#mod_development
1 messages ยท Page 467 of 1
minus the honor sysstem
do not freely have your assets in the open and ready to be in the wild if you arent ready for the consequences
I mean, they couldn't make it any easier to cut and paste the CC license from the download dialogue and into your project anyways.
i got into modder because it was a much healthier exercise from what i was doing before which was basically hacker culture/break fix
the culture is much the same
if you take others shit you give them credit for it
else theyll shit on your doorstep
or maybe being some sort of pixel art purist?
both of these cultures have their odd tribalism associated with "whats mine" but the premise being essentially freeware
its befuddling
Aahahaha, PZ modders are absolutely terrible at crediting other for they stuff they cut and paste in my experiences ๐
chuck and myself literally opened our mod repo for people who wanna collab or even make their own submods
our documentation is there too
Yeah, I've ran into those too?
Pixel art really isn't my jam though, never got into the style.
ehh, i think people have seen enough of other modders acting poorly or stealing stuff for credit that they're justified
i dont have issues with other modders basically forking and improving what ive done
i think the insult is in bastardization
i think thats actually kind of the primal fear that drives a lot of the animus
yeah stuff like that is usually fine. this is more just straight up theft
tbh
in my modding experience
modders are pleasant mostly, users are 90 percent dullards
i think thats mostly my experience with users in any focus, actually
ive noticed modders breaking other mods apart and hacking it together, and honestly? thats fine and i dont think anyone here has a problem with that either
Would be cool if you could add body parts laying around
possible, but not worth it
hello darkness my old friend
speaking of, i want to do bodies floating in the rivers at some point
I hope the devs remake the water, like they did with fire
i figured out how make hanging corpses
its a bit of a gimmick, but it works
Would be cool to drive down a town and see bodies hanging from windows
ooh. are they sprite based or 3d?
and maybe moving ๐ฎ
3d
basically, assign a zombie an animation that "floats" them
assign a noose around their neck which is basically clothing
when its removed from the inventory just have the zombie fall
done
perfect
I'd like to make an if-else rule for a function that if it detects a mod, it does nothing. Is something like this the correct format?
Nevermind, I can just use if not getActivatedMods():contains("ThatModID") then
I think i understand except for "you could also have the recipemanager add to it" Not sure how to do that
It'd be a bit tricky- but you wouldn't have to modify vanilla recipes/risk having compat issues
basically, all recipes are on a list/table when the game finishes booting - and you can modify them after the fact.
For EHE we don't modify base game items at all- but on gameboot we assign "canopenboxes" tag to a number of items on a list.
Anyone else who'd want their mod to work with our would just have to add the tag to their items.
which has no impact outside of recipes as far as I'm aware
doing this would just be far easier/quicker:
function isWeldingMask(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("WeldingMask"))
end
keep WeldingMask/[isWeldingMask]
you'd have to include the tag to your items, and modify the vanilla recipes asking for weldingmask
"and modify the vanilla recipes asking for weldingmask" damn, so i would have to overwrite all vanilla recipes :(?
I probably said this before, but, you could also modify the vanilla weldingmask to have the tag as well-but the less vanilla stuff you change the less issues you're likely to run into
yeah, that's why I wanted to see if recipemanager was as easy to manipulate as script manager
id rather not modify the vanilla recipes
I imagine if one spent some time trying to they could get the game to replace "keep WeldingMask" with "keep [isWeldingMask]" before the game registers recipes
which would be the most ideal
Why is there no [Recipe.GetItemTypes.WeldingMask]
yep
the vanilla game has like 3 typechecks
which should really be named tagcheck
disassembling structures?
You need a welding mask to dissasemble barrels for example
if they're recipes you'd have to modify them too
they arent recipes. Like, did you dissasemble furniture in a house before?=
moveables
you'd have to modify it too then
I know people have been having issues with mapobjects and actions
i dont think anyone is going to make a mod that modifies that aswell
how do i modify that so other welding masks work with dissasembleing metal movables
somewhere in the code it's going to be looking for type = "WeldingMask" most likely - you'd make it check for tag instead
ok
would you also happen to know how to make a clothing item play a sound when worn and while moving with it?
when I did swapit, there is an event for equipping stuff
you could probably do it there
if you want the sounds to be specific for items, I'd suggest using the tags system
you could have it play a default sound if no useful tags are found
InventoryItem:hasTag(string)
ignores case, which I didn't know
i guess my idea would need extensive coding. I dont think its something i could do on my own.
probably not anything too intense - if you're able to advance search the entire directory
advanced search just means ctrl+f more than 1 file at a time basically
intelliJ lets you do that
Do y'all give mods a beta test period and if so how do you find testers?
Probably internal and trusted testers
Hmm. This is where being a hermit fails me. I don't really know anyone. lol.
A mod that would put the tools back in the backpack or wherever they were back after usage of said activity, instead of keeping it in inventory.
yeah, that would be so good. Especialy when you have specific containers equiped for specific items
maybe @sour island knows how to make it ๐
Oewh that would be sweet.
Would definitely give me less stress micromanaging stuff and keeping it tidy xD.
yeah, having toolboxes would have a purpose
thats not what we meant
No its more for inv instead containers.
Yeah or the other various stuff.
https://steamcommunity.com/sharedfiles/filedetails/?id=1946782371 Would pair nicely with this one, only con of the mod is it doesnt work within a container in a container but for the rest its would be neat.
Tester for what exactly?
Yes and i let the people in my mod discord test.
Anyone still got the vanilla music installed? forgot to make backup
where do i find it ill get it for ya
says its too big?
darn
i dont want to verifiy integrity of game files becouse some mods might break then
is there any other way i could send it?
Now NPC transfer items himself and correct drop
You can try uploading it via Google drive.
you are doing gods work my man
so awesome! :)
i'm using expanded helicopter events, and this fucking helicopter has been hovering in place for over 8 goddamn hours now
shouldn't it be moving n shit?
