#mod_development
1 messages · Page 482 of 1
how do you unpack these tho? haven't done it
🤷♂️
lool ill just make my own i guess
haven't done much with textures/icons yet
same especially with UI
https://theindiestone.com/forums/index.php?/topic/25438-how-to-make-a-re-texture-pack/&tab=comments#comment-280220
may or may not be of use (though that's regarding tiles, but seems like it allows extracting form pack files? 🤷♂️ )
- Open TileZed 1.2) Select "Tools -> .pack files -> Pack Viewer" 2) Select "File -> Open .pack" 2.1) Go to \Steam\steamapps\common\ProjectZomboid\media\texturepacks 2.2) Choose "Tiles2x.pack" 2.3) Select "File -> Extract Images" I recommend you to select "Each tile as separate image"...
IIRC the Project Zomboid Modding tools in steam contain tilezed
ooh nice thanks!
ha
don't worry it happens lol when I switch back to Lua my log just spams me with "did you mean to use :?"
I'm looking into modding PZ and have some cool ideas that I should be able to punch out. I made a quick prototype of a necromancer type zombie but I was curious if anyone knew if we can spawn particle effects like lightning in the game?
Noone? 😟
sorry man, all I could think of was maybe you could spawn sprites similar to fire sprites + add lighting to the tiles. Idk much more on that since I haven't touched any of them
Hmm
That might work,
I'll have to find out how to spawn an object like that. I'll see what I can do :) thanks
there might be even the possibility of adding a custom object, a single one (instead of multiple), like a tube the size of a single tile, have it rotate with a transparent texture with a few "particles" drawn onto them. Of course, this would make the particles move sideways instead of any other way, but it wouldn't "spam" multiple objects and add/remove them with the game having to consider these (unless of course that's how that convo just was meant to work, or similar to that, then excuse me 😅 )
Just be careful so that it won't cause too much stress on the game :3
I believe particle effects are slated to be added when the Fire Rework happens.
No timeline has been provided for the fire rework as far as I know, aside from it getting shelved temporarily at some point during b41 development.
Ah that's interesting!
I'll have a look. I mostly wanna use particles to make some specific events clearer because it's hard to tell what's happening in my mod atm
Does anyone know how to change draw order for an ISUIElement on top of ISUIPanel?
it's behind an ISUIPanel (ISVehicleDashboard)
is what you're planning on drawing part of it, or not? If yes, do you inject yours into the function, or modify the original?
It's supposed to be part of it, but I really don't want to replace any functions in ISVehicleDashboard so I made a separate ISUIElement.
I know i could've just added my thing as a child to the ISPanel but that's a huge chunk of code to copy just to add an arrow to the fuel icon 
might be a weird workaround without injecting the base functions, but what if you tried adding yours a tick later to the UIManager than the dashboard? I think the order might play a role here (uncertain though)
yea that was one thing i thought of testing but idk how to do a Wait() or some kind of timeout
for that, you could possibly, instead of directly using self:addToUIManager()
make a method :delayedAddToUIManager()
where you add it and instead of adding it at previous position, you do Events.OnTick.Add(self.delayedAddToUIManager(self))
eh sorry
forget that part
mmmm tricky, there really is no wait() in pz? wont while threads overflow?
no real wait, but onTick and such events
alright, ill think of something tomorrow. one mod release is enough for one day. time to sleep 
thanks btw
so well, the only real alternative i can think of is actually injecting into the createChildren and adding your own there, like for example:
ISVehicleDashboard.originalCreateChildren = ISVehicleDashboard.createChildren;
function ISVehicleDashboard:createChildren()
local ret = self:originalCreateChildren()
self:addChild(yourobj)
return ret;
end
or similar
thanks, ill try this and try doing something with onTick later
wait, that doesn't overwrite the whole function? it just ammends the code you put in it?
oh you return the original func. I get it now. Thanks alot!!
it does overwrite the function, but you "relocate" the function so to speak
so createChildren will go to originalCreateChildren
while you change createChildren to yours (so it's executed)
Good night!
