#mod_development

1 messages · Page 458 of 1

low yarrow
#

If you hover above a icon in the packviewer it show the name the icon have to have if you want to replace it:

radiant stirrup
#

what do i use to oepn the .pack files?

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ah nvm i found the pack manager

low yarrow
radiant stirrup
#

thx a ton man

undone heron
#

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
low yarrow
#

Fedora hat looks kinda good with spikes

#

Going to add those variations today

craggy furnace
#

That perspective makes him look like he has a duck mouth

low yarrow
#

lol 😄

sour island
#

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.

undone crag
#

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.

worldly olive
#

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,
}
sour island
# worldly olive Hi everyone! is there any way to reduce the durability of a tool when is used on...
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

worldly olive
#

The ";" and a number after that is the durability of the objects?

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And thank you for the list!!

sour island
#

if you ctrl+f for ;

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you should see how it is used in some places

austere scarab
#

anyone who uses the hunting mod

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how do you use animal traces?

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like how do i track the game

ruby urchin
#

Someone know a solution for this?

echo sky
#

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

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His MRE coffee uses the wrong coffee

limber spruce
#

ive installed kleans mods and im stuck here

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any help ?

carmine cosmos
echo sky
#

@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

undone heron
undone heron
#

you know, I think I just might have figured out why, but dunno why I needed to do it like this for this stat

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nope, nvm on figuring it out

sour island
#

Is setMoveSpeed called from the player?

#

What errors are you getting?

grave solstice
#

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?

grave solstice
#

Or is there somewhere I can go to try to find out how to fix my jobdelta problem?

nimble spoke
#

what is this self.machine ?

grave solstice
#

one of the arcade machines

craggy furnace
#

i am waiting for computers

#

i wanna see if you could virtualize and run doom within the game from it as a mod

plucky nova
#

hey, im about to try to publish a mod, anything i need to know before hand? or is it straight forward?

craggy furnace
#

its straight forward

plucky nova
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ok cool

nimble spoke
grave solstice
#

Ah, thanks. I'll look in that direction.

nimble spoke
#

we do have computers but they have no real use right now

craggy furnace
#

i know

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i am sure this is possible

plucky nova
#

actually, can someone help? im trying to make a sound mod and it doesnt seem to work

#

feel free to @ me

plucky nova
#

already getting help from @final plinth , although maybe you could help more?

late hound
#

If you need more help, I'll be here

plucky nova
#

just published my first mod thanks to @final plinth !

#

i love you guys so much!

craggy furnace
plucky nova
#

(me picking illiterate)

craggy furnace
#

@plucky nova deaf is worse

plucky nova
#

i know

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but still

craggy furnace
#

oh no

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i mean

#

really

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you can be deaf and not hear the helicopter or the guns firing

plucky nova
#

i know what deaf means

craggy furnace
#

or the warnings from the helicopter telling you to turn back

plucky nova
#

ok

craggy furnace
#

its insanely punishing

plucky nova
#

i get it

craggy furnace
#

jug

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keep that sass up

#

ill throw you out of one

plucky nova
#

i just said i know what deaf means

plucky nova
#

sorry

craggy furnace
#

!heli

undone heron
stone tapir
# craggy furnace

Hate to be that guy but I think it's than* instead of then at the military operations part?

craggy furnace
#

i am redoing it now actually

#

@stone tapir i caught a few things i am just doing over

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as addenum i also forgot to add PM

stone tapir
#

Oh, I just assumed you were using 24-hour time.

low yarrow
#

Anyone knows what the system is for this masks?

late hound
#

One thing I figured out on the masks is that Mask 13 covers the mid drift area.

low yarrow
#

Alright

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Well, i think i will go through them one by one and write the numbers down 😄

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Then i think i will see if the numbers are tied to the color, location or name

low yarrow
#

My debug hat 😄

quaint finch
#

looks good chief

sour island
#

Also, shadows....

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I wonder what the best appaorach for that would be

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I know there's a cast shadow config for corpses- is that shared with vehicles too? Hmmm

nimble spoke
#

@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

sour island
#

Ooh

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What about the hair menu?

pastel zinc
#

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.

nimble spoke
sour island
#

That helps, I wrote an overwrite for him- I can probably simplify it more

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What I wrote catches the list and removes stuff- so it doesn't have the randomize issue

echo leaf
#

Is there a way to remove a map mod from an existing save?

