#mod_development

1 messages · Page 471 of 1

midnight sequoia
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Any recommended mods to have playing PZ?

abstract raptor
thin hornet
abstract raptor
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I figured out what was missing

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I forgot this

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GhostTown.Add = function()
    addChallenge(GhostTown);


end```
thin hornet
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do you use an IDE

abstract raptor
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?

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what

thin hornet
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you coding in notepad?

abstract raptor
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Notepad++

thin hornet
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yeah i was doing that too

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i cant go back now

visual wasp
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Hey does anyone know why Advanced G.E.A.R Armor isnt supported anymore

craggy furnace
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because blair said so

visual wasp
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Who is Blair

sour island
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is it not supported?

visual wasp
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Apon loading save it said unsub from that mod its no longer supported

sour island
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does it tho

visual wasp
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If you lot gonna be immature then dont bother replying its a simple question

sour island
#

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.

visual wasp
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yeah im asking why ?

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xD

sour island
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Oh I apologize, I did not see armor after advanced gear

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Thought you were asking why advanced gear wasn't supported

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my bad

visual wasp
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Its all good

sour island
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Blair is the author btw

visual wasp
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oh ok

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Is he done with supporting the whole mod then or just that one

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?

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cause theres like 15 other mods that go with it

sour island
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I don't see the mod but I do see this:

visual wasp
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Alright well that sucks

sour island
#

If it's wiped you should be able to still subscribe to the shell/wiped mod files

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even though that's kind of a jank way to go about it lol

visual wasp
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lol its all good

sour island
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Does the mod menu still say it's still required?

visual wasp
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not that i see

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but im getting errors

sour island
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You could grab the console.txt after it occurs to figure out whats happening

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may not be related to his mod - coincidences and all that

visual wasp
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Maybe could be filly busters cars

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cause some cars arent loading in properly

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just grey rectangles where they are ment to spawn and some cars just spawn with tires on the body lol

sour island
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C:\Users\<username>\Zomboid\console.txt

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this file fills with the game's debug info

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it resets everytime you bootup the game

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so you'd have to copy it after the errors occur

sharp maple
sour island
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T'was my bad

sharp maple
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I'm chill lol

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Anyway good luck

visual wasp
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Alright Chuck

winter bolt
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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?

craggy furnace
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new helicopter helmets with transparent visors and rescindable visors

winter bolt
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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

fallow bridge
split prairie
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hmmm

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im having an issue with the vehicle addons api mod

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keeps giving an error

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and then disabling itself

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or maybe the error is from a different mod

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i dont know

sour island
sour island
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yeah

fallow bridge
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wait gear is broken?

sour island
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no

tawdry kelp
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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.

winter bolt
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how does the game determine what body parts a clothing item covers

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i cant see anything like that in the body locations file

ruby urchin
winter bolt
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i dont mean visually

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i mean like for the protection and stuff

deft peak
craggy furnace
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@deft peak yes

deft peak
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Big pog 🙂

rugged pebble
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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.

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I have to go streaming soon, so my reply may be delayed.

tulip valve
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looks cool ^^

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There dosnt seem to be any "PZ_Logo_New.png" in media/ui

fallow bridge
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Uhhh

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Should be in media/hi

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Ui

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It’s not a separate file though

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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)

deft peak
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Yeah looks like a mad mod, would love to give a go when its ready 👍

rugged pebble
rugged pebble
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As a little trick, I checked that it is available in all languages ​​that it supports by default. Thanks to everyone who helped.

undone crag
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Is there a way of making custom music play in the main menu without editing large-file size archives containing music?

thin hornet
tulip valve
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How do I expert a model I have made in blender into X model? I see FBX but no X model to export

thin hornet
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@tulip valve you do not need to make it a X

tulip valve
#

is FBX fine?

thin hornet
#

just add the .fbx to the ModelsX directory

tulip valve
#

okay thanks 🙂

thin hornet
#

yeah

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😄

tulip valve
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and the directory has to be named Models_X?

thin hornet
#

models_X

tulip valve
#

ah okay

thin hornet
#

the texture for your object has to be 256x256 and saved into the textures directory of your mod

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name the texture the same as in blender you name it when assigning it to the object. game will find it

tulip valve
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I used a image as texture, so I guess I will need to put that imagine in textures?

thin hornet
#

yeah

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the same image file you assign to the material

tulip valve
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and it has to be png I suppose

thin hornet
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yeah

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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,
    }
}
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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

tulip valve
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I just used staticmodel

thin hornet
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Also in blender set all scale to 1.0