noice
PlayGameAction = ISBaseTimedAction:derive("PlayGameAction");
function PlayGameAction:isValid()
return self.character ~= nil and self.item ~= nil and self.item:getUsedDelta() < 1 and (self.bodyDamage:getBoredomLevel() > 0 or self.bodyDamage:getUnhappynessLevel() > 0);
end
function PlayGameAction:update()
self.item:setJobDelta(self:getJobDelta());
end
function PlayGameAction:start()
self.item:setJobDelta(0.0);
end
function PlayGameAction:stop()
self.item:setJobDelta(0.0);
ISBaseTimedAction.stop(self);
end
function PlayGameAction:perform()
-- Reduce uses
self.item:Use();
-- Change mood
self.bodyDamage:setBoredomLevel(math.max(self.bodyDamage:getBoredomLevel() - 10, 0));
self.bodyDamage:setUnhappynessLevel(math.max(self.bodyDamage:getUnhappynessLevel() - 10, 0));
-- needed to remove from queue / start next.
self.item:setJobDelta(0.0);
ISBaseTimedAction.perform(self);
end
function PlayGameAction:new(item, character)
local o = ISBaseTimedAction.new(self, character);
setmetatable(o, self);
self.__index = self;
o.stopOnWalk = false;
o.stopOnRun = true;
o.character = character;
o.bodyDamage = character:getBodyDamage();
o.item = item;
o.maxTime = 300; -- Time until the action finishes (in ticks; ~30/sec)
return o;
end```
Right now the videogame has the context menu for "Play Video Game" but nothing happens?
PlayGames = {};
end
PlayGames.createMenu = function(_player, context, items)
if #items ~= 1 then return end
local item = items[1];
if type(item) == "table" then
-- We jump over the dummy item that is contained in the item-table.
item = item.items[1];
end
if instanceof(item, "InventoryItem") then
local player = getSpecificPlayer(_player);
if item:getType() == "VideoGame" then
context:addOption("Play Video Game", item, PlayGames.playGame, player);
end
end
end
PlayGames.playGame = function(game, player)
PlayGameAction:new(game, player)
end
Events.OnPreFillInventoryObjectContextMenu.Add(PlayGames.createMenu);```
PlayGames.playGame = function(game, player)
PlayGameAction:new(game, player)
end
should probably be
PlayGames.playGame = function(game, player)
ISTimedActionQueue.add(PlayGameAction:new(game, player))
end
and context:addOption("Play Video Game", item, PlayGames.playGame, player);
should probably have item as a parameter again after the PlayGames.playGame parameter if i understand it correctly.
context:addOption(OptionText, object/item to add to, function to run on pressing it, arg1, arg2, ...);
context:addOption("Play Video Game", VideoGame, PlayGames.playGame, player);
?
he he boi
almost ready only 3d models and the tats left
special thanks @dry chasm and @agile coral
for helping with this mod
You can also set up translations by replacing "Play Video Game" with getText("ContextMenu_PlayVideoGame") and adding that text entry in media/lua/shared/Translate/
VideoGame isn't defined, but item is
the createMenu function receives _player, context and items parameter
You currently check there if an item is the "VideoGame" item and if it is, it adds the context menu option "Play Video Game"
the variable of the ITEM itself, is just item
and the function you want to run when pressing the "Play Video Game" Button is
PlayGames.playGame
it receives two arguments/parameters being: game and player (in the end it's just names of the variables, the names themself have nothing to say aside make it clear what it's supposed to be)
currently:
context:addOption("Play Video Game", item, PlayGames.playGame, player);
adds the "Play Video Game" Option to the item's context menu (correct)
then it runs the PlayGames.playGame function with "player" as the first parameter, but it takes two and player as the second, so you'll have to add the "game" argument infront of it, which in this case would be the item variable, meaning:
context:addOption("Play Video Game", item, PlayGames.playGame, item, player);
Hope my terrible explanation is still understandable, sorry 😓
I don't know if shoving this poor fellow into the "just make your own timed actions" end of the pool versus just using a recipe was the best call?
I'd say get a recipe set up first, and then take it from there if they want to get fancier.
It actually would work well as a recipe 🤔
I mean, the whole point of the recipe system was to save people from making custom timed actions for every thing?
Not the best solution for everything, but it works well enough for a lot of things.
i thought it was done so it can all be neatly inside a crafting menu for item creations 👀
So it'll be easy to see what can be done with something else
Yeah I got the recipe set up, but the Result would reset the battery if i used destroy VideoGame so it was recommended that I use a TimedAction to get a similar result
Fuck I knew there was a remove result I just didnt remember where I saw it
That would be perfect
Ill try it out
Well, unfortunately now the battery doesnt drain
That mod out on steam? 10/10 will download when its done
What are you trying to use batteries for?
