#mod_development
1 messages · Page 471 of 1
Anyone wanna take a look and tell me I'm missing a comma somewhere? XD
doesnt seem to have any syntax error
I figured out what was missing
I forgot this
GhostTown.Add = function()
addChallenge(GhostTown);
end```
do you use an IDE
you coding in notepad?
Notepad++
yeah i was doing that too
until i try Capsid https://github.com/pzstorm/capsid
i cant go back now
Hey does anyone know why Advanced G.E.A.R Armor isnt supported anymore
because blair said so
Who is Blair
is it not supported?
Apon loading save it said unsub from that mod its no longer supported
does it tho
If you lot gonna be immature then dont bother replying its a simple question
IMPORTANT: ARMOR MOD IS NO LONGER SUPPORTED, UNSUBSCRIBE FROM IT IN YOUR SAVEGAME LOADING INTERFACE.
IF YOU HAVE ISSUES AFTERWARDS, TRY UNSUBSCRIBING FROM THIS MOS, WAITING A SHORT PERIOD, AND THEN RE-SUBSCRIBING.
Oh I apologize, I did not see armor after advanced gear
Thought you were asking why advanced gear wasn't supported
my bad
Its all good
Blair is the author btw
oh ok
Is he done with supporting the whole mod then or just that one
?
cause theres like 15 other mods that go with it
I don't see the mod but I do see this:
Alright well that sucks
If it's wiped you should be able to still subscribe to the shell/wiped mod files
even though that's kind of a jank way to go about it lol
lol its all good
Does the mod menu still say it's still required?
You could grab the console.txt after it occurs to figure out whats happening
may not be related to his mod - coincidences and all that
Maybe could be filly busters cars
cause some cars arent loading in properly
just grey rectangles where they are ment to spawn and some cars just spawn with tires on the body lol
C:\Users\<username>\Zomboid\console.txt
this file fills with the game's debug info
it resets everytime you bootup the game
so you'd have to copy it after the errors occur
it's been only one guy, why do you put everyone in the same basket ?
T'was my bad
Bruh chill
Alright Chuck
has anyone tried fixing the weird UV stretching on the female model's shoulders or does the game not play nice if you try and replace character models?
if you add a zombie outfit to an existing zone definition does it overwrite the other outfits or does it insert the new one into the zone
what mod is this chuck?
hmmm
im having an issue with the vehicle addons api mod
keeps giving an error
and then disabling itself
or maybe the error is from a different mod
i dont know
I didn't see the "gear" armor mod at the time I assumed it was the armor mod patch.
gear as in G.E.A.R.?
yeah
wait gear is broken?
no
is there any resources on how to write mods? i'm looking to make a mod that just adds a trait that gives a metalworking bonus.
how does the game determine what body parts a clothing item covers
i cant see anything like that in the body locations file
\ProjectZomboid\media\lua\shared\NPCs\BodyLocations.lua
Yooo nice is this gonna be part of the helis extended mod?
@deft peak yes
Big pog 🙂
I want to reflect a custom PZ logo, but does anyone know how? Even if you apply 'PZ_Logo_New.png' to the \media\ui path, it doesn't seem to be applied. I am not fluent in English, so there may be errors in my sentences.
I have to go streaming soon, so my reply may be delayed.
Uhhh
Should be in media/hi
Ui
It’s not a separate file though
It’s in a screenshot with EVERY other main UI Piece (moodles, inventory, the things on the left side can’t remember what they are called)
Yeah looks like a mad mod, would love to give a go when its ready 👍
First of all, thanks for your help. It's time to stream now, so I'll try again tomorrow or the day after tomorrow. First, the Korean version was uploaded to the Workshop after confirming its normal operation with the help of other MOD.
As a little trick, I checked that it is available in all languages that it supports by default. Thanks to everyone who helped.
That's the location other than the ''body'' one. Its name may be because of what it was originally for.
Is there a way of making custom music play in the main menu without editing large-file size archives containing music?
Does anyone know how i could access tile objects when they are being loaded into the game? (In Lua)
For exemple, I tried using https://pzwiki.net/wiki/Modding:Lua_Event/OnPostMapLoad but it doesnt seem to do anything at all
How do I expert a model I have made in blender into X model? I see FBX but no X model to export
@tulip valve you do not need to make it a X
is FBX fine?
just add the .fbx to the ModelsX directory
okay thanks 🙂
and the directory has to be named Models_X?
models_X
ah okay
the texture for your object has to be 256x256 and saved into the textures directory of your mod
name the texture the same as in blender you name it when assigning it to the object. game will find it
I used a image as texture, so I guess I will need to put that imagine in textures?
and it has to be png I suppose
yeah
then to add the model to the game you need a .txt file in the scripts directory with this in it
module YourModuleName {
model TheModelNameToUseIngame
{
mesh = TheModelNameInBlender,
}
}
To add that model to an Item u can use
item YourNewItem
{
...
StaticModel = TheModelNameToUseIngame,
ReplaceInSecondHand = Bag_TheModelNameToUseIngame_LHand holdingbagleft,
ReplaceInPrimaryHand = Bag_TheModelNameToUseIngame_RHand holdingbagright,
}
ReplaceInSecondHand is for when equipped to show in hand if needed
I just used staticmodel
Also in blender set all scale to 1.0
then in game if the item is too big select the object in blender press Tab to be in edit mode and scale it with the mouse tools
How do I do that? 😄
wait ill show you
ReplaceInSecondHand = Bag_MonsterEnergyOriginal_LHand holdingbagleft,
Is this correct? My model name is MonsterEnergyOriginal
I'm making a Monster Energy mod, already done with 12 flavours, just adding models now lol, The original will be the first model
you select the mesh
then in the Object Properties tab you set every to 1.0 in scale
then if the item is not the right size in game
you press Tab in blender the object will become like this and select the scale tool on the left side
by scaling it this way the object properties will stay at 1.0 scale but you will be scaling the mesh it self
when you export it to fbx you gonna have to set some options to define the direction of your object, that might require some trial and error. But luckily you will see the changes Live in the game 😄
might have to play with the Forward and Up value in the export window
to change orientation in the game
Thanks ❤️
you welcome if you need anything ill try to answer
I will test the model and see how it looks in game 😄
First time every I created a model lolz
might want to move the object XYZ to 0.0 to center it in the scene
i mean if I wanted to make a custom jacket/bodylocation that does not protect the arms. but I cant find any example anywhere in any of the clothing scripts that actually says which body parts a clothing item actually protects, even inside of bodylocations.lua
sweet
cool thanks ^^
aww the model didnt show and the drinking animation was wierd too lol
you think that can of caffeine shalt appear in Project Zomboid?
