywhere, but I can't seem to find anything.
Yes, the animations are located in the media/anims_X/ folder.
I know, but I actually want to VIEW them, and also know how to edit them
https://www.microsoft.com/en-us/download/details.aspx?id=6812
Here is DirectX SDK development kit. It includes the DirectX viewer application that I use to view the .X files.
ah, thank you
Hi everyone
Anyone know what mod could this be from? I get option to 'read map' but i get error every time.
are there any mods that will allow me to randomize my game start from all maps?
for example I have churenbourg installed and a few other "world#"
is there a mod that adds a random button that will just randomize the map and start location really fast?
How familiar are you with lua? Specifically tables?
I've looked at your earlier posts. I'm the guy doing the loot table update and am definitely focused on realism. There are no beta blockers in the front part of the pharmacy any more, at least on my end ๐
@red matrix Just solved my own question, so I deleted my post. But the short answer to your question is I've never done Lua before, so I'm learning on the fly. But its working now, so huzzah!
Right on!
@red matrix quick question though: if you delete an item in a table, does it update the index number or leave it null? And if it does update the index number, when does it do that?
I think the table shrinks everything appropriately so if you delete #7 then #8 becomes the new #7
@red matrix Gotcha. Does it do it immediately, or does it wait till the end of a loop or something like that?
I think it's instant-- this is from me doing some stuff with zombies from years ago though so... I've been wrong before ๐
Fair enough. Thanks.
You can use debug mode, there's a chunk debugger in the tool list. Go to a building, activate chunk debugger and move the cursor around, there's a big list of stats on the right that includes room definitions
May be using my system but that item is not from my mod.
Fair enough. I remember seeing it in my game too, and I have your mod installed. Its the onlyone I could find that adds a postcard. Havent seen it in q while though so might be from something I removed then ๐ค
the amount used in the recipe, if let's say 30 is total hunger your ingredient has, then it will use half for a soup
I have a postcard, but not a novelty postcard and not with that icon. And considering the menu option is check map, the author probably copied my item without the lua files necessary to make the item work properly
I thought it looked familiar, but again i am wrong, my apologies dude
No problem, it might help find the mod and author
Anyone running Arensal and britas with superb survivors? I keep get notifications that my survivor is reloading over my head and cant figure out how to turn it off
@nimble spoke How do you turn on the chunk debugger? And where is the tool list?
@nimble spoke Nevermind, I found it
@nimble spoke Thanks
Worked very obsessed the last days on this mod because i cant wait to play with it. I think its somewhat playable now. ๐
https://steamcommunity.com/sharedfiles/filedetails/?id=2447729538
Basically i added tons of new hair types in the "hairstyles.xml"
All those types now appear in the character editor.
As work around i renamed them all to "zDoNotPickMe" ๐
@latent orchid Been playing with procedural loot. If I understand correctly, it could work like this, using Pharmacy Storage as an example: Min/Max between 0 and 10, rolls a 1. There are 2 shelves in the storage area, so it randomly determines one of those shelves gets loot, and the other one will be empty. Then gets a number of rolls according to #rolls on ProceduralDistributions, and generates loot as normal. Is that right?
If there is a more "elegant" version for it i would love to know tho
The best case would be that those hairtypes do not appear in the list since their do not work as standlone
they're named 'zDoNotPickMe' in the xml?
Nope, i renamed them in "IG_UI_EN.txt"
sorry for the dumb question- but all of the UI is in lua- you could have it bypass anything named 'zDoNotPickMe'
Well, i have no clue about LUA ๐
Its a rabbithole i have not jumped into yet
The "z" is so it goes onto the bottom of the list
But the random generator will still pick it sometimes
I could take a look- ideally you shouldn't have to mess with LUA
perhaps a new var could be added to the xml to prevent listing
Sure if you like to look into it i would be very thankfully since it annoys me a bit to be honest. ๐
Have the devs ever talked about overhauling the lighting system? would be cool to see some light seeping from windows in the morning.
Oh i just realized a problem i wasnt aware of:
Zombies seems to get sometimes hairstyles which make their head glitch through sometimes.
Not too bad tho since i can imagine that zombies get a bit bald sometimes. ๐
@red matrix Do you know how to edit the Min/Max values in ProceduralDistributions?
