#mod_development
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Tiles Tileset images For Windows TileZed + WorldEd 32-bit TileZed + WorldEd 64-bit Linux TileZed + WorldEd 64-bit This is a fix for the tileset-names search-by-name entry not resizing properly.
thx a ton man
Anyone know how (or if it's broken) to affect a player's move speed?
Tried the following...
player = getPlayer();
player:setMoveSpeed(x) - nothing happens
player:setSpeedMod(x) - nothing happens
player:setSprintMod(x) - nothing happens
That perspective makes him look like he has a duck mouth
lol 😄
I'm not sure about getPlayer() but you can use getSpecificPlayer(0). 0 is the start of the list and the first player connected- which works for single player.
You can also recieve the "player" via mouse events, key board events, UI, etc, in case you want to be exact. Using getSpecificPlayer(0) willy nilly will break with MP I imagine.
I've tried changing the player's movement speed and it didn't work. Someone made a speed changing mod for a previous version which repeatedly changed the position of the player, which in the IWBUMS version stops your character's movement on the axis the position is being changed on.
Hi everyone! is there any way to reduce the durability of a tool when is used on a recipe? for example if I Saw Logs, that the Saw get its durability reduced after each time it is used
Also, is there any place to see all the parameters that a recipe can have?
Recipe example:
recipe Saw Logs
{
Log,
keep Saw,
CanBeDoneFromFloor:true,
Result:Plank=3,
Sound:Sawing,
Time:230.0,
Category:Carpentry,
OnGiveXP:Recipe.OnGiveXP.SawLogs,
AnimNode:SawLog,
Prop1:Hacksaw,
Prop2:Log,
}
public final class Recipe extends BaseScriptObject {
private boolean canBeDoneFromFloor = false;
public float TimeToMake = 0.0F;
public String Sound;
private String AnimNode;
private String Prop1;
private String Prop2;
public ArrayList<Recipe.Source> Source = new ArrayList();
public Recipe.Result Result = null;
public String LuaTest = null;
public String LuaCreate = null;
public String LuaGrab = null;
public String name = "recipe";
private String originalname;
private String nearItem;
private String LuaCanPerform;
private String tooltip = null;
public ArrayList<Recipe.RequiredSkill> skillRequired = null;
public String LuaGiveXP;
private boolean needToBeLearn = false;
private String category = null;
private boolean removeResultItem = false;
private float heat = 0.0F;
private boolean noBrokenItems = false;
}
if you put keep Saw;n,
it should change the delta by n
The ";" and a number after that is the durability of the objects?
And thank you for the list!!
anyone who uses the hunting mod
how do you use animal traces?
like how do i track the game
Someone know a solution for this?
does anyone know if Planetagol is in here? I spotted an error with his MRE mod but he doesn't allow comment on his mods
His MRE coffee uses the wrong coffee
He is called Blair, feel free to ping him
@willow estuary Apologies for the ping, but I think i found a mistake in your MRE mod, the coffee recipe uses the wrong coffee item
just tested. Movement speed still has no value change.
you know, I think I just might have figured out why, but dunno why I needed to do it like this for this stat
nope, nvm on figuring it out
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.
Or is there somewhere I can go to try to find out how to fix my jobdelta problem?
what is this self.machine ?
one of the arcade machines
i am waiting for computers
i wanna see if you could virtualize and run doom within the game from it as a mod
hey, im about to try to publish a mod, anything i need to know before hand? or is it straight forward?
its straight forward
ok cool
I may be wrong, but I think setJobDelta is a function for items, you'd better check that. If so that's why it is calling nil, tile objects may not have that function
Ah, thanks. I'll look in that direction.
we do have computers but they have no real use right now
actually, can someone help? im trying to make a sound mod and it doesnt seem to work
feel free to @ me
Whats going wrong?
already getting help from @final plinth , although maybe you could help more?
If you need more help, I'll be here
@plucky nova deaf is worse
oh no
i mean
really
you can be deaf and not hear the helicopter or the guns firing
i know what deaf means
or the warnings from the helicopter telling you to turn back
ok
its insanely punishing
i get it
i just said i know what deaf means
!heli
Correct. setMoveSpeed is from IsoPlayer.
Hate to be that guy but I think it's than* instead of then at the military operations part?
i am redoing it now actually
@stone tapir i caught a few things i am just doing over
as addenum i also forgot to add PM
Oh, I just assumed you were using 24-hour time.
Anyone knows what the system is for this masks?
One thing I figured out on the masks is that Mask 13 covers the mid drift area.
Alright
Well, i think i will go through them one by one and write the numbers down 😄
Then i think i will see if the numbers are tied to the color, location or name
My debug hat 😄
looks good chief
I saw the zombies shaking trees, going to make it so the heli pushes trees inheritly, should help the deaf people
Also, shadows....
I wonder what the best appaorach for that would be
I know there's a cast shadow config for corpses- is that shared with vehicles too? Hmmm
@low yarrow Just got word from a dev, you can hide a hair style in character creation by setting it to level 0, and not giving it the translation entries. But right now they can still be selected by randomization. I think they're going to fix that eventually
Is there a way to see Lua event calls or log the event chain? I’m curious because I noticed vehicle kills no longer add to the kill counter in the build 41 beta, and it seems that the Events.OnZombieDead() doesn’t call in those instances.
should hide them there too, because I didn't see them in the list
That helps, I wrote an overwrite for him- I can probably simplify it more
What I wrote catches the list and removes stuff- so it doesn't have the randomize issue
Is there a way to remove a map mod from an existing save?
(especially if I havent actually been to the region in question)
when I disable the mod I'm unable to load that save anymore as it marks the map as missing (red)
Nice! Thanks for the info 🙂
Btw. I have copied the method you have used in your beautify mod to not make them appear on zombies.
