#mod_development
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YEAHHHHHH
Is there any way to tweak the Superb Survivors hotkeys?
Annoying to turn music on and off every time you're trying to get the bastards to follow... ๐
yes just check the settings
ooo, i want that chain mail
@severe ridge and I want from you a armor mod from Escape From Tarkov
@autumn ether ok, money
ATF
ATF, I just got back into playing it today, haven't played it in a LONG time
i quit the game once mirage released
deep six beforehand was already meh but mirage killed it for me
Does anyone use the Save Our Station! mod? I'm trying to figure out if I've properly set it up
I've got the - Core and - Knox County mods enabled, as they said, but when I go to start a new game and am at the "Select Spawn Location" screen, there's a new option;
"Save Our Station! Knox Country" I'm not sure if I need to select this one in order for them to spawn, or what it does exactly
okay so selecting it just puts you in a completely random spawn location
not sure if it adds the stations or not though
if that's how you have to do it that's kinda sad because I like being able to choose what area I spawn in
hey guys
does anyone know what Lx and Ly means? (2 bottom lines, setLx and setLy)
there are
setX
setY
setZ
and
setLx
selLy
setLz
i thought first three are coords
so what are the second three?
Mybe it's the layer
I don't know tbh
setX is X position, setY is Y position, SetZ is Z position (height) so assume those are also used for other stuff, but probably need someone more competent than me to comment ๐ Good luck tho.
Oh length maybe?
thank you ๐
id probably ask some of the devs but i dont want to bother them so maybe some1 knows
what length?
IDK, I don't know if you can look up what those functions do/are, so it's kinda hard to say
Hey, can we create a mod that sends http requests with a lua library?
You only need one of them loaded
Preferably just save our station!
what is a good way to guarantee specific items will always spawn in a vehicle inventory?
Idk but i would look at filibusters cars and then at the humvee trunk spawns
Thatโs already done
does it work?
L stands for last, it's used to calculate movementspeed
thank you!
You could set the chance for spawn to 10k as that's what the loot probability works off of
hmmm
However, rolls are going to be a factor aswell
I think I saw a maxnumberof feature too
No this is not possible with Lua, but I can show you how to do this with Java modding
Yeah that would be awesome.
Is there a guide to create java mod?
Yes, I sent you a DM about this
Yes, I would recommend reading this:
https://github.com/cocolabs/pz-modding-guide
alright, that will give me some insight, before i go forward directionless, can you tell me, if you will for my plea, how hard is it to have a message pop-up during the game in circumstantial ways? like mission messages in quests?
is it possible for PZ?
How hard it is depends on your knowledge of both Lua and Java
Yes
Hee question I am playing atm with modded PZ, and bottom right corner I see error and its constantly rapidly counting.
And it keeps going up what do.
Restart youโre game
Alright
Also, one of your mods is shitting the bed.
โIs multiplayer out yetโ
Oh hello there bois i updated the mod
If you guys have any questions or some kind words to boost my morale just dm me pls :)
What do you mean? You don't really enable spawn locations, and the mod instructions say to have the Core and at least one location mod enabled
Same points are laggier then others really weird, I have a feeling its superb survivors that adds survivorr npcs but I am not sure.
But given that the correct items spawned in my game I'm going to assume it's properly enabled, and the EBS is behaving as expected
Each active survivor in your game reduces fps by 5
Yeah had a feeling.
Also how too sit on a chair and other furniture?
i had 15 fps when i got sniped from the raiders that were casualy standing ontop of the water
cant do taht in vanilla
Thanks!
the author has other good mods as well
Thanks will check them out!
How do i make recipes give tailoring xp? ive been looking trough some code and havent been able to find anything on it
Oke when I hover over items usually there pops up a description and now it doesnt how too re-enable it?
Guys how I make the description of items appear again?
You mean the tooltip?
Yes when you hover over a item.
Was there before but now it's gone out of nowhere.
Oh, you're talking about a bug? not make it for a mod? probably you need go to #old_techsupport
Linden County Sheriff (TWD)
https://gyazo.com/5a5a80ff1298fb7577e342b1caa7db84
https://gyazo.com/e7a008899739bbb9229da4ad289fa539
Anyway to put bars in the back windows?
that would probably requier either
a. adding them onto model
b. painting them onto windows
so
i guess
never tried so idk
up to you
Yeah I tho maybe it's mod conflict I dunno why i posted it here.
yep, maybe be that, try without mods, maybe you have a mod that are replace the self file of the game
Yeah one of these were the culprit.
I added them new.
Disabled them and text appeared.
Wtf confused enabled them again tried it and it works dafuq, I think it definitely was a setting or button now.
๐
๐
@hollow shadow Which one of your mods defines the metalworking xp functions? Just with Scrap Weapons loaded, log reports that it cant find Give5MWXP, for example. Also, Deconstruct Medium Scrap Weapon's recipe result is invalid.
I have this HMM as my text tone

๐ค
Yeah i also realised that vanilla only provides MWXP for specific ammounts. I havent got to fix it yet.
i also cant give my recipes any tailoring xp
check out media/server/recipecode.lua
I did that, thereโs only a few for MWXP and none for tailoring, Iโm guessing it needs to be coded?
Just make ur own custom function ๐
look at the metalwork
change metalwork
to tailoring
it's taht easy
Need to do 2 things still, make it a light emitting object when lit and also make the recipes require it to be lit
I didn't make metal 'cook' into ingots either yet...
Just a recipe atm that takes lots off effort
I know I asked this before and I canโt find when I asked it last - how do I see which mods are causing the error message?
put her in debug mode
press F11
-debug to the launch params or holding shift as you launch the game
thought he shift method is hit or miss for me ๐
Thanks! You duh best ๐
There was a problem.
I want to add in "clothing" to the existing zombies, the chance of a jacket spawning.
how can I register it?