yes
ah okay
then export selected object in blender
also do the same for the material use the name of your texture
My model is named "LargePetrolCan.fbx" and the texture is "LargePetrolCan.png"
You mean to the model name? The model name is MonsterEnergyOriginal.fbx, so I should change Cylinder to MonsterEnergyOriginal then?
alright ^^
the fbx will be saved with those info that the game will fetch
since we dont use .x file we dont edit it in the .x file but do in blender
when you first see the model in game it might be huge lol happens to me, or might be very very small
like this
wow haha
thats where you do the manual mesh scaling like i showed you
yeah
now its looking good 😄
can you send me the fbx ill take a look
sure
yeah nevermind i think i figured it out, it uses the BloodLocation values i'm pretty sure
@thin hornetOkay the model shows up again, slightly too big but still out of place lol also I cant seem to zoom in wierd
try importing your fbx in a new blender project
might reset what ever happened to that project
okay
and for your transform/scale problem the object has to be showing up as orange wireframe using Tab. Then use the mouse and the tools transform and scale. Values in the right box should not change from zero and 1.0 (you want to change the mesh true size and position not the blender object)
still cannot zoom in
I closed blender and load my saved project, still cant zoom in
maybe you locked into a camera view mode
maybe its because im in the uv editor, how do I close that
go into layout mode
then press middle mouse button to leave camera view
on the top tabs
not working :/
try pressing shift+c to reset the camera maybe?
I think its the UV editor that is the problem, I cant close it
there is no button whatsoever to close it
frustrating
yeah blender is complicated when it come to allt he layout stuff and shortcuts
even i am noob with all this
weird that it does the same to me when i use your project but when i create a new project its ok
Ok think I fixed it ^^
Yes
Can I ask something? What is Znetfriends?
oh ive tried to make a mod like that before. I have models and stuff but never got it to hold fuel.
its alot more difficult to do than water
Yeah fuel is not like water. it is mostly hardcoded to use the vanilla petrol can
yep
which suck, cause they could add CanStoreFuel and just use similar code to water but i guess because there is only one item related to fuel they decided it's not required.
In the next update i added a Large Gas Can, and im overwritting the functions related to fuel. I'll look into making it easier to add fuel container.
Maybe some sort of API
Do you know if it's possible to make a map item (that you can write on etc) with a custom map you make yourself? Or you have to mod it?
item MarchRidgeMap
{
Type = Normal,
DisplayName = March Ridge Map,
Icon = Map,
Weight = 0.1,
Map = media/ui/LootableMaps/marchridgemap.png,
}
what is it?
if you want to add a custom map you can probably use an existing map to see how it works
thats an existing map
seems like it
i'll try thanks
that's awesome how the game is opened
like you can do everything you want basically
would probably be
Map = MyMap.png
and you place that map in Textures directory of your mod
yeah i think so
if not then replicate the path
like in your mod media folder u make the same path tree
ui/LootableMaps/yourpng
thanks!
you welcome
Would there be any future mods with a in game hud with mini map or a map like dayz when u press the m key ? or would that be to difficult to implement ?
@craggy furnace thx bud
np
for designing since Build 41, can use Blender for Model Designing?
yes
ERROR: Mod , 1626575860994> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000
LOG : Mod , 1626575861022> 2x version of NZTILEPACK.pack not found.
ERROR: Mod , 1626575861023> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000
LOG : Mod , 1626575861035> 2x version of SFFarm.pack found.
LOG : Mod , 1626575861037> 2x version of sfbuild.pack found.
ERROR: Mod , 1626575861037> ChooseGameInfo.readModInfoAux> tiledef=sfbuild 1985 file number must be from 100 to 1000
How do i fix these errors ?
Somethings going on when ever i do a normal action all it does is say error
Is there a limit how detailed or how high polygon/vertices count a vehicle model can have in zomboid?
sort of, higher poly counts will cause fps drops to the game
Alright thanks
I'm creating AGCM addon mod that covers modded content. To add and max out modded skills, I've done this:lua AGCM_Missed_Skills = {}; AGCM_Missed_Skills.proflist = {"Smithing","Masonry"}; AGCM_Missed_Skills.profskills = {}; AGCM_Missed_Skills.profskills["Smithing"] = {}; AGCM_Missed_Skills.profskills["Smithing"].level = 10; AGCM_Missed_Skills.profskills["Smithing"].boost = 10; AGCM_Missed_Skills.profskills["Smithing"].xp = 9000; AGCM_Missed_Skills.profskills["Masonry"] = {}; AGCM_Missed_Skills.profskills["Masonry"].level = 10; AGCM_Missed_Skills.profskills["Masonry"].boost = 10; AGCM_Missed_Skills.profskills["Masonry"].xp = 9000; player:getModData().proflist = AGCM_Missed_Skills.proflist; player:getModData().profskills = AGCM_Missed_Skills.profskills;However, for some reason they are still white coloured and don't have 125% XP Boost. What am I doing wrong?
This wont go away , i had to reinstall worlded and tiles because my files weren't there , and now this is coming up everytime i launch world ed and when i click ok , its sends me out and closing the application and then when i go back into worlded it does the same thing !
"Why Can't I Barricade/Disassemble Electronics/Open Cans/Dig Holes/Saw Wood/Cut Down Trees/Construct Buildings"
Unfortunately many many many mods, including many popular ones, overwrite item scripts instead of modifying them. In the cases where people cannot disassemble/open cans/barricade/use carpentry, they are using an item mod that overwrote the items scripts instead of modifying them.
Last fall the Tag system was introduced to Project Zomboid, which uses a Tag parameter in the items scripts to determine which objects can be used for disassembling electronics/opening cans/barricading/sawing wood/etc.
Ever since then there has been people, almost daily, who are having issues with being unable to disassemble/barricade/etc because they are using one of the mods that overwrites item scripts, and the information in the item scripts containing the tags was overwritten.
Modders should use a mod like Item Tweaker (https://steamcommunity.com/sharedfiles/filedetails/?id=566115016), or custom lua code, to modify item scripts instead of using script files to overwrite them so these sorts of situations do not occur.
"Why Did All The Stuff In My Car Disappear"
Mod that increase the capacity of vehicles, "Trunk Space Mods", are very popular. Unfortunately people who use such mods regularly have issues with all of the items they have stored in a vehicle disappearing.
The way that Project Zomboid saves data does not accommodate for the increased vehicle capacity that such mods implement, and, as, such, when there is more item information in the container inventories of those vehicles than Project Zomboid can handle, the items despawn due to a memory error.
Now answer me this...."why must I technically use up all my ammo to level up shooting just enough to hit an elephant at close range?"
