#mod_development

1 messages · Page 479 of 1

winged phoenix
#

i am definitely gonna be keeping an eye out because it seems like there might be skill ups for almost everything from tapes
i wonder if there's a pilates or yoga one lmao

#

not gonna look, i know enough to be satisfied disabling the tape mod

royal ridge
#

Hey all, I am currently working on a mod, and part of it is placing an item into the world, but on reloading the save game it doesn't seem to work anymore, is there any lua script or something that needs to be called when loading a saved game for an object placed in the world? Thanks

winged phoenix
#

not related to your query, but i noticed that i'm getting errors now from distributions... guessssing that the changes to distibutions mean more mods need fixing, ugh

royal ridge
#

Yes, I think they updated distributions, it broke a couple of mods I've made, I added magazines to the list and they throw errors now.

winged phoenix
#

wonder if it's a simple fix or a annoyingly complex one

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ah i see

#

they expanded a few procedural lists from a single category to like 5 or so. like tool store shelves now have more than one proc distrib

winged phoenix
#

and desks and shelves as well (originally all->desk or all->shelves, now they have a proclist for generic contents)

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also "storageunit" "all" now has a bunch

royal ridge
#

What would I need to add if I wanted them to spawn in house book shelves now? Do you know?

winged phoenix
#

lemmie check

#

ok so this will depend on how your distributions file is laid out. i'll start by listing containers that would possibly fit what you want.

a few options which all spawn books or mags in vanilla in homes:
KitchenBook (if you think it'd fit there)
LivingRoomShelf
LivingRoomShelfNoTapes
BedroomSideTable

And a few that are not in homes you may be interested in:
MagazineRackMixed
PostOfficeMagazines
ToolStoreBooks
LibraryBooks
GunStoreMagazineRack
ElectronicStoreMagazines
CrateMagazines
ClassroomShelves
CampingStoreBooks
BreakRoomShelves
BookstoreMisc

#

as for how to make them spawn, well, that will depend on how you're doing distributions

#

if you don't have a distribution file (media/lua/server/items/modname_Distributions.lua most commonly) then use another one as a template, and if you do have a distributions file you're editing look at how it's laid out. The most common method i see is the Oh God Spiders No one (OGSN).

royal ridge
#

I do have one, your explanation has helped, thank you for that

winged phoenix
#

:D

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note that all the ones i mentioned above are all ProceduralDistributions

royal ridge
#

The extras are good too, I will add a few new places to find the magazine

winged phoenix
#

not SuburbsDistributions

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if in future you want to sus out where exactly to put things, open the vanilla Distributions file in a text editor with the ability to fold and unfold levels of code like Notepad++ and fold the file down, then expand one level, find something that sounds like a place you might want to spawn things, and then expand that to see what kinds of containers you have available at that location, then expand the ProcList (if any) level to see the new procedural list names for that specific storage area

#

that or open ProceduralDefinitions and do the same

royal ridge
#

Yes, that will come in handy for my new mod as I to put items in loads of different places like warehouses.

limber vine
#

best mod for gunz ?

iron salmon
#

There are tools to extract sounds from banks.
This is how sounds are handled in many many games, and it would not be feasible to have just lots of loose .wav files shipped.

We'll have ways to modify sounds just fine, and people will be able to use their own banks in the future.
We're focused on the overhaul release of vanilla for the moment though and mod compatibility is something we're aware of and will lay out when we're further through the overhaul.

#

Sorry for the late reply, someone asked me the same and pointed to your question.

radiant ginkgo
#

Thanks for the answer

fair frost
royal ridge
#

Is there a way to call a lua function once a saved game loads? Each time it loads?

plucky nova
fading prawn
#

From what i’ve seen, They’re only broken in police stations

winged phoenix
#

it's easy to fix distribs

fading prawn
#

I’ve found plenty in survivor houses

winged phoenix
#

gunstores would be broke too

fading prawn
#

Yeah prolly

winged phoenix
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they also changed to a proc dist

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i could just

plucky nova
winged phoenix
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table.insert(ProceduralDistributions["list"]["PoliceStorageGuns"].items,

plucky nova
#

oh what

winged phoenix
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table.insert(ProceduralDistributions["list"]["ArmyStorageGuns"].items,

plucky nova
#

lmao

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did you just do that

fading prawn
#

I like your funny words, magic man

winged phoenix
#

there's also one for gun stores but i would have to look that up

plucky nova
plucky nova
winged phoenix
#

you edited distribs before?

plucky nova
#

i thought that code just fixed everything automatically lmao

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sorry

winged phoenix
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it's not too hard, you gotta find the file (helpfully pathed in the debug log)

fading prawn
#

I’ll just pretend that all the guns i’ve found in the survivor houses were looted from the PD

winged phoenix
#

it is a harmless error btw

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won't cause any crashes just logspam

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and a lack of guns in certain areas

plucky nova
plucky nova
#

this is an extremely concerning amount of typing lmao

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keep going though

limber vine
#

i see yeah, there are no guns but lots of ammo

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how do i fix?

plucky nova
limber vine
#

OK cool

winged phoenix
#

if you wanna know how to fix the gunstores and police store distribs:

  1. Open the debug log at users/<yourusername>/zomboid/logs in notepad
  2. ctrl+f STACK TRACE
  3. Before the stack trace will be some hyphened out lines and immediately before those will be a line with "Loading: <file path>.lua"
  4. In this case you're looking for a specific mod so look at the path and if it seems like the right mod, open that folder in Explorer and open the lua file in notepad++ if you have it or any text editor. Otherwise keep searching.
  5. Go back to the debug log. after the STACK TRACE and dashed lines you'll see a line that mentions that .lua file and a line number e.g. #66.
  6. If you're lucky enough to be in notepad++ or a text editor that counts the lines just find that line number, else get roughly to where you think that line would be and do a find and replace as follows:

Replace
table.insert(SuburbsDistributions["policestorage"]["locker"].items,
with
table.insert(ProceduralDistributions["list"]["PoliceStorageGuns"].items,

Replace
table.insert(SuburbsDistributions["armystorage"]["locker"].items,
with
table.insert(ProceduralDistributions["list"]["ArmyStorageGuns"].items,

Replace
table.insert(SuburbsDistributions["gunstore"]["counter"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreCounter"].items,

Replace
table.insert(SuburbsDistributions["gunstore"]["displaycase"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreDisplayCase"].items,

Replace
table.insert(SuburbsDistributions["gunstore"]["metal_shelves"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreShelf"].items,

Delete any lines that start with
table.insert(SuburbsDistributions["armystorage"]["metal_shelves"].items, or table.insert(SuburbsDistributions["gunstore"]["locker"].items, or table.insert(SuburbsDistributions["gunstorestorage"]["all"].items, if they are present as they're redundant in this case

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actually, another way would be to just like

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find the lua file

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send it to me

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i can edit it

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if you find the above to be uh

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too much lmao

#

there's even a possibility the mod uses a different layout than OGSN so the above may not always help

#

To be quite brutally honest, it would sure be nice if the devs would consider keeping track of the changes they make to distributions (i.e. renaming or splitting pinto proc lists) and supplying those each patch as a list of distribution changes in a text document or something

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i just got my mods all distributing correctly after three hours of hide and seek

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i haven't even played the new patch yet

serene finch
#

Wish I had that sort of dedication, way too lazy

winged phoenix
#

i have a handful of qol mods i cannot go without including easypacking, better belts, etc etc etc

limber vine
#

where are mods installed?

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im guessing all these script replacements are going to be the mod files themselves right?

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i'm not seeing any STACK TRACE in my log files

serene finch
#

I end up in that "guess I'll just deal with it" mindset, or wait until the person who created the mod makes the adjustments if ever

quiet kiln
#

How the latest update affected mods in general? Any specific type of mod that will need to be updated? Or most mods, even outdated ones, are safe?

cobalt steeple
#

Can your mod change some of the functions in the game? Like text?

quiet kiln
#

No, no... I'm asking as a player, not a mod author. I just want to know if I can keep my current mod list or if I should wait for more mod updates before playing PZ again.

cobalt steeple
#

I mean im asking in general

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Most likely mods should still work

quiet kiln
#

I have all types of mods, from mods that affect gunplay to mods that add items.

cobalt steeple
#

Because the game didn't update too much for it to break the mods

cobalt steeple
#

Guns and addition mods will work fine most likely

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anything that changes the code will be an issue probably

quiet kiln
#

Yes, of course... I'm just curious if this updated affected a specific kind of mod, like the previous update affected everything related to loot, for example.

cobalt steeple
quiet kiln
#

I see. Thanks for the info.

limber vine
#

i edit code for a living but completely unfamiliar with PZ mod APIs and architecture

#

is kind of annoying to have no guns spawn in the military zone i started right next to 😬

cobalt steeple
#

I wonder how hard it is to add moodles

crimson pecan
#

@willow estuary mate, the number one Mod I cannot play without has been broken by 41.54: Worse Searching
As soon as I attempt to skin a little animal, or rip some clothes or other "craftable" action , an error is thrown. I was barely able to find the likely culprit in the log files: PASearch_ISCraftAction.lua
Would be awesome if you could fix it, or point me in the direction of how i could try to fix it myself (almost no experience in lua, but have coded in the past... in a galaxy far far away).
Big up

EDIT:
Ok so my wife took the kids to the beach and I faked back pain so I could play 41.54. I was not gonna waste this opportunity.
A quick dirty fix to Worse Searching:
In file PASearch_ISCraftAction.lua, replace Line 8 and 9 as below:
Old Code:
if self.craftSound and self.craftSound:isPlaying() then
self.craftSound:stop();
New Code:
if self.craftSound and self.character:getEmitter():isPlaying(self.craftSound) then
self.character:getEmitter():stopSound(self.craftSound);