Which is a great solution for now 😄
yeah, I have to revert a few of those now they're no longer bugging zombies
lol, well, at least already not get the skinningData is null
from small to large, it goes Chunk -> Cell - > then....gridsquare?
cells are 300x300, chunks are either 8x8 or 10x10, i forget offhand
are you on v41?
can you use multiple relational operators in a single If/Then statement in LUA?
eg If 10 < X < 20 then...?
yes but you are subject to oop
if you want to play around with Lua
ah you can't actually
cause 10 < X resolves as a boolean true/false
and you can't check if a boolean is less than another number
you can do if 10 < X and X < 20 then
Is there a way to change the color of Fog?
I've tried changing the ClimateMain.lua
I've tried ColFogNew, ColFog, ColorNewFog...none of them do anything
I thought it might be ColFogLegacy, but that's not working either
the new Hydrocraft Firesuit is out 😛
how can I check to see if a player has used an item?
I wanna make it so if a player smoked like 10 cigarettes in a day, that they gain the smoker trait. I know how to give traits and stuff, Just need to figure out how to know if the player has smoked.
Just checked it out, doesn't seem to be an event that fires on item use
Do you want to check for a specific item or all items in general?
specific item (cigarettes)
You need to override context menu entry for smoking
Since the way the play smokes is by going into the context menu and giving an order
is this where i can
ask about mods???
i'm wondering if there's like, a mod that... adds music radio channels, just out of curiosity-
because that'd be cool and would help make me feel a little less emptyy inside when i listen to the radio
i ask because i can't seem to find any
look up Survivor Radio V3.2
thankyou
you're welcome
can also try SurvivorRadio CD addon
yesss that'd be great too thank yyou for pointing me to these great things
anyone know how to edit the items you can find on those random story corpses and such
?
Whenever I try to load in a mod that adds in custom spawns, such as Cherbourg, Pillow's Random Spawns, or Calm Springs, the option to actually select the zone is missing. In the case of Cherbourg and Calm Springs, which have the separate worlds, it creates about 20-30 errors per second when I click to view the spawns in its folder, which are still entirely missing. Has anyone else had this issue, and can anyone help?
Currently, I have tried only having the map mod I want to use selected, verifying files, and re-downloading the game, but none of these seem to have fixed the predicament I have.
Wonder what ever happened to that zip .22 guy
@autumn sierra what are you talking about
Maybe he finally got his zip .22 in brita’s weapons pack and decided his life was finally competed
Well let me tell you a story
Hey, is there an existing mod that turns a barrel into a stove? I'm watching MASH right now and barrel stoves are in all the tents and buildings!
Sorry for the cliffhanger I had no cell reception
Anyways so there was this dude who was obsessed with the zip .22 derringer for some fucking reason
And so he asked Brita CONSTANTLY for the zip .22 to be added into his weapon pack
And when I say constantly I mean it
i figured he would
And he complained about it lmao
that dude just makes guns and nothing else lol
And I haven’t seen him send a message here since
Some say brita himself killed him (nobody says that except me because that’s what I want to believe)
It’s sort of a mysterious disappearance
lol
Not that comfortable yet with modding PZ. Ty for the help.
But it’s so dumb he complained about it after asking for it to be added for like two weeks
Is there a mod that reverts how knife works in B41? Like I can jawstab a zombie while there are other aggressive zombies nearby
Is that maybe a no multihit limitation?
No like
In B41, if there are two zombies nearby you can't one shot them with a knife
yeah, it was changed in 41.45 or something earlier so you won't get stuck in animation while zeds are nearby, can't remember exactly which patch tho 🤔
as far as I know the java side of combat handles that so I doubt it can be reverted in a mod
how would I save data in a variable between games? is it automatic or do I need to specify?
look into moddata
My PlayableArcadeMachines code works fine, so I added a little functionality (jobdelta) which also worked fine. Now I'm cleaning up the code and I'm getting errors I don't understand, maybe because I don't understand creating functions in lua.
Anyone know why I can use local test = self.maxTime + 1 for my TimedAction and it works fine, but when I try to move it inside a new function it doesn't?
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.
attempted index: maxTime of non-table: null
It can't find 'self' and the data tied to it
I think you need a meta table? A function that sets up 'self' and whatever will be contained in it. You've probably already seen those if you're looking at TimedActions
Hmmm, I'll have to look up the scope rules of lua.
After you've defined self, the other functions can mess with whatever values you're giving it.
How do I know where self is within scope?
Example here
Formatting for this is... weird but it works in lua. Ignore the ;s and mentally swap out 'o' with 'self'
I guess what I'm not understanding right now is why every other function within my PAMPlayGame has self defined but my new function does not
You were using timed actions right? Those have 'self' already defined. Whatever function you're trying to set up right now doesn't have that stuff to work with
Yes, I am using timed actions. Do you know where self gets defined for those existing functions?
There's some stuff under lua/shared that acts as a template for timed actions. When you mod in new timed actions it pulls the stuff from there
ISBaseTimedAction.lua under lua/shared/TimedActions
Lookign there, and at ISBaseObject
So, is it kind of a base class thing? Every function except for my new one looks to be derived from the ISBaseTimedAction, and only in ISBaseTimedAction is self defined?
Ah, yeah if you're making a new timed action you need to derive it from ISBaseTimedAction in order for there to be a self for things to point at
Otherwise you're like 'Turn to page 23 of this book.' and it's like 'What book'
My new timed action is derived from ISBaseTimedAction. I guess what surprises me is that self is not within scope of my derived "class"
but it is within scope of the functions that were in the base class
TBH this is out of my area of expertise. I don't have much experience with modding timed actions and tended to blunder through things through trial and error until something worked lol
Ok, well thanks for the help anyway! Definitely leading me in the right direction.
At work, I always have an expert to ask. Out here in the wild, it's a lot more of a struggle to get definitive answers.