<m_FemaleOutfits>
<m_Name>Generic02</m_Name>
<m_Guid>8e4b7b38-1e6e-4cda-a7d7-f01b75e0c8e6</m_Guid>
<m_Pants>false</m_Pants>
<m_items>
<itemGUID>boxcloth-time-dung-0000-000000000001</itemGUID>
</m_items>
<m_items>
<itemGUID>boxcloth-time-dung-0000-000000000004</itemGUID>
</m_items>
</m_FemaleOutfits>
tried it like that.
Zombies appeared only in jackets and without anything
<m_MaleOutfits>
<m_Name>Generic02</m_Name>
<m_Guid>4fcf83f0-b20c-4106-8b92-1699d1094dbc</m_Guid>
<m_items>
<probability>0.5</probability>
<itemGUID>boxcloth-time-dung-0000-000000000001</itemGUID>
</m_items>
<m_items>
<probability>0.3</probability>
<itemGUID>boxcloth-time-dung-0000-000000000002</itemGUID>
</m_items>
</m_MaleOutfits>
or with two at once dressed
Idk if this helps but with figuring out my recovery journal code I found out that a few skills are typed differently in perksfactory
One of which is metalworking
One method of getting the players skills returns one kind of typing the other the other
How interesting. I paint a texture, and a guy just takes it and puts it into his mod. Hmm.
not the whole texture, I repeat *
[EN] Hello! I decided to make more realistic retextures for vanilla machines. I decided to create a mods theme on the forum, maybe someone is more comfortable. Work is still ongoing!) [RU] ะัะตะผ ะฟัะธะฒะตั! ะฏ ัะตัะธะป ัะดะตะปะฐัั ะฑะพะปะตะต ัะตะฐะปะธััะธัะฝัะต ัะตัะตะบััััั ะดะปั ะฒะฐะฝะธะปัะฝัั ะผะฐัะธะฝ. ะ ะตัะธะป ัะพะทะดะฐัั ัะตะผั ะผะพะดะฐ ะฝะฐ ั...
Although. I apologize. Just a bad day + I remembered that I took the logo from the Internet :D
As we say: hurry up - make people laugh
๐
I only painted the logo for McCoy cars
Yes. I am also looking for someone who would transfer my mod to 41 build.
There are also texture ideas for other cars (pizza world, other radio stations and press, etc.)
huh oh
nice retextures tho
sick
FN FNC, FM53, M50 and TAC15 crossbow
Thanks!
are you using that crossbow code to retrieve bolts and model swap on reload and such? (like the old crossie or kitsune's)
if so, just make sure the duplicated code for racking its not there, otherwise all guns will double rack
oh, it's okay then :3
:|
Great guns, beautiful cars
@main lion cool! when update ?
Animated Castlevania whip when?
Very kekw, unfortunately the m50 was not around in 1993, ill fuck around with it anyway
anyone have a list of all project zomboid animation names?
i want to use in my mod xd
I have alot of mods, anyway too make the crafting menu stop having soo much load time and lags.
Probably not @proven ibex Like you said you have a lot of mods so it probably has to load up every items recipe when you open craft helper or whatever.
Rip.
Don't take my word for it though. I'm new to PZ modding.
๐
But I'm guessing it having to load a lot of stuff impacts performance.
Yeah for sure.
Just curious do you have the game installed on a HDD/SSD/M.2 SSD?
Yeah funny thing SSD :P.
I have my game installed on an M.2 and my load times are fine. But I don't have a huge mod list.
Do you use like Hydrocraft or britas or something. I know those mods have a lot of content.
Yes I do.
And in PZ_chat I also noticed just 2 items using normal baseball bat texture model weird.
https://steamcommunity.com/sharedfiles/filedetails/?id=2186592938 Did found this extremely helpful tho.
yup
still trying to get it to adjust time based on skill levels
I'm thinking it will have to take a fixed amount per skill level but idk if that would be intuitive
What is the point of the journal?
and unfortunately recipes don't have a way to interject time
skill recovery journal
kind of like a save system
I'm going to be aiming for having to read it over a long period of time
so either a really plump skill boost or xp as you read
whichever is less buggy/seems more fair
also I already figured out how to account for starting skills - so it only cares about gained levels
This is a great idea
and it doesn't track levelups as you go- so it can be loaded into old games as is
and works with custom skills/jobs
Nice
@sour island
So @sour island, the player can sort of save their skill progression to an extent by writing down in this journal?
Yes
probably going to have it add xp as you read it
on the fence if I should go xp-boost route or xp as read
Hmm, I think balancing this is going to definitely be the biggest challenge haha. It should definitely take quite awhile to write down the supposed information the character has learned over their life. I think each level of a skill you right down should take maybe 1-2 hours in game time to complete or more.
Re-learning should take the same amount of time probably.
that's what I was thinking
I don't think you can alter recipe timing on use but I think since you can overlap books it could transcribe 1 level at a time
just would be annoying haveing to do it over and over
I wouldn't know anything about that. All I know is that this sounds like a great mod. I can see it being a must have for servers that don't want players to have to remake their whole character if they die, just have to relearn their skills over time quicker.
And don't want to disable skill loss on death, that's kinda cheaty
yep, I think this would make for a fair middle ground
especially considering if you're not diligent you can lose your book
Oh yeah, it would be cool if someday there were a system kind of like in dayz mod where you can store your stuff in safes.
Come to think of it, why aren't there gun safes in zomboid? That would be cool as hell.
there are guncases
Some houses have them
Check rosewood outskirts houses
I'll have to remember that.
Would be cool if they needed lockpicking to open
@sour island Really wish I could buy you that coffee to keep you encouraged to work on this mod haha.
Yeah the lockpicking mod on the workshop is cool af, he could add in containers that players can lock.
Metalworking skill + lockpicking skill let you make a lock or something. And there'd be different tiers.
Make some containers in the world spawn with locks that u can break or pick
That would be interesting. Make one more step to get into that armory.
I mean cars and houses can be locked why not the armory lockers ya know.
I think I've seen a padlock in the lua files
Actually, having said that I think I've seen em in game and they are not what I was thinking they were, sooooo as you were ๐
I was trying to make a mod where you can break off a chairleg but I realized there already was a chair leg weapon.