@sour island
did you disable the helicopter in the settings i know that was required
Have fun escaping the horde now
yes, i did
What is the music? ๐
no idea, im sure chuck will look into it
Did you get any errors?
in fact i did, about 25,000
they're gone now for some reason though
Something from here)
Can you forward your console.txt over here or github
alright
can you drop the link or share your playlist?
also did you see the shadow around you or was it just the noise?
just the noise
that might be zomboid's sound emitters acting up
The error you were getting should be fixed now - but it didn't cause the heli to get stuck
lmk if that happens again
Its just chill radio. Cant drop(
@craggy furnace hey howโs that clothing mod coming along? I want to touch it with my gross hand sticks
I want folded sleeeeeeveesas
So I know that Brita have his SCAR-H model and all but I'm slight bit dissatisfied with it as it's the standard length and the color is a bit off, so I decided to make my own. I have no idea how to get this to work in-game so any tip/guide is really appreciated
damn this looks like a perfect model. Not too detailed but also not a cardboard plate with paint on it ๐
I can teach you the whole process in a few hours as im going to sleep now
I just adjusted the trigger guard a little but yes some help would be great
Expanded Helicopter Events what does this mod do?
i mean how do i know when the helicopter's gonna crash or smth
Model and texture looks great! May I ask why the sights (I think they're flip up sights, not sure) are folded down?
I'm thinking of making it either compatible with Brita's attachments or have similar system to his so I decided to flip them down
Ah cool. And yeah just cause the guns already available doesn't mean you shouldn't work on your own if you want to.
mhm, until I figures out how to mod properly I'll have to rely on others before I can do so
really want to mod clothing tho I have no idea how that work or where to get the based game bob and kate models
Unfortunately I don't know where to get the default player models, sorry.
But yeah everyone here is really friendly so don't feel like you can't ask questions.
@pure kraken Actually I think these are the models. #mod_development message
for the player models.
ah thanks, I'll check those out tomorrow
yeah np
Whatโs the largest one called? xD
hello. I'm making a Mercedes-Benz E-class mod.
But I found a shader problem. Damage and Blood Overlays do not display properly when using 'vehicle_multiuv'.
If use the 'vehicle' shader, no problem.
(But i want to express blood and damage at twice, so need to use multiuv , right?)
Does anyone know about this issue?
overlay will blink like this.
well. ok, i solve problem.
How?
add uv map to fbx file
Hello everyone i'm trying to add custom siren into the PZ B41
but for some reasons it doesn't want to loop them and i don't know why
module Base
{
sound JanAlarm
{
category = Vehicle,
loop = true,
clip
{
file = media/sound/JanSirenAlarm.wav,
distanceMin = 10,
distanceMax = 20,
reverbMaxRange = 10,
reverbFactor = 0,
}
}
sound JanYelp
{
category = Vehicle,
loop = true,
clip
{
file = media/sound/JanSirenYelp.wav,
distanceMin = 10,
distanceMax = 20,
reverbMaxRange = 10,
reverbFactor = 0,
}
}
sound JanWall
{
category = Vehicle,
loop = true,
clip
{
file = media/sound/JanSirenWall.wav,
distanceMin = 10,
distanceMax = 30,
reverbMaxRange = 10,
reverbFactor = 0,
}
}
}
You have to refer this in your vehicle script file now.
i did
lightbar
{
soundSiren = JanSiren,
}
Yeah, but none of your sounds are called JanSiren.
the txt file is
I suggest looking at an example from Fillibusters to set it straight. It's where I learned how to do it.
How should I know?
@pure kraken im available now if you need help with the gun
okay...I uh managed to figure it out
thx for help and sorry for being a bit rude @late hound
Can only the oldmusic bank files be modified?
I'm working on more models rn maybe sometime after that
I want to have a whole bunch of stuff prepped in term of models
@pure kraken nice pfp
thanks, only for this month tho. have to draw a new one for next month later
Oh you draw them yourself?
yep that I did
Itโs really good! Your talented
Car noises
looks gooood
@craggy furnace hey hows that clothing mod? ๐
hey man
While creating the vehicle damage overlay texture,
I saw the dark areas being replaced with gray.
.... Is there any way to fix this?
view blender
view ingame
@placid abyss Does this dark area have transparency?
yes. they are diffent mask
70% transparency value, but it doesn't seem to have any effect.
In detachable such as trunk doors, hoods and door's layer.
It seems to replace dark colors with light grays.
why???
textureDamage1Overlay = Vehicles/Vehicles_benze_Blood1,
textureDamage2Overlay = Vehicles/Vehicles_benze_Blood2,
textureDamage1Shell = Vehicles/Vehicles_benze_Damage1Shell,
textureDamage2Shell Vehicles/Vehicles_benze_Damage2Shell,
damage and blood two layer, were set to two level.
Damage layer is working well.
but bood only level 1 shown.
am i missing something?
@placid abyss I think the game itself colors your damage as vanilla cars have a transparent texture to automatically set color in game and the damage is also painted in color of car. Since your texture is completely solid, the car color will not be visible but damage will be. I may be wrong but I've come across this on my vehicles
umm... i mean
When the condition of a part is below 60%
damage1 is overlaid.
Under 40%, damage2 overlaid.
yup, my mod. damage layer good working.
And when roadkill a zombie, blood1 is overlaid.
but, if kill more zombies, blood2 will not be overlaid. just blood1
Blood1 should be the same as Blood2 , just two identical textures with different names
same texture?
So, how do you express an increase blood..?
The game itself gradually increases the blood, but you can do on the texture as you like.
The maximum blood will be as you have on the texture
Thats just awesome! Cant wait for it ๐
Is there a way to force melee weapons to multi hit a specific number of zombies without enableing multi hit in the settings?
If only someone made a guitar mod, and had all of the stalker songs hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Something it's killing my compability to Alfrety's Soda mod
^ same, I spoke to the modder, and we could not figure it out
Are all the trait info scattered across all of the hardcoded files?
Hey @sour island @craggy furnace I saw the comment "They are less frequent, but should never stop. The config option to adjust cutoff day is still new and may need more tweaking." is this with the latest update? I'm really excited to use this mod, I just want to do it once I can have it forever! ๐
iirc, we did it recently?
they never stop but get incredibly infrequent
As per the mod description I thought that the events finished the first month! if they don't that's awesome
its been a day by day
ive been watching streamers and taking notes on how they play and whats the most fun and makes the most sense
If the events keeps happening (even if they are less frequently) I'm pretty sure many players that want challenges will have that mod always! same here haha
when the mod is at a point where its pretty stable for the vast majority of mods, we might whiteboard what we wanna do next anything special late game if at all
i am working on air dropped bombs, at the moment
Do you have any clue of what kind of mod could be incompatible? any specific function or something that should not be modified? to take it into consideration!
Surprisingly it's been pretty stable- the issue that came up were related to modmenu but it was on our end.
As soon as my current game finished I will give it a try!