Thats one of those bald zombies:
it picks which procedural tables each container will use using min and max, min = 1 then one container will use that table for sure
@nimble spoke Can you modify the min and max values? When I try to modify them they come back as nil, not sure if I'm doing something wrong
@nimble spoke print(SuburbsDistributions["pharmacy"]["fridge"].procList[1][2])
that should not happen if the whole thing uses the head vertex group
yeah you can modify them, entire[table][path].min = 3
You are correct, except that it will keep rolling for all the remaining containers and may continue allocating loot type to another container. Depending on the rolls, it may eventually fill a 2nd container and so on until it reach its limit (10 containers) , or fail to populate the 2nd container as there are no more left (ie other ProcDist loot types got to those containers before the 2nd roll was successful). Hopefully that makes sense
It is not a deformation problem. Usually this hairtypes are covered by a hat.
any regex people here? (nvm)
@nimble spoke It did not like that. this is what I was trying: Distributions["pharmacy"]["shelves"]["procList"].max = 2
sorry, I should have checked where exactly min and max are. That won't work because min and max are inside other tables, not directly inside proclist
you might want to override what's inside proclist to do that, or table,insert a similar table in that position
table.insert(Distributions["pharmacy"]["shelves"].procList, 1, myTable)
But even if I wanted to, say, recreate the Pharmacy/Shelves table with Proclist, those values are all nil i think?
I don't know. I was trying to just print the values using ZerobraneStudio, and it kept giving me "nil" as a result
I thought maybe max/min was just defining parameters for whatever number was being put into the table from java or something
I think your problems is that min and max are not inside procList, they are inside tables that are inside procList
right. i have no idea how to work with that. I guess set Proclist to null, then recreate it with your method
you don't need to set it to null if you just table.insert into the position you want to override
but if you insert at 1, won't it just bump the other existing tables down the index? or will it overwrite them?
you're right, it is going to be bumped. table.remove and then table.insert
table.remove(Distributions["pharmacy"]["shelves"].procList, 1)
Nope, that made it angry
I tried a couple things, none of em worked
Keep getting "attempted index: shelves of non-table: null
currently looking at overriding two functions that may fix using hathair styles as general styles
I never overwrote a base function to used a stored version though lol
Nice! ๐
Looking forward for that
angry doesn't really help, what happens exactly?
does your file require 'Items/SuburbsDistributions' ?
Does anyone have experience overwriting a class' function in Lua?
I know this is very late
but I told you, you'll add it eventually
no
arguably already in vanilla too
the Randy Random of PZ
@nimble spoke Using Suburbs causes PZ to crash. I tried insert and remove, I tried deleting and recreating it, all give me "attempted index: shelves of non-table: null"
Is there a better way than the Chunk Debugger to get an idea of what item list a container belongs to?
What do you mean by using Suburbs?
I'm gonna recommend people learn how tables work before trying to mess with them. The more programming basics you know before trying to mod in Lua, the less trouble you'll have overall.
Same goes for loops. There are loads of Youtube tutorials that teach you everything you need to know.
What is shelves defined under?
whatever you're trying to do the error says you tried to pull the "shelves" of nothing
I assume distro is going through the lists and grabbing everything's shelves and something you did isn't defined properly.
@low yarrow is IGUI_Hair_Bound one of yours?
@misty iron sorry, but can u give me potted version of what you're trying to do?
@latent orchid @nimble spoke I was just curious if you could change the Min/Max values for procedural distributions. Soul had some good ideas, but I couldn't get them to work.
how did you try to do it?
A Lua or Java class?
Java, I realized it's not doable with Lua
That is not possible
I tried deleting the table and adding in a new one. I tried overwriting it. I tried inserting a dummy in first and then deleting it.
@sour island Right, that was my conclusion
It is not possible to override a Java class from Lua
if you know the structure of the table tree you could add a function to OnGameStart that modifies any table in Lua
if you don't want to worry about file load order
a require line in the file will guarantee a correct load order
does require work?
yes
I thought you said you won't add this
because its unfair or something
the next person who pings me gets shot out of a cannon
is there a cheat menu mod that works in b41?
comments say it doesnt work
it does but not everything
I just need to spawn in a couple suppressors from Brita's mod
debug mode has an itemspawner
how do I use that?
sick, thank you @craggy furnace @sour island
damn SuburbDistributions is like that harry potter meme
"Why is it always you"
also kind of triggered by the mix of [""] and .
does anyone here know if you can remove "mod template" from the mod list? I want to stay organized
you go to the mods folder and delete it
but it's going to come back if you update or reverify
you can see it's location in the mods menu
okay thanks
Hello I subscribe to a mod on steam. But I am unsure how to use it can anyone help
Which mod?