{
Weight = 0.3,
Type = Drainable,
DisappearOnUse = FALSE,
UseWhileEquipped = FALSE,
UseDelta = 0.2,
DisplayName = Video Game,
Icon = VideoGame,
WorldStaticModel = VideoGame,
}```
----------------------------------------------
```module Base
{
recipe Play Video Game
{
keep VideoGame,
Time:500.0,
Result:VideoGame,
Category:Leisure,
OnCreate:OKA_PVGStatModifier,
AnimNode:Craft,
Sound:VideoGame,
RemoveResultItem:true
}
}```
Ok so
There's another parameter
OnTest?
I think it's called that
Runs through a function for every tick of Time
You can use that to drain the battery
You can also make it so the test fails if there's no juice
It's either OnTest or OnLua
I'd have to show you once I'm home if you can't figure it out
But there is a way to do what you want with out making a timed action
The recipe system is written well enough to not make the devs go crazy -- it's highly exposed so you shouldn't be going crazy either.
Yeah everything seems to be almost there its just "missing" that one thing
There's 3 function tie ins
You can call a function with them
If you're curious look for Recipe.lua in the files
recipecode.lua ?
Yeah that's it
Sorry not at home atm
Iirc there's something called OnTest OnPerform OnLua?
They each happen at different stages of the recipe process
And take different parameters automatically
This whole thing probably needs a guide tbh
I know for a fact 1 happens on each tick
Cause it's not named well at all and I stumbled into it
I think it may be OnPerform
Try the recipe without the keep part. Just have DisappearOnUse = FALSE, in the item script for the game so it doesn't evaporate when empty.
Recipe.OnCanPerform.Function(recipe, player)
Recipe.OnTest.Function(sourceItem, result)
Recipe.OnGiveXP.Function(recipe, ingredients, result, player)
Recipe.OnCreate.Function(items, result, player, selectedItem) --selected item!?
Oh yeah that's true too
If you take off keep and put videogame:1
It should take 1 off
Or what ever amount you want it to
My only issue with this is you can't play it a little you have to do the whole time
That did it, finally. A complete working video game and I learned so much Im gonna write an original mod now, that was fun! It only took 16 hours!
Ill upload this one too with help credits and original credits to whoever wrote the original mod, Im so excited!
still working on i
t
sigh, the hunt for the mod that removes extended magazines :/ the joy
some mod removes it from the menu but nothing else..
Should be gun related
Inactivate anything weapon or gun related
Confirm it's one of them
If it still happens turn off all mods
You always can figure it out in batches first
Im curious, how would I go about editing distribution files from a mod to make items more common from a mod
You'd have to find the distro table
Each item comes in an entry pair
- The item ID, 2. The chance
Make the chance higher
Hmmm ok
That's it
Id assume the distro table is inside the mod files in steam?
Yes
I'll have this in my Quality of Life mod I'm working on. You can drop an icepack in it and it'll keep the food cold while slowly using up the icepack. Once I'm sure it works correctly in cars I'll be releasing it
Here's a tool someone made to easily unpack the .pack file and even split up the packed tilesets into the individual files so you don't have to cut it out of the tileset
👍 this is good stuff
Wish the game had more temperature related mechanics
snowangels when?
Are there big vehicle mods that work on the current version? 🤔
filibusters one
love to see a playable guitar mod
okay last issue before upload.
{
item VideoGame
{
Weight = 0.3,
Type = Drainable,
DisappearOnUse = FALSE,
UseWhileEquipped = FALSE,
UseDelta = 0.2,
DisplayName = Zed Gear,
Icon = VideoGame,
WorldStaticModel = VideoGame,
}
}```
How do I get this to overwrite the original videogame?
when testing the mod, I found this item crashes the game
probably because it conflicts with the VideoGame thats already in game
did you check the console i usually find the answer there
Nice
Uh is there any where I can find a list of animations?
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\AnimSets\player nvm found em
After I use setConditionMax on an item to increase its max durability, is there a way to actually set its condition so it is fully repaired?
item:setCondition()
so you could set it to max with item:setCondition(item:getConditionMax()) after using setConditionMax()
Oh okay, I was looking for something like that but it didn't come up in the Zomboid modding class overview thing
Were you looking at the one for InventoryItem?
it has them there
HandWeapon doesn't have it specifically since it's inherited from InventoryItem
Someone should make a When Day Breaks mod it's a good and interesting idea maybe
thanks for this!
https://steamcommunity.com/sharedfiles/filedetails/?id=2616986064 it's done! hope some of you find it useful. thanks again to @dry chasm for the help
Your a god
Thanks chad
What are some must have mods?