There's a mod that revamps the shooting system iir well
Aiming Skill is totally busted, even at level 10 aim and Marksman trait(modded) you still miss several shots on a zombie that is point blank range or impossible to hit but you hit zombies far back or on the sides instead lol
what mod is that? can you link it? 🙂
Hello i have a server on the build 40, i would like to add some map i done this but they are out of the map for exemple, BedfordFall is here someone can help me?
Does anyone know how I can apply a second image to an model?
I want the metalic top part of the can image to be added to my Monster Energy can, but I have no idea how to make it actually apply lol
Also my first image texture seems to be mirrored lul
my game doesnt load anymore after getting throttlekitty's tiles, i dont know why
oh, shit
i even deleted the lua folder and it still didnt work
uh oh
oh shit, what did i do, neither version of the game opens now
build 40 or 41
oh, nevermind
it fixed itself????
i aint complaining though
whenever i launch up pz modding tools on steam it dosent work
alright, i can reliably re create this glitch now, and its not just the tile pack, sorry
alright! i found whats causing it!
its Clothes Box 41 BETA
You could put booth images into one image and then load it with one material and assign the faces with the UV layout
Overall its always a good idea to combine a reasonable amount of surface texture into one texture. It will cause less actions by your computer (Sometimes called "draw calls")
In your case you can select the face of the top in the edit mode, and then hit "Assign" under your material list with the right material selected. Then it should switch
Right now it seems to be all assign to the first material
Okay
But if this model is for PZ then you have to combine all images into one image since, as far as i know, you can only load one texture per item
yeah its for PZ
Trying to add both images into one image with Paint 3D but can't figure out how to do that xD
I wish there was a way to change zombie speeds
So I removed previous image texture and now model looks like this and when I select it, it just selects everything not the pieces lol
Makes sense. That mod never worked for me
yeah, it sucks because the clothes look cool as fuck
Okay I fixed it, turns out I just had to press TAB and then A
whenever i launch pz modding tools its instantly closes
Is there a place I can find all the new clothing parameters? This wiki page https://pzwiki.net/wiki/Modding has a bunch of item parameters, but the clothing ones are outdated
i dont think there's any real documentation yet, you just have to look through existing clothes to find what you want
where can i find the script files for the existing clothes? all I see are for items
I may be an idiot. They're int he convenient "clothing" folder aren't they
yeah the .xml files in the clothing folder are for how the clothing item appears on your character and the text files in scripts\clothing are for the items themselves
I'm guessing that's where I need to actually UV map a model in blender right?
yeah
these are helpful
https://dislaik.github.io/project_zomboid_modding/scripting_manual/clothing_mod/
https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
Official Dislaik's Documentations
Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
Anyone familiar with modData know if for some reason zombies don't save theirs?
whenever i launch pz modding tools its instantly closes
@sour island when does the modData reset after reloading the game?
hard to tell why
can you call me really quick for like 20 seconds i beg please just to show you what it does
Most modData saves and loads fine - I've not tried altering zombie's yet before
yeah me neither not zombies but im guessing they might be temporary objects not sure if they despawn and respawn and that could probably reset them
Never gone to a shooting range with a bunch of people who have never shot a gun before in their lives, have you? 😛
The spy car
Spy car?
Spy car
Okay
Looks like one
we are making spiffo into nemesis
he wont ever die
he will just get back up over and over
I shot once in my life and didn't miss the target (watermelon), have to be retarded to not know how to shoot i think.
Reason: Bad word usage
right
LMAO
what if you park a car over him?
put him between microwaves oh no, my only weakness
honestly, its possible to have zombies just 1 hit KO cars
if you can make him ragdoll cars in that case it would be fun
i wish
just yeet
boss music kicks in
they just drove around in a car with britas guns
WARNING: TERROR ZEDS WAS NOT BALANCED FOR BRITA'S GUNS
PEW PEW DOOT DOOT
you see
the fix to this is to figure out how players enter cars
then figure out what triggers them to leave
just have the enemy run up to the car and pull them out
alternatively you could have the zombies break the windows at a distance and spawn in more zeds
shits gonna be so funny
ive got intentions to make him bulletproof
the suit itself cannot be removed
if you find out how to make a zombo bulletproof lemme know
could probably make him flip a car
If I can figure out why zombies don't save their modData
Give him a gun
Chuck maybe you could save the coordinates of the modData zombies and when the game loads have it check the squares specified by the coordinates and recognise them from their clothing?
I considered that but it's not ideal/feasible is some cases -- my plan is to give them an item to hold that triggers their AI
:|
I assume so - but I'm told not defining a displayname does it too
Yes that's how the java decides whether or not to make it hidden.
I wonder if zombies were made to only save particular aspects and they simply neglected modData
perhaps I could modify the modData of their descriptor
Why does this look like something from Plants VS Zombies...
Wait I got an idea
Could you not have a mod data table with the data for the zombies elsewhere, and when you load and the zombie variable refers to no more zombie, re-add the assignments and give them their items again?
Inventories should be saved automatically - as far as I know there's no unique zombie identifiers - evne though there are zombieIDs there no way to grab or refer to them, and I don't think they're carried over.
He.
Won't.
DIE.
is he gonna use custom anims?
He is invincible
Nah, I don't think so lol
oh ok
will he have weaknesses?
I have no idea how to mod this game, but I just had a genius idea that anyone can take and use if they want to mod it into the game:
The ability to hold a mirror in your secondary while you walk, giving you vision behind you but limiting you to one handed weapons. Mirrors already exist in the game but have no use.
bootleg nemesis lmao
pirunabunda
Not wrong but feels so good
if zombies were mainly relying on sight, it would've been viable. But they are nearly blind, they can see you only from short distance away. They mainly rely on hearing to locate you. And maybe on some kind other organ that doesn't exist in humans (such as infrared sight that allows to track living beings).
i always figured that the zombies dont see you until you're fairly close because their idle animations have them slouched over and looking downwards
lore-wise i mean
is there mod for runner zombies?
you can make them run in the sandbox mode settings
is there any kind of LUA command if mod[modname].loaded() == true then for modding?
I want to see Ford Mustang in pz
It is already there: 1969 Ford Mustang 429 Boss 😄
I mean 2005, 2006, 2010 model

They are used for makeup and shit
or snorting amphetamine if that's more your style.
Cool idea tbh, but with perception radius seems kinda moot
you can already sorta see behind yourself
makes more sense to just take keen hearing at that point
Anyone wanna take a look at making a car mod that lets you remove and repair those unusable items? Like a glove box or a heater?
what for, exactly? there's mods that make them repairable and they're.. kinda integrated into the car
Oh really? What kinda mods then? hopefully their not too big?
and i mean for items that you literally can't interact with like a glove box, heater lightbar etc
its kinda annoying finding your fav car and you can't switch/fix those bits
I really want military vehicle, such as APC BTR-90 in game:
Even non-turret version is fine.
see: cadillac gage commando
This is probably the closet you'll get atm: https://steamcommunity.com/sharedfiles/filedetails/?id=2478247379
YEAH!
period correct too
Btw, is it amphibious?
in-game, or?
in-game ofc
cause in-game it definitely won't be
unless there's some black magic i'm unaware of
I love military vehicles. Especially during post-apocalypse.