I think superb survivors had a fluke of an issue in that two functions were named the same thing
Better than the original
I don't use it so I shouldn't have much problems, I mostly use vanilla friendly mods
chuck is right, shockingly, the game doesnt explode
which has got me mildly gobsmacked
Is superb survivors like...a NPC mod?
Does it work on B40 MP?
Totally agree
Soon I'll test the mod and will let you know if I find something! awesome works guys ๐
I have a question, the option to make the helicopters to stay forever is an extra option and not part of the sandbox option, right? I mean, I could create a game with 12 months from apocalipse and still the configuration of the mod is extra?
here is the config menu
basically, you can have it run for quite a bit
The cutoff days means the day the helicopter will become severely more infrequent?
the actual cut off is for the events
from example on day X jets stop
its probably hard to explain all this as i have a tension headache at the moment lol
hahahaha don't worry, knowing that the events will occurs sometimes no matter the duration the game can be already makes me happy
Yank it up to 100 days
When we get access to better menu support, better things can be done
hello all just wondering if there's a mod that allows me to drink water from a kettle. or a cooking pot. doesn't make much sense to me that i can store water in things but cant even drink it
don't really want to die of thrist on the road. any ideas?
water bottles basically hiding from me rn
It doesnโt auto drink from the kettle?
doesnt let me no, maybe its just a bug with all the mods i got
Think this is the wrong channel for mod suggestions and not sure if someone has made something like this yet, but what if someone took all the musical items in the game and actually made a use for them? (instead of being weapons) Y'know when practising/using them i'd cure depression and bordem, it can be social if you had superb survivors or AI mods of any kind you'd see them playing at camps etc.
Example lua:
local function changeProperties() local Golfclub = getScriptManager():getItem("Base.Golfclub") Golfclub:setMaxHitCount(2) end Events.OnPreMapLoad.Add(changeProperties)
๐
why my weapon is invisible on ground no model3d or icon any idea ?
fixed
hi everyone! There is a way to test npc Aiteron mod atm? can't find it on workshop
What does it mean cut off day?
nop, its private atm
thx ๐
Whats NPC Aiteron mod?
the NPC mod that Aiteron is working on
Hmmm i see
How better to do search items in area command? Like forage or by radial menu? What would be more convenient for you? (new NPC mod)
I personally like the radial menu more
If you do it in a radial menu, how can you multicheck more options? for example. I imagine it as:
A radial menu that will have the option for foraging, but after that, how do you select what you want that them search? is there going to be a second instance?
If the options are single-option radial es much better, but if that leads you to multiple options, a radial should be then converted to a window like the foraging one I think ๐ค
If radial menu, it will be special radial menu that dont close. And you can choose multiple categories and then choose find
i think the forging menu is a lot better
instead of going through like 4 different menu's
it's just one menu
seems a lot more player friendly
If that's an option that can be done, then I think radial is better
problem with radial
is they wouldn't search for more than one i'd imagine
with the foraging menu, it'd be able to search for more than one
I assume that the option for Foraging is going to be together with the other orders for the NPC
So you open a first instance of the radial with all the orders, then you select the foraging option that will open a second instance of all the options that you want him to forage, that's right?
perhaps @tame mulch you could make it a option for one or the other
give people an option for that?
but when scavenging, I wouldn't want the NPC to scavenge for more than one type of resource
Radial menu is also more aesthetically pleasing than the old scavenging menu
I will do prototype with radial menu to show what i want to do
But, Scavenge and Foraging are different actions as I understand, also you could send an NPC to scavenge for food and ammo for example, there you have multiple options, same as for foraging, maybe you want materials and berries
but with the radial menu you can only choose one option, you can't choose multiple, so it would be either food or ammo
unlike if he uses the foraging menu system where you could choose everything or nothing
You can make it for multiple-options as per Aiteron above comment
That's the first thing I asked, if the multiple-options is available, then radial is better, if not, then the window
"If radial menu, it will be special radial menu that dont close. And you can choose multiple categories and then choose find" this one
as he said he will make a prototype example
Plus with the radial menu, icon art can be attached to it, which would add to the aesthetic of it. @tame mulch I would be willing to help create this btw!
as i said i read it wrong
Agree, icons are very friendly
Cool, thanks!
it means when it stops
Iโll have to change that
Find items radial menu concept @late hound , @fallow bridge
Sweet!
That looks good actually
That's looks rad dawg
Can someone who've done modded clothes before help me with it?
ะะ ะะกะะะะฆ!
Pretty cool, hope it works out well in the end.
Imma need the dude who made that heli mod
Awesome!
Extended heli
I wanted to tell him that he is cool
The mod is rad
Itโs shark but you can dm him/her
him
Screen blackens, NPC is no where to be found, comes back a few days later with the goods you requested to be found.
It will be raids
now i am working to look items near
Does this mod work in B40, you think?
https://steamcommunity.com/sharedfiles/filedetails/?id=2503622437&searchtext=
Ah nm. I found on the last page of the comments it's for b41
Sorry if this has been addressed already, but has anyone else been having issues with Extended Helicopter Events where ambient sounds like rain and birds just stop working? They seem to go into their own category in the advanced sound options called "AUTO"
could be an FMOD issue
we will look at it later
Alrighty, couldn't find anything about it so I figured I'd bring it up
thanks, we appreciate it
It would be cool if someone modded in board and card games in PZ, especially with multiplayer
playing chess while the zeds break down the front door ๐
So I wanna add like basements to my map; I was thinking of making a custom tile for such a basement entrance and then using some modding magic to link each thing to a proper off map area that would emulate the basement
Like teleport to room "Basement" in another part of map?
Now NPC can find water sources and fill bottles
Also more categories
So are you making that?
Working on searching items
Looks good
Mhm
Basically build an entire separate part of the map where all the basement areas are stored
then create objects that when interacted with allow for fast easy teleportation between the two areas
i can't wait for this mod to be out, it's gonna be like the superb survivors all over again
Good idea. I thought about this method of creating a basement once. I think it's not hard to code
it'll be sick seeing other npcs that can dynamically interact with the world better than the superb survivors did
Only problem that player can destroy walls. Maybe will need put water between basements
If you place outside the map they shouldnโt be able walk on the blacked out area right?
Yes
Yes they can or yes they canโt
Yes they can't
can they survive for more then 4 days without starving doe...
id assume that they are smarter, yeah
lol
From a modding perspective, is it possible to create motorcycles in Project Zomboid?
No.
Not ones that people would like.