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(especially if I havent actually been to the region in question)

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when I disable the mod I'm unable to load that save anymore as it marks the map as missing (red)

low yarrow
#

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 😄

nimble spoke
#

yeah, I have to revert a few of those now they're no longer bugging zombies

ruby urchin
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lol, well, at least already not get the skinningData is null

misty iron
#

from small to large, it goes Chunk -> Cell - > then....gridsquare?

nimble spoke
#

no

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Cell is the largest

sour island
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IsoGridSquare is the smallest

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iirc chunks are 300x300 ? or is that cells

prisma wren
#

how do you make clothing mods

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i want to make coach from l4d2

grizzled grove
echo leaf
misty iron
#

can you use multiple relational operators in a single If/Then statement in LUA?

#

eg If 10 < X < 20 then...?

sour island
#

yes but you are subject to oop

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if you want to play around with Lua

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ah you can't actually

#

cause 10 < X resolves as a boolean true/false

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and you can't check if a boolean is less than another number

nimble spoke
#

you can do if 10 < X and X < 20 then

misty iron
#

Is there a way to change the color of Fog?

#

I've tried changing the ClimateMain.lua

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I've tried ColFogNew, ColFog, ColorNewFog...none of them do anything

misty iron
#

I thought it might be ColFogLegacy, but that's not working either

slim plume
#

the new Hydrocraft Firesuit is out 😛

undone heron
#

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.

carmine cosmos
#

Do you want to check for a specific item or all items in general?

undone heron
#

specific item (cigarettes)

carmine cosmos
#

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

queen fractal
#

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

queen fractal
#

thankyou

glossy igloo
#

you're welcome

queen fractal
#

yes holy heck thank you a lot

#

this seems to be everything i desired and m o r e

glossy igloo
queen fractal
#

yesss that'd be great too thank yyou for pointing me to these great things

final plinth
#

anyone know how to edit the items you can find on those random story corpses and such

#

?

clear venture
#

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.

autumn sierra
#

Wonder what ever happened to that zip .22 guy

final plinth
#

@autumn sierra what are you talking about

autumn sierra
#

Maybe he finally got his zip .22 in brita’s weapons pack and decided his life was finally competed

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Well let me tell you a story

grave solstice
#

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!

autumn sierra
#

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

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And when I say constantly I mean it

final plinth
#

did he?

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add it i mean

autumn sierra
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Literally every time anyone mentioned any gun he compared it to a zip

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Yes he did

final plinth
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i figured he would

autumn sierra
#

And he complained about it lmao

final plinth
#

that dude just makes guns and nothing else lol

autumn sierra
#

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)

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It’s sort of a mysterious disappearance

final plinth
#

lol

undone heron
autumn sierra
#

But it’s so dumb he complained about it after asking for it to be added for like two weeks

final plinth
#

wow

#

yeah

#

he should be glad brita did it at all

quasi ginkgo
#

Is there a mod that reverts how knife works in B41? Like I can jawstab a zombie while there are other aggressive zombies nearby

sour island
#

Is that maybe a no multihit limitation?

quasi ginkgo
#

No like

#

In B41, if there are two zombies nearby you can't one shot them with a knife

harsh sapphire
#

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 🤔

nimble spoke
#

as far as I know the java side of combat handles that so I doubt it can be reverted in a mod

misty iron
#

how would I save data in a variable between games? is it automatic or do I need to specify?

sour island
#

look into moddata

grave solstice
#

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.

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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?

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attempted index: maxTime of non-table: null

red matrix
#

It can't find 'self' and the data tied to it

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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

grave solstice
#

Hmmm, I'll have to look up the scope rules of lua.

red matrix
#

After you've defined self, the other functions can mess with whatever values you're giving it.

grave solstice
#

How do I know where self is within scope?

red matrix
#

Formatting for this is... weird but it works in lua. Ignore the ;s and mentally swap out 'o' with 'self'

grave solstice
#

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

red matrix
#

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

grave solstice
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Yes, I am using timed actions. Do you know where self gets defined for those existing functions?

red matrix
#

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

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ISBaseTimedAction.lua under lua/shared/TimedActions

grave solstice
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Lookign there, and at ISBaseObject

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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?

red matrix
#

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'

grave solstice
#

My new timed action is derived from ISBaseTimedAction. I guess what surprises me is that self is not within scope of my derived "class"

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but it is within scope of the functions that were in the base class

red matrix
#

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

grave solstice
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Ok, well thanks for the help anyway! Definitely leading me in the right direction.

grave solstice
#

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.