Seems to be working fine.

nimble spoke
#

"Ok so my wife took the kids to the beach and I faked back pain so I could play " Hahahaha @willow estuary now you gotta save his play hours

late hound
#

now thats some dedication

royal ridge
#

I asked earlier, but I will try again, is there a lua function that can be called when a game is loaded?

drifting ore
#

how would someone go about adding smoke particle when the character is smoking

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and as an addition to not stop the animation while walking

crimson panther
#

anyone knows where are files responsible for the noiseworks sounds and music management?

willow estuary
crimson panther
#

sooo no one knows? :c

warped moat
#

I don't like "level up" sounds and things like that... Used to have a lot of that stuff turned off or rebalanced... Same with meta screams and the radio/TV squeel

dry chasm
crimson panther
#

Same plus i cant mod music too so one of my mods will remain broken...

quick moth
#

I'm glad to see more stuff getting pushed to Procedural Distributions.

errant meteor
#

@nimble spoke sorry to bother but for your exploring time mod, would it be possible to turn on the lantern and place it on the ground, while still giving light

nimble spoke
#

That's the top request for that mod, so yeah, I'll add that eventually

errant meteor
#

sweet

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Would to be possible to make it flicker? maybe to show when its starting to run out of juice?

royal ridge
#

Is there anyway to set a certain cell and or grid square?

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like if I wanted to add an WorldItem to a certain cell/grid square location is that possible

dry chasm
#

maybe with something like:
getWorld():getCell():getGridSquare(x,y,z)

#

So for example:

local square = getWorld():getCell():getGridSquare(x,y,z)
square:AddWorldInventoryItem("itemModule.itemName", x,y,z)
-- unsure here for the x,y,z values, maybe in relation to "slight" dis-placement in terms of not centered on the tile perfectly?
royal ridge
dry chasm
#

and if done without getWorld()?

short shell
#

interesting. looks like with the new update the game does not like anything 308 related. Even if I make my own ammo and items for it. must be missing something.

royal ridge
#

What would be the best way to get a x,y,z location, the player can be standing on it

dry chasm
#

w8, you want to get the location of the player and add an item there?

royal ridge
#

No, but I want to get the location the player is standing at and then create an item there later, once they have moved away

dry chasm
#

and you want to do it when loading the game, or after some random time, completely ignoring the case of save/load?

royal ridge
#

Yes, when loading the game, I can get the object to appear when loading the game, I just can't specify the location. I can make it always appear on top of the player easy enough but I want to the appear at a location the player has previous set.

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previously

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If needed I can write the object's location to an ini file and get the coords after, but I can't get it to work.

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I can write the ini file just fine and read it, but can't translate that back into a location.

dry chasm
#

in regards to location, you could possibly set it as moddata on the player (unsure though)
the location could be possibly received by the playerobject something like

function getLocation(player)
  local currentSquare = player:getCurrentSquare() -- or left out?
  local playerlocation = {
    x = currentSquare:getX(), -- or x = player:getX()?
    y = currentSquare:getY(), -- or y = player:getY()?
    z = currentSquare:getZ()  -- or z = player:getZ()?
  }
  return playerlocation
end

unsure as to why getCell():getGridSquare(x,y,z) won't work, though (didn't test myself)

royal ridge
#

Thanks, I will try this later, I got to go, I appericate the assistance.

errant meteor
#

Its just frosting on the cake, can live without it

tepid river
#

where do i find the backpacks in the game in the modding files im trying to reskin them

warped moat
#

Looking for a mod that removes requirements for simply moving furniture

tepid river
#

can someone please help me where do i build my own mods i wanna make clothes

willow estuary
#

Check the pinned messages for a cornucopia of modding guides and resources, including a comprehensive guide to modding in new clothing items!

tepid river
#

cant find it

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i dont understand where i go to edit the clothes i wanna reskin

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i thought you went in to project zomboid modding tools

willow estuary
#

Huh, that's odd, it looks like a bunch of pinned posts have disappeared?

tepid river
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do you know how i can just reskin stuff instead

#

of making my own

willow estuary
#

Yeah, sorry, it looks some pinned posts have disappeared? But this guide should have all the info you need: #mod_development message
🙂

tepid river
#

thanks but this will take forever

#

is there not a easy way to edit clothes in the game already

ruby urchin
tepid river
#

this is what i need help with

ruby urchin
#

Check the guide that provide @Brair Algol and jump to the step of "Clothing Item" (#clothing-item), match this to the game clothes you want to modify and make the texture change

sour island
#

You can't just change the default texture image if I recall -- you have to rescript the default items texture to point to your own (differently named) texture

tepid river
#

so i dont need a use the project zomboid modding tools then

sour island
#

What tools are those?

tepid river
#

these lmao i think i broke something

#

im going to download blender and make my own clothes

ruby urchin
#

If I'm not wrong, that is for mapping tools

tepid river
#

i dont understand what that is so i dont need a use this then

ruby urchin
#

Probably, I never used that for create clothes

tepid river
#

i think i ruined it lmao

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i dont know how to fix it

drifting ore
sour island
#

Oh?

drifting ore
#

since your mod is loaded after the base game it's going to default to your mod

sour island
#

It's not like that for vanilla item icons

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Atleast not last time I checked

drifting ore
#

oh no not icon i don't think so

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i didn't read far enough to know you were talking about icons

sour island
#

No no, I based my guess on how icons work

#

He's talking about clothing textures

drifting ore
#

didn't test with clothing but for normal object you just need to make your texture and use the same name

tepid river
#

i cant import fbx model

floral juniper
#

I had reshade working before but now it wont load. Any ideas?

tepid river
#

spank me

#

what output format should i use when converting files dae ply x

dry chasm
#

By the way, while it is modding, i believe you'd probably get better help in #modeling (Atleast what i'd assume)

sour island
#

You don't have to remodel it if you're just swapping textures

tepid river
#

this makes me wanna rip my hair off and scream

sour island
#

Check media/textures/

tepid river
#

nothing works and the disqusting models wont show up

sour island
#

They're all there

tepid river
#

this what i have

sour island
#

If you're just texturing you don't need to mess with models

tepid river
#

ah i see i just wanna retexture

sour island
#

Look inside the Zomboid install folder for media/textures

#

If you make a mod you have to include a media/textures folder inside a contents folder

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Try looking for a mod that changes the texture of clothing to see an example

#

There's a mod that adds real-world brands to hats

tepid river
#

i dont understand anything lmao all i wanna do is make the satchel bag gucci

#

i have textures and stuff for it

sour island
#

I just told you how

tepid river
#

do i just go in to the media texture

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and add my texture there

sour island
#

You would have to replace one

#

Or you need to script a new bag that points to your texture

#

And make sure it is in the loot distro

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That's two options: replace a current bag in game or add another

tepid river
#

i dont wanna add another all i wanna do is just add textures to another bag but i dont understand how i am in media and textures

#

and now in clothes i found bags

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how do i add my custom texture to the bag

sour island
#

You replace the file

#

With your own

#

But you'd have to set up the mod for it

tepid river
#

this is so confusing but this is how you learn new stuff

sour island
#

I don't think you can just modify the install directory

#

You can try doing it inside the install directory for now

#

And seeing if that works

dry chasm
#

You can try doing it inside the install directory for now
But please, ensure you create a backup of the folder/files you modify

tepid river
#

where is the install directory is it the media texture

sour island
#

media/texture should be inside the install directory

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The install directory should be inside of steamapps

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It's where the game is installed

tepid river
#

yes im there what do i do now

sour island
#

You replace the texture you want

#

You have to look for it

tepid river
#

i found what i wanna replace the satchel bag what program do i use to edit it thats what i dont understand and thanks for your patience

sour island
#

Any image editor works it's just a png

#

I own a Photoshop license

tepid river
#

is this what i will edit with my texture

sour island
#

Yeah

tepid river
#

but in gimp

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i hope this works else il cry

tepid river
#

so i can pull them over the bag

sour island
#

Drag and drop?

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I don't use gimp

tepid river
#

ye it was drag and drop but i dont understand how to move it or make it bigger

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found it

fair frost
tepid river
#

is there anyway to open it up in 3d and have it as a model then put the textures on because its hard af like this

narrow crown
#

are there any mods out there to make the car heaters work

errant meteor
#

? car heaters do work

narrow crown
#

not really

errant meteor
#

A car heater will not do much for you in the dead of winter

narrow crown
#

is that so

#

bummer

#

I just watch the temperature continue to drop

errant meteor
#

You could try it in real life, I did, it did not do jack shit

narrow crown
#

lol it'll at least keep the frost out of your bones

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oh wow ok so just got the digital watch

#

-21 degrees is pretty fucking cold

round zenith
#

-21 C or F?

errant meteor
#

There is the RV mod, you can live out of it

round zenith
#

either way thats cold af

narrow crown
#

F

tepid river
#

how can i get back textures i deleted and messed up

errant meteor
#

there is no go back button on your software?

tepid river
#

i deleted them

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im re installing the game

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that might work

dry chasm
tepid river
#

how do i backup

dry chasm
#

just copy the file and paste it somewhere else

#

the original file*

rustic drum
#

dont save scum

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be a man

tepid river
#

thanks

errant meteor
dry chasm
rustic drum
#

quiet place mod when

#

make the zombies super strong and fast and respond to any noise

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and rare

errant meteor
#

you can already have that in sandbox settings

rustic drum
#

yeah but they need a cool alien skin

errant meteor
#

commission a modder

undone crag
#

no u

errant meteor
#

already did

tepid river
#

i never wanna build this again where can i find the belt in the picture that will go around the character i need a paint it

#

how do i fix the back

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its brown

topaz tundra
#

if i wanted to add a file to a mod, can i just slap it in the mod's script folder or nah?