I've never seen one in game tho
You could add it to the drop of the chair disassmble
it drops nails wood and scrap wood, but you could throw in a chair leg % drop
pad locks and keys do exsist
I assume the devs would eventually do that. Why else add in the weapon. It's fully modeled and everything.
chairleg was a super old thing iirc
they wanted the player to break a chair for it's leg like in a movie
Yeah thats what I wanted to do.
not sure when/why it got removed
I guess I could try to figure that out.
But I mean, if the player has the tools to disassemble a chair why would they need a chairleg. They would have a weapon to defend themselves already.
honestly using a whole chair should be a thing
there's a surprising lack of makeshift weapons
I was trying to make my makeshift glass shiv mod but got stuck cause I didnt know how to make it so you could search a pile of broken glass for a shard of glass.
actually
I think thye might be able to
I'v been messing with recipes
if you notice some recipes have things in []'s
those are functions to be ran
for examle:
function SRJ.writingItems(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Write"))
end
returns a list of items with write tag
recipe Create glass shiv
{
RippedSheets/BrokenGlass,
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
you could have it grab a list of mapobject, specifically glass, and return them
Thats the current recipe it doesnt work tho
idk if that would break the recipe code in execution though
so / there means or
each ingredient has to be on it's own line
or seperated by a comma rather
and like maybe you want two
recipe Create glass shiv
{
RippedSheets,BrokenGlass
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
RippedSheets=2,
BrokenGlass,
so like that?
add a comma after
okay
I prefer each line being it's own thing
if i did it like that would it look like
recipe Create glass shiv
{
RippedSheets,
BrokenGlass,
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
Yeah you lost me.
It worked for me
there's a function within recipes for ear to look for near by mapobjects
May be depreciated tho
oh I see
It was used with blacksmithing...
So if I implemented that function into my recipe it could work?
what is the objecttype when you're carrying a mapobject?
it is housed in a temp item object?
Not sure what you mean. It puts the item brokenglass into my inventory.
let me load up the game real quick
Why even bother picking it up, just look for if the player is close by
that makes since
I'm curious if it can be used and destroyed
I guess you could use OnCreate() for that though
Debug mode ๐
oh wait
Gives you a bunch of information for tile types and object types, useful for testing something like this
Yeah it's type is Moveable
yeah
ok so I got an idea
if you look at recipecode.lua
you'll find there's a way to parse items based on anything
you could have it look for moveable items like that- check if their named Broken Glass and have it used for the recipe
Okay i found the file. How would I get started?
open Media/Lua/Server/Recipecode.lua
yeah im there
function Recipe.GetItemTypes.Screwdriver(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Screwdriver"))
end
could I use this somehow?
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if conditions_here then
scriptItems:add(scriptItem)
end
end
end
then in the recipe as a ingredient use [grabBrokenGlass],
you'd have to figure out conditions_here
you could do scriptItem:getType() == "moveable" and scriptItem:getName() == "Broken Glass"
i'm just not sure if that type() is accurate
okay so I should add that function into a lua file in my mods lua/server folder right?
yeah
pretty sure it's valid
might be capital M
recipe Create glass shiv
{
RippedSheets,
[grabBrokenGlass],
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
now my recipe looks like this
that should work
unless the internals really don't like putting moveables.movable there lol
ill check if it works
not sure it worked.
I have the ripped sheets in my inv and the broken glass.
what does your function look like?
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if conditions_here then
scriptItems:add(scriptItem)
end
end
end
when you right click it for the recipe it should have broken glass appear
just what you pasted
you have to figure out the conditions_here part
scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass"
should work
where do I put that?
I'm just not sure what type() would be returning here
replace conditions_here with that
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end
so do this? ```lua
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end
lol
yep
lets see
hmm it seems I can make infinite glass shivs with only the ripped sheets now
not infinite but with only the sheet
anyone know what mod adds the bucket helmet cause it don't work
recipe Create Glass Shiv
{
RippedSheets,
[grabBrokenGlass],
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
``` this is the recipe now
wasn't it that before?
if moveables are giving you issues you could overwrite the pick up glass code
and just add an actual glass item
well I dont want to change it so you cant have glass that makes noise when you walk on it
true
should my file for the function just look like this?
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end
or do I need to add anything else to the file.
the fact something it showing up in the recipe tooltip means it is finding those items
I just think the recipe code is expecting inventoryitems
well actually now i dont think its showing up I changed something I guess.
is there a way to quickly reload lua?
ingame?
yes
I think AUD has a reload but I just drop back to main menu
I tried changing it to this ```lua
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveables.Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end
erm where should i look for that. in console.log?
You in debug mode?
yes
Lua Console
the thing in the bottom left
the tool tip showed ???.Broken Gass
yes but i changed something now it doesnt
I think it showed that because of how i had the recipe set up before
You could make a context menu to 'pickup glass shard' from a nearby moveable then use that object to craft the shiv
how do I do that?
Wheres the source
recipecode.lua is source
Take a look at the modding guide pin, it explains the structure and stuff
ask heaps of questions! ๐
-- broken glass interaction
-- if brokenGlass and playerObj:getClothingItem_Hands() then
if brokenGlass then
-- local itemName = playerObj:getClothingItem_Hands():getName()
-- if itemName ~= "Fingerless Gloves" then
context:addOption(getText("ContextMenu_PickupBrokenGlass"), worldObjects, ISWorldObjectContextMenu.onPickupBrokenGlass, brokenGlass, player)
-- end
end
``` i found the pickup broken glass thing i think
hey theres code about survivors in here too
ye
heres some other stuff ```lua
ISWorldObjectContextMenu.onPickupBrokenGlass = function(worldobjects, brokenGlass, player)
local playerObj = getSpecificPlayer(player)
if luautils.walkAdj(playerObj, brokenGlass:getSquare()) then
ISTimedActionQueue.add(ISPickupBrokenGlass:new(playerObj, brokenGlass, 100));
end
end
what does that mean. there being an even for walking
lua hook events
basically the java looks for delcared events
which you can write in lua
you could have it look for broken glass items on the floor - play the sound you want
Well I like the idea of being able to pick up a shard. cant i edit this somehow?
if brokenGlass then
-- local itemName = playerObj:getClothingItem_Hands():getName()
-- if itemName ~= "Fingerless Gloves" then
context:addOption(getText("ContextMenu_PickupBrokenGlass"), worldObjects, ISWorldObjectContextMenu.onPickupBrokenGlass, brokenGlass, player)
-- end
end
but that'd also require replacing it's other uses too which is unfun
man this is a lot more complicated than I thought it would be.