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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.

craggy furnace
#

when searching for answers

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nothing puts me quite in the mood for homicide then stack overflow arrogance

plucky nova
#

@craggy furnace do you mind me asking what new weapons are in the pack?

plucky nova
craggy furnace
#

@plucky nova ```
This mod adds:

Cavalry Sword
Antique Bayonet
E-Tool
Tactical Knife
Bush Knife
Ice Axe
Halligan Bar
Pulaski Axe

craggy furnace
#

there was no update as far as adding new weapons

plucky nova
#

oh

craggy furnace
#

i put new weapons because "kentucky carnage" doesnt really say "weapon pack"

plucky nova
#

ah ok, that makes sense

craggy furnace
#

i added multifunctional weapons and i have some new weapons on the way

plucky nova
#

you just thought that you should give it a new thumbnail today?

craggy furnace
#

yeah

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i am too busy messing with the helicopter but likely ill make some equipment specifically to be in them

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ill need to redo the spawn table too because of the update

carmine cosmos
#

Does anyone know what affects the chance of stove catching on fire?

low yarrow
#

Maybe someone has a idea what can causing that

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Seems to also affect other hairs if the same procedure is repeated

craggy furnace
#

if TIS believes their game can truly handle a ton of 3D objects then its time to put that rightly to the test

craggy furnace
#

would anyone know if 3d items are handled basically like clothes? (xml, guids, etc)

austere scarab
#

how do i make superb survivors not fucking die by dying of hunger or thirst

#

do i select areas?

carmine cosmos
austere scarab
#

no like they don't search for food or water

misty iron
#

Anyone know what [getGameTime():getDawn()] and [getGameTime():getDusk()] do? Is it the time of day that it happens, or is it the duration?

edgy torrent
#

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

carmine cosmos
edgy torrent
#

It has IP address and everything so I thought it was, my bad. Though generally did anyone get to play in it?

fallow bridge
#

Atm they sometimes just stop working and do literally nothing

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They won’t even fight zombies

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They’ll just sit there and die p much

nimble spoke
nimble spoke
solid vault
#

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)

bronze skiff
#

i have a problem relating Brita's weapon mod
How do I put attachments on?

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been breaking my head over an hour and couldn't figure out

bronze skiff
#

oHHHHHH

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wait, so

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i have the screwdriver rn, do i go to crafting menu?

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nvm i figured it out

#

ty very much

split cipher
shy quiver
#

does superb survivors work with brita's weapon pack?

bronze skiff
#

i think

ruby urchin
#

What mean error 64?

carmine cosmos
#

I am assuming you are talking about Lua function, in which case you have to override them

ruby urchin
#

try debug.debuginfo(ISBaseTimedAction) get path file and see what doing that

misty iron
#

@nimble spoke ah, nope. It's not boolean. Dawn is 12 and Dusk is 3. Thought it was odd.

nimble spoke
#

Sorry, I was probably thinknig of isDawn and isDusk

ruby urchin
#

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

#

I still noob about PZ docs, but depends where is exist that function

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client side or server side

undone heron
#

there are two getDawns() but I can't figure out how to access the second one. the second one is in ErosionSeason

undone heron
#

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();
carmine cosmos
#

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

carmine cosmos
undone heron
#

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.

carmine cosmos
#

If you want to interact with ErosionSeason you need to obtain an instance of it

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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)
undone heron
#

hmmm, ty

ruby urchin
misty iron
#

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

grave solstice
#

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')?

sour island
#

it depends on what you're trying to do

craggy furnace
#

@nimble spoke ive got ```module Base
{

model Item_Flyer
{
mesh = models_X/items/Item_Flyer,
}
}```

#

what do i grab for the context?

nimble spoke
#

Context?

craggy furnace
#

yeah item data

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actually, is there a mod already doing this?