#

eh im just gonna try it and find out

grizzled grove
topaz tundra
#

ah shit, the earth turned to ink, welp

winged phoenix
#

Wondering something - is there a way to modify the base capacity of moveable containers, for example metal shelves etc? I want to make some tweaks based on some of the containers having amounts of storage room that make no sense compared to other storage containers (like comparing crates, shelves, cabinets, and lockers)

drifting ore
#

copy the part of the code containing said container code copy into into a script lua file change the value of the loading capacity

winged phoenix
#

I can't even find the containers in question

drifting ore
#

ofc you need to make it into a proper mod folder (mod, preview, media, script)

winged phoenix
#

specifically not backpack.

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I'm just having trouble finding the original place where container capacity is defined

drifting ore
#

in the cd:/programfiles(x86)/steam/steamapps/common/projectzomboid/media /script/item/clothing/clothing_bag

winged phoenix
#

Not backpacks

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Furniture

drifting ore
#

furniture is going to be located somewhere else probably in the media/script file

winged phoenix
#

i looked and could not find it

#

i used search by file contents

drifting ore
#

maybe it's in a .pack folder which mean you have to download a modtool

#

even tho this seems unlikely

winged phoenix
#

these are like, things like the wooden crate, the metal double shelves, and other such things

#

the lua files dealing with objects and inventory have a function for getting the container type etc but i would assume the data must by a process of elimination be locked inside some other file like the pack like you mentioned

#

that or it's embedded in like, the map system or something

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or possibly in sprite metadata?

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i got very confused looking at the files i could find that deal with containers, moveables, and buildables

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mainly cos it seems to be that the world containers aren't being given the same script level definitions as inventory items

#

or if they are they're hidden

winged phoenix
drifting ore
#

well not really there is probably some but if you've master the art of googling you should be ok

#

try to download zomboid unpacker for opening .pack file

winged phoenix
#

It doesn't help if I don't know if i'm just looking for a generic java oack modtool

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Ah, keywords

#

i was using the wrong ones.

drifting ore
#

or project zomboid pack manager

winged phoenix
#

found the github

drifting ore
#

basically the .pack is a crypted version on a normal file

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well that oversimplifed but yeah

winged phoenix
#

i've done similar for older games that use other encryption structures for packing up resources

drifting ore
#

i'm not super knowledgeable either so apart from that i don't know

winged phoenix
#

i can fumble about and see what flies and what doesn't

winged phoenix
#

giving up for now

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i suspect this is actually a sneaky little issue that's tied to the map and tile properties and not to anything directly moddable

civic galleon
#

I have replaced audio in a banks file (I silenced the heartbeat files) and I have it working locally (aka manual copy/paste base files). However, when I try to have the bank file replace through a mod folder in \Users\etc... it ends up loading incorrectly. I have zero modding experience outside of replacing textures in a few games, and I wonder if I have majorly missed some things. I know I cannot upload a manual install mod, but it is no big deal if this little project ends up being a "just for me" thing.

zealous glade
#

@quasi geode May I ask a silly question about creating new traits? I've looked into your example, but when I created a .lua file starting with code "addTrait(xxxx)", then start a new game, it kept going errors when I try to select a profession. How can I use your example to create a new trait? Sorry i'm so dump at coding...

royal ridge
vital tide
#

Hi! Does anyone know how to make the lockpicking and lockpicking only mods compatible with the multitool's screwdrivers from the multitools mod?

ruby urchin
#

in case this is useful for someone

#

All BloodLocations:

Jacket;LongJacket;Trousers;Shirt;ShirtLongSleeves;ShirtNoSleeves;Jumper;JumperNoSleeves;Shoes;FullHelmet;Apron; Bag;Hands;Head;Neck;UpperBody;LowerBody;LowerLegs;UpperLegs;LowerArms;UpperArms;Groin;

Source: zombie.characterTextures.BloodClothingType

#

Example:

#
item Legs_Kneepads
{
    Type = Clothing,
    DisplayName = Knee pads,
    ClothingItem = Legs_Kneepads,
    BodyLocation = Legs,
    BloodLocation = Jacket;LongJacket;Trousers;Shirt;ShirtLongSleeves;ShirtNoSleeves;Jumper;JumperNoSleeves;Shoes;FullHelmet;Apron; Bag;Hands;Head;Neck;UpperBody;LowerBody;LowerLegs;UpperLegs;LowerArms;UpperArms;Groin,
    Icon = Legs_Kneepads,
    ScratchDefense = 50,
    RunSpeedModifier = 0.93,
    CombatSpeedModifier = 0.95,
    NeckProtectionModifier = 0.5,
    Insulation = 0.40,
    WindResistance = 0.2,
    FabricType = Cotton,
    Weight = 2,
    WorldStaticModel = Jacket_Ground
}
dry chasm
#

So blood location's really the part defining "where" it's protection is located, while BodyLocation would simply be for the limitation of equipping things?

ruby urchin
#

apparently, that's right

#

For example, now I only use BloodLocation = UpperBody;LowerLegs and this is the result

dry chasm
#

Might come in handy for me, thanks 😁

shell geode
#

How hard would it be to add automatic crossbow to pz?

topaz tundra
#

if anyone wants it, i reworked the filibuster parts weight and capacity to try to be about on par with enhanced vanilla parts from chop shop

round zenith
steep pelican
#

Hey guys. Not directly modding but I think you guys know the best <3. How can I debug sound with the debug option in PZ?

dry chasm
#

maybe by typing something like that:
getPlayer():getCurrentSquare():playSound("SoundName")
(Never did anything with sound, so unsure if it'd work that way)

#

unless you mean something different to just having the sound play

short shell
#

LOL who did this?

dry chasm
#

Given that it appears right after loading the TowingHook.lua, i'd assume it's in there?

short shell
#

LOL, YEP

dry chasm
#

then you've found your culprit 😛

drifting ore
#

imagine being that good at modding

short shell
#

lol, I had that shit happen on a mod I was working on after the 41.54 dropped.

round zenith
#

@latent orchid just read your distribution png, thank thank thank you. Saved me at least an hour of understanding how to deal with distribution

#

@drifting ore oof

craggy furnace
#

@hushed cloud i heard you wanted a better version of SWAT mod?

hushed cloud
#

Haha yeah actually I loved the outfit in that mod. Cloths are a bit OP imo but would love something more 93 and lore friendly and also to not break balance too much.

craggy furnace
hushed cloud
#

Oh lemme peep it

craggy furnace
#

1 sec

#

ive got a bunch of other clothing i am just finishing now

#

new duty belts, etc

hushed cloud
#

That looks rad! Should add some color variation black/green/blue for different departments

craggy furnace
#

its been on my mind but i keeping it LAPD blue for now

#

may make a specific version for louisville

hushed cloud
#

Would be cool. Usualy rural swat have green even back in the 90s

#

the blue and black was mainly for cities

craggy furnace
#

ill give it a go perhaps

fair frost
hushed cloud
#

anything else cool in that pack? Im a sucker for vanilla friendly clothing

craggy furnace
#

i can line you up early if you wanna peek it

fair frost
#

they look at lot like

#

ATF

craggy furnace
#

1 sec ill show you everything

hushed cloud
#

Nicew

craggy furnace
#

so basically, all clothing is modular

#

roll up sleeves, tuck in pants, unfasten helmet

fair frost
severe ridge
#

Shark you bitch, keep up the good work, I'll be back soon

agile coral
#

Anyone know how to access the newly placeable world items? Like if you place a cooler, it doesn't seem you can access it via OnPreFillWorldObjectContextMenu like you can other objects and tiles

kind surge
agile coral
kind surge
# agile coral Ahhh, alright thanks a bunch!

Forgot to mention, check that the return value of :getItem() is not nil, since if an IsoWorldInventoryObject is not a placed item (e.g. it's a tile object) there is no InventoryItem to return. You're welcome, hope it helps.

dry chasm
kind surge
# dry chasm wouldn't that throw an error possibly as the getItem method wouldn't be defined ...

No it doesn't throw an error. IsoWorldInventoryObject is a Java class that can represent a few different things. It looks like it stores a placed item in self.item, which is set to null except when it's representing a placed item (in which case it is a pointer to the InventoryItem object for the placed item). :getItem() just returns self.item. If a particular IsoWorldInventoryObject is not a placed item, it just returns null (or nil in Lua). So long as you check that :getItem() returned non-nil you're fine.

dry chasm
#

Oh, so theres no difference in the object for the WorldObject thingy and IsoWorldInventoryObject in that case for the question, so it would have the method defined nontheless

#

thought it might be a different type of object, which then might not have that method

kind surge
dry chasm
kind surge
echo sky
#

Has anyone used/know about Planetalgol's 'Even worse Looting'? I had some questions about it but he's already blocked me for trying to report some bugs in his mod 😦

#

one being a bug report as I found the Muld armory key in the bathroom but it wont unlock the armory door, I've also found a gazillion of the generic 'key' item which I think is used for opening things like kitchen cabinets, draws etc etc, but have never been able to unlock one with a key

agile coral
#

lolwut

#

Don't know anything about the mod though, sorry

#

Whelp, doesn't look like you can turn coolers into actual coolers that can chill the stuff in it. Even if you set a new temperature, the things inside it don't seem to heat up/cool down at all. It's still probably handled in the Java part of the game code

echo sky
#

TBF he does state in almost all his mods not to try and contact him for any reason, I thought a bug report would be ok as a one time thing but, eh, his rules I guess lol.

agile coral
#

He states that it'll make the game harder, but I see nothing of "Don't contact me about bugs in my mods" anywhere, and that's pretty rude to do when you were just helping

drifting ore
#

if i wanted to make computer interactive how would i do that

#

trying to make a mod that adds quest via contacting the news channel with a computer

#

like capture footage of the apocalypse for a air drop or info on when the next helicopter will come around

willow estuary
#

Yeah, sorry folks, but my inbox is closed as a matter of preserving my sanity. I got too many mods and too many error reports turn out to be balloon juice? It takes anywhere from 10-30 minutes to follow up on a bug report, and I just dont got the time to deal with it.