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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

tulip valve
thin hornet
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wait ill show you

tulip valve
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ReplaceInSecondHand = Bag_MonsterEnergyOriginal_LHand holdingbagleft,

Is this correct? My model name is MonsterEnergyOriginal

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I'm making a Monster Energy mod, already done with 12 flavours, just adding models now lol, The original will be the first model

thin hornet
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you select the mesh

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then in the Object Properties tab you set every to 1.0 in scale

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then if the item is not the right size in game

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you press Tab in blender the object will become like this and select the scale tool on the left side

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by scaling it this way the object properties will stay at 1.0 scale but you will be scaling the mesh it self

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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 😄

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might have to play with the Forward and Up value in the export window

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to change orientation in the game

tulip valve
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Thanks ❤️

thin hornet
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you welcome if you need anything ill try to answer

tulip valve
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I will test the model and see how it looks in game 😄

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First time every I created a model lolz

thin hornet
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yeah first time to everything

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then its easy

tulip valve
thin hornet
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might want to move the object XYZ to 0.0 to center it in the scene

winter bolt
tulip valve
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like this?

thin hornet
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yeah

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this way it will be centered into the hand

tulip valve
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sweet

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cool thanks ^^

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aww the model didnt show and the drinking animation was wierd too lol

flint seal
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you think that can of caffeine shalt appear in Project Zomboid?

tulip valve
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yes

thin hornet
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rename the Cylinder in blender

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to be the right name you will use in game

tulip valve
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ah okay

thin hornet
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then export selected object in blender

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also do the same for the material use the name of your texture

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My model is named "LargePetrolCan.fbx" and the texture is "LargePetrolCan.png"

tulip valve
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You mean to the model name? The model name is MonsterEnergyOriginal.fbx, so I should change Cylinder to MonsterEnergyOriginal then?

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alright ^^

thin hornet
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the fbx will be saved with those info that the game will fetch

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since we dont use .x file we dont edit it in the .x file but do in blender

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when you first see the model in game it might be huge lol happens to me, or might be very very small

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like this

tulip valve
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wow haha

thin hornet
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thats where you do the manual mesh scaling like i showed you

tulip valve
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yeah

thin hornet
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now its looking good 😄

tulip valve
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Still the same thing for me

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Now thats a badass petrol can

thin hornet
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can you send me the fbx ill take a look

tulip valve
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sure

winter bolt
tulip valve
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@thin hornetOkay the model shows up again, slightly too big but still out of place lol also I cant seem to zoom in wierd

thin hornet
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try importing your fbx in a new blender project

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might reset what ever happened to that project

tulip valve
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okay

thin hornet
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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)

tulip valve
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still cannot zoom in

thin hornet
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huh

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try pressing on the middle mouse button

tulip valve
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I closed blender and load my saved project, still cant zoom in

thin hornet
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maybe you locked into a camera view mode

tulip valve
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maybe its because im in the uv editor, how do I close that

thin hornet
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go into layout mode

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then press middle mouse button to leave camera view

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on the top tabs

tulip valve
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not working :/

winter bolt
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try pressing shift+c to reset the camera maybe?

tulip valve
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I think its the UV editor that is the problem, I cant close it

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there is no button whatsoever to close it

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frustrating

thin hornet
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yeah blender is complicated when it come to allt he layout stuff and shortcuts

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even i am noob with all this

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weird that it does the same to me when i use your project but when i create a new project its ok

tulip valve
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Ok think I fixed it ^^

placid dagger
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Can I ask something? What is Znetfriends?

hollow shadow
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its alot more difficult to do than water

thin hornet
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Yeah fuel is not like water. it is mostly hardcoded to use the vanilla petrol can

hollow shadow
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yep

thin hornet
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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.

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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.