Shopping carts(ie inventory items) =/= Vehicles PZ code wise
The player model would be invisible.
It's an inventory item.
Sad
Couldn't the motorcycle model be created with a generic rider model already sitting on it, and being masked out with invisible texture when you get off?
IMO it's not worth releasing a version with a generic rider model, as people will complain/suggest to no end about that aspect of it.
When PZ updates to having visible vehicle passengers, as its supposed to at some point, then, AFAIC, it's workwhile doing a motorcycle mod.
I have a bunch of similar working modded vehicles (dune buggies, convertibles, minicopters, etc) that I'm not releasing to the workshop until that happens.
Also PZ currently only supports 4-wheeled vehicles (Fili's 6 wheel trucks are using fakery). So that's another issue, albeit minor, to work around with adding in motorcycles.
You can "fake" 2 wheels visually with 4 wheels.
Hi @craggy furnace @sour island testing the mod with some others an error is appearing:
STACK TRACE
function: getDistanceToVector -- file: ExpandedHelicopter01_Main.lua line # 375
function: launch -- file: ExpandedHelicopter01_Main.lua line # 550
function: eHeliEvent_engage -- file: ExpandedHelicopter06_EventScheduler.lua line # 62
function: eHeliEvent_Loop -- file: ExpandedHelicopter06_EventScheduler.lua line # 219
Here's the log if it useful for you in any way!
Thank you! This error keeps cropping up. Not sure why though.
What other mods are you using?
Something I think (maybe it's really stupid but), does it have sense that if the config of the game is 12 months after the apocalypse and the cutoff day is as default, the mod doesn't understand that it should start at 365 days? I didn't see the code so I have no idea how the mod and how the game manage those configs of 1-12 months in the sandbox config
The other mods are: Snake's pack, Dynamic Traits and Blair's mod Worse Searching and Fuel Pumps Run Out
Snake's pack is a group of mods?
Yeap exactly, the whole pack, http://pzmodding.blogspot.com/2020/08/pack-de-mods-by-snake.html this mods
This error is when the helicopter is is trying to update position but there's a part of the target information missing. I've put up checks before it launches and before it respawns but I'm not sure why the same error keeps happening. There's no impact to gameplay though- just a alot of errors.
But does the events occurs anyway?
This can happen because the character is inside a building?
Yes the error seems to only happen at some point where there is no target
I don't think so, the helicopters have a target and trueTarget to handle losing people indoors
If they lose someone long enough they're supposed to take on a trueTarget of a floor tile
Those errors happened to me, and they appeared when I was inside a building.
There was no event anyway.
Hmm
The same thing happens to me, with mods or without mods errors jump and no heli
@indigo holly question. If you use the cheat mod and turn on ghost mode would it bug the heli?
CRap wrong guy
Was meant for chuck
I don't use the cheat menu
It was meant for chuck
aa ok haahhhaa
Someone update the reading animation to be more realistic pls thx: https://youtu.be/xMIGuSDa5dk
COPYRIGHT DISCLAIMER UNDER SECTION 107 OF THE COPYRIGHT ACT 1976
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-...
@sour island I have tested with several games in different situations.
With mods, without mods, with different sandbox configurations, setting the mod to 30 days, setting it to more than 30 days....
It doesn't work at all, it's completely broken ๐ฅบ
Errors start appearing and there is no event
I have even tested several times with the apocalypse vanilla configuration without helicopters and nothing, it doesn't work.
Are you on B40?
41
Can you upload the console.txt to github if you don't mind?
It's very strange that you're not getting any events- the one error that everyone seems to be getting shouldn't actually impact the mod or performance
@solemn pebble
I will do it later ๐
@sour island
The same problem for me, I tested without and with mod and with different configuration (debug mod and without debug mod)
Thank you ๐
How hard would it be to make a mod that adds like several keys of various colors. And hides them around the map. Like there would only be 1 key of each color, but they are all hidden around the game world. Iโm thinking about maybe getting into modding and my first idea I would like to try would be to make a Complete the monument style challenge. Where you would need to find and collect all the keys maybe to open something and once itโs open you wonโt the challenge.
Has anyone ever played old Minecraft complete the monument maps?
If anyone hasnโt the general idea is that you need to collect various object usually blocks of specific color that are hidden in the game world in specific areas.
Hmm. I read the pinned guide on modding. I guess Iโll just start trying to figure it out and if I run into issues Iโll ask more specific things.
Finding Food and water when hungry/thirst
Would there be like, a Knox power plant? To restore power to the county?
Can we make them only eat, when very hungry?
I set them eat only when more then light hungry
k
What mod do you use?
Mods*
What mods do you use in the game?
I am new here. Please help me
Here for example my mod collection https://steamcommunity.com/sharedfiles/filedetails/?id=2395746959
Do they also die instantly to hordes behind bathroom doors?
Thank you so much
It's compatible with Hydrocraft?
Build 41
That is your problem hydro craft has so much stuff, that something is bound to break
Thanks for idea for check! I found another some bugs
eyyy
someone wanna help me figure out how to get my cacti to do damage if you run into one?
uwu
How about you start with barb wire that already in the game
I checked. Sad, but collision with tree not trigger OnObjectCollide event. So the only way that i see is check onTick if near is Tree. But it will be bad for perfomance
Darn! Oh well, it's not really that important to do, it was a request -- honestly it'd be super annoying if you were just always getting environmentally damaged by cacti
As idea - add on click get agave juice to make later tequila ๐
Or how about this
I hide Peyote in the foraging tables; eating them causes the climate to change colors randomly for several hours
I hope at the end it will be possible run my mod with more than 0.5f NPC on the map
accurate ngl
and thats why i dont mod
modding PZ can go two ways
it can either be a really fulfilling and fun experience
or it can feel like working long hours at a law firm that does foreclosures and the result was a pizza party
https://steamcommunity.com/sharedfiles/filedetails/?id=2478247379&searchtext= Anyone know why hoods can not have more health? after running over 3 zombies it lost 20% health
i already have problems adding stuff to facebook xD
i was trying to make a website with wordpress, but i did throw that one away caus wellll i swear to much - according to my wife
if i don't understand it, it grows into chaos very fast. So :S i rather support you guys doing great work
Almost 9 months ago I started on a Project Zomboid mod and I stopped about a month later because I was stuck on a script error, and I looked at it again recently and I saw the two problems and fixed them.