And I have no clue how to do what you said
I would change the type back to "Moveable"
and play around more with the recipe code maybe
changing it back to moveable didnt change it so i can craft it.
well no i still dont see the tooltip
I thik i had the tool tip when my recipe was this ```lua
recipe Create glass shiv
{
RippedSheets,
BrokenGlass,
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
[]
recipe Create Glass Shiv
{
RippedSheets,
[grabBrokenGlass],
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
this is what it looks like now
it can't find an item that doesn't exsist
does it left you craft it
or does it say it needs ???.Brokenglass?
okay i just changed it back to just BrokenGlass and I still cant craft it
neither are showing it now
what does the function look like
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end
okay ill change it back
Hello everyone. I want to start modeling in my spare time, but I don't know anything about it. the following questions: through which program can I start doing this (blender, 3Dmax ...)? how to get models out of the game? and are there any guides on this topic. thanks for answering in advance
Someone need to make mod wich adds BabyTV channel witch gives u happines
UAZ-452 soon reborn ๐
I used blender to model my weapon. As for how to rip models, you can look around in this folder for them ProjectZomboid\media\models_X. You need a program that can import a .x file and then export it as a .obj or something that your modeling program of choice can read. I used a program called fragmotion to convert the .x models to .obj. You don't need to export the models you make as .x though, PZ supports .fbx now as well.
ะฝะธะท ะฟัะพัะฐะฑะพัะฐะตัั ะธ ะฒะฝัััะตะฝะฝะพััะธ? ะธะปะธ ะบ "ะผะฐัะธะฝะฐะผ 2.0" ัั ะตัะต ะฝะต ะณะพัะพะฒะธัััั?
musket when?
Just wanted to double-check something: I wrote a function that adds items to distribution lists depending on settings chosen. Do I need to worry about removing items when someone reloads their save, or are distributions lists generated every time someone loads a save? For the purpose of preventing items from being added multiple times somehow.
distribution lists are just referred to as items get spawned
removing something mid-game would just prevent it from being spawned in further
also I'm not sure if they even get saved?
there wouldn't be a point to saving them
I was asking if they get saved anywhere, basically, so I would know whether I have to worry about removing them in case they get added more than once or something.
Player selects option at main menu to add certain items --> loads savegame --> quits to main menu --> player turns off those items and adds different ones --> do I need to worry about removing the previous items?
Specifically talking about distribution lists, not the item itself existing.
@indigo houndััะพ ะฟะพะดัะฐะทัะผะตะฒะฐะตััั ะฟะพะด 2.0?
Distribution lists don't get saved they're compiled at every runtime
The only thing left over would be the fact some containers which were opened would have the old loot already applied
So no, nothing needs to be removed
Sweet, thanks for the help.
Anyone in here familiar with the SuperB survivors mod for 41 IWMBUS?
yes
Just opened up the players.db file to look at something and noticed duplicates of a lot of my survivors with different x,y,z coordinates and was wondering why and if this couold be causing some of my lag issues?
Also survivors that I know are dead (died do to being zombies) are not True on isDEAD
I don't know it like that, way out of my capabilities immediately, im not a modder haha
So, anyone know a mod that lets you reduce your detection by pretending to be a zombie? I was thinking about how you zombify and start stumbling around, it would be funny if you could activate that, and its more effective the more blood is covering you lol
nope
So basically Bill Murray in Zombieland?
Or Shaun of the dead lol
Would make for a neat separate skill to have, and given how characters react to blood, etc., it would have its own drawbacks. ๐
does any modder know how to change all the zombie's clothing to sweaters only?
i want to make a mod that replaces the farm supply store with Sneed's Feed and Seed (formerly Chuck's)
i want a wii mod
Guys i want to increase trunk cap of my buggy to about 400-500 will it caus any problems?
Would a SCP-3008 mod be possible to make in Project Zomboid? A massive world big enough to feel infinite, an instant switch from day-night-day, and zombies that look like Employees that act docile during the day and sprint to kill you at night.
the first version of the mod is almost ready, but I'm stuck on "BodyLocations.LUA"
Here's what I got. It works but buggy.
Can someone check and say where the error is or what is missing.
Its possible i think
@agile swallowthx 4 info
Is there any mod that separates the ranged wepons & magazines spawn? Caus i want to decrease the ranged wepons & increase the magazines spawn
I can already upload version 1 of the mod to Steam, but the problem is in this file.
Has anyone though of making a UI mod for controller?
You mean something that shows the controlls for the controller?
Are there any basic airdrop mods around? Steam workshop has labored no fruit for me on the keyword searches. I dont mean airdropped guns and weapons, I mean like basic FEMA airdrops with food, medical supplies, survival goods.
@charred ferry There is one being worked on
It's exactly what I'm looking food, food and supplies, aweesome
The only other thing I could ever ask out of it is it working with Superb Survivors, so that raiders/bandits/others converge on the drops as well to make them more dangerous to gather.
i heard it also makes helicopters more random. As far as i know they might drop supplies or straight up try to shot you down
howdy fellow modders. is there any simple way where and how to read cars parameters in vanilla?
i mean like a overhaul of the current ui but more easy to use for controller
I dont think so. Alot of people and modders are probably just gonna wait for multiplayer
Besides. i think the game already has controller UI?
absolutely perfect
Epic
FEMA?