And my struggle right now is to change something from "works, but ugly" to "works, and is not so ugly". Not fun to struggle with that.
when searching for answers
nothing puts me quite in the mood for homicide then stack overflow arrogance
@craggy furnace do you mind me asking what new weapons are in the pack?
no it isnt?
@plucky nova ```
This mod adds:
Cavalry Sword
Antique Bayonet
E-Tool
Tactical Knife
Bush Knife
Ice Axe
Halligan Bar
Pulaski Axe
no, i mean the new update
there was no update as far as adding new weapons
oh
i put new weapons because "kentucky carnage" doesnt really say "weapon pack"
ah ok, that makes sense
i added multifunctional weapons and i have some new weapons on the way
you just thought that you should give it a new thumbnail today?
oh cool!
yeah
i am too busy messing with the helicopter but likely ill make some equipment specifically to be in them
ill need to redo the spawn table too because of the update
Does anyone know what affects the chance of stove catching on fire?
A Interesting bug report i have got for my "Fluffy Hair" mod.
https://www.youtube.com/watch?v=_4ticcNwHM0
Maybe someone has a idea what can causing that
Seems to also affect other hairs if the same procedure is repeated
if TIS believes their game can truly handle a ton of 3D objects then its time to put that rightly to the test
would anyone know if 3d items are handled basically like clothes? (xml, guids, etc)
how do i make superb survivors not fucking die by dying of hunger or thirst
do i select areas?
Apocalypse is no walk in a park
no like they don't search for food or water
Anyone know what [getGameTime():getDawn()] and [getGameTime():getDusk()] do? Is it the time of day that it happens, or is it the duration?
Has any1 ever participated in this server?
Am kinda interested to hear about it. Planning to join it in a few months time due to school
That looks like a mod to me, not a server 🤔
It has IP address and everything so I thought it was, my bad. Though generally did anyone get to play in it?
It’s a bug
Atm they sometimes just stop working and do literally nothing
They won’t even fight zombies
They’ll just sit there and die p much
No, they are added in model scripts, txt files
I think it checks if it is dawn or dusk at the moment it is running, returns true or false
Hi guys. what should I do if I can't find a hood like this in the Paw Low Loot fashion? I looked everywhere for it and couldn't find it
I really liked this hood)
i have a problem relating Brita's weapon mod
How do I put attachments on?
been breaking my head over an hour and couldn't figure out
Screwdriver
oHHHHHH
wait, so
i have the screwdriver rn, do i go to crafting menu?
nvm i figured it out
ty very much
I had that same bug but a reload of my save fixed it.
does superb survivors work with brita's weapon pack?
i think
What mean error 64?
I am assuming you are talking about Lua function, in which case you have to override them
try debug.debuginfo(ISBaseTimedAction) get path file and see what doing that
@nimble spoke ah, nope. It's not boolean. Dawn is 12 and Dusk is 3. Thought it was odd.
then it is define by day and night length, the hour when the switch between the 2 happen
Sorry, I was probably thinknig of isDawn and isDusk
for the same... debug.debuginfo() gets you the dir path of the file, here you can found the function and see with you two eyes what have and makes that function
just put it https://www.tutorialspoint.com/lua/lua_debugging.htm (sorry, is debug.getinfo(), not debug.debuginfo() lmao)
I still noob about PZ docs, but depends where is exist that function
client side or server side
there are two getDawns() but I can't figure out how to access the second one. the second one is in ErosionSeason
okay don't know how to access ErosionSeason. tried a few different ways.
ErosionSeason:getDawn(); -- the one I thought was going to work since that's I accessed the RainManager
ErosionSeason.getDawn();
ErosionMain:getSeasons():getDawn();
ErosionMain.getSeasons():getDawn();
You can download an IDE and open it that way. Without knowing how the game code works you are going to have a hard time modding the game with Lua
You already did what?
Your error is caused by a NullPointerException that gets thrown from here:
zombie.inventory.FixingManager.getFixes(FixingManager.java:28)
If you want to learn more about modding with Lua/Java I can swing an invite your way to a community that focuses on teaching you how to do this the right way
Let me know if you are interested because debugging this on the spot here is quite difficult for others to do and is something you should learn how to do yourself
What exactly is it you are trying to accomplish?
getting the dawn and dusk times so I didn't need to manually set stuff for each season.
I.E I wouldnt need to do like "if summer, dawn is 6 and dusk is 23. if winter, dawn is 8 and dusk is 16"
tho I got a workaround kind of? Was able to get the value for the night tint which is between 0 and 1. if the night tint is less than 0.5, it's day time. if it's more than 0.5, then night time.
If you want to interact with ErosionSeason you need to obtain an instance of it
You can get one from OnInitSeasons Lua event that triggers from ErosionMain class
The code you posted cannot work because you the methods you are trying to access are not static
ErosionSeason.getDawn()
However this should work:
Events.OnInitSeasons.Add(function(season)
local dawn = season:getDawn()
end)
hmmm, ty
Is there a "wait" syntax in Lua? Like if I wanted to run a loop but have it wait X amount of minutes between loops
Is there a way to detect if an animation exists? Like a get for the setActionAnim? Or a fileExists('/media/anims_x/Bob/Bob_IdleLooting_Mid.X')?
No, but you can get crafty with Zomboid's various ticks
it depends on what you're trying to do
@nimble spoke ive got ```module Base
{
model Item_Flyer
{
mesh = models_X/items/Item_Flyer,
}
}```
what do i grab for the context?