Well, there are boats, no?
Yeah i think the next step in vehicle modding is being able to protect your vehicle, like adding barbed wire, planks etc
yeaahh but those work differently
And yeah, their is boat mods, you'll need a tralier and the boat itself
pretty sure the cadillac gage is just a standard vehicle according to the game code
So, what is the better M113A1 or Cage Commando (in PZ ofc)?
only later at this weekend.
@turbid gale can you please tell me how much more armoured M113A1 you've created versus '67 Cadillac Gage Commando?
depends on what that author did for that
my M113A1 stops all attacks to players inside, excluding ramming damage
anyone got a high quality spiffo image?
Should be able to find one from google images or the wiki
"Taller Mecánico" Mod from Snake allows you to repair the all the parts of a vehicle giving the possibility to have it at 100%, also for 41.51 it will allow to scrap the damaged vehicles to obtain xp and parts. It is also compatible with Expanded Helicopter Events so you can scrap those too. But this scrap feature is included in the 41.51 version
Oh my thanks so much 👍
The mirror would be for you to see zombies, not the other way around lol
@worldly olive Thanks for responding to me about the mod but uh..
Snake's mods are not in the workshop, they are in his blog: http://pzmodding.blogspot.com/2020/08/pack-de-mods-by-snake.html
Ooh
Thanks again for linking that, but this looks a little complicated, and it says its going to conflict with some stuff, and all my mods are covering the spots where it says it'l conflict, does he plan on putting his stuff on the workshop anytime soon?
Hey folks. I'm trying to modify a couple of mods that I'm using (Animation mods - One allows sitting, and one for playing pinball machines) so I can activate them with the controller. I'm somewhat familiar with LUA, but I'm not sure what to look for to tell the item how big the activation radius should be (I assume this is my issue)
They work fine with M&KB, but I can not, or rarely get the context option to use the special actions. It seems like the game is looking for me to right click on the item itself, but controller can only "Right Click" on the tile your char is standing on.
Got a question, what's GUID? sorry im new to modding
Globally Unique Identifier
Think of it like a complex-non human friendly name
You'll need a unique GUID for the game to see it and not conflict with other items
Use this to generate GUIDs for clothing modding
https://www.guidgenerator.com/
Free Online GUID/UUID Generator
I shouldn't be answering modding questions for zomboid. I've never modded Zomboid personally.
The purpose of a GUID is that it's a randomly generated string of hexadecimal characters that are used as unique identifiers; due to their length the chance of two randomly generated GUIDs being the same is astronomically low.
Thank you
🤙
Blair, any chance you're familiar with changing the activation radius for items? lol
This is bugging the hell out of me
Yeah, that sorta animation business is outside of my sphere of experience.
The animations are all already there. Basically all I need to do is move the activation tile from the center of the piece of furniture, to just in front of it
I think
Sorry, I just stay in my lane and then I don't end up putting my foot in my mouth guessing at things?
lol fair enough
So I tried loading my mod in-game and it got stuck at reloading LUA
what could be the cause?
well it actually made my game without text lmfao
wait
Find console.text in your [username]/Zomboid folder and search it for "stack trace" and "error", this will usually tell you what line in which file borked things.
It's a basic, necessary procedure for evaluating issues when making mods, so this is a good education.
i didn't make a lua folder i think
Could also be bad formatting in any of your text files and the like in the mod directory.
Being scrupulous about proper formatting is another fundamental practice.
do u mind if i PM you? im really stuck and dont have any idea what im doing tbh @willow estuary
Sorry dawg, but 'm not capable of that degree of help? I'm stupid and grouchy, and I also have brain fog right now from a health issue.
I'm just killing time between Tarkov raids TBH.
its cool bro thanks for ur help tho
Check the console + also try removing the files from the mod directory and then testing it adding back one file at a time?
Make a backup copy of the mod folder, but don't have it in the same workshop folder.
Life
what about using itemzed?
I've never used it.
Are you using and IDE or editor? This usually happens when the Lua file is missing an "end" or some sort of syntax.
I only bring up the IDE cause it would give you a warning. Outside of that you'd have to eyeball it.
and yes as Blair suggested the console.txt should also tell you the line and file.
okay so how do i actually create a LUA file that defines my items and textures
i already have a scripts, textures, models ready
im only missing my LUA files
You doing a clothing mod? This guide has a checklist of everything you need to do, it looked pretty comprehensive to me at first blush.
#mod_development message
can i ask if anyone knows what mod adds severity to laceration or injuries in general
sandbox options > injury severity > high
Is there any sandbox mod that allows me to spawn modded stuff just to test it?
Or code that allows me to spawn modded vehicle near me for testing?
you can launch the game with "-debug" inside of the launch options to get access to an ingame menu for spawning in items including modded ones
thanks!
i'd assume you can spawn vehicles too
there's cheat menu which is more accessible than the standard debug options, and that can spawn items, vehicles, etc.
can also give you an idea what grinding an agility level gets you
How can I proceed from here?
if you untick that box you should be able to press F11 and the game will load normally
Which one of them allows me to spawn modded vehicle?
Try look in the Cheat section?
I have never spawned a vehicle in debug altough I remember there being a Vehicle editor when I was in debug, strange that you dont have that
if you want to change a vehicle, you right click it and set script. to spawn a car directly, use the new vehicle scenarios to spawn one to change
theres no real easy way to directly spawn the vehicle however.
Use the Randomized Vehicle Story part to spawn the vehicles, then you can right click to change the script to pick what vehicle you want instead of that individual one.
Anyone know what controls how a controller player pulls up a context menu? I've been poking around at the LUA all day and can't figure the thing out
Is it a tile that gets assigned with x/y coordinates from the piece of furniture?
is there a way to output something to the console in lua
I was just looking at a mod's code and it has getActivatedMods().
Can someone help me with getting NPC's to move? After looking at Superb Survivor code I spawned an NPC survivor and told it to lua setPath2(nil);and
getPathFindBehavior2():pathToLocation(player:getX(), player:getY(), player:getZ());```and it points towards the target and plays its walking animation but stays still. On player update it's calling ```lua
getPathFindBehavior2():update();```which returns the word 'working' with whatever (capitalisation).
In the video below the NPC is given the `setPath2` and `getPathFindBehavior2` things again and it moves a little bit.