PROJECT ZOMBOID MEETS LEFT 4 DEAD 2 1993 KENTUCKY USA CONFIRMED
What are the best mods u guys prefer except these & Brita's wepon pack...
Scrap weapons :> Paw low loot, better lockpicking, filibusters cars, save our station.
I already got scrap wepons, better lockpicking, filibusters used cars
Will try the other two
Thx @hollow shadow
ะะฝัััะธ ะผะฐัะธะฝั ะฒัะต ะฒะธะดะฝะพ ะฑัะดะตั. ะกัะตะบะปะฐ ััะฐะฝัั ะฟัะพะทัะฐัะฝัะผะธ + ะฟะพัะปะต ะฑัะดัั ะฒะฒะพะดะธัั ะฒะพะทะผะพะถะฝะพััั ััะฝะธะฝะณะฐ
ะดะฒะตัะธ, ะพะบะฝะฐ ะฑะพะณะฐะถะฝะธะบ ะบะฐะฟะพั ะพัะบััะฒะฐัััั ะฑัะดัั
I have a problem with clothes spawning on zombies.
1 question - (example - <m_Name> ArmyCamoDesertBomber </m_Name>
<m_Guid> 50ef789b-54a6-4021-b817-78e1e417bd91 </m_Guid>)
Should this ID be registered somewhere else?
"Parry this you filthy casul"
@indigo hound ะพัะปะธัะฝะพะต ะฝะพะฒะพะฒะตะดะตะฝะฝะธะต, ั ะฒะธะดะตะป ะณะดะต-ัะพ ัะบัะธะฝ ะดะฐะถะต, ะฝะพ ะผะฝะต ะบะฐะทะฐะปะพัั, ััะพ ััะพ ะผะพะดะดะตัั ะฝะฐัะฐะผะฐะฝะธะปะธ
I have some kind of ass with a spawn zombie.
Zombies spawn only with jackets from my mod and in white pants and a T-shirt.
can anyone know what the problem is?
Here's what clothes will be in the first version.
@rapid graniteะฝั ัะพ, ะบะพะณะดะฐ ัะถะต?
ะผะพะด ะณะพัะพะฒ. ั ะผะตะฝั ะฟัะพะฑะปะตะผะฐ ัะพ ัะฟะฐะฒะฝะฐะผ ะทะฐะพะผะฑะธ
ะพะดะตะถะดะฐ ะฝะฐ ะฝะฐะธั ะฝะตะบะพัะตะบัะฝะพ ัะฟะฐะฒะฝะธัะฐ
what doesn't work here?
if you'll release it on the PZ workshop, what will be the name of your mod, would be really interested to play with it !
I'd recommend https://steamcommunity.com/sharedfiles/filedetails/?id=2284317690 It's really useful and lore friendly.
Okidoki thx bro
np
This is a really good mod
It's so useful
And it's not overpowered at all, it just fits into place like it should've always been there
Yeah I really enjoy it. I started a collection in my current playthrough.
I know right? We have boxes full of taped movies/tv shows on VHS from back in the day.
totally fits in with the 90s aesthetic
Plus, it means you get to do more in the early game instead of being a couch potato
I think something like this would be fun, and the whole world of 3008 relies on building entire towns and civilizations from IKEA furniture. And we can use all the furniture in PZ... ;)
Food choices would be pretty limited though. Meatballs and probably other IKEA foods I know nothing about.
These are realy good. Now imagine if there was a tutorial for making those kind of mods.
yes
they are really impressive
I would totaly use the experience ive gained so far to expand on clothes like that
goku supreme jacket mod?
this is some kind of nonsense ...
I want to experiment.
Here is the mod. it contains only 1 file with the zombie spawn configuration copied from the original file, zombie parameters.
Drop this file "C: \ Users \ ... \ Zomboid \ Workshop" and create a game with this mod only.
and tell me there are zombies dressed only in pants and a T-shirt?
Dunno if this is your issue, but as I recall things, when a mod has outfits in clothing.xml, that mod also needs to have a fileGuidTable.xml in the media directory with an entry in it for every clothing item referenced in the clothing.xml file, both items added by the mod and also vanilla items.
Why it has this pain in the butt requirement, I dunno ๐คทโโ๏ธ
- actually, I think it has something to do with a safeguard so that if two mods have duplicate clothing item GUIDs, that they don't conflict.
Does anyone know if it's possible to add Endurance/Tiredness penalty as a cost for recipes?
So there may be a problem in fileGuidTable.xml
And where is this file, I could not find it in the game folder
Okay, I suggest looking at a clothing mod, such as Paw Low's Loot, to use as a template/guide.
In the media directory of it, and other clothing mods, there will be that mod's version of the file.
Thank you. I will try to solve the problem in this way.
How do you enter debug mode in game?
excellent
EARNED !!!!
I think I get it. you need to copy the file fileGuidTable.xml (search through the folders for some reason did not find this file) from the game folder and add the ID of your clothes.
In my fashion, my clothes were simply registered in this file, without play clothes.
Blair Algol Thanks a lot!
๐
Now, if your mod adds new clothes BUT doesn't add outfits with vanilla clothing items, then your filrGuidTable file just needs entries for the new mod clothing items in the mod.
I'm already posting the mod.
The last question is how to tag build 41
in workshop.txt what to register?
Oh you need to use an additional mod to do that, and that's why so many b41 mods don't have the tag.
- I can't speak to the specifics of the tag mod, as I'm not familiar with it.
Nicee is it savegame compatible?
Rip, I guess I'll see next game.
your mod is menu shy
Is there a mod for wooden hand drawn carts/wheelbarrels?
This might be the closest to that you can get right now. Haven't tried it out myself. https://steamcommunity.com/sharedfiles/filedetails/?id=2478768005
Not sure, but probably.
Na, you can use your recent save
If you travel to somewhere you haven't been before it will spawn, i think
The mod can also be run with old saves.
Where there will be a new zombie spawn on the map, there will be zombies in new clothes.