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i dont know if 3D items are already a thing

quasi ginkgo
#

3D items are in the game files @craggy furnace

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Or at least tis has them

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Just not implemented yet

nimble spoke
#

StaticModel is the value used for 3d items on the ground

sour island
#

Anyone heard of "easyconfig"? I found it implemented in sandbox+, I was curious if the sb+ guy wrote it too?

craggy furnace
#

thanks soul

misty iron
#

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?

lyric pike
#

id say under under 749 is good for beginner

#

750-999 intermediate

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1000-1499 advanced

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1500+ expert

worldly anvil
# ruby urchin

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?

low yarrow
carmine cosmos
#

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 👍

low yarrow
#

But for ranking mod i think what contor said is reasonable.

carmine cosmos
#

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

low yarrow
#

depending on how much kills you have in a specific amount of time

carmine cosmos
#

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

grizzled cave
lethal sparrow
# misty iron Question for a mod I'm working on: If you were to evaluate how "good" a player ...

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.

misty iron
#

@lethal sparrow I'm not trying to assess skill by Kills alone, I just wanted feedback on the kills aspect of it

lethal sparrow
ruby urchin
low yarrow
#

In case someone is interested in Masks as well.

#

Still not sure how to modify them tho.

craggy furnace
#

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?

low yarrow
#

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

craggy furnace
#

Yeah, it sucks

#

Messing with them for layered clothing too

low yarrow
#

So now i have to redo my clothes or move on to a other mod 😄

craggy furnace
#

It’s easy to break it all entirely

#

Lots of seams

low yarrow
#

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

craggy furnace
#

Yeah it’s just not worth it now

#

I have a bunch of revamped BDUs waiting

#

But they really need better masks

low yarrow
#

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

craggy furnace
#

Some clothes aren’t implemented because of masking issues

#

Urban camo freaks out as a jacket strangely

low yarrow
#

official clothes?

craggy furnace
#

Yeah

low yarrow
#

If thats so then i have hope they will fix it in the future

craggy furnace
#

It’s why the jacket doesn’t exist in game

low yarrow
#

Guess i just continue creating some and test them for now without masks

viral compass
craggy furnace
#

That sucks

late hound
nimble spoke
#

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

low yarrow
#

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

grizzled grove
#

that's a pretty minor difference

low yarrow
#

Yea. I think i just use male shading for woman as well

undone heron
#

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.

sour island
#

what does literacy do?

undone heron
# sour island 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.

bronze skiff
#

cars floating around like that, any ideas what might've caused it?

jovial summit
#

You took the tires off

bronze skiff
#

i didnt touch any cars

jovial summit
#

Check the condition

#

Are there wheels?

bronze skiff
#

they have some sort of an invisible walls around them

jovial summit
#

Also mod list?

bronze skiff
#

what the fuck lol

#

let me go to main menu rq

#

nvm fixed it by disabling vehicle related mods

ruby urchin
undone heron
#

yay, got it working how I want it too

fallow bridge
#

Bruh

undone heron
#

tho I need to wait for soul filch to update the IWBUMS so I can stick the passive on top

undone heron
#

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.

fallow bridge
#

Nice

nimble spoke
#

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

undone heron
#

are you talking about the read time thing I posted for read speed*

nimble spoke
#

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

undone heron
#

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

undone heron
#

LOL, the first gif was so fast and small it uploaded faster than I wanted xD it was meant to be the second gif

nimble spoke
#

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

undone heron
#

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.

nimble spoke
#

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

undone heron
fallow bridge
#

alright retexturing the civvie vest

#

what color would a press vest usually look?

#

blue right?