Hi guys! How can I change the color of the clock? They are white in the game files, and blue in the game.
you need to find the textures for them
then you can adjust there hue to change the color according to your liking
Project.Zomboid\media\textures
it should look like this
thanks, can I somehow change the color of this?
well i have no idea about this
yet
maybe ill dig into it later

@drifting ore Is it possible to make such a mod so that zombies won't eat me if I smear my clothes with zombie guts?
well iam new my self to modding
not sure really sry
Okay, thanks for all
uw ^_^
The color is defined in the java object
@craggy furnace Heli piolets seem to spawn a lot on the race track, is that intended?
Hi guys, is https://projectzomboid.com/modding always based on the latest IWBUMS release?
Im asking this since there the modding API mentions stuff like NPC behaviour in zombie.behaviors.survivor classes.
I was wondering if any of these things are still even remotely functional in build 41, or if they are just unfunctional remnants from the old NPCs in zomboid.
pain
So superb survivors and similar NPC mods are just very hacky ways of implementing npc behaviors
i c thanks
Thanks regardless

i noticed that the fashion montage versions of authentic Z is not compatible with paw low loot, why is that specifically?
the helmets from EHE work fine with paw low loot, so why not authentic Z?
what do you mean?
that FM is a mess?
i was more talking about this
that our gear can be used at start for FM
you have to manually add your custom items to FM
also a fine person donated to me today
i have redone the M17 gas mask to work with helmets
AuthZ may not be using FM's new integration code
atleast from the description it suggests its new
alright, so why does authentic Z not work with paw low loot again? sorry, im kinda tired
that looks badass
when you say it doesn't work do you mean loot wise?
Maybe it overwrites some of the same scripts and, as a result, they conflict with one another?
oh
no clue then
alot of mods hijack functions and don't properly overwrite them when possible
hmm
oh also while you are here, shark, is your police overhaul thing compatible with other clothing mods?
like paw low and brita's for example?
i guess i am also asking this for the military overhaul as well
wdym
by default yes
with FM not currently
oh ok, thats fine i guess
but everthing else works?
youll find SWAT zombies wandering around
yes
i am gonna add zones for louisville
i am waiting to for "urban" police loot
even with authentic Z
yes
i tried opening the game with the military one, and it wont boot
what
mods
{
mod = 500PointsTrait,
mod = ADVANCEDGEAR,
mod = GEARBASIC,
mod = GEARCORE,
mod = ItemTweakerAPI,
mod = PlayerTraps,
mod = modoptions,
mod = GEAR_scrapguns_compat,
mod = SGuns,
mod = Advanced Alternative Zombie Loot,
mod = AquatsarYachtClub,
mod = tsarslib,
mod = ArmoredVests,
mod = AuthenticAnimations,
mod = autotsartrailers,
mod = B41 Nail Gun,
mod = betterLockpicking,
mod = ProfessionFrameworkB41Patch,
mod = BetterSortCC,
mod = TowingCar,
mod = Blackwood,
mod = Brita_2,
mod = CrashedCarsMod,
mod = Diederiks Tile Palooza,
mod = EasyConfigChucked,
mod = Eerie Country,
mod = ExerciseWithGear,
mod = ExpandedHelicopterEvents,
mod = ExtraSkillsSystem41,
mod = FashionMontage,
mod = FRUsedCarsNRN,
mod = FRUsedCarsBETA,
mod = FH,
mod = FORTREDSTONE,
mod = Grapeseed,
mod = ImprovedModPresets,
mod = KingsmouthKY,
mod = Left 4 Dead Gun Sounds,
mod = SVGLittering,
mod = VileM113APC,
mod = Max,
mod = MetalBat,
mod = MissingWeaponTextures,
mod = moonSlimeTraits,
mod = MoreOccupations,
mod = MorePoleWeapons,
mod = ToadTraits,
mod = Multitool,
mod = NewGasStationMatrioshka,
mod = PaddedArmor,
mod = PLLoot,
mod = PLLootF,
mod = PillowsRandomScenarios,
mod = ManySpawns,
mod = ManySpawnsLocation,
mod = ManySpawnsProfession,
mod = ManySpawnsVariations,
mod = PlayModdedArcades41,
mod = PlayableArcadeMachines41,
mod = RadialMenuEx,
mod = RavenCreek,