Noice
FireAxe ๐
LARPin the night away! featured on the premiere episode of Web Soup on G4!
now recreate this
Hey! probably I will release the mod today, barely I get out the exam period I continue with more clothes
S.W.A.T Lenco bearcat
where Taker Carlson?
Looks very cool. I only dislike taht the papers landed so close to eachother
its a path not an easter egg hunt
what
very cool
@craggy furnace right now it looks like there was rocks attached to the papers so they exactly landed where they were droped from lol
its just dropping them directly where the heli is
it could be diminished but honestly why
theyll get deleted eventually
thats realy good. I wonder, do dropped items decrease performance? and do droped modeled items (weapons) drop performance too?
It would be cool if droped modeled items would get pixelated like dead bodies
pixelated instead of rendered*
guys what could i improve on this ScrapSMG model
You could do the rope around the grip with texture instead of actual geometric
Same with the pin hole here:
Hi
the flyers don't get deleted unfortunately - but I supposed I could work something into the weather system and rain to destroy them?
what chuck said
Is it made using another broken gun?
to reiterate
its mostly a nice to have so servers dont get murdered
server admins love having events and go ham on it
Yes, you take apart vanilla guns with the scrap workbench and craft this one ๐
ah ok- I was going to say it looks still very much like a gun lol
Use shade smoothing
overall looks good
At the first end with textures, it'll show full list of it's problems.
what do you mean?
You have colors on some parts. Paint the white ones.
On that screenshot you have.
@dire oracle i never used shade* smoothing on a "lowpoly model" because it looks horrible but when i imported swatpack vehicule for reference it looked horrible is that what i need to do ? or just remove all the details of the bearcat
On lowpoly models, you need to use shade smoothing, but not everywhere, as is usually done on highpoly. some details get a better look if you smooth out the shadows on them.
oh, my smg isnt suppost to be realistic, its just suppost to look realistic and be fun to use
ok
Hmm but still here's an IRL scrap gun or something like that
i mean x) @dire oracle
Actually two, the second one is an air gun
Use autosmooth to make it look normal
Was gonna say.
Just change the angles of amoothing
Looks weird as hell
Smoothing*
oh looks much better now
Also
Another thing you should know
The game wonโt show half the detail you put in
As well as the game doesnโt seem to like to many vertices
I donโt know
but i can remove all details
Iโm not a modeler
Iโm just going by my own experience when it comes to pz and stuff
i usely mod for other games and the limit is 7k
Instead of having all the bumps and lines you could make it flat and have the texture show it
or other wise its a high poly model
yup i'l make sure to remove the small details and line and other stuff
Iโm just suggesting
Remember itโs youโre mod
Make it however you want
Thatโs the important thing
I have a lot of done car models which i want to export in PZ, but i cant find any guide about it.
(Like this, for example)
Yeah itโs hard
Did you look at wolfs guide?
Should be pinned
the guide is outdated for b41 car modding afaik
Ah, true
@dire oracle refer to other car mods
It's too hard for me to navigate anything other than YouTube or Discord
i refer to swatpack rn and he has the currect scale and you can import hes stuff in blender for reference
But yeah @uncut meteor itโs really hard to make a model fit into the games specific aesthetic, some people just ignore that entirely, and doing that tends to make a weird split between the game and the mod
everybody gangsta till Rangers pull up in Humvee
https://gyazo.com/72670b6e2577332f75400711f2472dcd
That Humvee is a great example of what you could do @uncut meteor
hoods falls off after hitting 10 zombies :[
the basics are:
make the car a multi UV, and then import a picture of the new damage maps and edit your UV to fit the picture
export it relative to an existing pz model (find one you like ingame as a size setting)
you require a mask, follow an existing car to get the colours and what they belong to
finally just copy and paste a car script, and edit whats required including names
spawn ingame and then use your F7 menu to open the car editor (or right click, the keybind may be off im stupid as rocks)
then have fun
yup great texturing by the way, and its great example.
yep Filibusters Vehicles mod is great example how to make vehicles that are better than vanilla
and yet
still feel like vanilla game
Yep
Heโs recently went into making higher quality models, and they look great
Although one of them has a issue of being covered in feces
But thatโs just a game issue
I didn't understood anything. I think i need to return to Unturned modding๐๐ฟ
if you're referring to the damages on a car with a livery theres no way to change it, its how PZ loads colours onto a car with a skin
@dire oracle i'm a unturned modder x)
Ah so you should know how to make low poly stuff that meshes well with the vanilla game
As that game had the same issue
Big time
Yeah
Anyone experienced with substance painter?
more or less, what's up, djvirus?
For some reason my model is being split into multiple texture sets. Even tho it fits into 1 uv map
you probably have different materials assigned, so it's creating a set for each one
different mateirals? do you mean in blender? how do i fix this
yeah in blender, you'll have to look that one up, sorry
I figured it out, thanks for the help. Just had to google "blender materials 2.7" and had to delete them. :>
Basically done
just need to make the xp gain rate taper to fit the expected readtime
I was about to say, holy shit
Huh
watching TV
So what exactly are you doing?
the whole mod concept?
Yeah
you craft journals to record your gained levels
you can read the journal after the fact - if any levels are lower than the recorded ones you gain xp as you read it
So if you die you can get them back?
ye
Thatโs smart
I still ahve to play around with how recording works
as I don't want to let people overlap levels
it already bypasses starting levels
but I'm worried people are going to use this to minmax
> grind carp, die
> grind mechanic, die
then again, people are weird
yeah
Wow Chuck that was satisfying to look at lol
it sounds like a banjo with the level up noises lol
I wish i had that mod right now. My friend died in splitscreen yesterday and got upset becouse he lost all his xp
did he stop playing?
Nah hes chill. We were looting a military outpost and i made him respawn as a Soldier / Mechanic
Did you end up using the sounds i sent you :P?
haven't gotten to the polish step yet
Would anyone be willing to texture a model for me? I've been trying to figure it out in blender for 2 days now and I just can't figure it out.