Context?
yeah item data
actually, is there a mod already doing this?
i dont know if 3D items are already a thing
3D items are in the game files @craggy furnace
Or at least tis has them
Just not implemented yet
StaticModel is the value used for 3d items on the ground
Anyone heard of "easyconfig"? I found it implemented in sandbox+, I was curious if the sb+ guy wrote it too?
thanks soul
Question for a mod I'm working on: If you were to evaluate how "good" a player is purely by the number of zombie kills they have recorded during a single game, what would you set the step values at? For example, would good step values be Beginner < 500 kills, Intermediate is 500 to 999 kills, and advanced is 1000 or more kills? How would you do it?
id say under under 749 is good for beginner
750-999 intermediate
1000-1499 advanced
1500+ expert
Ohhhh that shit is looking good, kinda reminds me of the defender armor from tarkov. Got that groin protection.
Is it gonna be like real good heavy armor? or are you just playing around?
Depents on the sandbox settings.
I play with every loot on "very rare" so i mostly spend my time with avoiding zombies and try not to starve. 😄
But with High loots and alot good weapons its fairly easy to get alot kills.
I play with every loot on "very rare" so i mostly spend my time with avoiding zombies and try not to starve.
I like to play this way as well 👍
But for ranking mod i think what contor said is reasonable.
I don't think I ever kill more then a couple of hundred each game
Let's say a beginner would survive an average of 30 days each session. He would need to kill somewhere between 25-30 zombies a day to start being considered an intermediate player
I would actually go the other way around, I would say that the less zombies you kill and the longer you survive, the better you are at the game
Also a cool idea tho.
It could be branched into 2 ways which gives you a aggressive or passive rank
depending on how much kills you have in a specific amount of time
For example look at Metal Gear Solid or Hitman, missions are ranked according to how well you sneaked your way around as opposed to how many enemies you slaughtered since that is more difficult to do. In any way I would propose thinking of a more intricate system of ranking player performance that is based on several factors that tie into realism
You should know that zombies killed by fire shenanigans don't count.
That's a shame 
More to the point, could the skill level of a player even be measured by kill count alone? It might not be fair to assume that the expert who spent the day reading skill books was less adept than the novice who spent the same day beating heads in. Is someone who doesn't know what a barricade is better than someone with Metalworking level 10, just because they spent more time in combat (which experts tend to avoid)? If your goal was to give the player a "ranking" based on their activities I implore you to consider a hundred more avenues than walkers killed.
@lethal sparrow I'm not trying to assess skill by Kills alone, I just wanted feedback on the kills aspect of it
To answer the question without questioning it, Ambiguous amphibian (pretty good player) tried to kill 10k walkers and he lost his sanity and quit at 884, so that might be a good number to start with.
Yeah, I will make a mod about military armor/clothing, I already workshop created, but is private for now
In case someone is interested in Masks as well.
Still not sure how to modify them tho.
oh my god thank you
that needs to be stickied
TIS needs to invest in better masking and rendering
pawlow wanted to make some but he is busy with other things
@viral compass can you sticky that?
Oh dammit.
Seems like Mesh clothes have to have the same UV layout as the body itself to not be affected by overlaying Masks
I thought the masks only will apply on the body itself
So now i have to redo my clothes or move on to a other mod 😄
I really tried the last 2 hours to figure out why my trousers has holes. Then i just dropped the jacket and i came to that realization
Well. Maybe that will change in the future. Then i can continue this project tho
Yeah it’s just not worth it now
I have a bunch of revamped BDUs waiting
But they really need better masks
Yep. Now i get it what you mean with "better masks" 😄
They just need to isolate the masks so it only affects the body. I dont see a real usage for making masks apply on the mesh clothes.
But maybe it has a technical reason why they do it that way
Some clothes aren’t implemented because of masking issues
Urban camo freaks out as a jacket strangely
official clothes?
Yeah
If thats so then i have hope they will fix it in the future
It’s why the jacket doesn’t exist in game
Guess i just continue creating some and test them for now without masks
Dont have the rights in this channel
That sucks
Thank you for your time and efforts in making this!
I think mask work that way because if you take damage that should make a hole, it needs to make the hole in the right spot for all clothes that are on top of each other
that's the easiest way to guarantee that
vanilla clothes that don't use character body UV are the ones that can't have holes
like hats or glasses
True. Makes sense
Alright.
I might then redo the meshes and just bake the textures over to the right UV layout. And for stuff like the neck protection i can use the not used areas in the corners.
Its probably better anyway to use default UV for dirt and blood
But then i cant do this:
Its basically female and male
(different lightning because boobs)
But maybe thats a unnesseccary detail anyway
that's a pretty minor difference
Yea. I think i just use male shading for woman as well
I need an opinion if this is reasonable or not...
reading all the skill books (all 55 if them) gets you enough exp to get to almost level 9 in a literacy skill?
each page you read gets you 1.25 exp. 55 books would have 16,500 pages which in turn gets you 20,625 exp of the 23,775 exp needed to reach level 9.
what does literacy do?
Modded passive skill that changes reading speed. 5 is the default and the current speed. Slow reader gives -2 literacy and makes reading speed as slow as current slow reader. fast reader gives +2 literacy and is the same as the current fast reader. literacy 9 makes reading 60% faster, 10 makes you 75% faster. You can also walk and read at 9 or 10.
cars floating around like that, any ideas what might've caused it?
You took the tires off
i didnt touch any cars
Also mod list?
what the fuck lol
let me go to main menu rq
nvm fixed it by disabling vehicle related mods
yay, got it working how I want it too
tho I need to wait for soul filch to update the IWBUMS so I can stick the passive on top
oh! the current version of Extra Skills System IWBUMS doesn't seem to allow me to stick skills in the passive section.
So I'm not going to release the mod till that part gets fixed. Tho there is still some stuff I need to go do. I need to go thru and give all the books, magazines, and comics a page count. I also want to make a side mod that does the same for Literature and Magazines So you can have both together and nothing will break.