#

blue or black

undone heron
#

Most press I seen usually use highly visible colors like blue with reflective stuff or orange

fallow bridge
#

mhm

undone heron
#

If doing a dangerous event$

fallow bridge
#

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

nimble spoke
fallow bridge
#

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

undone heron
#

Ty

nimble spoke
#

I'm working on the details now

fallow bridge
#

i'm gonna make the letters look better

#

but yee

undone heron
#

Looks good vunder

nimble spoke
undone heron
#

Yeah

#

Setting the boost to 3 gave it the 125% boost

fallow bridge
#

looks good in game as well

clear lodge
#

@fallow bridge Can you also remove the swat logo from the swat helmet and turn it olive color? 😮

clear lodge
#

Yeah nevermind I was talking about a mod

fallow bridge
#

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

undone heron
#

ooof

#

thats barely even visible @-@

fallow bridge
#

yeah

#

i mean

#

it'll be fine

#

most people wear bags

#

so

#

you can't even see it

undone heron
#

I'm not crazy! just the UI translate file is different.

#

just got home from my walk and had to check

undone heron
fallow bridge
#

Would you like to see any texture changes?

#

I’m not just modifying the texture for this mod btw

nimble spoke
fallow bridge
#

I’m also gonna diversify the vests

undone heron
#

yeah xD wish I would have guessed/tried that

undone heron
fallow bridge
#

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

undone heron
fallow bridge
#

So either you take very heavy but full protection

#

Or lightweight and little protection

undone heron
#

can long gloves show up in white or are they only ever black?

fallow bridge
#

Only ever black

undone heron
#

a white set would be nice

fallow bridge
#

If I knew how to make whole new clothes I would

#

Actually

#

@nimble spoke could I ask for your help in that?

undone heron
#

black wedding dress @w@

fallow bridge
#

After I finish doing dishes

undone heron
#

Purple Pimp suit

nimble spoke
#

already added to my dressing time list

#

I have tinted wedding dress already

undone heron
#

neat

#

need to add that mod

nimble spoke
#

passive skill almost ready to go

fallow bridge
#

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

nimble spoke
fallow bridge
#

thanks man

undone heron
#

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.

nimble spoke
#

lol, yeah, smithing magazines are still being revised

#

but you may want to put a cap

undone heron
#

hmm?

nimble spoke
#

if number of recipe goes above aa certain number, cap it so it won't get crazy page numbers

undone heron
#

ohhh yeah.

#

smithing is the only one (non-modded) that has so many

nimble spoke
#

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

undone heron
#

SPREADSHEEETS GOOOOO

fallow bridge
#

oh fuck

#

where is the weigh script for the vests?

undone heron
#

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.

nimble spoke
#

wait for the update, passive skills use completely different xp tables

undone heron
#

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.

nimble spoke
#

wooow, black magic solved, now to fix the timed action

fallow bridge
#

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

nimble spoke
#

what do you mean?

fallow bridge
#

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

nimble spoke
#

uhhhh I still don't get it, what do you mean by removing vanilla scripts?

fallow bridge
#

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

nimble spoke
#

just change the filename in your mod

fallow bridge
#

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?

nimble spoke
#

probably, yeah. right now you're overriding the file and deleting a bunch of stuff

fallow bridge
#

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

nimble spoke
#

clothing items with no wieght deafault to 1, just add the line

fallow bridge
#

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

undone heron
# fallow bridge oh so i did do it

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.

misty iron
#

does anyone have a good example of ModData so I can learn how to use it?

fallow bridge
#

gonna have to work with printing my screen

undone heron
#

presssss

undone heron
fallow bridge
#

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"

#

😎

undone heron
#

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.

nimble spoke
#

the whole extra skills system relies on character mod data

misty iron
#

@undone heron Yeah, that's it. I was just wondering if anyone had a good example to look at

undone heron
fallow bridge
#

@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

misty iron
#

@undone heron thanks

undone heron
fallow bridge
#

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

undone heron
#

it's already more than double the police vest and unrepairable

nimble spoke
fallow bridge
#

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

undone heron
#

I care about weight, especially early game when characters only have 12 points to work with

fallow bridge
#

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

undone heron
#

tbh it should most likely have a speed debuff (the military vest)

fallow bridge
#

how big?

#

hm

#

i'll look at the speed debuff of the big bag

undone heron
#

do the speed debuffs compound onto each other?