mod = Reading Material,
mod = Recipes+,
mod = RedCrowbarRetexture,
mod = ScrapWeapons,
mod = sizelabels41,
mod = SlurpBurp,
mod = DressingTime,
mod = RelaxingTime,
mod = TieOnSpearheads,
mod = TieOnSpearheads_MP,
mod = SurgicalMask White (Green),
mod = Swatpack,
mod = TED BEER`s Zombie Skin Retexture,
mod = The Walking Dead Project-Pack,
mod = TMC_TrueActions,
mod = westpointstripcenter,
mod = Xonics Mega Mall,
mod = TMC_ZuperCart,
mod = bcUtils,
mod = eris_minimap,
mod = eris_minimap_grapeseed_plugin,
mod = eris_minimap_kingsmouth_plugin,
mod = eris_minimap_raven_creek_plugin,
mod = jiggasGFXpatch,
mod = jiggasAddictionMod,
mod = jiggasGreenfireMod,
mod = tkTiles_01,
mod = HTowTruck,
mod = 4153DistPat_ZuperCart,
mod = 4153DistPat_ScrapWeps,
mod = 4153DistPat_ScrapGuns,
mod = LitSortOGSN_readOnePage,
mod = LitSortOGSN,
mod = AnimationFixes-Staggering,
mod = BanjoItemKitTraits,
mod = Authentic Z - Current,
mod = LitSortOGSN_chocolate,
mod = GunSuicide,
mod = GunSuicideBritas,
mod = ATA_Bus,
mod = DylansTiles,
mod = Brita,
mod = Arsenal(26)GunFighter,
mod = MMS,
mod = DRK_1,
mod = PLLootF_Patch,
mod = PLLoot_Patch,
mod = Hydrocraft4154,
mod = SubparSurvivors,
mod = SuperbSurvivors,
mod = truemusic,
mod = TsarcraftCache,
mod = SLEO,
yeah someone in one of those mods probably forgot a bracket
besides, i was more excited about the police one anyway
maybe
its mostly a rehash of the military mod
ill make more unique police gear later
most unique stuff is the vest and duty belt and new fatigues
114 mods lets gooooooooo!
yes
Saying that "that is a lot of mods" is an understatement
114 chances to conflict and break the game
yeah, i guess
101 conflicts in the mods 101 conflicts
patch one down
get it around
120 conflicts in the mods
a lot of people have made fun of me for me having a bunch of mods
we still laugh that you were using heli debugger and rezzing entire towns
yeah lol
wait why is that funny again
because you were literally enabling debug and hitting our debug keys
then listing it as a bug
infact you werent the only person
that guy was doing it then claiming he wasnt and it was a valid bug
so yes, hilarious
oh, ok
to be safe, just decompile the classes you need to access from the latest branch and look at the api from there
@plucky nova is that my metal bat mod? :3
What java class or whatever is all the climate/weather stuff stored in
I want to check things like the cloudiness and the fogginess
the climate manager
From what I’ve done with the textures. That blue zone should be where it is
Don’t know why it’s inaccurate
What exactly happens to the texture in game?
they over lap i
Oh!
Move them a bit away from the edge
I had that issue when I was texturing my press vest
can i see it if you don't mind
Uhhh not on my pc right now
off
Guys, has anyone already started making motorcycles?
are the advanced zombie mods worth it?
The depends if you know what it even does
thats why im asking I genuinely have no idea haha, very secretive on the details of the mod
There seems to be 4 more
I looked through the first when it came out -- he added an event but commented it out.
Other than that it adds some outfits and subsequent loot.
🤷♂️
im just confused as to whether it changes all the zombies or just adds groups like the geared zeds mod, or like behavioral changes, seems like a lot of work was put in just for there to not nuance on what the mod holds
You could check the other variants to see what is different or if he finished/fixed the commented out code.
As far as I saw he added outfits for zombies to spawn in
the commented out code made 1 type of zombie constantly heal when you hit them - this wouldn't really matter much as some attacks can crit and kill them anyway -- but they also play the player death sound within 20 tiles of the player.
He also left some stuff from Terror Zeds in there - so I'm not sure if it needs TZ to run or if it even works
i'll wait to download it, i'm a masochist but not that much.