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Maybe some sort of API

kind fossil
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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?

thin hornet
#
item MarchRidgeMap
    {
        Type                =            Normal,
        DisplayName            =            March Ridge Map,
        Icon                =            Map,
        Weight                =            0.1,
        Map                 =           media/ui/LootableMaps/marchridgemap.png,
    }
kind fossil
thin hornet
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if you want to add a custom map you can probably use an existing map to see how it works

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thats an existing map

kind fossil
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ohh

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so you change the png

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that's awesome

thin hornet
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seems like it

kind fossil
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i'll try thanks

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that's awesome how the game is opened

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like you can do everything you want basically

thin hornet
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would probably be
Map = MyMap.png

and you place that map in Textures directory of your mod

kind fossil
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yeah i think so

thin hornet
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if not then replicate the path

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like in your mod media folder u make the same path tree

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ui/LootableMaps/yourpng

kind fossil
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thanks!

thin hornet
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you welcome

visual wasp
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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 ?

visual wasp
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@craggy furnace thx bud

craggy furnace
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np

forest lance
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for designing since Build 41, can use Blender for Model Designing?

craggy furnace
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yes

visual wasp
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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

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How do i fix these errors ?

visual wasp
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Somethings going on when ever i do a normal action all it does is say error

tulip valve
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Is there a limit how detailed or how high polygon/vertices count a vehicle model can have in zomboid?

late hound
tulip valve
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Alright thanks

upper mason
#

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?

steady shadow
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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 !

willow estuary
#

"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.

https://pastebin.com/prmFZRQG

willow estuary
#

"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.

latent orchid
#

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?"

kind fossil
#

There's a mod that revamps the shooting system iir well

tulip valve
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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

tulip valve
calm lotus
#

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?

tulip valve
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Does anyone know how I can apply a second image to an model?

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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

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Also my first image texture seems to be mirrored lul

plucky nova
#

my game doesnt load anymore after getting throttlekitty's tiles, i dont know why

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oh, shit

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i even deleted the lua folder and it still didnt work

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uh oh

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oh shit, what did i do, neither version of the game opens now

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build 40 or 41

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oh, nevermind

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it fixed itself????

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i aint complaining though

steady shadow
#

whenever i launch up pz modding tools on steam it dosent work

plucky nova
#

alright! i found whats causing it!

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its Clothes Box 41 BETA

low yarrow
# tulip valve

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")

tulip valve
#

Is that the only way?

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I will try that thanks!

low yarrow
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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

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Right now it seems to be all assign to the first material

tulip valve
#

Okayspiffo

low yarrow
#

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

tulip valve
#

yeah its for PZ

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Trying to add both images into one image with Paint 3D but can't figure out how to do that xD

winter bolt
#

you could use a free photoshop alternative like gimp or paint.net to make it easier

tulip valve
#

So like this then

wet dune
#

I wish there was a way to change zombie speeds

tulip valve
#

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

fallow bridge
plucky nova
fallow bridge
#

Little to high res for me but yeah

#

The parka is my fav

tulip valve
dusty vortex
#

@tulip valve

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select the far right one

steady shadow
#

whenever i launch pz modding tools its instantly closes

eternal bridge
winter bolt
#

i dont think there's any real documentation yet, you just have to look through existing clothes to find what you want

eternal bridge
#

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

winter bolt
#

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

eternal bridge
#

I'm guessing that's where I need to actually UV map a model in blender right?

winter bolt
#

yeah

#
sour island
#

Anyone familiar with modData know if for some reason zombies don't save theirs?

steady shadow
#

whenever i launch pz modding tools its instantly closes

thin hornet
#

@sour island when does the modData reset after reloading the game?

thin hornet
steady shadow
sour island
thin hornet
#

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

radiant ginkgo
willow estuary
proud fern
radiant ginkgo
proud fern
radiant ginkgo
#

Okay

proud fern
#

Looks like one

craggy furnace
severe ridge
#

Spliffo

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"friendly, friendly"

craggy furnace
#

we are making spiffo into nemesis

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he wont ever die

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he will just get back up over and over

thin hornet
slow graniteBOT
#
Konijima#9279 has been warned

Reason: Bad word usage

thin hornet
#

right

severe ridge
#

LMAO

tawdry kelp
severe ridge
#

put him between microwaves oh no, my only weakness

craggy furnace
severe ridge
#

if you can make him ragdoll cars in that case it would be fun

craggy furnace
#

i wish

severe ridge
#

just yeet

tawdry kelp
#

yeah i was gonna say, if he could flip the car to get up

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that would be awesome

severe ridge
#

boss music kicks in

craggy furnace
#

someone said terror zeds was too easy

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theyll suffer our wrath now

severe ridge
#

tsc

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what a shame

craggy furnace
willow estuary
#

WARNING: TERROR ZEDS WAS NOT BALANCED FOR BRITA'S GUNS
PEW PEW DOOT DOOT

severe ridge
craggy furnace
#

you see

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the fix to this is to figure out how players enter cars