#

or does only the largest take hold?

fallow bridge
#

they compound i'm pretty sure

#

they stack

undone heron
#

if they compound /stack, then all military stuff could have a 0.85 speed debuff like the boots currently have

nimble spoke
#

ouccchhh that's a strong debuff for a pair of boots

fallow bridge
#

@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

undone heron
#

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

nimble spoke
#

I understand, but think about them all stacking, if boots are 0.85 some other military items should be worse than wearing boots.....

undone heron
#

oh you mean if you're wearing multiple

#

yeah that's going to be rough

fallow bridge
#

i really need peoples opinions on this

nimble spoke
#

exactly, jeans for example is 0.98 or 0.97, are military boots that much worse than wearing jeans?

fallow bridge
#

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

nimble spoke
#

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

fallow bridge
#

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

faint phoenix
#

".95" as in 0.95 run/combat multiplier?

fallow bridge
#

speed multiplier

#

combat and speed are different

faint phoenix
#

kk, then shouldnt civilian be 0.95, and 0.50 for mili instead

#

0.50 = slower

fallow bridge
#

i'm pretty sure higher numbers are what it is

faint phoenix
#

like jeans have 0.98, so you're 2% slower

#

i think it works like that

fallow bridge
#

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

undone heron
#

also lul civi vests spawning

#

I tend to always see police vests and nothing else

faint phoenix
#

basically make vests more special in their own way

fallow bridge
#

exactly

faint phoenix
#

yeah i like the idea of different vests having special stats

fallow bridge
#

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"

nimble spoke
#

can anyone pojnt me to trait books/magazines mods other than the nutritionist? I need to check how these are usually done

stone tapir
#

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.

fallow bridge
#

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

stone tapir
#

Ye, looks alright.

faint phoenix
#

hmm

#

gimme a sec

stone tapir
#

I think the mili should weigh a bit less since that's way more than firefighter.

fallow bridge
#

i think 4.2 is fine

stone tapir
#

Ehh I dunno, while it protects your torso completely, firefighter weighs less, doesn't protect as much but also protects the arms.

fallow bridge
#

so stack em

fallow bridge
#

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

faint phoenix
#

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

fallow bridge
#

lethal i'm trying to make people actually think about what they wanna use

stone tapir
#

I think at least run-speed should have a bit of a lower penalty but combat speed is fine.

fallow bridge
#

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

stone tapir
#

I dunno shit about modding, is it possible to give a vest container space?

fallow bridge
#

are fucking heavy

#

i'd have to fuck around with some shit idk about

#

or.

#

wait

#

i'll try

stone tapir
#

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.

faint phoenix
#

should mili be .85, .83 or .80

#

run speed

fallow bridge
#

.80

stone tapir
#

I think 83

fallow bridge
#

eh

#

yeah

undone heron
# fallow bridge are fucking **heavy**

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

fallow bridge
#

modern day armor

#

yeah

#

1993 we where just getting into plate armor

#

so it's a bunch of heavy fuckin metal

stone tapir
#

It's not just in terms of realism though, game balancing needs to be factored in.

fallow bridge
#

of course

stone tapir
#

You shouldn't have 100 protection with no penalties.

fallow bridge
#

that's why it's gonna weigh like a fucking truck

#

and make ya hot as fuck and really slow you down

stone tapir
#

I wish you could somehow make some helmets reduce vision.

fallow bridge
#

ehhh

stone tapir
#

I imagine you wouldn't be able to see as well in a welding mask?

undone heron
stone tapir
#

At least the one ingame by the looks of it.

fallow bridge
#

i s'pose

stone tapir
#

Wouldn't aprons be kinda annoying to run in too?

fallow bridge
fallow bridge
#

my mod is only focusing on vests

stone tapir
#

Ah, right

faint phoenix
#

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?

undone heron
#

yeah I dont see a point of buffing the fastest weapon to be faster

stone tapir
#

The mod is just there for people who want it.

fallow bridge
#

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

faint phoenix
#

oh you can actually make it have inventory slots?

fallow bridge
#

i'm gonna try to

faint phoenix
#

kk

fallow bridge
#

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

undone heron
#

steam version? try restarting steam

fallow bridge
#

already did that

#

oh fuck

#

all 3 vests give errors

undone heron
#

oooof

fallow bridge
#

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

faint phoenix
#

wat

fallow bridge
#

I WAS PRESSING ALT F11 AND ALT F12

#

instead of FN F11 and FN F12

stone tapir
#

You donut.

fallow bridge
#

also the error for the vests i'm getting involves color picking????