If you want different zombie AI I know Soul Filcher is working on "Turning Time"
There's also mod I worked on called "Expanded Helicopters: Super Weird Edition" but that adds a silly tone to the game as the special zombies are aliens and a Mr.X/Nemesis knockoff wearing a spiffo suit.
i have turning time still unsure as to what it completely changes but im a fan of most of their mods so i downloaded it, btw do you know if geared zombies is outdated or not?
not sure about geared zombies
youd need to ask blair
turning time is really cool
i highly recommend you keep trying it
it adds stuff like witches from L4D and zombie hulks
nah im not gonna go out of my way to bother him, and i will its been in my collection from awhile
OH
thats what it adds
ok
they are visible different
yeah i saw a few of them haha
no lol, i made my own
i might risk it and download geared zombies but at the same time im debating on whether or not itll break my save
or i can just test it on a dif file
fuck it i downloaded it
I think most people try not to "spoil" things when making their workshop but idk
a visual or two won't hurt
This is on turning time
Chuck can i get your opinion on my collection?
havent found the witch yet
only hulk
collection?
of mods
🤷♂️ I think it's to each their own
There's definitely some nice QoL changes out there
@mortal widget looks like advanced zombies 2 adds something called a "beast"
jesus
i might download all of them and just hop on a new save to see what it does
i downloaded geared zombies hopefully it doesnt break my save my heart would snap
Looks like the beast is like a Mr.X
also pushes the player over like my Spiffo does
or I assume - never saw it done the way he's doing it
so basically “hide” haha i already have night sprinters i don’t think i should punish myself more
no signs of a game break yet, time to go exploring with my beloved two month alive character
good luck
do you think the advanced zombies mod is savegame compatible
fundamentally if it's just adding zombies it should be fine
I don't really plan to look through a mod with just 1 added zombie type
I'm curious if his use of getPlayer() actually works with co-op though
I thought it just grabs a player tbh
it's been my experience to make mods compatible with co-op/eventual MP you should avoid stuff like getspecificplayer(0) which I see a lot of in other mods
getspecificplayer(0) grabs player 1 so to speak
I'm not actually sure what getPlayer() does when used in a zombie's update function
Looks like it's grabbing the client's instance
i don’t know what any of this means but i appreciate you attempting to explain
My concern would be the wrong player gets effected by the zombie
try it for yourself - it should work fine for single player
i probably will, because i’ve been having too easy of a time lately and want to check out my base defenses
i really wish you could lock wood gates though
yeah i have it but i installed it about a month in, still hear helicopter explosions but can never find them, but i’m far in so. don’t think there will be anymore helis
Generally no
most settings would require sandbox changes at the start
I think customized zombies or snadbox+ might be able to do what you want
What I assume the getPlayer() does based on my test is that it will return the player for the client that ran it. Why I say this? because I used it and when I tested splitscreen it worked for the first player but then when adding a second player, then all the functions acted for the second player, because now the "client" is on the second player. I think for MP it shouldn't be a problem because each client will run it but if you want to make it both splitscreen/mp compatible avoid using getPlayer()
but sandbox+ has an issue that makes it break with other mods that add menus to the options page
Yes, but in this case getPlayer() is running inside of the zombie's update().
I assume he's trying to make it so the zombie pushes the player down when too close?
There also doesn't seem to be a check for range tho
so Idk
Friends, is it possible to worsen models or worsen textures by making a mod?
@sour island geared zombies works
What does geared zombies do?
Yea defo
Some pre existing zombies will become special
Doesn't matter
Ifit does what they say it does it would grab the player of whichever client is running the code
adds new armor and stuff and new groups of zombies and just varies them more
in any case it should be fine for single player
im slow, if every seat in the helicoptor is occupied how do i loot it?