Something like that happened to me with zombies before
https://cdn.discordapp.com/attachments/821080036320346152/865434080011223070/2021-07-15_23-25-51.gif
My issue was I was updating them too fast- could it be that setting a movement path over and over in update is goofing up their movement?
I'm only setting the movement path when my character moves into a different square, and that's when the NPC moves a little bit.
hm
I'll try not doing the getPathFindBehavior2():update(); thing.
Ahhh this game takes so long to load :c
Calling getPathFindBehavior2():update() only when the path is updated has the same problem, with the extra problem that the NPC does not turn to face the destination, it instead points in the same direction and that's the direction it makes small movements in when the path is updated.
What did you do to get the zombie to move Chuck? It's probably different for zombies though :/
I only see the three things above. The destination is set at some times, and the getPathFindBehavior2():update() is every update.
Maybe there's something else important in the update that I missed that I need to add.
if there's anything related to time it may be that
This sucks at approximately 1.01325 bars.
?
You know what I'd love to see? A 1950s mod. Basically, a complete overhaul of the game's look and atmosphere to be set in the 1950s. The 50s have some differences compared to 1993, so maybe it would change how we play? Or not?
Something like that would require a group of modders, and funding would certainly help them, speed up things.
It sucks at 1 atmosphere.
Hey question is anyone working on Holsters that you can actually see on your character ?
oh, the great american pastime of losing a finger as a wee lad playing with illegal M-80 fireworks.
it's already done.
Pawlow loot
it has thigh holsters
Nice day to loot graves!
Remember, It's only grave robbing if they caught you.
Alright thx
New mod you are working on?😄
local packmule = player:getInventory:FindAndReturn("Base.Bag_Schoolbag")
packmule:getItemContainer:setWeightReduction(100)
Trying to increase the Weight reduction on the School bag as a new trait but it's not working, what am I doing wrong 😦
Okay I solved it
I just needed to do this:
local packmule = inventory:AddItem("Base.Bag_Schoolbag")
packmule:setWeightReduction(100)
and inventory because:
local inventory = player:getInventory()
nope, updated the system using the square cursor! ✊🏻
Alright
Hello! Is there any mods for items' textures?
I don't like it when i keep in hands crowbar but it looks like knife
kitchen knife
For 40 build
Will the new update make modding things like clothes or hair easier? Would love more cosmetic mods
Big fan, keep up the good work! (If you're snake the modder)
guys need help... i cant upload my map inot world ed
Hey Chuck! Thanks! Yes!! Today the modpack will be updated! Pimp My Ride Mod will allow to scrap your crashed helicopters! 😄
You have awesome mod! 😄
Oh nice, and thank you!
Was there anything preventing scrapping the helicopters outside of just defining them to be scrappable?
For now our community suggest to scrap helicopters without any condition, only blowtorch and mask.
I set for normal vehicles another conditions (Without parts - really bad overall condition to be scrapable)
Your helicopters (Depends of parts) and supplies drops have custom items table for scrapping.
Ah, me and Shark were going to checkout the various scrapping mods or the vanilla method to see what we can do from our end.
Thanks for the info!
Updated now! Soon in Workshop!
You're posting stuff to workshop? :o
soon I will upload the mod pack to workshop!
Biggest concern is since our mod is about 96 percent removed from the base game and other mods it’s liable to break easier
Ah yes
For now blog is updated!
I knew you were scheduled for it
Happy aprils fools day! Oh wait, it wasn't a joke?
No joke! :p
Dawn of a new age
Some people want to help with translations so, it will be a good time!
So whos mod broke with the update lol
Every mod that add items will break
hopefully that is easy to fix
Added to distro
rip to the dead mods
EHE should be fine I believe, but we'll need to test it a bit before slapping the new sticker on it.
@sour island I'ven been testing it in the 41.51 the last weeks and it works fine
Any benefits that help you guys with the new java version?
https://steamcommunity.com/workshop/filedetails/?id=2470417629 this is actually a list of mods that I could test in 41.51 and works fine with Snake's modpack
Steam Workshop: Project Zomboid. All mods that I tested and works well with Snake's modpack in 41.51 build.
Mods que testee y funcionan bien con el pack de mods de Snake en build 41.51.
Link to Snake's modpack:
http://pzmoddin
There's a few things that are exciting for me-- one that is a sleeper is the new Prop1/Prop2 behavior in recipes.
Snake says we will not post his mods till build 41 is stable, and that just got pushed back for months, is build 41 that unstable still?
Previously you had to state exact models for Prop1/2 so it conflicted with recipe that used tags or a similar function
Now it can pull from the items used.
Basically if a recipe used "anything that can cut" like opening boxes in EHE the prop wouldn't be able to match unless you wrote a recipe for each item
ohhhhhhhhhhhhhhhhh
Now you can just tell the recipe to use the model of the item used
I welcome anything that gets rid of tedious code and helps maintaining.
Are you planning on doing anything with the new car zones?
No
Thank you
Snake uploading his mods to steam workshop? What a time to be alive gentlemen!
What's a good way to determine if mods I've made could need some refactoring to work in the latest version?
You mean 41.51? I think only the loot destribution is what breaks the mods right now
Hmm okay, I think I'm mostly okay then :?
If your mod dosn't mess with loot destribution then you should be good yeah
do 41.50 mods work with 41.51?
They can but might not.
how do i use Snake's Gourmand mod
i have dowloaded the needed file but it won't open because of app store
the red means that those faces are facing in the opposite direction and will be invisible. if you select all of those red faces you can go to this menu at the top and then 'Flip' the normals to the other side so that they are visible ingame
at this dropdown menu at the top right do you have 'Face Orientations' checked?
I tried to extrude that bottom part so it would look like there was a hole like there usually is in cans but I messed up something
yeah face orientations is checked, otherwise it wouldnt be blue and red colors
maybe try selecting the whole mesh and then pressing Alt-N and then 'Recalculate Outside'
I either recommending using the Solidify modifier or Shift+D to duplicate the face and lay it just above the original, then flip it to blue
Yeah I tried duplicate and then alt+N to flip but still red
Where is the Solidfify modifier?
with the mesh selected you can go to the modifier tab and then add modifier
then solidify should be in the 2nd row near the bottom
Now it looks like this xD
I suppose I could load an old save of the model before I fucked it up
if recalculating the normals doesnt work then you could try deleting the red faces, selecting the edge around the bottom and then pressing F to fill it back in again and then start over
Thank you that did it! I deleted that f.ucker lol and then selected the edge and pressed F 🙂
yeah brute force is probably better if nothing else works lmao
following a UV texturing guide but I can't seem to get boxes like that to show or similar, is this gone in blender 2.9?
the squares in the UV editor window?
yeah
its because you havent unwrapped your mesh yet
oh
hold on lemme find a good tutorial
can someone design this for me and name the actual item is called Glock - 19
this video is for an older version of blender but the technique is still the same since your mesh is also a cyllinder
Grant's Character Course discount link: https://www.gamedev.tv/p/blender-character-creator-2/?coupon_code=GRABBITT&affcode=45216_9b6dqwx2
Grant’s Drawing course discount link: https://www.gamedev.tv/p/complete-drawing/?coupon_code=GRABBITT&affcode=45216_9b6dqwx2
In this episode we will unwrap a barrel and add a simple texture.