#

(90 percent of error reports are from the people using 200 mods and are impossible to replicate so I don't deal with it)

#

Nothing personal, but the phone is unplugged and the customer service desk is closed.

agile coral
#

Well there is that, lol

willow estuary
#

All I can say is that blame the people using 200 mods for ruining it. All the modders I talk to are straight up fed up with people using a ton of mods, including all sorts of old janky trash, and coming to them with issues that they can't replicate.

dry chasm
#

The amount of mods used wouldn't be a problem if they'd then invest the time to test it without others and/or figure out the conflicting ones 😛
But that's not your side of things, obviously.

willow estuary
#

When b41 mp drops and I'm using my stuff on my server, at least that will serve as a means for better QC of my mods since I'll have to follow up on stuff on my own server

#

There's also issues with people using pirated copies of PZ with old downloads of mods from 3rd party sites that don't automatically update. The old "I don't have internet so I downloaded the mod with my phone" crowd,
Wasted a bunch of time with that bunch being confused why they're reporting errors that were fixed months ago.

agile coral
#

Yeah that would be obnoxious as all hell

wild oasis
#

What's a mod that gives you an indication of what you're aiming/swinging at?

willow estuary
#

That's no mod, that's vanilla! (build 41 though)

echo sky
#

not taken personaly, you warn everyone, I took the chance and shot myself lol. I am also one of these people using a bunch of mods, but I disabled stuff in batches until I find whatever is causing the issue, then go from there. Since having the issue you've pushed an update to a bunch of your mods, including that one, so hopefully the issue is fixed now

willow estuary
#

Also, and I should be more forthcoming with this in general, I have health issues that can result in me having cognitive problems for weeks on end, "brain fog."
Sometimes I just can't deal with it? Sometimes I can't even make sense of some of the DMs I get. Nevermind formulating a response or following up.

agile coral
#

That's fair. It's also generally an unpaid hobby for most (nearly all?) of us, so I don't blame you for not wanting to spend hours potentially spinning your wheels when not already feeling quite up to it

echo sky
#

Understandable. especially coupled with the nonsense people can come out with lol

slow graniteBOT
#
svante#9535 has been warned

Reason: Multiplayer is disabled in b41. Sharing pirated content is against our rules.

hushed flint
#

Isn't it just a mod?

hushed flint
#

ok didn't know it was pirated

echo sky
#

You talking about superb survivors?

hushed flint
#

nop

echo sky
#

Sorry have not long woken up and misread it

eager terrace
#

Hey, sorry for the ping @nimble spoke , but i wanted to know if the blacksmith mod was updated to 41.54 or if it was an issue i have, but basically, i can't find the mold for ammunition, nor anything else, i only have the ingot bar in the craft menu, thanks a lot !

royal ridge
#

Is there a way to get cell ID of the cell the player is currently in?

#

or a unique identifier?

nimble spoke
eager terrace
winged phoenix
#

for anyone mad enough to try manually updating/fixing mods that add new vehicles, or modify vanilla ones (and overwrite them in the process), this is specifically the pieces of vanilla sound scripting used in the new update as a quick copy-paste reference for updating the sound and/or lightbars of vehicles that mysteriously lack sounds.

To use:
• Find the modded vehicle script (scripts/vehicles)
• Open the one you want to fix
• Find the sound {} block
• Decide which vanilla sound block fits best
• Copy relevant section in, overwriting old code
• Repeat for lightbars if vehicle should have flashing lights (Optional)
• Add reverse beeper if vehicle needs it (Optional)

#

It might not be the best guide, but at least it's something.

#

(I don't know the vanilla car categories that well, so if i've wrongly labelled anything lmk)

tough blaze
#

yo, is there a mod tht gives firing guns less of a death sentence?

winged phoenix
#

that's sort of the game's design as intended... i've not modified guns before but it is probably possible.

warped night
#

There’s a quieter guns mod

royal ridge
#

can you get the ID by doing something like player:getCell().getKeyId();

#

to get the keyid of the current cell

royal chasm
#

new idea for a mod:"Collect zombie ears". 🤣

Press with the right mouse button on his body --> "Cut the zombie ears"
then place them in your home as trophies using the new feature of build 41.54
or use them to make necklaces, as Daryl 🤣

winged phoenix
#

...ears? but why...?

west crystal
#

Is there some kind of an example mod template for .54?

little vessel
#

Hi everyone, new to modding in LUA and Zomboid in general. Hit a bit of a snag in a mod I'm making - added names to all major roads, info to most intersections, city and place names, (almost) everything is mapped. Managed to add a nice image and make it toggeable with a key, but I can't figure how to getText to work (I use DrawString for this screen, and if you resize to anything else that isn't 1920x1080, you won't see the text. Image works perfectly though). Right now text and image are in separate functions and translation doesn't work. I suspect it's really easy to do it, but I'm having a hard time figuring it out.
Will upload code in a moment.

#

Example of a "translation" string that I can't call over, resulting in the correct name of the road not showing up.

#

If anyone can help, that would be awesome. Otherwise I will just keep hitting my head against the keyboard until I figure out how to bring text and image in the same function so it works with different resolutions.

lean jay
#

Anyone know how the tint for tintable clothes is randomly generated/saved? Also, is there a way to specify the color in the lua? I modified the XpUpdate.lua file to always start me with a friendship bracelet, but it's of a random color and I'm trying to make it a specific one.

Thanks for any help on this!

dry chasm
#

unsure on how to use it, or if it'd work that way, but in media/lua/client/TimedActions/ISClothingExtraAction.lua - from around line 67 there's usage of methods that might be of use, particularily:

local visual = item:getVisual()
local newItem = InventoryItemFactory.CreateItem(itemType)
local newVisual = newItem:getVisual()
newVisual:setTint(visual:getTint(item:getClothingItem()))
newVisual:setBaseTexture(visual:getBaseTexture())
newVisual:setTextureChoice(visual:getTextureChoice())
newVisual:setDecal(visual:getDecal(item:getClothingItem()))
newItem:setColor(item:getColor())
newItem:synchWithVisual()
lean jay
#

Interesting. I'm not terribly good with code, so I'm trying to reverse engineer all of this right now, heh.

#

Thanks

dry chasm
#

Trial and error is one of the best teachers around. I wish you good luck with it :3

lean jay
#

Awesome! I did try to look into another called Fashion something, but it didn't come up fruitful. I asked the creator of that mod and he directed me to this Discord. I'm going to dig into this one and see what I can find. Thanks much! This really should have it, or at least lead me there.

#

Provided I can find where the mods are saved again, haha.

dry chasm
#

..Steam/steamapps/workshop/content/108600/
IIRC

lean jay
#

So I found this:
local color = ImmutableColor.new(1.0, 1.0, 1.0, 1)
item:getVisual():setTint(color)

That looks like RGB, right? I'm going to start fiddling with this, heh.

kind surge
dry chasm
#

media/lua/client/DebugUIs/Scenario/Trailer2Scenario.lua
has the following comment -- local immutableColor = ImmutableColor.new(color.r, color.g, color.b, 1)
so yea, RGBA makes sense

lean jay
#

Yeah, I figured the 1 on the end was alpha. Thanks

#

This, I'm pretty sure, was the key. Thanks so much guys!

low yarrow
#

Is there any way to force reload all mods instead of restarting the game?

#

I am working on my hair mod and i try to figure out a issue and the changes in the XML file only takes place in the character editor when i restart the game

nimble spoke
#

and hair/beard too

lean jay
#

Yeah, I've got it now. I can get it to set the model's color in game, but trying to figure out how to set the icon's color.

#

Sets the model to pure green, but not the icon. That's still random. Trying to figure out the proper command. I don't really want it green, just it's easy to notice that it's working that way. I'll set the actual color later, haha

nimble spoke
#

you're setting the color for the player's visual model, not the item

#

probably why the icon isn't changing

lean jay
#

The setcolor, as I understood it, was the icon.

#

The setTint is the visual. If I remove the bottom line, it works without any error and still changes the visual, but leaves the icon. The last line is effectively broken. Trying to figure it out, heh.

dry chasm
lean jay
#

How do you mean?

dry chasm
#

ah nvm

#

didn't read the image, just from soul filchers response

#

so your issue is that the FB:setColor(color:toColor()); throws an error?
Does ImmutableColor have that method? If not you could otherwise do it this way maybe?

local color = Color.new(0.0, 1.0, 0.0, 1)
FB:getVisual():setTint(ImmutableColor.new(color))
FB:setColor(color)
#

similar to how how it'd be found in media/lua/client/ISUI/AdminPanel/ISItemEditorUI.lua line 540, 541, 542

lean jay
#

I'll check. It works for the tint perfectly fine.,

#

Nah, has to be immutable. It doesn't work on the tint either otherwise.

dry chasm
#

issue is, if you can't make a color out of the immutable color by that method, you should be able to make an immutable color by simply passing the color object as a parameter, if that file's example still holds true (and is not just deprecated)

lean jay
#

Oh, I misread that.

dry chasm
#

well it is an immutable

lean jay
#

Yeah, I'm a dummy, one sec.