Sure
full archive of gun sounds
btw
use audacity to record them
thmks
any time
Any mod for 41 version Coop ?
are you sure ๐ฎ
yeah
perfect
matchs the gun
I dont know yet. But currently most scrap guns that dont use air pressure use "Salvaged Bullets" i will change this later
i mean this one have suppressor so
it doesnt
looks like one
Sounds good
It has like a huge muzzle brake. but i guess it is like a suppressor. I dont know im no gun expert
nether i
A muzzle break is used to redirect the gas, in a particular direction, it helps with recoil.
no way dose it help with noise reduction
And what does the gun i made even look like
looks like the heat shield the m16 used to use
POV: You didnt use a reference model for size adjustment
looks like a borz gun
borz?
makeshift SMGs made in chechnya during the 90s
Haha yes but mine is far superior ๐
pistol size enlargement
Reason: Please don't post instructions on how to build working firearms that would be .. extremely illegal to own in a lot of the countries our community represents
lol what happned?
The textures don't mix well with the model itself, it looks terrible.
that rule is not on the discord rule list lol
Its going in the Scrap Gun mod its meant to look rough
It's about TOS, i think.
Nope, it must look like a makeshift gun, not like a something with weird textures.
The textures look good to me
i believe he stated that the scrap guns are made from disassembled guns, so they would still have machined gun parts. looks fine to me.
Can you maybe send a pic of something that you think is a makeshift gun?
I'll try to find.
the textures here correctly divide the objects, and not just superimposed on one part of two different ones.
Interesting fact, this is the first time I've seen this gun, but I have something similar for which there are only textures-colors and which I don't like.
Here's an article about that specific type of improvised SMG, the Luty style, with a few pictures: https://armamentresearch.com/luty-sub-machine-guns-past-present-future/
Ah, as always, bad render can spoil good model or it's another one
Wait
Did you just steal model from sketchfab?
Nah man i modeled it myself
I just looked at that one for reference
And copied it -.-
Many models on sketchfab have very generous licenses? Generally if you can download one the license allows you to use them for stuff like mods, at least in my experience.
Anyways, here's a selection of Luty style SMGs
He re-modelled it for PZ
Oh wow. How did you expect me to make it then?
Search for arts and compile ideas from them to create your own.
All art is essentially copying. You need reference and skill which you get from other people
So that model from sketchfab isnt the same thing?
It's okay when you making something from drawing, but not if it was modelled by smb already.
He's literally modelled it by hand
No. The thing you did is like a cheap chineese copy.
all he had was a reference piece
Guys, this really doesn't belong in the modding channel itself; if you want to have a respectful debate about the issue itself please take it to #offtopic_non_pz
good point
Ah, i don't think i want to continue it. I'll go sleep, it's 02:49 AM.
They now can shoot!
After a long time coming, the Kentucky Kings update for Alfrety's Additional Sodas is available. The Kentucky Classics Royal Crown cola and Ale-8-One Ginger Ale are now packed and relaxed in the bluegrass state. Be the first to crack open a cold can of Kentucky's Finest.
(and also, less picture-esque, the mod's file size has been reduced by 33% due to better optimized 3D models)
Iโve noticed the boxed variant is a little small when on the ground, you plan on making it bigger to look nicer or naw?
I mean sprite size btw
The ability is more important here than the willingness. I would absolutely do it, but I have yet to encounter a method of making a sprite appear larger than it is.
You could technically just draw the sprite bigger I guess?
But that would take time
I had been working under the belief that the maximum size was 32x32, but I suppose I've never questioned that.
Might be a great chance to test?
Well, this belief stems from a previous test. I once gave an item a 64x64 texture and it bounded awkwardly outside of the expected area in the inventory. Broke the bounds, as it were.
As do they I. Manipulating the size of ground items will take its place on my wish list, but my ability is again outshined by my ambition.
if i pay someone legit money
will you make a wii
dosent have to be playable or anything
...but the game takes place in the 90s?
In such super low poly games only the "silhouette" is important. Everything else should made with textures.
So if a geometry does not affect the silhouette, then probably you dont need it. Just a little hint to keep in mind ๐
But also keep in mind: We are modders and its supposed to be fun. If you dont enjoy going super low poly then add extra details.
https://youtu.be/XkbSDcK2dMA guys what do you think of my new gun and its sounds? i also dont know how to add a muzzle flash yet but ill find out soon.
Showing the new Scrap SMG for the Scrap Guns mod.
Awesome, the sound fits perfectly
POV: you added too many details to your model
Is there a way to make shoves do damage?
Yes
Was wondering this since the player can shove a zombie with a gun and they should take dmg from this
I hope its not too difficult
You should ask if there is an easy way then
is tehre an easy way :v?=
I would assume the answer to that is most probably no
Again easy/hard is really relative as it depends on how lazy you are
If you want a solution you can implement in less then a few minutes then it's not possible
;_,
anyone have problems with super survivors just lolwalking into your base?
There's an unarmed combat mod
it's a bit unbalanced as it works off on shortblunt
unarmed or barehand is an vanilla "item" ingame I think
Meh, that doesnt realy help as i need shoves from from guns to do dmg
shoves being the swatting?
sounds like they made the carpentry hammer invisible and called it barehanded
I don't think they did
when you shove a zombie with a gun they should take damage
item BareHands
{
MaxRange = 1.1,
WeaponSprite = null,
MinAngle = 0.5,
MinimumSwingTime = 2.5,
Type = Weapon,
SwingAnim = Shove,
KnockBackOnNoDeath = TRUE,
WeaponWeight = 0,
DisplayName = Bare Hands,
Categories = Unarmed,
SwingAmountBeforeImpact = 0.1,
SwingTime = 2.5,
MinDamage = 0.2,
SplatNumber = 1,
Weight = 1,
PushBackMod = 0.5,
MaxDamage = 0.4,
SplatBloodOnNoDeath = FALSE,
MaxHitCount = 3,
Icon = Axe,
DoorDamage = 0,
TreeDamage = 0,
}
this is vanila
yes, I was addressing that it wasn't a hammer added in the mod
that was an example xd
as for damage at the end of shoves you could add it into the attack related hookevents
I dont know what hookevents are
its probably needs lots of coding which im not capable of
there's something that grabs weapon info during attack swing in cnd speech
if you wanted to take a crack at it
eh, probably not worth the time. ima just leave it like this and it wont do dmg :I
can you choose to swing at any point or is it only if you're too close to fire?