I go through ho...
no i want a custom one that has a red body
pretty much you'll wanna mark a seam around the edge at the top and bottom of the cyllinder and add a seam down one of the edges on the side so that it can unwrap properly
Thank you 🙂
the only thing different that might trip you up is the part where he changes the unwrap type in that box in the corner
when you unwrap it should open this small box here
if you click on the arrow it'll show the settings and then you can follow the tutorial
how do i add a image like that on the recent version of blender ?
if you press Shift+A to open the add menu you can choose a reference or background image
the only difference between them is that background only shows up when you're in the othographic view mode but reference images are always visible like regular objects
Does the unwrap look right Hi dad?
the only problem is that the main part is distorted which would make the texture look distorted
did you change the unwrap method to conformal?
nope I didnt get that far lol
ah ok
where do you choose that?
if you unwrap again it should open up a box at the bottom right of the screen
if you click on that then it should open up the settings
then just change 'method' from angle-based to conformal
and it should hopefully straighten the edges
can someone make me a glock or can someone help me make one
Do you not like the glock in Britas pack?
you could maybe try only selecting the sides of the cyllinder and then unwrap that to see if that straightens it up?
You mean mark seam on the sides? Because I already did that on one line, otherwise I dont know how I can select the sides only
How many mods broke with update 41.51?
Any mod that adds items to loot destribution I think

And how do we know if it works or not? Should we see some errors or something?
if you go into face selection mode and then select all of the faces that go around the sides
like dont select anything from the top or bottom, just the sides that are completely straight
if you keep those sides selected and then unwrap you should have the unwrap be completely straight
then select all of the faces inside the UV editor
then press P to pin all of the verticies
and then select the whole mesh again and unwrap it
most of the uv should be straightened out
yeah there we go
yeah, base color, and image texture
yeah once you put the texture on you can move the UVs around to make it work
another helpful tip is that if you select a vertex from a part you want to select you can press Ctrl+L to select everything else attached to it
I was going to add a Monster Energy can texture, well take a picture from google
lol textuing is hell 😦
There is a tutorial where the guy uses Gimp and then when he is done and loads the texure it fits right away, I will try that tomorrow unless what he shows is outdated
hm
You should try the Project from View method
Actually I think npc battles would not be very good currently. One reason is that they noclip into one another, another is that with today's game update they seem to do no damage to zombies :c, another is that they don't seem able to walk backwards while fighting.
I thought this would be a good idea.
better body block lmao
Zombies from PvsZ after they get through your lawnmowers
Hey guys, can someone help me? I am new to modding and made a custom cursor and it's colors are all wrong
Somebody know how change main menu theme ?
anon what are you trying to do?
Managed to make my first custom cursor
Forgot this wasn't meme pit
how can i get game version number in lua?
Hey did update 41.51 break the loot distribution for modded maps like Raven Creek?
just saw this while looking through a mod's files
thx
Does somebody knows if there's a way to apply a permanent fracture?
never splint it
petitioning for a blowgun mod
adding a usage to darts and crafted with a metal pipe or a plank with high enough woodworking skill
blowguns are uh, ridiculously simple to make and would make for a relatively effective ranged weapon in situations that call for them (e.g. PVP)
also, crafting new darts could be as simple as combining a nail with a ripped sheet
the more basic survival techs with understated uses, the happier i am
on one hand, having a group of guys with revolvers dressed in leather jackets and wearing bandanas is cool, but consider this:
a couple weirdos barefoot in togas halting you with blowguns and clubs
Currently i think that hasn't a animation while the character is holding a blowgun, so it's complicated put It inside the game
hopefully would be more doable once they release the tools needed to properly work with animations
i'm assuming part of the drinking animation could be used? or a placeholder for holding a gun could be used?
Well, maybe It works
either way, it's still a really simple idea to implement since it probably wouldn't use custom models (or if it does, they'd be texture-shifts and cutoffs of official ones) and would work out of the gate with basic code
lemme take a look
well, with poison it can be used to hunt game and kill other people
so it's a somewhat niche use
it has very little penetration power in regards to its indigenous use, but i know some of the more modern hunting blowguns tend to be pretty dangerous
with a powerful enough neurotoxin, it could absolutely kill a man. it's just kinda dubious if it would do the same with a zombie whose immune system is a mystery and whose sole weakness is high-velocity trepanation
hmmn so reportedly a modern blowgun can shoot a 14 grain projectile at around 155 fps, which is enough to embed a projectile quite a few inches deep into soft flesh and a well-shot dart can pierce a steel trashcan lid
jesus
the thing is that the projectile is very light, small and thin
so while yes, a dart could probably go through a zombie's head, it would be pretty clean compared to a gun that has a lot of energy behind the bullet
i think for the sake of balancing a shot to a zombie's head would either kill it or permanently incapacitate it (the latter would be an interesting mechanic, since they'd technically still need to be finished off) but it wouldn't just completely destroy brain tissue
sounds pretty effective to me
extra fun if poison is involved
This sounds like that is a question for the tech support channel, unless you're not mentioning something?
well i was thinking it was mod related
There are wrecked cars without seats however, if you're exaggerating and it's not literally 100%
But otherwise all I can say is disable your mods, see if that's still the case, and then enable mods one by one until you find the culprit.
I mean they’re dead
So
If bleach doesn’t kill them poison wouldn’t either
i'm mostly just ruminating about the potential for PVP
i dunno why but i have this idea of balancing for late-game multiplayer stuck in my head lately
Oh in pvp it would just not be fair
Silently poisoning someone without them noticing has always been a thing in pz, usually with foods
i guess it's true no one likes that lol
I’m a pvp situation that’d just not be pog
that wasn't really my thought at first but that's probably how people would use it
Mhm
the idea of making something out of rotten food to poison someone completely slipped my mind lmao
Or poisonous berries
i forgot they existed as well tbh lol
poisonous berries would make more sense
i think if you throw out the whole poison dart thing out the window it'd still be a pretty effective weapon for a stationary or slow moving target at close enough range
fire spitwads at zombies
hi
i need help.... i cant upload a file to world ed
anyone?