uh
that shouldn't be happening anymore
try "opening the door" via vehicle options and dragging stuff off the seats
np
i just got raided by three dudes with shotguns
my gun jammed on the first attempt shot
i got mauled
yeaaaaaaaaaaaaaaaaaaaaaaaaaaa
boooiiiss usa cavalry
@lost slate your army sleeve sir
👍
Ace
Hi,
is there a way to replace the image of a button? (randomize each time the panel is displayed? with ZombRand & getTexture)
function ISButton:setImage(image)
self.image = image;
end
😮
randCard = ZombRand(2)
card = getTexture("media/ui/LootableMaps/dc_top_"..randCard..".png");
local cardSelected = ISButton:new(200, 150, 500, 500, "",nil,hideCard);
DCCWindow = DCCWindow:new(500, 150, 800, 600)
DCCWindow:addToUIManager();
cardSelected:setImage(card);
cardSelected:setDisplayBackground(false);
DCCWindow:addChild(cardSelected);
DCCWindow:setVisible(true);
DCCWindow:setVisible(false);
end```
if all your cards's images are named with numbers at the end
just know that zombRand starts at 0
Yes but when the panel is initialized, it only retains the first value that is generated, suddenly it always displays the same card
ah
local key = _keyPressed; -- Store the parameter in a local variable.
cardRand = ZombRand(2)
cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");
if key == 35 then
print("RAND: "..cardRand)
print(cardTexture)
-- Cacher ou afficher la carte
local isVisible = DCCWindow:getIsVisible()
if(isVisible == true) then
DCCWindow:setVisible(false);
else
DCCWindow:setVisible(true);
end
end
end
function DCCWindow:new(x, y, w, h)
DCCInfo = {};
DCCInfo = ISPanel:new(x, y, w, h);
DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
self.__index = self;
return DCCInfo;
end```
showCardWindow is my other function and it's work with ZombRand & getTexture, but i don't know how to update the image of the panel with the other function
you're on the right track
you need a way to ID the window
in order to grab it again
DCCWindow:addToUIManager ?
DCCWindow:addChild(cardSelected); I think there's something like getChild
I'm not that great at UI stuff
@tame mulch might know / be more familiar
you could add the child here maybe?
function DCCWindow:new(x, y, w, h)
DCCInfo = {};
DCCInfo = ISPanel:new(x, y, w, h);
DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
self.__index = self;
return DCCInfo;
end
then you'd always have a variable to call on
DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, "",nil,hideCard);
DCCWindow:addChild(DCCWindow.cardElement);
then in show card window you can call on/change the texture
👍
👀
local key = _keyPressed; -- Store the parameter in a local variable.
cardRand = ZombRand(2)
cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");
if key == 35 then
print("RAND: "..cardRand)
print(cardTexture)
DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
DCCWindow.cardElement:setImage(cardTexture)
DCCWindow:addChild(DCCWindow.cardElement);
-- Cacher ou afficher la carte
local isVisible = DCCWindow:getIsVisible()
if(isVisible == true) then
DCCWindow:setVisible(false);
else
DCCWindow:setVisible(true);
end
end
end
If the player finds the death card deck, he will have a curse and every night at 00:00 he should draw a card that will trigger one of the two displayed effects, there will be a way to defeat the curse ...
I wanted the card to be displayed as a button rather than making an addItem ...
Yes but if you include the new for button in the showcard it's creating a new one every time
after hideCard i need to removeChild...
or maybe count the number of child and if isn't equal to 1... remove all child
function DCCWindow:new(x, y, w, h)
DCCInfo = {};
DCCInfo = ISPanel:new(x, y, w, h);
DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
DCCInfo.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
DCCInfo:addChild(DCCInfo.cardElement);
self.__index = self;
return DCCInfo;
end
function showCardWindow(_keyPressed)
local key = _keyPressed; -- Store the parameter in a local variable.
cardRand = ZombRand(2)
cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");
if key == 35 then
print("RAND: "..cardRand)
print(cardTexture)
--DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
DCCWindow.cardElement:setImage(cardTexture)
--DCCWindow:addChild(DCCWindow.cardElement);
-- Cacher ou afficher la carte
local isVisible = DCCWindow:getIsVisible()
if(isVisible == true) then
DCCWindow:setVisible(false);
else
DCCWindow:setVisible(true);
end
end
end
Would this not work?
create/add the child once
change it's texture when you need to
No, it doesn't work, how do you display the colored code on discord?
```lua
code
```
function DCCWindow:new(x, y, w, h)
DCCInfo = {};
DCCInfo = ISPanel:new(x, y, w, h);
DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
self.__index = self;
return DCCInfo;
end
Thanks
Anyone familiar with weapon attachments know why they may not be appearing?
@sour island I would ask snake, he has a mod dedicated to weapon attachments
Is he on here?