#

Holy crap, that did it.

#

Thank you so much

#

I changed it to a Tshirt to be more noticable, heh.

dry chasm
#

great that it worked :3

twilit drift
#

@late hound i hate to bug you but with the authentic z fashion montage mod, the jacket for molotov (the black firefighter jacket) seems to be bugged (only three mods i have on were authentic z, authzfashion, and fashion montage)

drifting ore
#

is there any modding tools to open the models_X files

west crystal
drifting ore
#

idk but when i open the files thats what i see

#

these are the files in question

west crystal
#

hmm, where did you find it?

#

nvm

drifting ore
#

C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\models_X\Skinned\Clothes

west crystal
#

just use the converter and then import fbx into blender

drifting ore
#

the converter ?

drifting ore
#

thanks

#

and with said converter can i convert it back to it's original form so that i can add 3d models

west crystal
#

yes

drifting ore
#

More pictures in link

drifting ore
#

yes drunk

#

thats lowkey cool

#

btw is their anyway to prevent certain items to spawn like if i were to make a medieval mod pack wouldn't want m16 spawning in a castle

nimble spoke
drifting ore
#

oh nice thanks

west crystal
#

I might ask for too much but is there a way to update everything done in the mod without restarting the game?

dry chasm
west crystal
#

How do i enter debug mode?

lost slate
#

Steam launching options > -debug

west crystal
#

thx

late hound
west crystal
#

Is there a limit for polygons on a 3d model in-game? Or you can just add high poly models for a cost of performance?

rustic drum
#

there can be anywhere from 0-1000 zombies on screen

west crystal
#

So there is no limit?

rustic drum
#

im not sure

#

Im just saying simplicity is often the best for zomboid

#

it's not a graphically impressive game

#

it's all gameplay

wild oasis
#

Tsar's Trailers, how do I go about hooking them up?

west crystal
#

So the model is 37mb, lmao

#

Yeah, there is a limit

#

It just refuses to show it

#

Cut polycount in half, still nothing

rustic drum
#

how do I tell what mod is causing errors

#

I get 7 errors every time I start a game and I cant determine what mod is causing it

dry chasm
rustic drum
#

ty

agile coral
#

Apparently the game doesn't like it when you try to make non-plumbable items plumbable

zealous python
#

Hi there. I don't know how to do mods, but I would like to talk about an idea for the firearms targeting system. If a mod like this already exists, I apologize:
It would be interesting if a crosshead pointer would appear when pointing a firearm. If the cursor is moved away from the character, the scope opens, since it loses precision.
If the cursor approaches the character, the scope closes, thus gaining precision.
With this system it would be interesting to use telescopic sights, which would be similar to the image that I attach (but more beautiful, of course).

ruby urchin
#

automatic change of clothes according to what clothes are used, to prevent clothes collision (the large model is only for testing, to differentiate "visible changes" lmao)

dry chasm
#

wait, you're replacing it with a custom function? Isn't there a way to use the default method?

ruby urchin
#

Not time to find the functions that make exactly that, but yes, I use internal functions, just replace a clothes for another

#

for now the snippet is not clean, so I'll polish it up a bit to post

dry chasm
#

I assume you added a custom location for those kneepads right? Wouldn't the default equip function switch it out by default then?

ruby urchin
#

Yes, Legs like bodylocation

dry chasm
#

so something like BodyLocations.getGroup("Human"):getOrCreateLocation("Legs"), and the normal equip doesn't automatically replace the one currently worn? o.o

ruby urchin
#

Currently, Legs is not part of default bodylocations (I guess), but assuming the name of the function "getOrCreateLocation" there should be no problem if it repeats

dry chasm
#

well there's Legs1 and such, but not Legs themselves, so that shouldn't be the issue, but i thought the default equip function would check by itself on wether that slot is already occupied or not, removing the need to have a custom function check it

ruby urchin
#

Oh, yeah, default functions was break my brain, mostly because there are many of them that I do not know, this is the first time that I code for PZ lol

late hound
twilit drift
#

no problem man

rustic drum
agile coral
#

Could I bother someone with a working JDecompiler to help me find out exactly what creates a return of true from worldObject:hasWater()? I would be extremely grateful

#

Or maybe it does work and I'm just not doing it right...

echo sky
#

Howdy all, quick question. Doing a little personal edit for myself of Plaentalgol's trash and corpses mod. Just wanna turn the trash spawns down a bit. Am I correct that if, for example, I change thw 12 to a 6 on line 5, it'd roughly half the spawns, right?

#

Or would I increase the zombrand above 51 on line 4?

dry chasm
echo sky
#

so that qwould be why when I set zomb rand to 0 - 1 all trash was tiny soda cans lol

#

Ahh, think I found it. was looking in Trash_spawners.lua when the spawns are in ScatteredTrashes.lua

fair frost
#

MTA Police

#

New York State Police

willow quest
#

Is there a guide that can help with making a mod for traits and professions? I see a lot of guides for clothes, terrain, etc but i'm not sure how to make traits or professions

opaque fiber
#

theres a profession framework on github that you can use for reference

#

i made my operative and national guard occupation mods with it spiffo

zealous glade
west crystal
#

How can one add a support for an item to the Necroforge?

rustic drum
#

any mods to scrap all the random car parts I have laying around?

manic wharf
#

Hi @latent orchid , for my project I am looking for trains and subways, has someone already worked on it to share it?

#

😅

mortal widget
#

does anyone know the mod that made it so knives appeared on your ass instead of your side when equipped to your belt?

warped moat
#

Dunno but it sounds like a whacky time

little vessel
ruby urchin
#

Hey! It would good have a channel for snippet, I'm sure that can helpful much devs blank

rocky lynx
#

And unlocks unknown recipes if character reach lvl of MetalWelding 10 and Mechanic 10.

drifting ore
#

How do I run code when a moveable object is created/destroyed? I've looked at things like RainCollectorBarrel but I'm not sure what exactly is required and what is server and what is single player code. Not very good with lua. Point me in the direction of some mods that do these things.

#

Also, should one of the devs happen to see this, please rewrite the generator code to allow custom generators. We're really busting our asses here trying to add solar panels to a game that clearly doesn't want them 😄

willow estuary
willow estuary
drifting ore
#

@willow estuary Really? Is it a solar mod specifically?

willow estuary
#

Well, it's a solar panel that works the way that solar panels are supposed to work? But it's part of a big ole project that won't be released anytime soon.
And they certainly will not be convenient or anything that the solar panel mod people want?
But it is absolutely doable with the code as is 🙂

drifting ore
#

So it's something else than hydrocraft then?

willow estuary
#

No, like I said, it works properly?

#

Doesn't have the jank when you leave a cell and return/reload.
But, ah, don't get excited? Not anything that's gonna be released soon.

#

Just saying it is feasible.

drifting ore
#

Well, me and Radx5 solved the problems with the hydrocraft hack, and we can make it work 100%, but it's just hack upon hack.

thin junco
#

Wish hydrocraft were still up to date

shrewd grove
#

hydrocraft i hate to say, is probably not going to be up to date for a god damn long time anymore.

drifting ore
#

So when you try to turn on power in a square, it checks if there's a generator and it doesn't work if there isn't, so how do you overcome that?

#

I haven't fine combed all the java for loopholes

#

We have enough that we could release a mod that does with solar panels exactly what hydrocraft does, but it actually works. And we might, but I really want to go further than that. We have a custom tileset, we want to make it realistic, but both of us are kinda shit at writing lua.
I'm thankful for any tidbits of help.

cunning ginkgo
#

I mainly use hydrocraft for the food items and sadly we can't use the mod without getting tons of error. My alcohol shelves will be much emptier for now on 😦

rocky lynx
marsh beacon
#

Yeah I'll be surprised if hydrocraft gets revived after build 41

#

Im more surprised no one has asked hydromancer for parts of the mod to use

errant meteor
# rocky lynx

Niceeeeee, how is the ammo maker guild come along?

rocky quarry
#

Hello guys, has anyone encountered a bug where you can t pick-up electrical items?
Electrical item such as wall lights, ovens etc
Can anyone help me troubleshoot whats the issue? thx

errant meteor
#

There is a tech support channel

rocky quarry
#

my bad , thx

rocky lynx
#

But for now need to finish this thing for advanced fishing module items.

errant meteor
#

sounds great, keep up the good work

random glen
#

Mod idea: Wearing glasses disables the "short sighted" trait, for as long as you wear em

drifting ore
#

I'm a drooling idiot when it comes to zomboid modding and lua, but I see this piece of code being used when placing items and running some code:

require "BuildingObjects/ISBuildingObject"

abc = ISBuildingObject:derive("abc");

function abc:create(x, y, z, north, sprite)
blahblah

and I'm wondering how it is pointed to a specific item? I just wanna run some code when a moveable object is placed, but I don't know how.

west crystal
#

@drifting ore am i doing it right?

drifting ore
#

thats unskewed

west crystal
#

Cool

drifting ore
#

Some tiles I made for the WIP solar panel mod

errant meteor
drifting ore
errant meteor
little vessel
devout flint
ruby urchin
#