Anyone know how I can scale the middle part so the Monster Logo and text isnt so big? If I scale it with the scale tool the whole image becomes super small :/
I recommend check some tutorial about UV map
FYI you're kinda wasting your time posting that anywhere's but the #mapping channel; the only people who are gonna be able to help you are the people that regularly post and check that channel. I get that you might be frustrated or anxious with your problems, but it's fruitless to start posting the same thing in every other channel trying to get help? I suggest checking the pinned posts in the mapping channel specifically #mapping message
ok
but i checked the link you posed
i already know
i read it
but it does not help
If you think that not help... you can choose the hard way and find out for yourself like most of us did
I started making a mod on Jerrycans, I figured out how to draw water and use. I have a problem with Petrol. can anyone drop the scripts or indicate where they are so I can use my Jerrycan for storing petrol, and refuel transport
the way things are written you're only supposed to use the vanilla gas can to refuel cars
it's kinda annoying
also you might wanna look into the fact a separate mod team is working on something really similar
Gas filling is in lua - you can overwrite it to work on multiple objects
They might work on that now that the map is bigger
i'd at least like a way to make my map even if it's connected to the vanilla to have it's own kinda climate
uwu
right now I'm working on a janky teleporter
that remembers where you teleported
or rather in which file to look for?
it teleports you to and from a spaceship, but I can't seem to get it to add new coordinates X_X
Unfortunately it's not in one place - if you can advanced search just look for "petrolcan"
Some of it is in vehicle context menus, some of it is in the gaspumps
added the most important part
We are fast @sour island 😂
hm?
I know this is a joke mod but I just realized
Why the fuck does Spiffo's have helicopters and possibly some armed ones.
this reminds me- now that bullet armor is a thing in 41.51, is the press gear bulletproof yet?
Is there any discord in specific only about modding of PZ ?
soon
thank you for reminding me
very welcome, i'm glad you're getting on it this quickly since it's fairly secondary in the grand scheme of things
i actually have a ton of shit going into the mod
an entire expansion is getting polished and i might be adding a new army helicopter
sounds like a good time
Congratz :D
should i make it so you have to craft the teleporter
I also made it so the spaceship is filled with secret base type zombies
I think it's neat to just have the teleporter straight from the start ha
@craggy furnace what do u think about the teleporter -- should I let the player have it when they start the game or should they have to craft it? It takes 5ever to level up electricity so I'm not sure I wanna do it that way
id craft it
lol or I could figure out where to hide it as a one time item 🤔
Does the teleporter take you to facility 7?
recipe Craft Makeshift Teleportation Device
{
ElectronicsScrap=3,
Radio.RadioReceiver,
Radio.RadioTransmitter,
Radio.ElectricWire=2,
Aluminum=3,
keep [Recipe.GetItemTypes.Screwdriver],
NoBrokenItems:true,
Result:TeleportationDevice,
SkillRequired:Electricity=3,
Time:300.0,
Category:Electrical,
}
this look okay?
I can't upload this mod for some reason and I don't know why
[8:36 AM]
I keep getting result = 16
[8:36 AM]
Any ideas?
Quick little mod for all you smokers! https://steamcommunity.com/sharedfiles/filedetails/?id=2553439611
Thank you
I was trying to have him march over there and wreck that zombie.
This is it working in Build 41.50. The NPC survivors don't damage zombies in Build 41.51. I have noticed also that hitConsequences with the same arguments is not working in Build 41.51. But jd-gui does not decompile the new Java version so I should find a new decompiler to have a look at the new Java. :\
did you find out why you got that error?
is it compatible with the "Smoker" mod?
I have not tested it against any mods
i will test it right now
Iirc they moved to java 15?
Yesssss
@grave solstice if possible try adding from "Smoker" mod made by nebula
for now i only started with matches cause the smoker mod changes vanilla cigarette
Thanks! I have updated my mod description to clarify that it works with vanilla cigarettes and lighters/matches, and that any mod that modifies those vanilla items may not work with my mod!
Just how much fuel is in that gas pump? Check out the display! https://steamcommunity.com/sharedfiles/filedetails/?id=2553593324
Do someone know the mods that are incompatible with superb survivors?
Could have a list of mods that can't work together with superb
I'm having a shit time figuring this out, the entire texture would turn black when there is a blood splatter.
is there a defined bloodsplatter overlay texture that I'm missing or.. some magic number bullshit going on?
Blood is applied differently on weapons ._. i know clothing follows the masking, not sure about weapons, they always get bloody nonetheless
yes, but in this case a single splatter turns the entire weapon pitch black
with most vanilla guns a single splatter is usually a small red spot
most mods work fine with it, bro, (unless it obviously doesnt lol)
my texture is 256x256, idk if that makes a difference
something just feels really off because the model's not particularly complex
but if that's the case, then
¯_(ツ)_/¯
why do i hear erika?
hey thats my moms name
hate that fucking cunt
hope she fucking rots in that cell
I absolutely LOVE the new Helicopter Events Expanded mod. Props to everyone involved on that team.
I would love to see some more events akin to the flyer drop for the anarchist chopper event. Maybe have em blaring music or something.
So we should have a list of the mods that doesn't work
👀
Its absolutely amazing, just like the Save our Station mod by another creator. It should frankly be a vanilla part of the game.
The Helicopter event is long overdue for an official rework.
Honestly @cunning canyon @sour island and @craggy furnace I'd love to see both of your mods as vanilla features. Save our Station and Helicopter Events Expanded both add a ton of cool depth to parts of that game that could use more player interaction.
you missed chuck lol
Chucks snoozin I think
I didn't want to ping him awake
Unless he isn't snoozing and discord is lying
has my mod broken yet btw?
or is it still doin ok, haven't tested it in new versions lol
no worries
it needs to be updated
just the map
idk how you are handling it
oh is the map already live?
the new changes they made?
or is it still in beta
well i guess its all in beta
but you know what i mean XD
yeah its up
That's a minty alien I do say! 
can you help with the scripts for the petrol Jerrycan? Where can I find scripts or register my own petrol Jerrycan?
Sorry, I've never done any modding of existing objects, and I haven't created any new ones yet.
ok((
Is the mod Better Sorting still relevant for use in Build 41.51?
@rapid granite Custom Jerrycan require overriding the game scripts, it is all hardcoded to use the vanilla Gas Can. Look at my mod Coco Liquid Overhaul on Github I have added a Large Gas Can that works like the vanilla one. If you want you can depend on my mod to use the functions i provide to make it easy to add new petrol containers.
https://github.com/cocolabs/pz-liquid-overhaul
I made a function
CLO_AddNewFuelItem(moduleName, emptyItemName, fullItemName)
CLO_AddNewFuelItem("ScriptModuleName", "LargeJerryCanEmpty", "LargeJerryCanFull")
to let you add new fuel container items to act like a petrol can do.
thank you
So for a decent gaming pc, what is the recommended mod limit for stutter free play? I'm playing through some of the chonky map mods like Eerie County and Raven Creek.