Once installed from steam, use the in game mod menu to enable the mod and start your game. Typically it's a good idea to start a new game.
If you are on an existing game, back up your save.
While on the topic of mods.
I've got a hefty list but installed one at a time and did play testing in order to get no in game red errors.
But after reviewing my logs I see that there are a lot of errors.
I see errors for mods not enabled. Also I tried a game with only save our station and it seems I get some errors with just installed.
On the latest build 41 iwbums.
Are log errors fine if they are not in game red errors?
Thanks I see it now in main menu. Slow moment lol. By the way if you had to choose your too three mod suggestion what would they be.?
I picked the Honda crx because I always loved that car ๐๐ป
fix what?
Minimal Display Bars: to see hunger, thirst tiredness ect.
Better Sorting: retags all items so they are more easily organized.
@rose shoal

think i'd need a better pic or something, i think you're referring to the triangle shape here?
both the bottom of the main rotor assembly and that triangle at the bottom of the red line you drew

Just a quick question, what's difference between module base and imports base?
Does anyone know of any walking dead mods?
Yes, thats a variation i use for shower caps and surgeon caps
Usually the game uses the "Hat" variation which makes hair look out at the back which is not the point of those caps ๐
How you can enable 'freezing'/'cooling' function in an item?
I found out that (strangely enough) a cellar from Hydrocraft doesn't 'freeze' or 'cool' anything.
I want to change it.
I've been looking for. Military ๐ช mods. Like full camo clothing etc haven't came across anything
i have one on the back burner
does anyone know where sprites are stored for items on the top of their head?
i have one on the back burner
what do you mean by that?
ok
the MRE mod is cuasing problems
Why can I see pestily ๐คฃ
Is there a way to be helpful for modders without any coding experience?
Be a Mod tester, Testing is a good chunk of a Department which helps
The Ascendend Pestily please !
I love the PZ modding community and would like to help out in some way
Oh cool! Is there a place to offer myself as a mod tester?
especially for steam Workshop not that I know of officially but you can give criticism to the developer personally if that helps you
There's also #translations if you know any languages
yeah good Idea
anyone familiar with getSquare() use? Using the global version sometimes gets nil, and I can't seem to figure out why
getSquare as a function of getting the Square of a number or Square as ingame Tiles?
in game tiles
you provide an x, y, z and you're supposed to get back an IsoGridSquare
works perfectly fine in one use but not in another
I think.... don't quote me on that, it retunrs nil if it is not in a loaded chunk
If you're trying to grab a square using coords try getCell():getGridSquare(x,y,z)
If you're dealing with an object you can try getSquare():getCell():getGridSquare(getSquare():getX(), getSquare():getY(), getSquare():getZ())
Wow that was painful to type. Repeat calls are bad.
I don't know if it's because of a different mod or not but the only fix would be to disable the mod
Hello, someone know if can get or how get the player model (base) for start make armor/clothing
this was the issue
figured it out a while ago- wish I looked here lol
That looks pretty sweet, could you incorporate a map of the county? Would be neat to have a sort of 'Master Map' you can jot locations down that you find on annotated maps, or places you've been etc etc
so it would function as a stationary radio and a map, along with whatever else you have planned lol
That's why I always use if square then
anyone know what splatsize and splatnumber do? I'm assuming its blood splatter but I want to make sure
Awesome!
If you set a mod to private, and then public again. Will people have to resub again?
Earlier the day i did a little mistake with my mod "Bushcraft Gear - Tools" where i accidently put it on private. But set it on public within a minute again.
no i dont think so
Alright.
The mistake was that when i uploaded my new mod i accidently had the ID of this other mod in there. So i kinda replaced it.
My heart stopped for a minute because of potencially fuck up alot of savegames ๐
nah you should be good
Yea, so far no complaints. Watching a streamer right now and observe if he will find any of those weapons
hey can someone answer this question?
What's the difference between
module Base{imports{SomeMod}} and
module SomeMod{imports{Base}}
im not an expert by any means
but the scripts have modules like Base.HuntingRifle
i think you need to import the module that an item is in if you want to use it in that script file
so Module Base means that script is in the base module
Ok that makes sense
Thank you but what if module Base{imports{Base}}? I saw a mod using this
hmmm im not sure thats necessary but i could be wrong
i just use module Base usually
actually on every script file ive done so far
It's difficult to override items of mods that uses module base
If it uses specific module, I can override it but if it's module base, I can't
what do you mean?
you can override base items with another txt file, right?
oh what's that?
ill get you a link
you use lua to change what you want to change
unless you are wanting to completely change the script
you can look at my mod "Harry's Better Ammo Icons" if you want to reference the lua
i changed the scripts the way you were trying first it tends to cause more conflicts with other mods
Is itemtweakerAPI necessary to read this kind of mods?
if you use that lua you will need itemtweaker enabled also
it wont break anything but whatever you're trying to change wont change
Thanks for the huge help. I'll try this one
np if you have anymore questions you can ask me
thanks ๐
is this compatible with brita's?
im honestly not sure
one sec
ill ask
he might know
do you mean my ammo mod or weapon mod?
ammo mod
that's dope weapon mod too!