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then figure out what triggers them to leave

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just have the enemy run up to the car and pull them out

tawdry kelp
#

alternatively you could have the zombies break the windows at a distance and spawn in more zeds

craggy furnace
#

shits gonna be so funny

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ive got intentions to make him bulletproof

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the suit itself cannot be removed

severe ridge
#

if you find out how to make a zombo bulletproof lemme know

sour island
#

could probably make him flip a car

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If I can figure out why zombies don't save their modData

proud fern
craggy furnace
undone crag
#

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?

sour island
undone crag
#

:|

sour island
#

the item can't be looted obviously lol

#

the vanilla game does this with injuries

undone crag
#

The ishidden thing?

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or something like that

sour island
#

I assume so - but I'm told not defining a displayname does it too

undone crag
#

Yes that's how the java decides whether or not to make it hidden.

sour island
#

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

proud fern
# craggy furnace

Why does this look like something from Plants VS Zombies...
Wait I got an idea

undone crag
#

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?

sour island
sour island
proud fern
wet dune
proud fern
sour island
wet dune
sour island
#

Going to make it very fun to deal with 🙂

#

If you like pain

wet dune
#

will he have weaknesses?

cyan drum
#

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.

winter bolt
#

bootleg nemesis lmao

severe ridge
#

pirunabunda

sour island
upper mason
winter bolt
#

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

upper mason
#

is there mod for runner zombies?

winter bolt
#

you can make them run in the sandbox mode settings

upper mason
#

is there any kind of LUA command if mod[modname].loaded() == true then for modding?

latent orchid
#

Seems we need to see more Ford Taurus in PZ!

tulip valve
#

I want to see Ford Mustang in pzpepeRub

radiant ginkgo
tulip valve
#

I mean 2005, 2006, 2010 modelspiffo

radiant ginkgo
#

👎

#

Modern cars are not popular yet due to their absence and the time of the game

tulip valve
fallow bridge
tawdry kelp
#

or snorting amphetamine if that's more your style.

pseudo lake
#

Cool idea tbh, but with perception radius seems kinda moot

#

you can already sorta see behind yourself

tawdry kelp
#

makes more sense to just take keen hearing at that point

deft peak
#

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?

tawdry kelp
#

what for, exactly? there's mods that make them repairable and they're.. kinda integrated into the car

deft peak
#

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

upper mason
#

I really want military vehicle, such as APC BTR-90 in game:

#

Even non-turret version is fine.

tawdry kelp
#

see: cadillac gage commando

upper mason
#

YEAH!

tawdry kelp
#

period correct too

upper mason
#

Btw, is it amphibious?

tawdry kelp
#

in-game, or?

upper mason
#

in-game ofc

tawdry kelp
#

cause in-game it definitely won't be

tawdry kelp
#

unless there's some black magic i'm unaware of

upper mason
#

I love military vehicles. Especially during post-apocalypse.

upper mason
deft peak
#

Yeah i think the next step in vehicle modding is being able to protect your vehicle, like adding barbed wire, planks etc

tawdry kelp
deft peak
#

And yeah, their is boat mods, you'll need a tralier and the boat itself

tawdry kelp
#

pretty sure the cadillac gage is just a standard vehicle according to the game code

upper mason
#

So, what is the better M113A1 or Cage Commando (in PZ ofc)?

tawdry kelp
#

iunno, how about you try em and find out?

#

both at once of course

upper mason
#

only later at this weekend.

upper mason
#

@turbid gale can you please tell me how much more armoured M113A1 you've created versus '67 Cadillac Gage Commando?

turbid gale
#

depends on what that author did for that

#

my M113A1 stops all attacks to players inside, excluding ramming damage

umbral raptor
#

anyone got a high quality spiffo image?

dusty vortex
#

Should be able to find one from google images or the wiki

worldly olive
deft peak
#

Oh my thanks so much 👍

cyan drum
deft peak
#

@worldly olive Thanks for responding to me about the mod but uh..

worldly olive
deft peak
#

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?

glad sail
#

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.

umbral raptor
#

Got a question, what's GUID? sorry im new to modding

glad sail
#

Globally Unique Identifier

umbral raptor
#

so do i set one on my own or whats up? im modding in clothes rn

glad sail
#

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

willow estuary
glad sail
#

I shouldn't be answering modding questions for zomboid. I've never modded Zomboid personally.

willow estuary
#

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.