#

even though i didn't make that a option in the scripts???

faint phoenix
#

try just modifying the stats of the vest and not add a capacity to it

fallow bridge
#

i think i figured it out

#

i forgot to add ending brackets

faint phoenix
#

oh

fallow bridge
#

i had this same issue with my metal bats mod

undone heron
#

oh laptop xD

#

rip

fallow bridge
#

sadly no inventory for the military vest

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BUT it was the no ending brackets

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oh

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that's right

#

you can't have protection and inventory

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@stone tapir forgot about this

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Blair tried to do the same thing

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great i'm having taskbar problems.

undone heron
#

rip

fallow bridge
#

Restarting the pc

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Anyways yeah

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I gotta see if I can’t change the “when worn” weight shit

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As that completely negates the whole making it heavy shit

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fuck

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@faint phoenix i forgot about the when worn shit

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how am i going to be able to bypass that.

faint phoenix
#

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

fallow bridge
#

ok

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idk how to actually change that when equipped thing

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that's the problem

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ok

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does anybody here know how to change vanilla clothing names?

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i wanna change the civilian bulletproof to "Press Bulletproof"

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or just Press Vest

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@nimble spoke sorry the another ping, do you know any way to change the "weight when worn" shit?

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i need to modify that otherwise the whole point of my mod goes down the drain

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also i figured out how to change names

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super simple

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@late hound hey do you know how to change the weight when worn shit?

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god

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i keep pinging everyone i know

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i'm starting to feel bad xD

undone heron
#

rip

fallow bridge
#

yeah

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when you wear the mili vest it goes from 4.2 to 1.5

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that's... a lot

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ruins the whole point of it

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i want it to be heavy when worn

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and i'm not gonna give it a weight of like 10 to counter it

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because that's just bullshit

undone heron
#

that is rough

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and kind of dumb

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on thegames part

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not yours

fallow bridge
#

yeah

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also

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i guess i don't know how to change the display name

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because.

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the civvie vest

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is still called Bulleproof vest

faint phoenix
#

you need the modding masters to help

fallow bridge
#

i think it's using a different name script

undone heron
#

Could add a function on gameboot event to grab it by type then set a namr

fallow bridge
#

because in game it's called bulletproof vest

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but in scripts it's called civilian bulletproof vest

faint phoenix
#

maybe go in debug mode in game

fallow bridge
#

oh wait

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i know

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wait

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no i don't

undone heron
#

Looks in the translation file?

fallow bridge
#

because that mod is not enabled

faint phoenix
#

oh

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ffs

fallow bridge
undone heron
#

Lua/shared/translation

fallow bridge
#

yep

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i'll try it

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alright

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setup the folders and shit

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lets see if this works

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nope

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didn't work

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why the fuck does the in game name act so different than the scripts name????

faint phoenix
misty iron
#

@undone heron That mod helped, got ModData working. Thanks for the tip.

fallow bridge
#

OK

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so

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i need mod name idea's

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i'm planning on making a huge mod

faint phoenix
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Clothing Overhaul ez

fallow bridge
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a mod that reworks every clothing items and probably the guns script's

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no.

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it has to be pazzaz

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it's my first ACTUAL MAJOR MOD

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so far ive been making small time

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fuck

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it might as well also have some texture changes

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@undone heron you got any ideas?

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fuck man this is gonna take me a long time to make

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i got one

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i'll stick with it for now

carmine cosmos
#

I would suggest VuderFiz's Clothing Overhaul

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So that people don't forget who made the mod, this naming standard is quite popular

undone heron
#

just woke up. Also yeah what yook's suggested works unless you have like a really eye-catching name

fallow bridge
#

V3R

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Vunders Redneck Retail and Rifles

fallow bridge
undone heron
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ye that sounds good

drifting ore
#

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

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for example Raven Creek,West Point Expansion and Bedford Falls

undone heron
#

this.... I like the idea for this negative trait but just going to make it like +1 point xD doesn't really stop anything

undone heron
low yarrow
misty iron
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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.

misty iron
#

uh, both. The difficulty depends on a few factors.