Hi guys, is there a mod for full-fledged motorcycles?
probably not
even if there was you wouldnt be able to see your character
sorry
that mightve come across a bit rude i am just really sleep deprived
Hi BaphClass, when you say "Repeat calls are bad." do you mean repeat calls to getSquare are bad? Because I'm having problems - when the player selects the back of a pinball machine, I'm trying to identify both the front of the machine and the square in front of the front (where the player would stand). I keep getting null errors trying to get the square in front of the front, even when I try getting it by getX,Y,Z. (I hope you didn't just mean typing calls over and over is painful to type)
Ah! No I meant I usually pre-define x,y,z using locals so I don't need to use the getSquare() function three separate times just to get three ints. Can just do local thisSquare = thisObject:getSquare() and grab x,y,z from thisSquare instead
When you're grabbing squares with coords you need to do it through the cell. Are you using thisSquare:getCell():getGridSquare(thisSquare:getX(),thisSquare:getY(),thisSquare:getZ())??
I'll take a look and give all that a try, thanks!
Doesn't need to be exact-- I usually use more locals so I can just type (x,y,z) in the brackets
you can grab the machine's square via machine:getSquare() if it's an object
Right sorry, was assuming this was all based on IsoObjects and context clicky stuff
looks like he's trying to make it so you can only play arcade machines when standing in the right adjacent spot
Yes, right now I'm grabbing the back of the pinball machine's square with machine:getSquare(), which is fine. When I try to use that square to get the front of the machine and the square in front of the front of the machine, that's where I'm running into problems...
This isn't a problem for Dr. Oids or Kaboom, or if you select the front of the pinball machine. Just the back of the pinball machine
how are you determining the 'right' square based on direction?
Are you using the player's location as a ref?
For the other machines, I use the sprite name to determine if the machine is facing N/S/E/W. Then I use getN()/S/E/W to find the spot where you should stand. Then I use AdjacentFreeTileFinder to see if it is valid to walk there, then an ISWalkToTimedAction to actually walk there
Interesting!
For the other machines and for the front of the pinball machine, I already have the front of the machine square, so I just calculate the standing area square, send both to AdjacentFreeTileFinder, and it works
so the issue is that you can access it from behind?
But for the back of the pinball machine, I'm getting null returned - the first time I was trying thisObject:getSquare():getS():getS() (for example) and that got me a null, so I disabled back of the pinball machine for now.
I haven't messed with it much since because I figured it was a minor inconvenience to have a player select the front of the pinball machine to play.
In the beginning of my mod, I didn't like how the player could interact with the machines from any angle. I wanted them to walk to the front and then face it correctly to play
ah, so you have to stand infront of it- but for some reason selecting to play from behind the machine doesn't walk to it?
basically. If I try to select the back of the pinball machine, my calls to get one of the squares returns null
Thanks for the info and for letting me talk it out a bit! I'll mess with it again and see if I can get this kind of minor detail working!
so you right click the machine to walk to it- but 1 direction seems to return null?
The error I'm getting has to do with the pinball machine because it is two tiles in size
ah
for the other machines or the front of pinball, I find where the player will stand by finding the correct adjacent square based on the machine's square
I can see that being an issue
but for the back, I need to find both the front of the machine and the square in front of that
and that is getting me a null - the first time I was using code like thisObject:getSquare():getS():getS()
does :S() account for forward, or simply cardinal direction?