willow estuary
#

🤙

glad sail
#

Blair, any chance you're familiar with changing the activation radius for items? lol

#

This is bugging the hell out of me

willow estuary
#

Yeah, that sorta animation business is outside of my sphere of experience.

glad sail
#

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

willow estuary
#

Sorry, I just stay in my lane and then I don't end up putting my foot in my mouth guessing at things?

glad sail
#

lol fair enough

umbral raptor
#

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

willow estuary
#

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.

umbral raptor
#

i didn't make a lua folder i think

willow estuary
#

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.

umbral raptor
#

do u mind if i PM you? im really stuck and dont have any idea what im doing tbh @willow estuary

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.

umbral raptor
#

its cool bro thanks for ur help tho

willow estuary
#

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.

umbral raptor
#

what about using itemzed?

willow estuary
#

I've never used it.

sour island
#

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.

umbral raptor
#

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

willow estuary
#

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

idle prawn
#

can i ask if anyone knows what mod adds severity to laceration or injuries in general

tawdry kelp
#

sandbox options > injury severity > high

upper mason
#

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?

winter bolt
#

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

upper mason
#

thanks!

winter bolt
#

i'd assume you can spawn vehicles too

tawdry kelp
#

can also give you an idea what grinding an agility level gets you

upper mason
#

How can I proceed from here?

winter bolt
#

if you untick that box you should be able to press F11 and the game will load normally

upper mason
#

Which one of them allows me to spawn modded vehicle?

tulip valve
#

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

shrewd grove
#

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.

late hound
#

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.

glad sail
#

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?

winter bolt
#

is there a way to output something to the console in lua

undone crag
#

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.
sour island
undone crag
#

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.

sour island
#

hm

undone crag
#

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 :/

sour island
#

I wrote a timestamp check to delay it

#

How does SS handle moving NPCs?

undone crag
#

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.

sour island
#

if there's anything related to time it may be that

undone crag
#

This sucks at approximately 1.01325 bars.

sour island
#

?

viral spire
#

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?

errant meteor
undone crag
#

It sucks at 1 atmosphere.

visual wasp
#

Hey question is anyone working on Holsters that you can actually see on your character ?

willow estuary
tawdry kelp
# willow estuary

oh, the great american pastime of losing a finger as a wee lad playing with illegal M-80 fireworks.

fallow bridge
#

Pawlow loot

#

it has thigh holsters

rocky lynx
#

Nice day to loot graves!

proud fern
visual wasp
tulip valve
tawdry siren
tulip valve
#

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()

rocky lynx
tulip valve
#

Alright

hard herald
#

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

unique swan
#

Will the new update make modding things like clothes or hair easier? Would love more cosmetic mods

sour island
little gull
#

guys need help... i cant upload my map inot world ed

rocky lynx
#

You have awesome mod! 😄

sour island
#

Oh nice, and thank you!

#

Was there anything preventing scrapping the helicopters outside of just defining them to be scrappable?

rocky lynx
#

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.

sour island
#

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!

rocky lynx
craggy furnace
#

Indeed we will

#

Just shopping around for what’s the best to use or recommend

sour island
rocky lynx
#

soon I will upload the mod pack to workshop!

craggy furnace
#

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

rocky lynx
#

For now blog is updated!

craggy furnace
#

I knew you were scheduled for it

worldly olive
rocky lynx
#

No joke! :p

craggy furnace
#

Dawn of a new age

rocky lynx
#

Some people want to help with translations so, it will be a good time!

errant meteor
#

So whos mod broke with the update lol

worldly olive
errant meteor
#

hopefully that is easy to fix

sour island
#

Added to distro

errant meteor
#

rip to the dead mods

sour island
#

EHE should be fine I believe, but we'll need to test it a bit before slapping the new sticker on it.

worldly olive
#

@sour island I'ven been testing it in the 41.51 the last weeks and it works fine

errant meteor
#

Any benefits that help you guys with the new java version?

worldly olive
sour island
errant meteor
#

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?

sour island
#

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.

sour island
#

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

errant meteor
#

ohhhhhhhhhhhhhhhhh

sour island
#

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.

errant meteor
#

Are you planning on doing anything with the new car zones?

craggy furnace
#

No

tulip valve
#

Snake uploading his mods to steam workshop? What a time to be alive gentlemen!

echo leaf
#

What's a good way to determine if mods I've made could need some refactoring to work in the latest version?

tulip valve
#

You mean 41.51? I think only the loot destribution is what breaks the mods right now

echo leaf
#

Hmm okay, I think I'm mostly okay then :?

tulip valve
#

If your mod dosn't mess with loot destribution then you should be good yeah

echo leaf
#

I think the only one that might need fiddling with is the map one

sterile shale
#

do 41.50 mods work with 41.51?

echo leaf
#

They can but might not.

tulip valve
#

Anyone know how I can fix this?