low yarrow
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Damn, i am waiting for such a mod since i think its too easy to life in the forest

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4-7 sounds good

misty iron
#

Yeah, the goal is to make the endgame harder

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or, at least more interesting

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it ramps up over time

low yarrow
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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

undone heron
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fear my bad trait icon making skills

ruby urchin
#

Someone know all values for BodyLocation of script items?

low yarrow
undone heron
low yarrow
#

Like from just at the corners until you can only see a few meters far and after that everything gets blurry

undone heron
#

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

low yarrow
#

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

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Eventually you could make this blur a bit so it kind of looks like liquid

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Like adding some subtile noise on it

willow totem
ruby urchin
#

Where did you find this my broda? you can give me the path source?

willow totem
#

Its from my pz items/recipes parser, no source yet, I'm doing undeniable.info-like database

ruby urchin
#

Oh I see, thanks man

quaint finch
#

my visual related thing is definitely making glasses a gameplay mechanic

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when you dont have them on it gets blurry velma-style

vestal glacier
#

where can you download mods from?

#

steam workshop doesnt work for me

fallow bridge
#

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

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Steam workshop

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So far that’s the only place that’s legit

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The rest are untrustworthy and may hold viruses

vestal glacier
#

okay no mods for me then i guess

fallow bridge
#

Also how is the workshop not working?

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What’s wrong with the workshop @vestal glacier

#

It’s Tuesday so it could be maintenance

vestal glacier
#

when i download a mod it doesnt show up for me in the game

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in the mods section

fallow bridge
#

Did you go to mods and enable them??

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And is it a new save?

vestal glacier
#

yeah theyre not showing up there

fallow bridge
#

Hold on

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Did you check the workshop folder?

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If they are there then they are working

vestal glacier
#

hmm weird

fallow bridge
#

Fuck it I’m getting on pc

#

Need to start charting what I’ll do with V3R

fallow bridge
#

eh nevermind

nimble spoke
#

I'm missing a mod I subscribed to yesterday so may be a steam problem

fallow bridge
#

hm

nimble spoke
#

@undone heron I updated extra skills system. Passive skills should now use the same XP table as strength and fitness

undone heron
#

neat

#

ty, time to look at what's changed and update the literacy reading file

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and to calculate exp

nimble spoke
#

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

undone heron
#

yeah

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if it was march still and not april yet, I would legit make a sleeping april fools skill

nimble spoke
#

That was the first skill created for the system

undone heron
#

i saw with the examples, but I mean like more indepth then just an example.

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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.

nimble spoke
#

but then it wouldn't be an april's fools

willow estuary
undone heron
nimble spoke
#

Snoop Dog profession: +10 smoking

#

some things are probably locked behind java but could work as a passive like disorganized/organized

undone heron
#

yeah

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I'm also thinking of maybe doing a driving passive.

nimble spoke
#

every time you crash you lose XP

undone heron
#

LOL

#

that would actually be kind of funny

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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.

undone heron
#

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

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also HOLY CRAP

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all thumbs fucking sucks

#

holy crap that amount of increase

nimble spoke
#

yeah, all thumbs is a big no

#

call it Dexterity

lethal sparrow
#

You could also simply bundle it in with the existing tailoring skill given how intertwined they are in both iconography and application.

nimble spoke
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if standard passive skill level is 5, all thumbs should be level 1 or maybe even zero if paasives can reach zero

lethal sparrow
#

Adding functionality to an existing perk is also more marketable than adding a new one.

undone heron
#

with how much tailoring sucks atm, could do that too

undone heron
carmine cosmos
#

Let me know if you are unable to do it with Lua modding

undone heron
#

oh one question Soul, ever plan on showing the skills on the character creation screen?

undone heron
#

anyone know of a fuction to check to see if your character is in some light?

austere scarab
#

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?

carmine cosmos
austere scarab
#

Just to clarify one thing,i can only give out my ideas

nimble spoke
undone heron
#

okay, was just wondering!

karmic reef
#

Is there a way to add extra attachment points for an item?

#

Say, attaching a crowbar to a belt, or something like that

karmic reef
#

Where could I change those values, would it be in the file where the item is described/made?

late hound
#

yeah you would want to look at the item scripts