Nice
the readkbook timed action gives these items a "fake" number of pages of sorts, I don't remember which version though or if it is already in the workshop version
I'll be working on the update today as soon as I get the fucking bug of another mod out of the way because right now zomboid can't even get to the main menu
are you talking about the read time thing I posted for read speed*
yes, read time uses a fake value for that, if I remember correctly
lots of weird and mixed reports about reading stuff honestly, right now I don't know if there's a real issue or maybe players are using the wrong version, or an outdated version
It definitely affects read speed without it declared.
it defaults to a 'standard timed action' speed
tho take your time. I'm in no hurry
but that bug would only affect books with no page count*
let me get some gifs
here is just the extra skill system, no perks, clean save
Here is no perks, no mods, clean save
LOL, the first gif was so fast and small it uploaded faster than I wanted xD it was meant to be the second gif
It is probably due to a change I made to update the file. Weird, I thought I'd achieve the opposite effect and make it just like the vanilla version
do you need anything else from the timed actions? Since I'll review the file might as well prepare it for other possible uses
like the trait books
No, was just pointing it out since working on the Literacy skill mod I noticed it and fixed it in the literacy mod. The only thing I can think of is what I asked for earlier: to be able to stick skills in the passive section.
trait books actually would be kind of nice now that I think about it. So I can make a book "How to learn your ABCs" to remove illiterate if the player chooses to start with that trait.
So, did you try adding your skill to the Passive category?
I probably need to set the xp for each level if a modded skill is passive
Yeah, I tried to set it to the passive catagory using the instructions that I just needed to declare it beforehand. Was able to get it to show up in any other catagory
alright retexturing the civvie vest
what color would a press vest usually look?
blue right?
blue or black
Most press I seen usually use highly visible colors like blue with reflective stuff or orange
mhm
If doing a dangerous event$
the "PRESS" is bright orange to neon green
i'll just need to figure out how to properly shade this
because i'm not great at that xD
Yeah, because the category's internal name is Passiv, not Passive lol, just got it working here
i'm thinking of doing a black with bright yellow
oh i know
i can use the Police variation
darken it
and replace the police with press
fuck i forgot how to darken colors on paint.net
got ittttt
/tableflip
The translation file lies.
That or my brain did the thing of reading the first 4 letters and auto finished
Ty
I'm working on the details now
Looks good vunder
were you able to set the standard booxt/multiplier for passive skills? I think XP required for each level is the only thing I'm missing
looks good in game as well
@fallow bridge Can you also remove the swat logo from the swat helmet and turn it olive color? 😮
there is no swat helmet
Yeah nevermind I was talking about a mod
yeah
i don't touch modded shit
besides my own custom shit
@undone heron welp looks like there won't be any writing on the back xD
I'm not crazy! just the UI translate file is different.
just got home from my walk and had to check
also yeah. I think only time I see them without a bag is they just started or working out
Would you like to see any texture changes?
I’m not just modifying the texture for this mod btw
looks like that doesn't really matter, as the check uses the internal java name
I’m also gonna diversify the vests
yeah xD wish I would have guessed/tried that
I can't think of any atm but I'm sure in like 30-60 minutes something will come to me
I plan on making military vests the best but the heaviest
Police vests a good inbetween
And press vests a lightweight but not very protective vest
So either you take very heavy but full protection
Or lightweight and little protection
can long gloves show up in white or are they only ever black?
Only ever black
a white set would be nice
If I knew how to make whole new clothes I would
Actually
@nimble spoke could I ask for your help in that?
black wedding dress @w@
After I finish doing dishes
Purple Pimp suit
passive skill almost ready to go
Soul would it be alright if i used your dressing time mod to learn how to add custom clothes?
i have a retextures hawaiian shirt i wanna make into it's own shirt type
feel free to check every corner
thanks man
whoooo
also most magazines are 16 pages, then comes along the smithing magazine vol 4 which becomes 96 pages
-- info behind why I made it 96 pages. Magazines are printed with page counts that are a multiple of 8. So I decided to make a magazine 8 pages per recipe it gives... and that one gives 12.
lol, yeah, smithing magazines are still being revised
but you may want to put a cap
hmm?
if number of recipe goes above aa certain number, cap it so it won't get crazy page numbers
nobody will ever find that one outside my mod, and in there it doesn't have that many recipes
I honestly have XP math in this game, it is fucking black magic
if it was a tabletop RPG nobody would ever want to keep track of skill xp like this
SPREADSHEEETS GOOOOO
I need to get every vanilla page, get the total amount of exp needed to reach level 9 (maybe 8 and a half) and then figure out how much exp each page you get. So you won't need to really 'grind' if you just play the game and read everything... since reading takes a lot of time in itself.
wait for the update, passive skills use completely different xp tables
Cause just reading all 155 skillbooks alone would take the player 1,375 minutes (23 hours almost) of RL time if they don't speed up the game.
wooow, black magic solved, now to fix the timed action
fuck man
@nimble spoke for some reason i can't use fashion montage when i add custom scripts for vests
fuck
i remember how i fixed it
hey soul
if you ever get bug reports that's involving the fashion montage mod
make sure your scripts include EVERYTHING
if you delete all the scripts you don't need it causes problems
what do you mean?
so
when you change the vanilla scripts for clothing
and remove all the scripts you won't be editing
for example a tshirt
fashion montage won't work
it'll have a stroke
uhhhh I still don't get it, what do you mean by removing vanilla scripts?
and you won't be able to equip any clothes in the clothing screen
uhm
how can i describe this
this is a folder i was using so i can modify the vests (and changes the scripts of only those objects)
i've deleted all the scripts from the list so they don't get accidentally changed
fashion montage has a stroke if you do this
just change the filename in your mod
already did that
oh no wait
fuck
big dumb
so if i change the clothing_shirts it'll not shit the bed with fashion montage?
probably, yeah. right now you're overriding the file and deleting a bunch of stuff
huh
also i can't seem to change the weight of the bulletproof vests?
their scripts don't have them
i tried adding it in myself
but i don't think it worked
clothing items with no wieght deafault to 1, just add the line
oh so i did do it
oh sweet i think it is working
also fuck now for some reason i can't take screen shots in steam
what the fuck went wrong now
the game is weird with code at times.