I think only if you are too close
otherwise it will do default shove
hm
Are there more than one survivors mods for build 41?
Just the one. Another is being worked on tho
I just find that the one causes a lot of compatibility issues when I try to use other QoL mods
Itโs super cool concept tho-unique survivors for different PoIโs- raiders coming directly to your base, etc
If I recall it was actually in the base game at one point right? But then it was scrapped/put on the back burner?
Anyone know how to make specific faces smooth with eachother, without making the whole object smooth?
nevermind. it was "shade smooth"
not 100% sure on blender, but that's typically a viewport setting only in most other apps. Typically you'd set edges as sharp or smooth as needed. Blender has a real nice smooth normals modifier, it's the one thing i do use blender for specifically for work stuff.
after smoothing it makes a weird line here
yeah that'll happen. be sure all the border edges along the port are set sharp. also you have a big ngon
like this?
connect those red edges like i pointed out. (it almost looks like blender is picking the worst option for inernally triangulating that face, but i can't quite tell)
Yeah Luty smg that's the one (reply to Blair Algol).
The rate of fire with that scrap smg seemed very regular, was that fully automatic? I've read the Luty smg had a very fast rate of fire. With a simply made SMQ it won't have anything more fancy for reducing the rate of fire than the weight of the whats-it-called going back a distance with a spring.
Afaik you cant change rate of fire for automatic weapons in pz. but im unsure
:o
There are other things that affect fire rate because there are other mechanical processes occurring such the impingement system gas cycle, the mechanical interference of loading another round.. All that sort of adds up.
For example, fully encased ammunition being tested in the US military right now increases the speed that machineguns can fire at by like 15-20% IIRC. No shoulder, a tighter breach and no situation of the round eliminates a bunch of mechanical slop
@hollow shadow You need to learn a little topology ๐
Now I'll show you how to fix it
You have this
yesh
1 sec i need to bash my head against the desk since blender crashed
Do you know if there was neon iron sight thingies in the lore?
Anyone have an idea how to check if a player-client is the same across characters?
Lore?
Idr when theg ame takes place
Oh, you're asking if it's historic to have neon sight in 1993?
yes
I think historically, the first collimators were in 1970, and even more so sights based on phosphorus
How commonly would you find them in homes on 1911s?
Less is more, you need to dramatically declutter this so that it reads well as a tiny object on the screen.
@barren glacier
I don't understand if you're agreeing or disagreeing, but basically most of that detail will be completely lost
So what I'd probably do in this case is exaggerate some of the features that are common on a 1911 so its silhouette and form is identifiable and appreciable while keeping the design as clean as possible
Ill shot u ;<
So many peopel say it, but each pixel on the screen changes how the gun looks. And this only happens if you add small details
you dont have access to this link
https://youtu.be/XkbSDcK2dMA Like this smg
Showing the new Scrap SMG for the Scrap Guns mod.
That's a great example of how virtually no details on that gun can be seen, just general shapes
what mods adds the voice cues
Becouse i didnt upload in 4k sorry
so with the classic 1911 grip, I can get a good idea of what gun it is even real tiny
@barren glacier @grizzled grove did you read this? this is also one of the reasons why i make good models
That was a bit of a rush job in paint but you get the idea
Ok well based on your questions about phosphorescent gun sights I thought you were looking to make it realistic and non-anachronistic.
non anachronistic?
like fitting into the time-period of the game.
i am making it fit into the time period
Check this out then, it's an article with good pictures of surplus 1911s like the ones you'd find at Fort Knox
taht would be the vanilla 1911 you find in game
Right, but from these pictures you can see the wear patterns and accoutrements you'd find on a period-appropriate 1911 which gives you an idea as to how you can include details that would accentuate the form of the 1911
You seem to like details so I thought that might help
the gun i made is for the scrap gun mod
basicaly you take a bunch of pistols, take their best parts and put them together
This is something you wuld do a few months in when guns are broken and scarce
I can't really see that happening with handguns in kentucky, but assuming it did, a cool way to show that would be if the slide and grip and frame and hammer were all from different kinds of 1911s.. You could show that visually with different finishes on the different parts, different stampings and the wrong screws for example
your guns are too detailed
no sense putting even a quarter of the detail on them
go look at britas for a good bench mark
Here's a gun the unabomber made:
I learn how to make models for other games....
A handmade gun the vietkong made
Im suppost to improve at modeling. not just dish out low poly models 1 by 1 like brita and make a bloaty mod that nobody uses later on
We're trying to explain that nobody can see any of that detail and it's just going to turn into a mess when it's in the game
yes
you will never see notches in PZ
you can improve at 3D modelling and still work in constraints of the game
if anything, it makes you a better artist
You didnt even see how it looks ingame yet. I can see the details just fine. And im aware that some of you cant see the models and i dont care at all. just dont use my mod if you dont like it....
lmao
the issue isnt "seeing" it
the models are great
the minutia doesnt render
so you are making more work for yourself
Yeah the models you're making are great
Oh, i totally get it, i'm just with the others on this. Don't stress about it ๐
no one here is pissing on your work
I'm saying the skins you're spending so much time on are just not going to translate
I made exactly the same mistake making mods for XCOM
I know im just testing out and seeing what im capable of.
Ok, well, you seemed to be shitting on the work of other modders that are making good material so it certainly sounded like you thought this would work in the game.
here is a good example of a very good pz gun model with more work put into the textures rather than onto the model
if i were going to be critical on that, i'd probably say the magazine is too bright, and the wood needs a sharper contrast to read well in-game. (and what's up with the inverted shading on the barrel?)