#

The bottom part becomes invisible in game :/

austere scarab
#

how do i use Snake's Gourmand mod

#

i have dowloaded the needed file but it won't open because of app store

winter bolt
# tulip valve

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

tulip valve
#

I tried that, didnt work :/

#

still red

winter bolt
#

at this dropdown menu at the top right do you have 'Face Orientations' checked?

tulip valve
#

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

winter bolt
#

maybe try selecting the whole mesh and then pressing Alt-N and then 'Recalculate Outside'

late hound
tulip valve
#

Yeah I tried duplicate and then alt+N to flip but still red

#

Where is the Solidfify modifier?

winter bolt
#

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

tulip valve
#

Now it looks like this xD

#

I suppose I could load an old save of the model before I fucked it up

winter bolt
#

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

tulip valve
#

Thank you that did it! I deleted that f.ucker lol and then selected the edge and pressed F 🙂

winter bolt
#

yeah brute force is probably better if nothing else works lmao

tulip valve
#

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?

winter bolt
#

the squares in the UV editor window?

tulip valve
#

yeah

winter bolt
#

its because you havent unwrapped your mesh yet

tulip valve
#

oh

winter bolt
#

hold on lemme find a good tutorial

steady shadow
#

can someone design this for me and name the actual item is called Glock - 19

tulip valve
#

thanks bro ❤️

#

Brita's weapon pack has a Glock-18 if that helps

winter bolt
#

this video is for an older version of blender but the technique is still the same since your mesh is also a cyllinder

steady shadow
#

no i want a custom one that has a red body

winter bolt
#

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

tulip valve
#

Thank you 🙂

winter bolt
#

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

steady shadow
#

how do i add a image like that on the recent version of blender ?

tulip valve
#

Sweet, think its correctly unwrapped now

winter bolt
#

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

tulip valve
#

Does the unwrap look right Hi dad?

winter bolt
#

the only problem is that the main part is distorted which would make the texture look distorted

tulip valve
#

is it? O_o

#

hmm

winter bolt
#

did you change the unwrap method to conformal?

tulip valve
#

nope I didnt get that far lol

winter bolt
#

ah ok

tulip valve
#

where do you choose that?

winter bolt
#

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

tulip valve
#

still not straight

#

but its laying down instead

steady shadow
#

can someone make me a glock or can someone help me make one

glad sail
#

Do you not like the glock in Britas pack?

steady shadow
#

NO ITS UGLY

#

also i want a red glock

winter bolt
tulip valve
#

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

fringe oxide
#

How many mods broke with update 41.51?

tulip valve
#

Any mod that adds items to loot destribution I think

fringe oxide
near drift
#

And how do we know if it works or not? Should we see some errors or something?

winter bolt
#

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

tulip valve
#

looks like this now, is it correct?

winter bolt
#

yeah there we go

tulip valve
#

^^

#

Thank you ❤️

winter bolt
#

np lol

#

do you know how to put the texture onto it?

tulip valve
#

yeah, base color, and image texture

winter bolt
#

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

tulip valve
#

I was going to add a Monster Energy can texture, well take a picture from google

tulip valve
#

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

winter bolt
#

hm

late hound
undone crag
#

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.

ruby urchin
#

better body block lmao

proud fern
sterile spindle
#

Hey guys, can someone help me? I am new to modding and made a custom cursor and it's colors are all wrong

sharp cairn
#

Somebody know how change main menu theme ?

undone crag
#

:c

wet dune
sterile spindle
#

Managed to make my first custom cursor

wet dune
#

Forgot this wasn't meme pit

hollow dew
#

how can i get game version number in lua?

drifting ore
#

Hey did update 41.51 break the loot distribution for modded maps like Raven Creek?

winter bolt
worldly olive
#

Does somebody knows if there's a way to apply a permanent fracture?

severe ridge
#

rj never splint it

tawdry kelp
#

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

leaden moon
winter bolt
#

hopefully would be more doable once they release the tools needed to properly work with animations

tawdry kelp
#

i'm assuming part of the drinking animation could be used? or a placeholder for holding a gun could be used?