I used that just when the pinball machine faced south. for east I used getE():getE()
I didn't find any other way to determine what direction a machine was facing except by knowing which sprite was being used, and visually finding out which direction it pointed
that part makes sense
can you query the tile properties in lua? the pinball machine should have 'facing' set with the direction
I might have missed that. I can look again.
so depending on the direction you :getD() - but south always gives you problems or is it what ever direction is the back?
this could be related to the fact the object is 2 parts- maybe trying to getS() it's resetting the iteration?
for other machines, I just need to call getS() once to get the standing location. But for the back of the pinball machine, I need to call it twice (or use some other method) to get both the front of the machine and the standing location, and when I do that I get a null
Yeah, that was one of my first thoughts!
you can try using the global getSquare
I haven't tried a global getSquare - how do I call that?
just getSquare(x, y, z)
it's been my experience you have to math.floor(getX()) though
as getX() returns a float and getSquare requires ints
I think there's a toInt()
Seems simple enough! My first mod, so I'm sure I'm missing lots of functions because I just haven't noticed them being called before
Well then you'll be one of the experts when you're done!
Change your name to Mr. GetSquare()
Hey guys, just want to say thanks for all the work you do. Im not a modder, but I love messing around with mods.
Big Thank you guys.
I just want a cool murder machine in the sky ๐ฆ
I'm with you! When I was a kid, I loved death choppers like Airwolf and Blue Thunder. And the GI Joe one.
You said it. I've played a lot of games with a lot of mods, but I've enjoyed the PZ mods the most. That inspired me to write my first mod last week!
Yes, "Facing" was an easy way to get info I was seeking, thanks! Is there a list of properties somewhere so hopefully I don't do something like this again?
yeah just finished writing this yesterday, actually.
https://pzwiki.net/w/index.php?title=Tile_Properties
Thanks! That will be extremely useful for me!
I'm still having problems using getSquare with the back of the pinball machine. I'm trying to use the back to find the square of the controller part of the pinball machine, and the square in front of the pinball machine. I have part of the code and part of the log here: https://pastebin.com/ZWn6J1jd
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
frontSquare = getSquare(x,y-2,z) isn't returning me anything
while controllerSquare = getSquare(x,y-1,z) does
those x/y changes are different per direction
this code is only for south facing machines
yes
I assume the back is considered 0,0
strange
is this machine located on the second floor?
I don't want to worry too much about a "detail". I think it is "OK" if you have to select the front of a pinball machine to play it.
yes, it is on the second floor
that's why
what happens with second floors?
air = noSquare
it could be somehow grabbing nothing
also all my use of getSquare requires z=0
does anyone know how to check the error log to see which files are giving errors
mods*
I'm not sure how multiple floors is handled honestly
could you have the code print getSquare():getZ() on the machine?
also try placing on the ground level or outside - just to confirm
Thanks, I'll give that a try
The Zomboid folder has a console.txt file
is the pinball machine 1 tile away from a wall south?
the pinball machine is far from a south wall
that's trippy as hell
also you don't have to floor a X/Y taken from a square- only if you had thisMachine:getX()
not that it changes the results- but it is uneeded
you could also getSquare(x,y,0) but then compare Z's to match?
this is ofcourse assuming Z level is the issue
Yes, it is working on the ground floor!
Well, working better. The pathing is no longer working
but getSquare does actually get a result on the ground floor
the helicopter I have is flying at z20 for the sake of sounds, but everything relating to targetting has to be on z0
idk why yet- I didn't really bother with browsing the java
Yeah, maybe I should browse the java. I never touched Lua before this mod, but my last job was actually as a java coder...
that will come in handy
and yet I haven't looked at the java at all here
the files you'll be browsing are IsoObject and IsoGridSquare
I would recommend an IDE
Thanks! With this new info I think I'll put this minor improvement on hold. Maybe circle back after the new mod I'm working on is released...
I'd be curious what the getZ() is actually grabbing from the square though
it is correctly grabbing 1 or 0, depending
From the getSquare that does return something
Maybe the squares are created with objects occupying them?
๐ค
fixed the helicopter (finally)
the getZ from the getSquare that does return something correctly returned 1 or 0 depending on floor
yes
Then the game is creating squares as needed
That sounds like a reasonable conclusion
No movable object / player = no square
or maybe it creates the squares around an object
wait
hmmm
if I select the front of the pinball machine, everything is fine. If I select the back, the same spot (spot where you stand) doesn't return a value
I think I have to see this as a graphic to make sense lol
I can experiment by trying to select other spots nearby, too
I think Baph mentioned cell(): getSquare() perhaps this creates a IsoGridSquare if none is present?
Ah, I copied it into my notes: he said
getCell():getGridSquare(x,y,z)
frontSquare = getCell():getGridSquare(x,y-2,z) also returned nil
Howdy! Have a quick question regarding maps.
Is there an up to date all im one map pack for B41? Or should i just download the best maps individually
What it you make the controls the "main part"?
What do you mean?