I started on another one about 18 months ago and did a lot of maths and things for it and I stopped without finishing it, possibly to continue later, but now it's been over a year.
i would already use so many curse-words >.> that the doctor will say 'think of your heart'
So i want to ask the modders here, what starts to cause zomboid to studder? Obviously its not a very well optimized game with build 41 but is it the number or mods, or the type of mods?
Ie too many mods or is it too many map additions that cause the issue?
I play the game without studders for about half an hour then it starts to get worse and worse with time happening more and more often until its almost every 5 seconds and then I have to restart to make it playable again
Yeah its a horribly optomized game lets be real
haha
I think I read that wrong
Ah was wondering why you deleted it.
Yeh
Either way, know the reason why it just randomly starts to studder?
I know its my mods i can say that I just want to know if its number or the type
Same issue here, how to fix
100+
Turning down everything to mid or below, help a lot for me, that being said I have a 2080s and 3700x with 16gb of ram
Its zomboid its just fucked.
Ill do some testing tomorrow, ill let you know @hollow shadow
Same, I've around 111 mods. It may be fucked, but how do PZ Youtubers record it so fluidly?
because usually they have money to spend on state of the art parts
it's what brings them income anyways
^
I have a high end rig it still studders to hell
My recording stutters way more than the game though, which is infuriating.
Could this work?
Yes? Go into the game and test it out, should be pretty obvious if it actually works.
You're getting a scriptitem and changing the stats with those functions, I don't know actually. I use doparam.
Oh you're trying to make them hit multiple opponents without enabling multihit, nvm.
it didnt work ;-;
Is your Module name correct? I see SWeapons, not SW
oopsie doopsie
also
do i put it in the client or server lua?
wait i guess that doesnt even matter
i literary dowland older version of blender so i can convert x files to normal blend ones
just stay with .fbx format, not really necesary convert to .x file
i just realized, that if somebody wrote that in x file why should i write in it too...
i am sh*t dev for now
Can melee weapons have attachments like guns?
i think so
like baseball bat with nails
Bipods on knives.
no
yeah but imagine instead of crafting a seperate baseball bat with wire you could seperately add Leather strips for grip and barbed wire seperately
instead of crafting a whole new item
dont worry for that, with time you can be better, btw, I am creating a documentation to better understand things
If your making a model you can use .fbx, but if your trying to open a .x in blender so you can properly scale your model I would personally recommend using a program like fragMOTION to convert it to a .obj which you can open in blender.
thank you
Yeah no problem man I ran into the same issue when I made my gun mod.
fragMOSOFT?
or
fragMOTION?
fragMOTION I believe.
Think this is it. http://www.fragmosoft.com/fragMOTION/index.php
Is this publicly available as of now or is it still in dev?
gees, windows scared me with security alert after dowlanding it
Saying "there is no problem sir, we scanned pc2 times today"
I haven't had any issues with it, I think it's just because it's from an unknown publisher. I think quite a few people here use it.
Oi
Hmm might just be a false flag. Only one flagged it.
VM time
Yeah you could do that.
The only weird thing about the program is that in order to use it you need to write a bible verse word for word. I think it's just the dev trying to spread the word.
It activates a 7 day license or something but you can renew it once it runs out by typing it again.
๐ค
Yeah it's weird.
i prefer to stick to half baked extencion for blender~then
but first stuff i will do in near future is to run it on vm
Yeah I tried using that but it was only for old versions and I didnt wanna bother.
Don't know what to tell you then ๐ฆ
Still in development, but barely I finished Scripting manual I release it
ah cool
Yeah I followed that tutorial as well.
@low yarrow Do you think its possible to make weapon attachments for melee weapons? Like putting sights on guns. But with melee weapons you would add nails / barbed wire and leatherstrips / cloth / ducttape
I don't think the link in your discord status works btw.
bruh i wanted to copy paste story to friend kek
very wierd software so well, we will talk a bit about it
@hollow shadow Do you know anything about fragMOTION that you can add? This guys a bit wary of using it.
Ah yeah jaja, I haven't been working on anything lately, so no donations for now lmao
whats fragmotion
Oh I thought you used it sorry
It's a program that lets you decompile the .x files that zomboid uses.
I forget who here told me about it.
understandable, just thought I'd let you know.
i use blender 2.7 xd
Oh yeah I remember, you couldn't use my .blends cause they were from 2.9 lol
i used blender 2.66
I am also putting together an in-depth guide on general 3d model creation for Zomboid, stay tuned for that. From Blender to the game.
is there pz modding subreddit?
If there is, I haven't heard of it.
I think theres just this channel lol
i think we should create that sub
I am planning on posting my guide to the Indiestone forums where the other main guides are located.
Everything is somehow possible.
But i dont have the knowledge to do that right now. ๐
would it require coding or can i just try to use the same way as guns do?
You might want to take a look at that: https://pzwiki.net/wiki/Sling
It seems like the "mounton" has to be defined and thats it
And then add modifiers:
Anwser is:
No, it shouldnt require much coding. The most difficulty part could be to find the modifiers you need
Oh. It seems like you will need a screwdriver for every mod you will install.
So thats eventually something which makes sense or not, which might require some coding to fix that. ๐
[17-06-21 23:34:59.891] LOG : Mod , 1623965699891> loading SFK.
[17-06-21 23:34:59.892] LOG : Mod , 1623965699892> mod "SFK" overrides media/lua/server/items/distributions.lua.
[17-06-21 23:34:59.920] LOG : General , 1623965699920> translator: language is EN.
[17-06-21 23:34:59.975] LOG : General , 1623965699975> texturepack: loading UI.
[17-06-21 23:35:00.004] LOG : General , 1623965700003> texturepack: loading UI2.
[17-06-21 23:35:00.080] LOG : General , 1623965700080> texturepack: loading IconsMoveables.
[17-06-21 23:35:00.081] LOG : General , 1623965700081> texturepack: loading RadioIcons.
idiot i am
[17-06-21 23:38:17.466] LOG : Mod , 1623965897466> loading SFK.```
now it is good
pz crashed again
i think i will restart pc
see if it will fix performance
I know a mod that removes screwdriver need. might look into that
Thanks for the help
You don't need a screwdriver.
local factoryItem = InventoryItemFactory.CreateItem("SomeItemName");
self.gun:attachWeaponPart(factoryItem);
self.character:resetEquippedHandsModels();```
self.gun:detachWeaponPart(weapon:getCanon())```
No screwdriver
The radial menu looks really nice and intuitive.