Like a zombie's current health will be a small value like say.... 1.54. A weapon with a damage range of 0.2 to 1.2 would actually have a damage range of 0.02 and 0.12 in game. And if you call their max health, not their current health.... you will get a value of 154.
does anyone have a good example of ModData so I can learn how to use it?
gonna have to work with printing my screen
presssss
i just poked around mods till it kind of clicked? still not 100% used to it.
this is me getting rid of both "Vunderstexturechanges" and "vundersscriptchanges" because they both are... meh
also
if anybody goes and looks into my mod
they'll find that the script folder is called "eatass"
😎
like on a new character to set up the variables player:ModData().yourVariable equal to what you want
you can then call that variable and it'll be saved with the character
it's good for variables you need consistant across leaving and re-joining a save.
the whole extra skills system relies on character mod data
@undone heron Yeah, that's it. I was just wondering if anyone had a good example to look at
quit smoking is a small simple mod you can poke around in and look at. it helped me figure some stuff out
@undone heron ok so the Military vest has a weight of 3.5 but with bite/scratch protection of 100%, the police vest weighs about 1.25 but with a bite protection of 50 and a scratch protection of 70 and the civvie vest weighs 0.5 with a bite protection of 30 and scratch of 55
i've also changed the insulation and wind resistance
@undone heron thanks
ye, I saw. I poked around inside it cause I wanted to see how you added the skills and instead it turned out you didn't add the skills, you made your own. ...
with black jack.... and hookers.
should i increase the weight of the mili vest?
i'm thinking 3.5 isn't enough
i want people to actually have to choose
weight for protection
it's already more than double the police vest and unrepairable
you may choose to be limited by the system or you may choose to cheat the system
yeah but knowing the people who play this game they don't care about the weight
i want them to care
i want them to have to choose
that's one of the things i've personally hated about zomboid's clothing balance
I care about weight, especially early game when characters only have 12 points to work with
everything should have it's own unique property
instead of "this bag best everything else is garbage"
like the military/alice bag should have a HUGE combat and speed debuff
while the satchel has the lowest
so you choose carry capacity over being able to fight
or being able to fight over carry capacity
tbh it should most likely have a speed debuff (the military vest)
if they compound /stack, then all military stuff could have a 0.85 speed debuff like the boots currently have
ouccchhh that's a strong debuff for a pair of boots
@nimble spoke we are luckily talking about the military vest
i want the military vest to be the best but not instant choice over having
it's something as i said before. i personally hate about zomboid
how there is no real special uniqueness about every piece of clothing
everyone chooses the big/military bag over everything else
tbh I still use the boots once I get my nimble/lightfoot up. they give 100% protection and early game is were speed matters.
but that's what military stuff should be: rare endgame combat focus stuff
I understand, but think about them all stacking, if boots are 0.85 some other military items should be worse than wearing boots.....
i really need peoples opinions on this
exactly, jeans for example is 0.98 or 0.97, are military boots that much worse than wearing jeans?
if it's too much it'll be called bullshit
if it's to little it'll be "OP" or not good enough
i need to get the perfect inbetween
yeah, think of the total debuff you want for a full military protection, wear it and test, later you can balance each item by moving the debuff around and keeping the same total value
yeah
i'm only touching the vest though
the rest of the mili gear is fine imo
so mili boots are 0.85 huh
ok
so
i'm gonna go a little irl here
i've seen military vests
they are HEAVY
the plates and shit
on both sides
while running with extra gear
absolutely fucks you
and our characters don't have the military training (unless they are veteran of course)
i'm thinking .95 to 1 would be good for the mili vest
.75 for police
and .50 for civie
as the civie isn't really using any plates at that point
while the police vest is using small grade kevlar
and the military would be using level 3A armor or some shit
i don't remember exact levels
iirc 3A is for rifle caliber
".95" as in 0.95 run/combat multiplier?
i'm pretty sure higher numbers are what it is
i think your right
school bag has a multiplier of .97
while the survivor bag has .94
but yeah @faint phoenix as i said i'm really trying to make it so people really need to think about what vest they should use
i'll also try to increase the civie vests spawns
because holy fuck they never spawn
but it's either: use military vest and get very hot quick, have a moderately limited inventory but 100% protection, or police vest which is a inbetween but still a little heavy. or the press vest which has low weight and low protection but a very low run speed multiplier
basically make vests more special in their own way
exactly
yeah i like the idea of different vests having special stats
i wish i could make all clothing have their own usefullness
as i said i hate how it's always "just get mili bag lol"
can anyone pojnt me to trait books/magazines mods other than the nutritionist? I need to check how these are usually done
Aye, mili bag only really becomes meh in sprinters if you want to keep your run-speed decent.
Clothing would have more usefulness in the inventory rework I'd imagine.
Civ:
Weight 1.7
Scratch 45
Bite 25
Run speed modifier 0.95
Combat speed modifier 0.98
Police:
Weight 2.8
Scratch 75
Bite 50
Run speed modifier 0.90
Combat speed modifier 0.95
Mili:
Weight 4.2
Scratch 100
Bite 100
Run speed modifier 0.80
Combat speed modifier 0.83
S2 suggested that
and i really like the numbers
@stone tapir how do you feel about them?
i need a lot of feedback
although
@faint phoenix you forgot insulation and wind resistance
Ye, looks alright.