leaden moon
#

Well, maybe It works

tawdry kelp
#

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

leaden moon
#

The real question is

#

Can a blowgun kill a zombie?

tawdry kelp
#

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

winter bolt
#

jesus

tawdry kelp
#

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

drifting ore
#

uh

#

is there any reason why every car in-game doesn't have seats

willow estuary
#

This sounds like that is a question for the tech support channel, unless you're not mentioning something?

drifting ore
#

well i was thinking it was mod related

willow estuary
#

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.

drifting ore
#

yep its every single car

#

alright mod disable time

fallow bridge
#

So

#

If bleach doesn’t kill them poison wouldn’t either

tawdry kelp
#

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

fallow bridge
#

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

tawdry kelp
#

i guess it's true no one likes that lol

fallow bridge
#

I’m a pvp situation that’d just not be pog

tawdry kelp
#

that wasn't really my thought at first but that's probably how people would use it

fallow bridge
#

Mhm

winter bolt
#

the idea of making something out of rotten food to poison someone completely slipped my mind lmao

winter bolt
#

i forgot they existed as well tbh lol

tawdry kelp
#

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

winter bolt
#

fire spitwads at zombies

little gull
#

hi
i need help.... i cant upload a file to world ed
anyone?

tulip valve
#

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 :/

ruby urchin
#

I recommend check some tutorial about UV map

willow estuary
# little gull hi i need help.... i cant upload a file to world ed anyone?

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

little gull
#

i already know

#

i read it

#

but it does not help

ruby urchin
rapid granite
#

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

tawdry kelp
#

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

sour island
#

Gas filling is in lua - you can overwrite it to work on multiple objects

abstract raptor
#

a good mod for when mp comes out would be localized weather clusters

#

uwu

sour island
#

They might work on that now that the map is bigger

abstract raptor
#

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

rapid granite
abstract raptor
#

it teleports you to and from a spaceship, but I can't seem to get it to add new coordinates X_X

sour island
#

Some of it is in vehicle context menus, some of it is in the gaspumps

craggy furnace
#

added the most important part

autumn garnet
#

We are fast @sour island 😂

sour island
#

hm?

abstract raptor
proud fern
tawdry kelp
polar garnet
#

Is there any discord in specific only about modding of PZ ?

craggy furnace
#

thank you for reminding me

tawdry kelp
#

very welcome, i'm glad you're getting on it this quickly since it's fairly secondary in the grand scheme of things

craggy furnace
#

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

tawdry kelp
#

sounds like a good time

autumn garnet
abstract raptor
#

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

craggy furnace
#

ok

#

all applicable clothing now has bullet defense

abstract raptor
#

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

craggy furnace
#

id craft it

abstract raptor
#

lol or I could figure out where to hide it as a one time item 🤔

cyan drum
#

Does the teleporter take you to facility 7?

abstract raptor
#

haha it takes you to the S.S. Dart

#

(PZ's first spaceship)

#

blergh recipes

abstract raptor
#

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?

abstract raptor
#

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?

grave solstice
undone crag
#

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. :\

thin hornet
thin hornet
grave solstice
thin hornet
#

i will test it right now

undone crag
#

Yesssss

thin hornet
#

@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

grave solstice
grave solstice
leaden moon
#

Do someone know the mods that are incompatible with superb survivors?

#

Could have a list of mods that can't work together with superb

white ridge
#

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?

craggy furnace
#

there is

#

its just applied to all weapons universally

severe ridge
#

Blood is applied differently on weapons ._. i know clothing follows the masking, not sure about weapons, they always get bloody nonetheless

white ridge
#

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

plucky nova
white ridge
#

my texture is 256x256, idk if that makes a difference

craggy furnace
#

issue isnt the texture

#

its the blood

#

it applies poorly on certain models

white ridge
#

something just feels really off because the model's not particularly complex

#

but if that's the case, then

#

¯_(ツ)_/¯

craggy furnace
#

why do i hear erika?

white ridge
#

🎵 und das heißt 🎵

#

ERIKA

plucky nova
#

hate that fucking cunt

#

hope she fucking rots in that cell

calm portal
#

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.

leaden moon
calm portal
# craggy furnace 👀

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.

craggy furnace
#

it will be in build 42

#

nothing insane

calm portal
#

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.

craggy furnace
#

you missed chuck lol

calm portal
#

Chucks snoozin I think

#

I didn't want to ping him awake

#

Unless he isn't snoozing and discord is lying

cunning canyon
#

has my mod broken yet btw?