Maybe I misunderstood what was being tried nvm
Your faces are flipped i think
Oh. Seems like you fixed it already ๐
If you want that it looks the same in blender as it will look in PZ you have to turn on "Backface culling" here:
Then you will notice flipped normal problems earlier
Sometimes flipped normals can appear if you apply transformations in blender
yeah lmao
@low yarrow when i posted that i was exhausted
i was not thinking straight
All good ๐
So i'm pretty sure there are some non-fatal errors that SOS will through upon game launch, but if you'd like to send me your logs to double check i can.
I will try to resolve that in a coming update
Hello I have some questions about modding if someone can point ne in the right direction appreciate it
What questions do you have?
How would I go about editing the function of a item in game, adding a function to the toliet such as flush and adding water flow in the toliet. This is just a example.
A menu that allows you to flush the toliet which when you flush can then display water flowing. Similar to how you switch a light on and off and the bulb reacts
You would need to create a Lua script mod, do you know how to work with Lua?
Not yet but I have been doing research. And watching how to design in blender as well.
Could you point me. In the direction of how I would go about it please
I wouldn't even know where to start on how to add a choice in the menu when you are next to toliet. And also if the ex: toliet would need to be designed with water in blender or how to make water appear once the menu option ex: flush was selected
I checked my console.txt and I'm getting this fatal error
ERROR: General , 1617760259569> Exception parsing filename: D:\Games\steamapps\workshop\content\108600\2370071924\mods\ScrapArmor\media\clothing\clothing.xml
ERROR: General , 1617760259569> zombie.util.PZXmlParserException: Exception thrown while parsing XML file "D:\Games\steamapps\workshop\content\108600\2370071924\mods\ScrapArmor\media\clothing\clothing.xml"
Caused by:
org.xml.sax.SAXParseException; lineNumber: 44; columnNumber: 2; The markup in the document following the root element must be well-formed.```
but when I open the file the line 44 is this
`<m_MaleOutfits>`
I don't really understand what it means. Is there something wrong with this line?
oh. I think I figured it out
Heres the file. so basically all I have to do is remove </outfitManager> from line 42 and its solved?
this seems to have resolved the fatal error issue
so i guess that was the solution ๐
My recent mod does similar things, except without any display. You can select an arcade machine, and it gives you an option to play it. Then you walk to the front of the machine, perform an animation, and hear the game sounds. https://steamcommunity.com/sharedfiles/filedetails/?id=2445720450
I'd be interested in seeing how you do the toilet display, since I could do something similar and animate the arcade screen.
Is there a simple way to spawn an item at an x,y,z location? Like a Wardrobe or a Door?
you can use cheat menu mod or i think debug has this as well
I thought that too, but that only works for items. Objects like Counters or Stairs just fall on the ground as inventory items.
Is "cooling/freezing" function of fridges located on Java side?
Can't really find anything related to this.
Are there any list of all possible functions that you could use from the Lua side?
cheat menu has creative mode
oo nice
Is there a smallish mod that implements setJobDelta and getJobDelta? I'm trying implement it and I'm getting an Object tried to call nil in update exception. Trying to figure out what I'm missing.
oh, is that automated trash?
Before I call self.machine:setJobDelta(0.0); in my timed action start function, is there something else I need to set up? It is causing a Exception thrown java.lang.RuntimeException: Object tried to call nil in start at KahluaUtil.fail line:82.
harry are you here
so i tried to add swat and police bags from Swat & Riot Pack Redux (Deprecated) to the Attach Items to Backpacks (build 41) mod but when I equip them they are invisible and i dont know how to fix it ๐ฉ
@willow estuary Since it's your mod could you help me figure out what I missed or done wrong?
oh boy
you are in for it now
you are using a deprecated mod with no further support is a first
then pinging grumpy blair asking how to fix it
Updated 3 Feb @ 8:02pm
is that illegal?
anyway this isnt helping me
Do I have to copy over the texture files over to the mod? I thought since theyre both enabled it would work.
@eager kraken i have a moment after i got done fiddling
what exactly is the problem?
thanks
you know how the mod works?
what happens is after I upgrade the bag and equip it its invisible
only sparingly
allows you to upgrade backpacks so you can attach certain items on them
why are you using the deprecated version?
because its been updated to last version
its just that its not gonna get anymore updates until 41 comes out
no Kit Ty
kit ty is pawlows steam name
ยฏ_(ใ)_/ยฏ
kinda
let me just test the mod myself
too many people say its broken but i know everyone uses atleast 20 mods
strange, it throws an error when i attach anything
its late and ill look at it later and ping you if i solve your issue
weird I wasnt getting any errors before modifying the mods
its also possible because i have foolishly done some editing to PZ itself atm
hey guys, is it possible to have a item return two when it is consumed?