I think the mili should weigh a bit less since that's way more than firefighter.
i think 4.2 is fine
Ehh I dunno, while it protects your torso completely, firefighter weighs less, doesn't protect as much but also protects the arms.
so stack em
now you've got double the protection
but you weight as much as a fucking truck
and overheat like a mofo
@stone tapir thinking realistically military vests are heavier than FF gear
besides the tank
Civ:
Weight 1.7
Scratch 45
Bite 25
Run speed modifier 0.96
Combat speed modifier 1
Insulation 0.60
Wind resist 0.35
Police:
Weight 2.8
Scratch 75
Bite 50
Run speed modifier 0.9
Combat speed modifier 0.98
Insulation 0.95
Wind resist 0.65
Mili:
Weight 4
Scratch 100
Bite 100
Run speed modifier 0.83
Combat speed modifier 0.96
Insulation 1.55
Wind resist 0.95
lethal i'm trying to make people actually think about what they wanna use
I think at least run-speed should have a bit of a lower penalty but combat speed is fine.
not just "go for the meat"
yeah
combat speed will not be that big
as you still have full arm range
but running speed
i've ran in military vests
those plates
depending on the type of course
I dunno shit about modding, is it possible to give a vest container space?
are fucking heavy
i'd have to fuck around with some shit idk about
or.
wait
i'll try
If you ever are able to, I'd say give some inventory space to the vests.
That way there's more incentive to use it but you have to cope with the debuffs.
.80
I think 83
funny story. People think plate armor would be super heavy to wear.
Actual modern military gear can be about 75-100 pounds. Full plate usually was around 40-60
modern day armor
yeah
1993 we where just getting into plate armor
so it's a bunch of heavy fuckin metal
It's not just in terms of realism though, game balancing needs to be factored in.
of course
You shouldn't have 100 protection with no penalties.
that's why it's gonna weigh like a fucking truck
and make ya hot as fuck and really slow you down
I wish you could somehow make some helmets reduce vision.
ehhh
I imagine you wouldn't be able to see as well in a welding mask?
also lul: https://steamcommunity.com/sharedfiles/filedetails/?id=2448240661 knives already have the fastest speed
At least the one ingame by the looks of it.
i s'pose
Wouldn't aprons be kinda annoying to run in too?
level 10 short blade is insane
yes but i'm not focusing on those
my mod is only focusing on vests
Ah, right
Mili:
Weight 4.2
Scratch 100
Bite 100
Run speed modifier 0.83
Combat speed modifier 0.96
Insulation 1.55
Wind resist 0.95
good enough?
yeah I dont see a point of buffing the fastest weapon to be faster
The mod is just there for people who want it.
i'm gonna have combat speed be .96
as
your arms still have free motion
there is nothing blocking them
but the sprint speed is 83
because it's heavy
i'm also gonna see if i can give the mili vest a inventory
'item Vest_BulletArmy
{
Type = Clothing,
WeightReduction = 35
Capacity = 5
Weight = 4.2,
RunSpeedModifier = 0.80
CombatSpeedModifier = 0.96
DisplayName = Military Bulletproof Vest,
ClothingItem = Vest_BulletArmy,
BodyLocation = TorsoExtra,
Icon = BulletVestCamo,
BloodLocation = ShirtNoSleeves,
Insulation = 1.55,
WindResistance = 0.95,
BiteDefense = 100,
ScratchDefense = 100,'
fuck
tried to make it all do the thing
but
didn't work
i hate doing it manually
oh you can actually make it have inventory slots?
i'm gonna try to
kk
that SHOULD do it
this is probably my most worked on mod so far
as i'm building it up myself
with little to no help from others
besides suggestions
ok so for some reason i can no longer take screenshots
steam version? try restarting steam
oooof
ok
now my F11 key AND F12 key don't work in game
but out of game they do
oh wait
i'm fucking stupid
wat
You donut.
also the error for the vests i'm getting involves color picking????
even though i didn't make that a option in the scripts???
try just modifying the stats of the vest and not add a capacity to it
oh
i had this same issue with my metal bats mod
sadly no inventory for the military vest
BUT it was the no ending brackets
oh
that's right
you can't have protection and inventory
@stone tapir forgot about this
Blair tried to do the same thing
great i'm having taskbar problems.

Restarting the pc
Anyways yeah
I gotta see if I can’t change the “when worn” weight shit
As that completely negates the whole making it heavy shit
fuck
@faint phoenix i forgot about the when worn shit
how am i going to be able to bypass that.
Mili:
Weight 4.2 (3.2 when equipped)
Scratch 100
Bite 100
Run speed modifier 0.82
Combat speed modifier 0.88
Insulation 1.55
Wind resist 0.95
or make the actual weight even heavier
ok
idk how to actually change that when equipped thing
that's the problem
ok
does anybody here know how to change vanilla clothing names?
i wanna change the civilian bulletproof to "Press Bulletproof"
or just Press Vest
@nimble spoke sorry the another ping, do you know any way to change the "weight when worn" shit?
i need to modify that otherwise the whole point of my mod goes down the drain
also i figured out how to change names
super simple
@late hound hey do you know how to change the weight when worn shit?
god
i keep pinging everyone i know
i'm starting to feel bad xD
rip
yeah
when you wear the mili vest it goes from 4.2 to 1.5
that's... a lot
ruins the whole point of it
i want it to be heavy when worn
and i'm not gonna give it a weight of like 10 to counter it
because that's just bullshit
yeah
also
i guess i don't know how to change the display name
because.
the civvie vest
is still called Bulleproof vest
you need the modding masters to help
i think it's using a different name script
Could add a function on gameboot event to grab it by type then set a namr
because in game it's called bulletproof vest
but in scripts it's called civilian bulletproof vest
maybe go in debug mode in game
Looks in the translation file?
because that mod is not enabled
i forget where it's located
Lua/shared/translation
yep
i'll try it
alright
setup the folders and shit
lets see if this works
nope
didn't work
why the fuck does the in game name act so different than the scripts name????