BodyParts of the player

local getPlayerBodyParts = function(player)
    -- Keys:[Hand_L, Hand_R, ForeArm_L, ForeArm_R, UpperArm_L, UpperArm_R, Torso_Upper, Torso_Lower, Head, Neck, Groin, UpperLeg_L, UpperLeg_R, LowerLeg_L, LowerLeg_R, Foot_L, Foot_R, Back, MAX]
    -- Returns: zombie.characters.BodyDamage.BodyPart
    local bloodBodyPartType = {}

    local bodyDamage = player:getBodyDamage()
    local bodyParts = bodyDamage:getBodyParts()
    for i = 0, bodyParts:size() - 1 do
        bloodBodyPartType[tostring(bodyParts:get(i):getType())] = bodyParts:get(i)
    end

    return bloodBodyPartType
end
thin junco
dry chasm
# thin junco ask planet, soul fischer or any active modder

planet (if i think of the correct one) dislikes being pinged or pmed in regards to his mods. I would assume that it's the same for such questions, unless they're openly asked here on discord with him having interest in it. I would, in that case, advise to not bother him directly, but accept his advise if given on his own whim.

wild oasis
#

Recommended mini map mod?

craggy notch
fair frost
quiet rampart
#

Ok 3 times I've tried to type out this idea for an application I talked over with a friend earlier so I'll just say it simple and see if it means anything to anyone. "Procedural loot list editor"

#

Specifically to help update older mods and to manage conflicts and balancing gripes, accessible to modders and users.

#

The notions as follows

  1. Load current base game procedural loot generation and modded procedural loot into an interpreted array

  2. Load items from base game and mods into an array

  3. Display loot locations in a list and all items in the location. I'm picturing a drop down multibox style menu for the location list, and two viewports for active and inactive items, with filters for the main list. (indicate base, added by mod, and added by tweak by font colour?)

  4. Allow user to add/remove and tweak spawning items in this listed view

  5. Output from the results either a distributed patched ProcDistribution.lua to individual mods, or output a centralized patch ProcDistribution.lua, disabling (not deleting) current modded distribution files.

#

I mean in terms of output it's just outputting a repeating 2 lines of code necessary for the table.insert...etc stuff with 3 arguments for location, item, and the numeric value for spawn chance right?

#

but I'd love to hear any advice or concerns, or you could easily scuttle the idea completely with something I hadn't considered if you like... ded

stuck latch
#

@drifting ore Thank you so much solar power mods are the one big omission in my mind

#

cannot wait

#

that and amputations

#

but i feel like thatll have to be added officially

fading prawn
#

Okay uh, Anybody know if Britas has updated to 41.54 yet?

west crystal
supple briar
#

the updates done it just hasnt updated yet

#

weird time zone issues

fading prawn
#

Alright! Thats fine i’m in no hurry!

#

Just had checked the steam page earlier, said nothing

supple briar
#

I keep checking it waiting

#

hopefully tonight but i wouldnt be surprised if its tomorrow

west crystal
#

What's so special in this mod?

fading prawn
#

Shout out to the creators of the mod, Taking time outta there day to update their stuff btw

plucky nova
#

could you simply replace the death sting thingy with a different audio file and it will work?

#

or would that not work?

solid cradle
#

hey, is anyone here familiar with the aquatsar yacht mod? i can't seem to figure out sailing for the life of me and couldn't find any guides around

royal ridge
#

I've completely messed up my distribution lists for my mods, can anyway give me an example this is what I have, but I need to update it to the new system, can anyone help

require 'Items/SuburbsDistributions' ------------------------ Magizine ---------------------- table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, table.insert(SuburbsDistributions["all"]["shelves"].items, "SugarMod.SugarModMag1"); table.insert(SuburbsDistributions["all"]["shelves"].items, 1);

dry chasm
#

first line beneath magazine ends with comma? meaning incomplete? (not done anything with distributions yet, so that's pretty much all i can see)

royal ridge
#

It worked before the update

agile coral
#

Yeah, that first insert isn't complete

royal ridge
#

actually, I think that's the part I messed up

dry chasm
royal ridge
#

does anyone have example of a line of code that would work

dry chasm
#

should be similar to the lower part, just insert an item string next to the comma and close it, then insert again with a number

table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, "SugarMod.SugarModMag1");
table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, 1);
royal ridge
#

ty, I will try that out

#

does the require part need ProceduralDistributions instead of suburbs now too?

#

require 'Items/ProceduralDistributions'

dry chasm
#

Im not entirely sure, i think the require part ensures that a specific lua file is loaded before your file, but given that the game's base lua files should be loaded first anyway i don't really think it's necessary. Might be mistaken though.

royal ridge
#

thanks, I will test it again

latent orchid
royal ridge
#

thanks

dry chasm
latent orchid
#

Yes, 'distribution' just lists the different types of containers in a room and then rolls to decide which 'loot list' to use to populate the container. This way the game is not working off a static single list of loot for the container, but tries to vary it where possible (including detecting if any specific tiles exist in the room and doing any further customisation).

dry chasm
#

Got it, thanks for satisfying my curiosity! :3

latent orchid
#

also SuburnDistribution is Distribution. I think its just the old table name. The lua links the table names together so they are one and the same

agile coral
#
-- Set global helper function for adding items to the distribution table
if DistributeTo == nil then
    DistributeTo = function(_table, item, chance)
        local n = #_table+1;
        _table[n] = item;
        _table[n+1] = chance;
    end
end
-- Default distribution table (a mix of the standard drink distributions)
local CounterSodaRestock = {
    rolls = 4,
    items = {
        "WaterBottleFull", 2,
        "PopBottle", 4,
        "Pop", 8,
        "Pop2", 8,
        "Pop3", 8,
    }
};

-- Add to distribution table object
DistributeTo(CounterSodaRestock.items, "Base.Pop", chance);

-- Add distribution table to procedural distribution list
ProceduralDistributions.list.CounterSodaRestock = CounterSodaRestock;

-- Add the procedural table name to the different locations
table.insert(SuburbsDistributions.bar.counter.procList, {name="CounterSodaRestock", min=1, max=1});
-- more inserts go here
-- Clean up the global variable
CounterSodaRestock = nil;
#

Here's how I tend to handle distribution after 41

ruby urchin
#
public void Render3DItem(zombie.inventory.InventoryItem, zombie.iso.IsoGridSquare, float, float, float, float);

probably for render 3d to world

willow estuary
#

FYI: Although the distribution changes are mostly implemented, there still may be changes in forthcoming updates.

wild pawn
#

quick question

#

anyone know why suberb survivors are tanking like 80 rounds before they die?

#

im using brita weapon pack

craggy notch
willow estuary
#

Although the people who make them are quite talented and put a lot of hard work in them, any NPC mod is gonna be janky as all hell, and those sorts of problems just come with the territory.
You can try using Subpar Survivors, but just, in general, have the lowest expectations when using NPC mods.

They can be a fun novelty, but nothing to take seriously.

wild pawn
#

forgot to add i am also using subpar

#

still tanking shots

willow estuary
#

Yeah, nobody wants to hear this, and modders have done amazing stuff with their NPC mods, but this sort of zaniness just comes with the territory with NPC mods?

#

And with how build 41 is in development, with regular updates, even if a something in a NPC mod works now, or a problem with a NPC mod is fixed, it might all quit working and go janky with the next update, like what's happened with Superb multiples times and Subpar with 41.51.

thin junco
#

Yeah updates breaks mods often and its really pain in rear to wait for them to be fixed as a mod user

#

Im looking at you; Hydrocraft

#

Also ORGM

#

Wish there was certain build in pz to make all modders work on it for a while so all mods be developed for it and when the game stops updating they go to that build

Like in Minecraft 1.12.2, where mainly of the mods reside there

west crystal
#

Most of them died there

willow estuary
#

If you make, or use, mods for an in-development beta of a game, it's all on your butt when that house of cards falls down.

echo sky
#

"stop developing and updating your game, or otherwise making it better, you keep breaking my favorite moustache pack..."

west crystal
#

Well, i think when the most stable version of PZ with MP will be released it will be something like 1.12.2 in minecraft, the best version we have and the most modded one

#

And PZ is actually pretty easy modable compared to minecraft

#

Is this the word? Modable?

sour island
echo sky
sour island
#

I mean you could browse reddit long enough to find someone insisting the game was ruined by the introduction of cars.

echo sky
#

no doubt

sour island
#

Not singling you out btw.

#

Heard a few people ringing alarm bells about "people" being angry to find it's like 2 guys splashing a puddle out back.

sage crane
#

bros where is the britas weapon pack update guis please...

#

😩

ruby urchin
#

xD

thin junco
echo sky
#

I wasn't talking to or about you, but ok 🤔

thin junco
#

Riiight

echo sky
#

I mean you said its a bit of a pain when the game updates but you didn't seem to be complaining 🤷‍♀️

#

Or were you complaining... Becuase if you were then yes it applies to you

limber vine
#

i guess most mods have not published updates dealing with this item spawn issue yet?

west crystal
limber vine
#

just curious 👍

willow estuary
#

A lot of mods will never be updated IMO?
A lot of mods had distro tables that never worked properly either.

#

A certain % of mods on the workshop are made by people that make a mod or few, but move onto other things, or might not follow + know about updates.
People get burned out by their mods being broken by updates and quit bothering to update as well.

#

Or people get fed up, and decide to wait until the build goes stable before updating.

limber vine
#

i mean that's fair enough

west crystal
#

Or they just lose interest in the game

#

I mean, that's life

willow estuary
#

There's way more out of date, broken by updates & builds mods on the workshop than otherwise.