Anyone know how get the clothingItem <m_GUID> xml when does make a clothing item?
I use this generator here: https://guidgenerator.com/
Free Online GUID/UUID Generator
thx 
That are some weird looking boots ๐
Lookin fly as hell in my full-body parti colored body glove
Someone should make a Green Man costume.
It's, Always, Sunny, Philadelphia, Charlie, Green, Man, FX, Comedy
Alternatively, the Green Bastard
I want to make my custom clothes on pz. Somone can tell me what i need too start? Pls
https://i.imgur.com/a1JahDO.jpg
From parts unknown!
||A MOลปE JEST TU JAKIล POLSKI MODER :d||
you could make an item that represents the 2 together and then have a recipe to separate them
no one?
When I try export .fbx files blender is crashed, anyone know how solve this?
Did you had a subdivision modifier on the model?
One theory could be that you had such a modifier on "render only".
If the resolution is too high it could try to export a ridicilous complex mesh and crashes blender
As I'm noob and recently I interested to make mods, I dont know much about how works this, I even never modeled before, for that, somes things are news to me, but alreally solved the crash problem, just disabled the option Bake Animation, but now I have another problem
If you post the blend file i might can look if i find a quick fix for that
usually this things go glitch when:
- Too many bones
- Not the right weight painting
- Bone tranformations not applied
I'm using the item Bob_BulletVest like a example, I convert to .fbx file for import to blender and export again to .fbx and convert to .x
Mh ๐
Yea the FBX doesnt look right if i import it. With the blend file i could eventually help you better
You should use blender 2.79 to import the X file directly into blender tho
Ok I will that, I did see searching on google, but meh, being a noob is hard 
Thx for help ใ
that works for blender 2.79? or I go directly for 2.60?
yes, this works for 2.79
ok thx
Once its imported in blender you can just copy paste it into a second up to date blender window
(the imported PZ model)
Stop!
Thats the right one, sorry ๐
this is for 2.79 for real
hhI ALL
I have strange issue.
I deleted zomboid and its folder in users
then reinstalled it now 6 mods that worked before are throwing errors during the distribution process of the game loading: For example the Erie maps: function: EerieCMapDistribution.lua -- file: EerieCMapDistribution.lua line # 3
ERROR: General , 1617812266958> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.
I sub to a mod called terror zeds already i don't like the loading song change, it just sounds buggy
Is there a resource for properly using job deltas? In my timed action, my start's self.machine:setJobDelta(0.0); is already throwing an exception. (Also in my stop and perform functions). My update has a self.machine:setJobDelta(self:getJobDelta()). So is there some other setup missing in my code?
the items is worn out
Maybe try spawning them again and see if thereโs still holes
If so thereโs probably a bit of clipping
looks like worn clothes to me too, that's a weird pattern for clipping
try the following: import X -> delete armature and vertex groups -> save as blend -> import FBX male or female model provided by throttlekitty -> join meshes -> add to vertex groups -> delete body mesh and any unused bones and vertex groups
is the whole thing a model on top of the body model?
Yes, the trousers is a mesh.
It works now for some reason. But for some reason now the top is invisible ๐
The bugs at clothes feel really random sometimes
Sometimes i just re-export something with the exact same settings and then it works out of magic
If i wear boots or gloves, which are just textures with a alpha, my body also turns like that:
kitchen table man
yea ๐
Not sure what i do wrong. Have now tried different variations of folder setups, naming and rewrote the files.
Enough for today
@low yarrow did you get this error?
(already tested the version 2.6 with directX_blender github repository but not worked)
You try to import objects? Yea some clothes seems like not working with the import
The hoodie for example works
Nop, I mean, even can't get import because I get that error when I try enable the addon
Do you use the addon of the second link in version 2.79?
Yep
Folder structure should look like that
maybe masking? try taking all the other clothing out and see which masking is messing lel
Might be, after i have re-exported the object and deleted the mask options from the xml it worked
๐ค
But now the top is invisible. One problem fixed, and new problem ๐
other clothing masking can mess the model sometimes
not if its a custom bodylocation tho because it will render way down there in the list lol
Oh, so you mean if i attach it to bones it might be visible?
Ah nevermind, i think i know what you mean
Is there someone I can ask who knows about using JobDelta?