@undone heron That mod helped, got ModData working. Thanks for the tip.
Clothing Overhaul ez
a mod that reworks every clothing items and probably the guns script's
no.
it has to be pazzaz
it's my first ACTUAL MAJOR MOD
so far ive been making small time
fuck
it might as well also have some texture changes
@undone heron you got any ideas?
fuck man this is gonna take me a long time to make
i got one
i'll stick with it for now
I would suggest VuderFiz's Clothing Overhaul
So that people don't forget who made the mod, this naming standard is quite popular
just woke up. Also yeah what yook's suggested works unless you have like a really eye-catching name
Already got a name
V3R
Vunders Redneck Retail and Rifles
It’s gonna be a lot more than clothing
ye that sounds good
I will look into it
I'm curious do map mods that add to the map work together or is there something that I need to do in order to make them work together
for example Raven Creek,West Point Expansion and Bedford Falls
this.... I like the idea for this negative trait but just going to make it like +1 point xD doesn't really stop anything
as long as they don't edit the same cells, they all work together
Is this if you are a glasses wearer? 😄
I'm almost finished with a mod that creates a Meta-event that spawns zombies, how often do you think it should occur? I was thinking every 4-7 days.
Hordes or single zombies?
uh, both. The difficulty depends on a few factors.
Damn, i am waiting for such a mod since i think its too easy to life in the forest
4-7 sounds good
Yeah, the goal is to make the endgame harder
or, at least more interesting
it ramps up over time
Maybe they get more frequent as the world is older since i could imagine it takes some time until zombies get scattered in the forests
fear my bad trait icon making skills
Someone know all values for BodyLocation of script items?
👍
nah. supposed to be like "your crying and thus you have a harder time to see" when panic is high
Alternative you could make a blurry vignette which may increases the more you cry:
Like from just at the corners until you can only see a few meters far and after that everything gets blurry
that would be more effective, but would it be more funny? tho tbh might as well do that. I could up it from just a +1 negative to like a +5
At least thats how i would visualize tears.
If i think about moments when i cried it always was like the sides of my vision got blurry
Eventually you could make this blur a bit so it kind of looks like liquid
Like adding some subtile noise on it
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.
thx 
Where did you find this my broda? you can give me the path source?
Its from my pz items/recipes parser, no source yet, I'm doing undeniable.info-like database
Oh I see, thanks man
my visual related thing is definitely making glasses a gameplay mechanic
when you dont have them on it gets blurry velma-style
So the first part of my mod will probably be all the clothing scripts than additions, hell I don’t even know if I’ll change all the clothes as I do feel that most of the are good, it’s mostly just bags and vests
Steam workshop
So far that’s the only place that’s legit
The rest are untrustworthy and may hold viruses
okay no mods for me then i guess
Also how is the workshop not working?
What’s wrong with the workshop @vestal glacier
It’s Tuesday so it could be maintenance
yeah theyre not showing up there
Hold on
Did you check the workshop folder?
If they are there then they are working
hmm weird
eh nevermind
I'm missing a mod I subscribed to yesterday so may be a steam problem
hm
@undone heron I updated extra skills system. Passive skills should now use the same XP table as strength and fitness
neat
ty, time to look at what's changed and update the literacy reading file
and to calculate exp
for you not much changed, just add a passive = true to your skill table so it uses the new XP category
I wonder what other kinds of passive skills people will create
I imagine other negative vs positive traits could work as passive skills, like dextrous
yeah
if it was march still and not april yet, I would legit make a sleeping april fools skill
That was the first skill created for the system
i saw with the examples, but I mean like more indepth then just an example.
like when you sleep, you get a sleep timer that goes from 0 and counts to 16 (or longer if you have sleeping pills in ya). could affect that while still giving you stronger better sleep.
but then it wouldn't be an april's fools
Weed Smoking passive skill, which manages whether you get anxiety or not when using cannibus to manage moodles 😛
that is were the fools would truly be, in that it wouldn't be a joke skill >:D while everyone would think it is
Snoop Dog profession: +10 smoking
some things are probably locked behind java but could work as a passive like disorganized/organized
every time you crash you lose XP
LOL
that would actually be kind of funny
I would need to look at vehicle stuff to see what we can get info wise and edit. would be neat if we can control gas consumption and handling.
hmmmm
if character:HasTrait("Dextrous") then
o.maxTime = o.maxTime * 0.5
end
if character:HasTrait("AllThumbs") then
o.maxTime = o.maxTime * 4.0
end
I could make this into a skill... no clue what to call it tho
also HOLY CRAP
all thumbs fucking sucks
holy crap that amount of increase
You could also simply bundle it in with the existing tailoring skill given how intertwined they are in both iconography and application.
if standard passive skill level is 5, all thumbs should be level 1 or maybe even zero if paasives can reach zero
Adding functionality to an existing perk is also more marketable than adding a new one.
with how much tailoring sucks atm, could do that too
I know atm for Literacy I have it so Illiterate sets it to 0
I would be very interested in seeing this happen
Let me know if you are unable to do it with Lua modding
oh one question Soul, ever plan on showing the skills on the character creation screen?
anyone know of a fuction to check to see if your character is in some light?
Yoo i'm thinking of something of a Parkour mod that adds new mechanics,animations and systems to the game
Any modder here would like to hear about it in DMS?
Yea, sure sounds interesting
Just to clarify one thing,i can only give out my ideas
I looked into it when I created the system but the chracter creation screen is complicated. I may try again later when I have cleared the mod line
okay, was just wondering!
Is there a way to add extra attachment points for an item?
Say, attaching a crowbar to a belt, or something like that
Where could I change those values, would it be in the file where the item is described/made?
yeah you would want to look at the item scripts