I mean, people will insist on using 218,9643,294 mods for build negative twelve that were last updated in 5000 BC, and then come into the tech support and mod channels wondering why their PZ game is a complete clusterfuck anyways. Mods being broken, and people being out of sorts or confused about it, not a new thing.

bold cobalt
west crystal
willow estuary
#

But go on the workshop, lookup the oldest PZ mods. Mods that are obviously wildly out of date, obsolete + unnecessary.
Then look at how the comments on those pages are full of people who anxiously posted last month or week wondering if that mod works in build 41-point-whatever.

As well as people will jam mod collections full of these sort of ancient, broken mods into their games without paying any attention to what mods are in them.
And then wonder why their hard drive got filled up on account of hundreds of thousands of error messages in console.txt.

#

I mean, people are still using "better item" mods that predate the tag system for items, overwrote the item scripts for their "better items", and make it so they can't use hammers/screwdrivers/can openers as those switched to the tag system 1 year ago.

#

Point being, mods being broken? Not so much of a new thing.

#

And a lot of them just won't be updated.

west crystal
#

You're not wrong and i feel you've had this experience

quiet rampart
#

So in terms of editing items and old mods, it seems it went from one-type items to multiple type items and old mods were more of a replace, rather than add system?

sour island
#

That "good" = not being impacted by the distro changes -- the NPC mod is a good example of not being effected but still buggy.

quiet rampart
#

It worries me when mods require i.e. 'Item Tweaker API' which hasn't been updated since 2015. Now it might just be helper code, I don't know, but it seems like items would have worked significantly differently then.

sour island
#

Item tweaker is just inserting / modifying values in a table

#

Packaged to be more standardized

#

It's fundamentally not going to break

willow estuary
#

People really should stop fussing over that mod. It's an excellent mod, and provides the right way to modify item scripts instead of the wrong way that breaks mods.

quiet rampart
#

so the functions are just helping insert and change existing values in a user-friendly way?

sour island
#

Yes

willow estuary
#

Absolutely.

#

I don't even know why someone uploaded a build 41 version of that mod, aside from weird means to chase subs.

quiet rampart
#

So as long as the mod requiring it is up-to-date it should be no issue

willow estuary
#

Quit worrying about item tweaker.
It's absolutely fine. 😆

sour island
#

Script blocks are a all or nothing thing -- so when two people apply a script block sharing the same ID it overwrites it. Item tweaker injects values after scripts are loaded- and can be done over and over.

quiet rampart
#

I'm not worried I'm just finding out what works 😄

sour island
#

Just check when the mod was last updated and some comments.

north ledge
#

Are there any mods that actually change the loot tables?

quiet rampart
#

it sounds pretty handy for convenience sake

willow estuary
#

Haha, it annoys me that people will consistently use the worst janky garbage that was last updated in 5000 BC but then become super suspicious about item tweaker of all things.

Especially if everyone used item tweaker than we wouldn't have the dumb business with "better item" mods breaking things.

sour island
north ledge
#

Oh jebus

#

Wow

sour island
#

That's why you gotta look at comments for large mods that add alot content wise.

north ledge
#

Makes sense

willow estuary
#

There are many, too many, mods. Popular mods even, that straight up overwrite the vanilla distro tables and cause all sorts of havoc.

sour island
#

Also they added tags for mods to filter by game version type.

#

Eventually that will be used more.

willow estuary
#

See also people modifying the roll values for distro tables because they don't understand how it works and think they need to define it for their additions to their tables and end up breaking the spawn rates of both vanilla and other mod items.

sour island
#

That's cause most people don't realize rolls are shared for that nest of the table

quiet rampart
#

where can I read up on the loot rolling system, I saw a pinned post on the forums quickly glance over it but didn't go into detail, rolls = [n] is the number of rolls and the outcome is...?

And then how is the outcome applied to the items? if it rolls over a number does it always get one of the next highest items?

sour island
#

Rolls are how many times that nest is processed

quiet rampart
#

And does 'lucky' give you extra rolls or higher score on rolls?

sour island
#

It doesn't add rolls iirc

#

But it does multiply the chance a bit

#

The chances for each item are the number after the item

quiet rampart
#

so it's like a [rollOutcome] * 1.1 sort of thing?

sour island
#

And is essentially out of /100

#

Sort of

#

They use larger numbers that get divided down

#

And those numbers have alot that impact it

#

Also to keep it clear, rolls always happen

quiet rampart
#

oh ok so overpopulating a single list can increase number of loot spawns then if it doesn't adjust existing numbers?

sour island
#

Chances are out of 100

#

Example: A has a 5% chance

#

It is in a nest with a Roll of 2

#

When loot is generated it checks to spawn A twice

#

Each time with a 5%

quiet rampart
#

so each roll can only be one item or many?

sour island
#

Changed the number for more clarity.

#

The roll applies to the whole list

#

Each item is tried that many times

#

Each item also has its own chance number

quiet rampart
#

so if you have 1 roll and 5 items with 50% chance you could get any number of them?

sour island
#

Gtg

#

You could get all of them

#

Technically

quiet rampart
#

you heading off?

sour island
#

It's like A 50%, B 50%

#

Yeah I gtg

quiet rampart
#

thanks man

sour island
#

Sorry I couldn't explain it a bit better

quiet rampart
#

no that works thanks

sour island
#

There should be more pins if you scroll down

quiet rampart
#

I get it

ruby urchin
#

get current equipped clothes

local getEquippedClothes = function(player)
    local itemList = {}
    local playerInventory = player:getInventory()
    local playerItemList = playerInventory:getItems()

    for i = 0, playerItemList:size() - 1 do
        if playerItemList:get(i):IsClothing() and playerItemList:get(i):isEquipped() then
            itemList[tostring(playerItemList:get(i):getType())] = playerItemList:get(i)
        end
    end

    return itemList
end
royal ridge
vivid siren
ruby urchin
vivid siren
#

I thought when you define a function it already defines it locally?

#

I know it that way

ruby urchin
#

Yeah, but only inside a function

vivid siren
#

ohh I see

#

okay okay I understood

agile coral
#

You can define global variables too, which don't have the "local" in front. Those ones have to be removed (set to nil) or they stay until the game shuts down

vivid siren
#

I know about that

dry chasm
# vivid siren I thought when you define a function it already defines it locally?
function yourFunctionName()
  -- Can be called from anywhere after your mod has been loaded and overrides existing functions with yourFunctionName
end

local function yourFunctionName()
  -- only defined for the current script
end

variable = 123 -- defines a global variable, accessable from anywhere
local variable = 123 -- defines a local variable only accessable from the current script/block (like if, for loops, or inside functions)

-- after defining a local variable the following changes to it are to the local variable:
variable = 200 -- local variable defined beforehand, as such the local variable will be set to 200, not the global one
vivid siren
#

wait, so can we modify the game functions with this?

ruby urchin
#

Yeah, but probably don't affect the base game, but yes to the mods that load after yours (the game constantly uses certain functions, so if it would break)

dry chasm
#

We can override the base lua functions with this, small changes however cannot be done that way to my knowledge.
You could however store the original function in a local variable (so long as it's not a method, that uses self inside it's code, which would break it)
and then override the original function, execute the local function inside yours and have yours execute whenever the original does execute

vivid siren
#

I see

spiral plover
#

So I have been trying to get vehicle stories to work on my map to no success, and asking in there has yieled not sadly. Would anyone here happen to know, or where I could stuff about it? I know it requires a "Nav" zone but then all my zones it claims are "Too Small" so it doesn't work

shrewd grove
#

how are you setting up your nav's?

#

ive gotten them to work.

spiral plover
#

I'm jumping through java files looking but no luck

#

Oh?

#

What'd you do?

shrewd grove
#

lemme see ur nav's

#

on your map

#

usually they arnt working because the nav zones are just simply setup either too small, or wrong

spiral plover
shrewd grove
#

well, just for starters, its hard to tell how often you will see a nav story, because they have some of the lowest odds to spawn unless you max them

#

BUT

spiral plover
#

I have maxed them

shrewd grove
#

you do have proper sizing there, its at least 4 tiles wide

spiral plover
#

so it's gotta be atleast 4x4?

shrewd grove
#

yeah, but i think they use a different name from nav though

spiral plover
#

Is it a parking stall called Nav?? or something?

shrewd grove
#

let me wipe the dust off the mapping tools and ill look

spiral plover
#

I looked through Maldraugh objects.lua and they had a ton of these Nav zones with no other properties or names

shrewd grove
#

i swear that i remember them being a NavZone

#

but i dont remember

#

not exactly

spiral plover
#

I could see it being NavZone or something

#

what ever yours is lemme know

#

I just want car crashes and cool stuff on my roads 😢

shrewd grove
#

heres on my first map, problem is i cannot find a image of what the fuck i called em.

spiral plover
#

Can you not check your mapping tools?

#

And what was the map? I can dig through the files

shrewd grove
#

map was lost on my harddrive crash around christmas

spiral plover
#

Ah, yikes

shrewd grove
#

from digging through chat messages around, and what i can find, it looks like i just threw down a default nav zone without touching anything of it.

spiral plover
#

:|

shrewd grove
#

only thing i can guess is it might not have been long enough?