It's bizarre that there are so many vaccine and cure mods for PZ, but not a single mod based off Zombrex from the Dead Rising series.
im trying to get player is zombified or not im looking inside bodydamage and bodypart but cant figured out
is isInfected for just normal infection or zombi infection
I would love a mod that let you hide from Zs by covering yourself with their guts like they did in TWD
That would be sooo cool
Coco labs has this like... Discused
Hey guys, how do you handle mods update? When IWBUMS updates comes out is it possible to keep versions available for subscribers who do not update? Cause it forcibly break their save games so some do not want to update for this reason but the mod will auto-update and inevitably break in the past version.
Is this the G3? 😮
I missed some german weapons in PZ
you could set up a version check @thin hornet
@nimble spoke How would one do that?
depending on what the differences are of course
oh
for the loot changes I'm using if getCore():getVersionNumber() == "41.50 - IWBUMS" then
so I have it working for both versions in the same file
dang
thats kind of alot to handle in my case
my mod has major changes with the latest fuel update
ohhh I see. You may need a separate version then
will try something thanks for the info tho, will keep this in mind
Like so?
it's the StG44 😹
yeah, but, smoking cigarretes don't give you negative moodlets such as: Lung Cancer, Heart Disease or Emphysema
What I did was If then -> old distribution -> else -> new distribution -> end
Takes year to develop those sickness from cigarette.
your way will throw errors and not work for 41.50
Thanks!
I will research toward this way as i have to update some mods with loots.
My plan was to give out a download link for the 41.50 version, but that wouldn't be elegant at all.
if it is just loot that you need to update then this if will be enough for you. Might as well work for some other lua changes too
Going to do it this way
how can i remove zombification from player?
contact your pediatrician, warning him that you have contracted necroambulism
😋
lol
really i even tried Wound stack in isogamecharacter
i dont know why but that stack is empty all the time i guess
It didn't even do anything to begin with.
oh really though it worked with dirty/bloody clothing
no those were just rumours
any way to fix the way blood splatter is interacting with the texture?
Hi! Do you know any tutorials on how to create new UI panels to show info from my mod? Panels like char status or skills.
export the model to fbx instead of X
this is an issue I had with one of my melee weapons I made. Fixed it by switching to .FBX
oh okey about get zombification i can use IsInfected and getInfectionLevel() from bodydamage class
you're a literal god
Can you skate with the board too?
no but im going to try that for sure
Sounds good! I like this
not sure how ill handle this but ill first try to see how to create animations
Where's the Barbed Wire Skateboard
Hey there I'm new to the entire Modding thig for PZ but I'd like to ask, can mods that are suppose to be use for 41.50 be used on the normal vanilla build.
If not could someone help me with my collection as I wanna play it with a friend of mine but don't know what's compatible where
@solemn tide certain mods made for 41.50 need to be updated for 41.51/52 because of distribution table that changed, and some other changes. But what do you mean by Vanilla build? (b40?)
the base games build, Build 40.something
Okay so to refer to b40 you may call it legacy or b40
but most mod will write if the mod is compatible for b40 and or b41
some don't ^^" I made a modpack for my personal enjoyment for B41.50 and it's great but I got a friend who want's to join me on the adventure so I gotta revert back to B40 for that sweet sweet multiplayer
so I'm not sure which mods can be used and which can't be
usually its in the name or there is a tag for the filter. Or in the description. You may also ask the mod creator in the mod comments if not sure.
can some of the mods for B41 work on B40 though? or is that completely impossible
Also you may play in splitscreen with your friend. Using steam remote play
yeaah they're not about that ^^"
okok
Some mod might be compatible but im not sure as there is a lot of new thing in b41 such as 3d models
you can just install theme and try
add -Ddebug in your projectzomboid64.json
that will allow to see where the error come from
ah sweet!
can I enable all of them and just go from there or should I do it one by one
I also ran into an error using the modpack, I'm not sure if it's the modpack or default game, but sleeping bugs out every now and then, and crafting stuff sometimes crashes my game ^^"
- Allow mods to define custom perks (Skills ingame). Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded. New perks and perk categories can be defined. This required removing the Perks enum. Now Perks is a class containing static instances of Perk. So Perks.Strength is now the Strength perk itself instead of an enum value. The Lua Perks table contains the predefined perks and also any custom perks. Fortunately, these changes didn't require any changes to Lua files.
Curious if anyone knows where I can find the predefined perks?
I see no such file in media :c
i think its for mods media directory
Yes but if there's no example that comes with the game it will be hard to tell what to put in it.
Also examplemod does not have one.
Ooh maybe it just needs a single word, the word being just the name of the skill oh actually I just noticed the skills are in categories like combat :/
You could get something that decompiles Java 15 and search the source code? :s
Ill have a look
private CustomPerk parsePerk(ScriptParser.Block var1) {
if (StringUtils.isNullOrWhitespace(var1.id)) {
DebugLog.General.warn("missing or empty perk id");
return null;
} else {
CustomPerk var2 = new CustomPerk(var1.id);
ScriptParser.Value var3 = var1.getValue("parent");
if (var3 != null && !StringUtils.isNullOrWhitespace(var3.getValue())) {
var2.m_parent = var3.getValue().trim();
}
ScriptParser.Value var4 = var1.getValue("translation");
if (var4 != null) {
var2.m_translation = StringUtils.discardNullOrWhitespace(var4.getValue().trim());
}
if (StringUtils.isNullOrWhitespace(var2.m_translation)) {
var2.m_translation = var2.m_id;
}
ScriptParser.Value var5 = var1.getValue("passive");
if (var5 != null) {
var2.m_bPassive = StringUtils.tryParseBoolean(var5.getValue().trim());
}
for(int var6 = 1; var6 <= 10; ++var6) {
ScriptParser.Value var7 = var1.getValue("xp" + var6);
if (var7 != null) {
int var8 = PZMath.tryParseInt(var7.getValue().trim(), -1);
if (var8 > 0) {
var2.m_xp[var6 - 1] = var8;
}
}
}
return var2;
}
}
might be something like
perk MyPerkID {
parent=None
translation=MyPerkID
passive=true
xp1=integer
xp2=integer
xp3=integer
xp4=integer
xp5=integer
xp6=integer
xp7=integer
xp8=integer
xp9=integer
xp10=integer
}
PerkFactory.AddPerk(ID, translation, parent, xp1, xp2, xp3, xp4, xp5, xp6, xp7, xp8, xp9, xp10, passive);
i use capsid https://github.com/pzstorm/capsid