#

or is it still doin ok, haven't tested it in new versions lol

calm portal
#

I haven't tested it yet but I can do it in a little bit.

#

I think it works fine

cunning canyon
#

no worries

craggy furnace
#

just the map

#

idk how you are handling it

cunning canyon
#

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

craggy furnace
#

yeah its up

craggy furnace
#

@abstract raptor get invaded

abstract raptor
#

lol

#

Come to my spaceship and we can have some Earl Grey tea

drifting ore
#

That's a minty alien I do say! endurance

rapid granite
grave solstice
rapid granite
#

ok((

drifting ore
#

Is the mod Better Sorting still relevant for use in Build 41.51?

thin hornet
#

@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

GitHub

Mod for Project Zomboid that ovehauls everything related to water. - GitHub - cocolabs/pz-liquid-overhaul: Mod for Project Zomboid that ovehauls everything related to water.

#

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.

drifting ore
#

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.

viral spire
#

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.

pastel olive
#

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

kind fossil
#

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

proud fern
kind fossil
#

Ohhhh

#

Now you have my interest

#

Where can i read this ?

thin hornet
#

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.

low yarrow
nimble spoke
#

you could set up a version check @thin hornet

thin hornet
#

@nimble spoke How would one do that?

nimble spoke
#

depending on what the differences are of course

thin hornet
#

oh

nimble spoke
#

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

thin hornet
#

dang

#

thats kind of alot to handle in my case

#

my mod has major changes with the latest fuel update

nimble spoke
#

ohhh I see. You may need a separate version then

thin hornet
#

will try something thanks for the info tho, will keep this in mind

white ridge
low yarrow
#

Oh i see. For a split of a second it looked like G3 😄

#

German enough tho!

flint seal
#

yeah, but, smoking cigarretes don't give you negative moodlets such as: Lung Cancer, Heart Disease or Emphysema

nimble spoke
thin hornet
#

Takes year to develop those sickness from cigarette.

nimble spoke
#

your way will throw errors and not work for 41.50

low yarrow
nimble spoke
#

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

low yarrow
#

Perfect 🙂

#

Yea. Its just a weapon mod

thin hornet
#

Going to do it this way

pastel olive
#

how can i remove zombification from player?

indigo hound
#

😋

pastel olive
#

lol

#

really i even tried Wound stack in isogamecharacter

#

i dont know why but that stack is empty all the time i guess

thin hornet
#

ah damn an other update lol

#

is it me or they removed the setting for Zombie Smell ?

late hound
thin hornet
#

oh really though it worked with dirty/bloody clothing

winter bolt
#

no those were just rumours

white ridge
#

any way to fix the way blood splatter is interacting with the texture?

devout shadow
#

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.

late hound
#

this is an issue I had with one of my melee weapons I made. Fixed it by switching to .FBX

pastel olive
#

oh okey about get zombification i can use IsInfected and getInfectionLevel() from bodydamage class

white ridge
thin hornet
keen cape
#

Can you skate with the board too?

thin hornet
#

no but im going to try that for sure

keen cape
#

Sounds good! I like this

thin hornet
#

not sure how ill handle this but ill first try to see how to create animations

proud fern
thin hornet
#

loll

#

Spiked skate board

#

Next update hoverboard 🤪

solemn tide
#

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

thin hornet
#

@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?)

solemn tide
#

the base games build, Build 40.something

thin hornet
#

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

solemn tide
#

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

thin hornet
#

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.

solemn tide
#

can some of the mods for B41 work on B40 though? or is that completely impossible

thin hornet
#

Also you may play in splitscreen with your friend. Using steam remote play

solemn tide
#

yeaah they're not about that ^^"

thin hornet
#

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

solemn tide
#

yeah

#

how would I know if it's working or not

thin hornet
#

add -Ddebug in your projectzomboid64.json

#

that will allow to see where the error come from

solemn tide
#

ah sweet!

#

can I enable all of them and just go from there or should I do it one by one

thin hornet
#

you can do as you wish

#

might be easier one by one

solemn tide
#

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 ^^"

latent orchid
#

- 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?

undone crag
#

I see no such file in media :c

thin hornet
#

i think its for mods media directory

undone crag
#

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

thin hornet
#

Ill have a look

undone crag
#

:o

#

What do you use to look at the source code?

thin hornet
#
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);