#

i genuinely have no idea, it looks right from the pics

#

for that other straight road next to the gas station, just for testing, make that whole stretch a 6 wide nav zone from end to end, and suffer through testing it.

spiral plover
#

Theres an error in the objects.lua according to the console so maybe its not reading it right?

shrewd grove
#

this stretch

#

ah, now you got something to work off of

#

this is the problem have doing all types of modding, my knowledge is shit and overlapping

spiral plover
#

Ahaha I know what you mean

shrewd grove
#

im trying to remember the hell i used to do with it

spiral plover
#

I mod a multitude of games so

#

my head is a scrambled mess

shrewd grove
#

why does editing something in that objects.lua ring a bell

#

this is how my thing sets up on an export

spiral plover
#

Thats mine as well

#

I bet it is related to the error

#

I just fixed it so lets hope it works

shrewd grove
#

only thing i can suggest is just making the zone it can spawn in a 6 wide.

#

@spiral plover i had real men of genius moment

#

open it in debug and try to force spawn a vehicle story in the zones lmfao

#

if you can spawn them, then they are loading fine, and its either you have TERRIBLE luck, or its just too small.

spiral plover
#

That's what I've been doing

#

thats how I know they don't work T-T

shrewd grove
#

and if you right click, they ALL say too small of a zone?

spiral plover
#

I get this constantly

shrewd grove
#

hmmm...

spiral plover
#

and I know im clicking the right spot cuz otherwise I get

shrewd grove
#

from what im guessing, its too small.

#

like i said, try making yourself a MASSIVE length zone, try like a 6x60 tile if you have somewhere to fit that.

#

all my nav zones are at least 6x(insert road length or to world editor edge)

spiral plover
#

Hey I got one to work!

#

How long were you zones?

shrewd grove
#

average of at least 25+ tiles?

#

most my roads were pretty long and straight, only areas were cities

#

also, notice one thing?

#

thats yer longest zone you sent me, probably just too short.

spiral plover
#

Yeah that must be it then

shrewd grove
#

cause i think it uses a large zone so that you dont see cars enter orbit aswell

spiral plover
#

Yup, mine aren't long enough is the issue

#

I had 2 longer ones and they both worked

shrewd grove
#

there ya go

#

so i can still map

low yarrow
#

Anyone know possible causes why alternative hairtypes doesnt appear ingame?

#

A half year ago i made a hair mod but i doesnt remember anymore if i used a trick or something 😋

#

Hairstyle.xml should be fine. But i wonder if there was a trick how to export hairs from blender

idle prawn
#

so trying to get trailers mvoed seems that cars are weaker? how can i fix

supple briar
#

I think thats just how it is now

#

are your tires flat?

kind surge
#

I think that the sound update rewrote the engine rpm system. Vehicles depend on what transmission gear they're in, and what the engine current rpm is to determine movement force. With the system rewrite, they used transmission gear switch points that look to be much higher than previously at first glance. Fixing a modded vehicle should be as easy as creating a custom vehicleEngineRPM definition and having the modded vehicle script select it. Fixing the vanilla vehicles may be more troublesome if the vanilla vehicleEngineRPM definitions don't get updated.

little vessel
#

God the Fort Knox map is huge. This is taking forever.

round swift
raw escarp
#

what would a modding newbie need to fix a broken steam workshop music mod?

errant meteor
#

@lethal sparrow did those loot distributions linked to you help you in updating your mod?

fair frost
dry chasm
# fair frost

I feel like i'm seeing lots of police cars lately. Is that a sign? 😂
Looking nice btw!

fair frost
#

thanks

lethal sparrow
errant meteor
#

Nice, the world is not the same without your sody pop mod

errant meteor
lethal sparrow
#

I'll definitely talk to my more 3d talented brother about creating a usable model based on reference from that game, but the biggest hurdle between me and any new content is always assets. I refuse to lift assets from other projects or releases, so I'm very limited by what I am capable of making

errant meteor
#

:]

west crystal
#

Are you guys gonna make nuka cola mod?

#

Would be cool ngl

lethal sparrow
# west crystal Are you guys gonna make nuka cola mod?

On one of my many back burners is a sister mod to Alfrety's Additional Sodas, serving as a whimsical and fantastical counterpart to the reality-grounded mod that adds sodas from the real world. Alfrety's Fictional Sodas is currently set to include: The Call of Duty: Zombies "Perk Colas", Fallout's Nuka Cola, Nuka Cola Quantum, and Sunset Sarsaparilla, and Futurama's "Slurm".

west crystal
#

Cool

errant meteor
west crystal
#

Doubt game will allow it

lethal sparrow
#

I imagine that's possible. Just give it a very bright sprite and make the ground item emit light somehow. However a hand torch does it, I suppose. An area of research, but I doubt I'd need a PhD to sus it out

#

Just give it a very intense, very short flashlight beam so that it's only one tile in length

west crystal
#

Hand torch emits light? There is a hand torch?

lethal sparrow
#

Flashlights for NA

errant meteor
#

Honestly I want to collect all the cod and Nuka sodas, and put them on a shelf, will be great base décor, you could also add in the perk posters from WAW and some nuka cola posters from fallout , would look great

west crystal
#

Ok this took waaay less effort than i thought it would be

dry chasm
#

The cap's actually that detailed? Not sure if really necessary, think it can be done with the texture if needed 👀

west crystal
#

Ye, i was just poking things for fun

errant meteor
#

That’s just what I think

west crystal
#

I mean it's pretty simple to make

#

And yet it's shit anyways

#

already spend like 15 minutes unwrapping this fucking mess

errant meteor
#

Put a label on it and no one would complain

west crystal
#

I made it with boolean

#

Should've left them intact

#

would've been much easier

errant meteor
#

Ohhh I see

west crystal
errant meteor
#

Yum

errant meteor
#

and the tttsss sound

west crystal
#

i think yes? i'm not a coder unfortunately

errant meteor
#

Same 😦

kind surge
#

I don't think you need any coding. Looking at the vanilla food items you may just need to set the ReplaceOnUse parameter with the bottle cap item. So giving a single item should be easy.

errant meteor
#

A find addition to my collection, having these on top of a kitchen would give it a great look

west crystal
#

true

errant meteor
#

NV had nuka cola quarts, so I wonder why it’s not in 76

#

It glowed white

west crystal
#

shit the game doesn't want to load model in and i am too sleep deprived to even start to understand why

errant meteor
#

Go to bed

west crystal
#

no i think i got it

#

fucking blender exports everything from the scene in fbx file

#

game doesn't like that

errant meteor
#

The game dose not like a lot of things lol

#

A lot of jerry rigging for the crazy mods out there

west crystal
#

feck it's already 7 in the morning...

errant meteor
#

Someone needs a monster zero ultra

west crystal
#

hmm it's not fixed

#

i mean this is right

#

and this is right too

west crystal
#

fucking really...

#

it was oversized so game didn't load it for SOME FUCKING REASON

#

i can finally rest now

#

and make the real model tomorrow

errant meteor
#

Looks great, have a great sleep

west crystal
#

bottlecaps too

errant meteor
#

Then I look forward to how it will look tomorrow

west crystal
#

why the FUCK does it give me the option to pour it on the ground but not drink it?

#

because i was not fucking thirsty you dumb fuck

#

jesus i need to sleep

ruby urchin
#

Type = Drainable?

cold swift
west crystal
#

Looks absolutely, totally normal, nothing went wrong

#

well still, when you finish it one way ore another it gives you a bottle cap

#

good enough for today

errant meteor
timid saffron
#

not sure where to ask this but is there a mod for single player chat function?

echo sky
solemn violet
#

Hello guys, new to the game and loving it. Thought I'd try a few mods so I grabbed most of the mods from this video: https://www.youtube.com/watch?v=5PITGyzahxA&t=609s&ab_channel=Pr1vateLime along with any dependencies Steam notified me of. When I hit play I get a crash and a notification directing me to a log file.

There are OVER 1,700 mods out on Project Zomboid's workshop and as a result, it's hard to find a lot of good mods out there. So today I hope I can shed a bit more light on mods that I personally like so you might give em a try! :D

I hope you enjoy!

Modslist:

Kitsunes Crossbow mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2166480...

▶ Play video
#

Does anybody know how to read these log files? I'm experienced enough in modding other games to realise it is probably my fault but any help debugging would be great

#

Read the log file as in look at and tell me what the issue is I am hoping

dry chasm
solemn violet
#

Thank you! The errors mention vehicles a lot so I disabled Filibuster Rhymes used cars which now allows to start the game. I did notice a red box in the bottom right corner that said error 67 so something still isn't right but it did load. I'll play around and see how it goes. Thanks again.

sage crane
#

brita's weapons mod has updated but now the gun are all invisible and the icons are missing for me. anyone else have this issue?

#

alright i figured out why, apparently i had unsubscribed from brita's mod but not arsenal's gunfighter

echo sky
#

quick question for people

#

So im making some cig packets/cartons, and they will all be the same model, but have different textures. When they are used in game, even though they are 3 seperate items (regular, menthol, gold label), can they all use "cigpack.fbx" yet call on a different texure, so one would be "cigpackregular.png" and another "cigpackmenthol.png"

#

Or do I need to export 3 different .fbx files even though they're identical?

willow estuary
west crystal
#

you need to make it have it's own model

echo sky
#

Awesome, tyvm. It's not for me, the guy who made the Smoker mod cant use blender so I offered to make the models for the cigs/packs/cartons, but I wasn't sure if he'd need 3 seperate or if they can be mixed n matched. Couldn't ask him as he's gone to bed

west crystal
#

this is exactly the same model, but if i will try to call every object on one model none of them will show up for some reason

willow estuary
echo sky
#

yeah I gotcha, tyvm 🙂

dry chasm
echo sky
#

Means I can just take the texture into PS and make the reds into blues/greens/whatever and resave it

west crystal
#

yes