@craggy furnace @sour island is there any possibility that the game settings can affect the mod? something about fps, vsync, I don't know, I see people that plays the mod and it works for them but I can't make it work no matter the game ๐ค
whats your mod list?
i've just tried vanilla, pure vanilla, with helicopters enabled, without helicopters, cutoff 30, cutoff 100, I even switched the language to see if that could cause the problem, but I just can't make it work and I don't understand ๐ค I'm thinking it is more related to a game configuration and not sandbox/mod configuration
So I've seen a few people mention not getting it to work- do you mean that no events ever occur?
yeah exactly, the events never occurs, I have tried with them in often, and no way for them to appear, and then I go to a twitch stream and I see that for the the events happens all the time with 192381293 mods ๐ค
are there any errors you're aware of
and can you try sending a console.txt afterwards
also, should be updating soon
so it may rectify the situation
i am pushing the update now
everyone will receive it shortly
it is now pushed, report any issues
So I JUST noticed the NPC eating from the fridge was eating a uncooked chicken. XD
I will test it right now and let you know
๐
Does anyone know of a way to identify the bounds of a map?
given maps can be modded to be larger or different sizes
No lucky for me ๐ฆ
strange
Absolutly, I thought It could be the language so I switched to english, I tried different fps settings, vsync, resolution, but I don't get it
@tame mulch I WANT EAT
i just saw that
from your dev vid about the NPC mod
"I WANT EAT"
you want any help translating?
Maybe some help will need later :) to check texts
of course
hmu in DM's whenever and give me a basic idea of what you want them to say
and i'll write out sentences or something for you to copy paste and use
Thanks!
@craggy furnace The same thing happens to me and to many more ... it is inexplicable that many people do. it works and others don't, it gives a lot to think about ...
It is curious because the majority of the people who cannot use the mod are Spanish-speaking
And you're not using any mods or maps, correct?
Chuck, I just see this message I can answer that, Chirli, ditoseadio and me have tested it it many ways, and is fails in the same way, the three of us are spanish-speakers so that's why I mentioned the theory that it doesn't work in the spanish translate but in english same situation ๐ฆ
The error logs I'm getting are flooded with other mod's debug messages. Which is fine but some of the messages are just random numbers alone...
I don't understand how it would impact you guys so severely that you'd never see an event.
Is the Zomboid directory still media/lua/client media/lua/server for Spanish users?
ProjectZomboid\media\lua\server mine is like this ๐ค
That's fine, I was just wondering the order
If you have some time could you send over a log with yesterday's changes?
Let me repro it again and I'll sent you a new log
Thank you!
There is it, repro it twice
Thank you very much.
No prob! ๐
Just to clarify, this has always happened to you? Are there other mods which have a similar "anti-spanish" issue?
Have you reverified Zomboid through steam? (this would remove anything manually changed in Zomboid)
I don't think it is related to the language.
I have copied the same game configuration as drunkoflife, without any mod, and I get those errors and no events of any kind.
No matter if you use mods or not, no matter if you use a specific configuration or different one, the result is always the same; the mod does not work ๐ฅบ
It appears you're all getting a similar error but I am not sure why.
The exact place it's happening is when comparing two Vectors
And it is part of the mod that does something really silly to get around a PZ issue.
Does anyone know if 'tostring()' would be in some way language dependant?
What arguments in tostring func?
ะัะดัั ะปะธ ััะธ ะฝะฟั ัะฐะฑะพัะฐัั ะฝะฐ ะผะพะดะพะฒัั ะบะฐััะฐั ?
Where did you place it exactly? Try lua/shared
yes
Hello! New to the server.
A friend of mine got me back into the game - and I noticed that the game runs on JAVA.
I did some looking around, and I saw no news about switching the JAVA VM in the games directory.
In games like Minecraft - Swaping the VM to OpenJDK or GraalVM delivers much lower RAM usage and performance.
Since I have personally not played the game much, and I dont understand how much of an impact such a change would have - I have given that friend of mine to ttry it out.
He told me that the game loads much quicker then before - shaiving 20+ seconds off loading times - and other then one small lighting glitch thats hard to describe - the game runs fine.
has anyone else tweaked around with such a thing?
Thankyou!
i think one other person did, perhaps you could make a mod out of it? :p
Its not something that can be modded into the game with the modding framework in place.
It's replacing the java instillation that comes with the game.
making a mod out of it not be that practical, since java is always updating.
what would be better suited in a guid on how to do it; But since there is little to no pre existing information about such a tweak on this game - there is no way to know what errors it might produce
I'm just really interested on how much it could help the game, since alot have problems with how it runs
and since it helped MC alot
boy
I also tested java 11, and thats a nogo lol
As i expected
So it's a bit convoluted but vector2 are broken (they have X/Y). So, I use vector3 instead which has XYZ- but no getX/getY/getZ -- so I use tostring() on vector3s and extract the values that way as xy is there.
why use tostring, if you can use Vector3f.new() and then get x,y,z by vec:x(), vec:y(), vec:z() @sour island
*p.s. vector2 broken because exist lua class Vector2
I know.
I could check again but there is no :x(), :y().
in default media files used Vector3f and :x(), ...
This may not be the issue these people are having but it's the only thing I can think could be causing issues with other languages than English?
Vector3f isn't the same as Vector3
yep
hey im looking for the vanilla meat-cleaver, where do you find it? I found it should be base.MeatCleaver but it doesnt work
you can use cheat menu mod and try searching for "meat cleaver" or something, or u can try to search in kintcheens
I looked in all game files and didnt find it ^^
neither in several dozen kitchens or half a dozen restaurants
yeah the cheat menu can give it, but I wanna find it ๐
but thanks for the last possibility ๐
im still on 40.43
Meat Cleavers don't exist in b40 PZ.
Hydrocraft?
one of the biggest PZ-mods?
If you need help with Hydrocraft stuff there's a Discord for that mod. This server has a rule against sharing discord links, but he workshop page should serve as a means to finding it.
Also make sure you're not using hydrocraft 41
Still doesnt work ;-;
Weird. Did you try it on existing weapons or did you spawn new ones? What if you remove SWeapons as your module and simply change both txt with items and lua into Base?
Also, that code is literally what https://steamcommunity.com/sharedfiles/filedetails/?id=2296367496 uses and there it Just Worksโข๏ธ
In order for the multihit feature to get applied you have to have the "multihit" option turned on in your Sandbox settings in the first place. Obviously.