I've been trying to figure it out using examples from ISRefuelFromGasPump and from the Blacksmith41 and ExtraSkillsSystem mods.
But my Timed Action is throwing an exception when I try to setJobDelta.
I have a copy of the entire .lua file (offending line 54 has a comment identifying it), plus a portion of my console.txt here:
https://pastebin.com/70khLne7
What am I missing? Are there any other mods that use JobDelta that I can look at as examples?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I have strange issue.
I deleted zomboid and its folder in users
then reinstalled it now 6 mods that worked before are throwing errors during the distribution process of the game loading: For example the Erie maps: function: EerieCMapDistribution.lua -- file: EerieCMapDistribution.lua line # 3
ERROR: General , 1617812266958> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.
I originally thought it was from a zombie addition mod (adds different zombies) but i removed that mod and still having issues. I even took out brita's weapons and firearms only gun/weapon mods i have is scrap wep scrap guns
I feel its failing to inject its loot table but (I get the error with a map, and 5 other 'item mods' scrap weps, scram armor, etc.)
are you sure you're in the same build?
@grave solstice incase you didn't figure out the pinball thing- IsoObject:getCell():getOrCreateGridSquare(x,y,z) is a thing
Ah, getOrCreate, thanks!
machine:getCell() should get the cell the machine is in- I'm not sure what running getCell() globally does
but it returns a cell
Anyone got any idea what could cause the thumb/hand to appear above the top of the gun on my model here?
mostly fine from the side
It's a little hard to tell because the size, but the normals on the model might be inverted.
So it might be inside out.
I thought that too, but wouldn't the blender select all by trait > non-manifold show me that?
That's way too fancy for me to understand.
I still just google everything I try to do in blender, haha.
oh same, I'm very newbie, this my first real model
Did you adjust it in object mode at all?
uuuu, wdym
I don't think so, besides to move the origin point of the object
guys what mods are you working on?
any good clothing mods?
working on a heli event atm, you?
Heading to bed but i tought of idea mods
Will they have Guns or just the heli event one
You working together with shark?
๐
yeah
yep
Awsome
+others too
we really cant tbh
no
And scripting
supply drop would be easy
bullet holes on ground/vehicles I'm not sure
thats just the hacky way of doing things
tbh i am starting to ease up on supply drops
Yeah it might get laggy
itd need to make a model for the supply crate
but maybe something for admins to call in
honestly, I took some liberties with the code, and it's holding up pretty well
Supply drops could have canned goods and maybe some unprepared ready meals?
Like mres
Maybe just some food
atm it's loading 225 squares every game tick, and looking through them for zombies - no frame rate issues
Or tools and clothing based on the season maybe
if we did it i mean
the code we have now could easily be used for a game mode too
We know that you all have been waiting a long time for the 1.03 patch and Survival mode, and today, because all of us here love all of you over there sooo much for sticking with us all this time we have something special for you!
like keep moving
this would work really well in PZ and be a great way to use helis
but instead of a silent shotgun footstep it's a heli chsing you?
Oh well i'll see you guys later
cya
๐
Night and good luck on your work
Working on a walkman mod
When you forget for a moment you already deleted some vertex groups and then click weight paint mode
Anyone know any good project zomboid lua tutorials? I tried to get into it but I only had really moderate success (I understand lua a bit but not really how to use it in zomboid)
Just some good sources you guys use
I am planning on writing a Lua modding guide quite soon
In fact I also plan on making a video series that covers the basics
Until then I can invite you to a place where you can learn Lua modding in general
Let me know if you are interested ๐
I would appreciate that man! I took an online course but unfortunately I think it only got my foot in the door (by online course I mean a like a really old YouTube series)
Also Iโll be your first subscriber!!!๐ฎ๐ฅณ
Done thanks!
the problem I have is not the lua itself, but getting my head around how PZ's stuff is called and works...I spent alot of time trying to 'understand' the API, but then just settled for mimicking other's mods ๐ฆ
it just didnt click for me the same way something like the civilization 5 API did way back when I modded in that space
The API is just global methods and exposed classes
The trick is knowing how to navigate and read the exposed code
where are the vanilla icons located? i'm just trying to do a couple quick edits but i can't find them anywhere
They are located in this pack files.
You can view them with the Pack viewer in "TileZed"
But if you want to change the icons via a mod you dont have to work with this pack files actually.
Its enough to make a icon picture in the texture folder with "Item_" in front of the name, and then link it.
Like so:
Keep in mind they have to be 32bit