My goal was to make it so the weapon is forced to do multihit regardless of the sandbox option
Without digging through the Java, as the multihit parameters are the same in the weapon scripts regardless of whether or not the sandbox option is enabled, I'd say that it's likely multihit is something that only exists when the sandbox option is enabled.
Wait, would something like:
SWeapons.OnInitWorld = function() SandboxVars.MultiHitZombies = true; end Work?
Or can you only apply sandbox variables to only sandbox games?
I wouldn't recommend forcing multihit on for people that don't want it in their games.
dont worry ill make it balanced ;vv
Then just set every other mutihit value to 1. That's far as my knowledge/recommendation goes.
at the moment only the super heavy weapons have multihit. if you time your hit wrong u get eaten
You guys are making this far more complicated than it needs to be ๐
That looks like it enables multihit for all weapons
i mean vanilla weapons too
That's exactly what that would do.
xd
lol
id love to tweak multihit to emit a thunderclap
take out an entire street of zombies in a swing
How to have PZ modding tool on steam?
@hollow shadow I've just searched the game files and I can't find the function that directly defines SandboxVars.MultiHitZombies, so my guess is it can't be changed or modified to get it applied per weapon. How it is right now, you'd basically have to write a function that checks if SandboxVars.MultiHitZombies is already true. If yes, then it should just modify multihit on your own weapons. If false, then it should set MultiHitZombies to true and set every vanilla weapon to multihit 1, so only your weapons can multihit.
Yeah good thing i know how to code ๐ (ironic)
Micromaul:setMaxHitCount(20) ima try this with multihit setting on
hehehehe
Same. ๐
lmfao
what a hell! Perfectly balanced weapon)
There's a mod which stops the character from turning and moving to a container if it's already in range when attempting to loot it... but I cant recall what it's named. Does anyone know what I'm on about?
Edit: Found it https://steamcommunity.com/workshop/filedetails/?id=1907803085 but it seems to not do what I thought it'd do ๐
10/10 would use
hey guys, I've been trying to implement more zooming options but I'm kinda lost. Is it hardcoded or can it actually be changed?
looking into your issue now
Anyone know any regex documentation?
I think there's a way to switch from , to . in the decimals in windows 10, that could be also a solution without touching the code, let me find
well, switching the , to . didn't work, but at least the OS Language workaround works ๐
How did you try to replace it?
ah, the problem is decimal numbers in lua are strings
---@param ShmectorTree Vector3
---@return float y of ShmectorTree
function Vector3GetY(ShmectorTree)
local tostring = tostring(ShmectorTree)
local coordinate = string.match(tostring, "%, Y%: (.-)%) %(")
coordinate = string.gsub(coordinate, ",",".")
print("EHE: Vector3-GetY-Workaround: "..tostring.." = "..coordinate)
return coordinate
end
this should fix the issue
Also, a French player had the same issue - and it turns out they sometimes use commas (???)
so ๐ค
"Sometimes", how they use it sometimes ๐ but yeah hope it fixes for every languages!
How would you write 2,500.50 in Spanish?
Not that it matters in this case, just curious
2.500,50
So, I think in french they write 2,5 for 2 and a half, but then also use 2,500.50
In any case, thank you for helping chase this bug down.
Hopefully this fix works across the board.
Are you going to upload it to steam now? in order to test it and tell you how it goes
Should be uploaded soon.
Awesome!
@worldly olive fix pushed, try it out now
Omw
Good news guys
Works for OS in spanish!
In case you need it to check something but 0 lua errors, the helicopter was triggered, the voices were heard and I saw zombies moving
for real
If somebody ask how painful create mods can be, tell this story
Thank you guys for all the support ๐
๐
Do you modders think the new Java update they are going to push will help you guys out?
nice bro! It works perfect! thanks for the work
any time
the LWJGL3 update?
yeah if we can touch all of it
otherwise?
not a ton
Why canโt the PZ devs give a bunch of tools to modders like Dayz standalone did, have you seen the shit people are making lol.
they'll do it once they work enough on the game
Kind of curious if they're using the same mapping tools that are available
Or if they use the same vehicle rigging tools as well
they are
Cause there's some glaring issues
if the PZ devs actually invested in their own tools and seemingly valued their own time more
the game probably would be a lot farther in some areas sooner
i dont say that to be mean either
having quality tools is pivotal in workflow and time preservation
I remember they teased a map tool that worked off zones and used prefabs to fill areas- it looked really neat.
๐ฆ
if everyone had a map editor that could also dynamically assign zombie groups and also on the fly create buildings we'd be better off
Weโre pushing toward a release of Louisville, which nears completion outside some zoning work and bug-fixing.
heh
shit sucks
build an entire city from scratch spending 1000s of man hours and then have to zone it all
annoying
some of it is public, I wonder if it number inputs could be added
i wonder how much of the map editor could get edited
iirc it was made on open source software
is that even in game?
no, but super important
having a way to stretch around a radius and assign zombies and cars would be fantastic and time saving
instead of going building to building and parking lot to parking lot
hm
that is a dilemma
do you assign buildings zombie distro or do you parse it to the map itself
its been awhile
you can also have parkinglots and areas near by pull from the building's too
I was speaking more to a hypothetical design question
oh
Idk if setting areas and zones would be the way to go
but assigning buildings one at a time sounds like a nightmare too
pain in the asshole
could also have some sort of special case override apparoach
the mappers seem to have it down
@late hound zombie spawn distro are batches of coords and building types right?
@drifting ore , saw you in pzchat, I assume you know?
what?
"zombie spawn distro are batches of coords and building types right?"
I assumed setting up a map would involve flagging buildings and lots?
zombie spawns according to a map
and zzombie types are determined by zoning
zombies will also appear inside buildings
So most of it is done by building/room types?
Yeah so any zombie that spawns within that special zone will fall under its system. Any zombie spawning in "Doctor" could be a doctor zombie.
it doesn't have to be a building, it can do stretches of land too
@sour island zombie density is done through the zombie map, zombie type depends on zoning
yes

but it can do specific rooms and individual buildings, though a zombie needs to be able to spawn there (zombie intensity map shows this)
yes, mapname_spawn
Thank you for humoring me
I just remembered- is there a way to grab the loaded map's dimensions?
what do you mean grab?
which map?
I would need to get this dynamically
well I know that you can use individual coordinates in lua, not sure about referencing it all or dynamically
For context, the heli mod doesn't work on Erie County because I had to set static dimensions
just gonna need to drag it with the player
Grrr. I'm thinking of making a mod where you respawn in a bioprinter pod whenever you die. But to respawn you need to feed it meats.
Is there a tutorial on how to upload mods to steam?
@lethal sparrow Fixed the issue with the drinks, and this other mod that adds energy drinks, I deleted my save and did some spring cleaning for my mods, and everything seems to be spawning again.
Its a mod that adds a UI element to tell when your weapon needs to be reloaded, racked, or unjammed.
very nice!
working in a tutorial about clothing, I'm try make this as detailed as possible as it is not intended for developers, just beginners that wants start in clothing mods
Ah excellent.
is it possible to make in game globalmap of map compilation ?( like map of knox county +fort knox+ ravencreek + slocan lake + townk ivy +...)
which tool to use to do this?
This house was built for crawler zombies.
or cripples
whats the difference
That's good to hear. Did you ever find out definitively which mod was ailing you, or was it just one of the ones you removed? It'd be helpful to tell that developer that his mod is breaking loot distributions.
impact is on mapobjects I think
like trees and doors
Oh ok
I wish lol, too bad we donโt have an easy to use mod status window
Does it work with Brita?
The question is, does britas work with Felkamis ๐

did you test on a new world if they work together?
Iโm at work
you should try when ur back on pc
No idea. Theoretically it should unless Brita does something very abnormal with their weapons. Basically it reads the chamber values, ammunition counts, and the jammed flag off weapons.
Overall it should work pretty well. My only concern is that on some systems it may cause lag when a ranged weapon is equipped. It doesn't on my machine but I didn't have any beta testers.
Britas requires Arsenalโs mod. Which adds in a ammo counter and all that, I donโt think the two mods will work together
oh, then why did he want the mods to work together in the first place xD
Its very possible they won't. I did code an ammo counter into mine but disabled it. I figured the game was going for a vertain level of realism and weapons don't come with ammo counter displays.
Also quick tip, you should really add game screenshots to show players what they are downloading
Oh, I thought the existing image would explain it. It only adds a display ontop of the primary hand slot. A full screenshot wouldn't show anything unusual.
Ah
It was a just a questionโฆ.
I've never used Arsenal's mod. I think the biggest conflict could be if the two displays overlap.
Made new sounds for my 2x4 which was in the mod for ages but never got overhauled โบ๏ธ
A mod I recently found that I've fallen in love with is the one that lets me sit on furniture.
True Actions. Act 1 - Sitting
I need to figure out how to use tags.
should i use the project zomboid map tools on steam or the forums
anyone knows some really good realism mods
hi i have a question. I want to make a mod, but it needs the cars to change visually, that is, to be able to put a different hood and stuff like that. is it possible?
Only by swap model on another
then another question is whether the state of the car, the level of gasoline, etc. will be preserved.
in vehicle parts
Yes
Need check Vehicle part to check params of it
I think we did not understand each other. If I change the model, and the condition of the chair is 40%, will they remain the same?
Hmmm. I dont remember how i did it in Boats mod. You can check this mod for check how it implemented
You want change only texture or model too?
After change model you will need set same conditiions of parts and containers in new model
One more question, whether off-road permeability depends on the car, or they drive the same?
maybe in scripts
Thx
Is it possible to add in a modded items that have randomized icons/decals just like Chips do?
Or You have to make a different item for each decal
So I was just talking with a friend about a mod idea I had but won't be following up on (it involves animation, and I don't feel like faffing with that). Shotgun gloves: A pair of gloves that, when you punch something it triggers a shotgun blast. Three shells on each hand, maximum blood setting with that huge killspray ranged weapons have.
Oooh oooh. Think the knife animation would work?
Dude the year the game takes place is 1993 did those exist in Kentucky?
Is it allowed to look through Hydrocraft and View and perhaps use some of entitites as it was a part of an old mod?
Like let's Say the Donuts and new food items
Since littering adds a few items from Hydrocraft and the Energy Drink mod adds the Energy drinks from hydrocraft
Shark is it allowed to b o r r o w stuff?
elaborate
Littering adds few more items right? Energy Drinks,Sodas and other stuff i didn't check out because it killed my compability, these also being present in HydroCraft and Energy Drink Mod
would it be allowed to take items from mods and split them out like these did?
i'm thinking of making a food and cooking mod once i learn coding
and i don't know shit about copyright
i wanna check about the food from hydrocraft but hydrocraft it's a mix of abandoned mods and i got no idea who made what
there's also not much copyright to be worried about - if you make enough effort to credit authors
indeed
i will of course credit the authors
i'm not Below Natural that made thousands of an old game because he had a school project to do
depending on if you basically just grabbed enough of it
what's DMCA standing for?
digital millennium copyright act
Basically if they make enough of a stink, they could get steam to remove it from listing
but no one would honestly bother if it's not done out of malice
not to mention if the original mods are abandoned
yep
hydrocraft will eventually go the way of the dodo
sooner or later
the mod is too big to update on a regular basis and the new spawn tables maybe just kill it
so after that, you could can probably pick apart parts of HC
id be very forthcoming with that, that
now i gotta see how much food items it actually adds and what i can do on my own
Could be maintained if not for steam's weird policy on not allowing contributors to upload files too
anyone know what mod adds log arm guards as well as rubber ones made from tires?
scrap armor? @hollow shadow
Even so, how many of those people do you think would go to the trouble of updating it, I bet a modest chuck on them do not play PZ or something similar
I mean- all it would take is 1 person to keep the project afloat
right now it is dependent on 1 person
to say, update superb survivors, you'd have to just reupload it or go the hyrdocraft route
PZ uses github for translating, I'd like to see more modders use it too
Posted
Aug 12, 2015 @ 4:12am
Updated
Aug 16, 2019 @ 6:02pm
that's for b40
Bruh moment
I still do not get the appeal for it, some of the stuff in the mod is clearly from a bygone time, some of the new mods coming out pot them to shame, like the shopping cart mod
My point was that steam isn't all that conducive to maintaining mods
Ya, there is no system where there are a bunch of people working on it on the same time, without the need for someone else
So much shit to pick what the hell
Guess i'll Pick what i like and what i want to be in
And do the rest myself
modding is intellectually demanding and very hard work
Github is good for working together- I'm not sure what to do about getting around the upload aspect
๐ฎ ?
ban him
@sour island
noice
Official Dislaik's Documentations
I need add more things, like the masks, bodylocations, etc. But I think it looks good
good work