Yeah whats up? I have been messing around with them lately
Can't get them to show up
the item?
the item shows up on the ground
when I attach it it doesn't show up visually on the weapon
I can attach it and remove it fine
are you using a new attachment location?
oh I see
trying to use scope and stock
weapon accessories
gun parts
yeah I haven't dealt with those
Weapon attachment locations on player models, thats what I was referring to
do you have a specified model for the attachments themselves, aside from the worlditems? (not entirely sure how it's set, but media/models_X/weapons/parts seem to contain specified models for them i think)
I have the models pointed at models stored elsewhere
I could give that a try
would be annoying to need duplicate files
mhmm, seems to refer to the files with the models script, so I wouldn't think it's all that necessary, if the attachments offset and rotation are on the weapon model script as well? It's such a back and forth with those files 😓
you seperated them with spaces as well? and have them as float (like 0.0000 0.0000 0.0000)
yeah
attachment muzzle{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment scope{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment scope2{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment recoilpad{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment reddot{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment laser{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
attachment world{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
trying with some files in the weapon parts folder
then the only thing i can imagine would be either the model is too small and disappears inside the gun, or maybe too big
the offset is x y z right?
i think so
do you know in which directions those go?
sadly, no. Aside from z probably being the "height"
I'll have to test
also, if they are the same size as the worlditem, it may help to make them a tad bigger with scale in the model script to see it more easily (just not too big)
the WeaponPart parameter for weapons is also a bit convoluted
and based on the attachment editor, i would assume to the front of the gun is Y, the side is X and height is Z
there's an attachment editor?
yes in debug mode
isn't that for persons?
ooh
On the very top should be add model, just add your weapon there
after that, click on add model again and add the attachment you wish to see/set
then if there's already attachments defined, right click the attachment in the upper list and set parent
ah
unsure on where and how it'll save it in there if you were to press save
ah I see my issue
ah saves them in base game folder in the original file it seems
I assumed attached parts appear on world items
yeah world items just pull from your model script module, not from the item
that is unfortunate
its done
i also rec nude textures so that the tattoos won't go over your under wear

i might make a poll for people to add there designs and ill pick randomly from them annd add them to the mod
I think it's better to add some screenshots. You know how people say: "No pics, no clicks"
yea shuru will add them when he is back
i already did send him some ss
done
Great job, Elie!

already gave it an award
well fuck
I want to check things like what level of cloudiness and fogginess but I can't find any good information about the climate manager, does anyone know?
or could help
How do we set in which rotation the items appear on the ground?
When i place a Vanilla baseball bat for example its laying on the side.
But if i place my own baseball bat its straight up as i exported it.
You can script that in
Under the model
attachment world {rotate=0.000 0.0000 0.0000,}
I just learned you can also use debug mode to visually set these
hi there, so I was using a cigarette mod which was probably outdated, wouldn't allow me to open "canned food"
which is weird but some people already experienced this
disabling the cigarette mod however seems to have deleted cigarettes from the game
which is a problem since I got the smoker trait
can anyone suggest any workaround?
They got deleted cause they were new items as per the mod. If you move away from your current location you'll find vanilla cigarettes again.
Specifically, an area you haven't been before.
You can also set a world item model tag and export another version for it laying on the ground too.
Looks great! Glad someone made an actual tattoo mod!
you made this spiffo happy
Noob here.... How do you even begin modding on PZ?
i started with this
isn't the best but it has some info
You mean with a text editor in the Directx file?
Having a alternative model version might be useful at long weapons so i can center them properly.
But i dont not understand how this "world item model tag" would be done.
No, there's a file that scripts the model into the game.
You mean the "items_weapons.txt"?
you could also ask for help here people are welling to lend a hand
Or do you mean this file?
Yes
Add a line under mesh
attachment world {rotate=0.000, 0.000, 0.000}
There's a rotate and an offset that I know of
Idk if you need to define both
If i add it like that the model does not appear anymore and instead the icon shows up
@drifting ore thank you
Ah nevermind. I think i got it. Just looked into the vanilla txt
That seems to be the format i need (only a "," at the end)
Thanks for the heads up! wouldnt have thought of finding it there 😄
I would also like to know more about that
debug mode = Change txt and see the change inworld in realtime?
Sort of
In launch options you can include -debug
The small menu that appears in game let's you tweak model placements under attachments
I have not used it that much - but I assume once you have it you can tweak it via text to what you need
Hey @craggy furnace
FYI:
There's a missing ); in the line 18 in the mod Law Enforcement Overhaul in the Distribution that's throwing a lua error at the start
@worldly olive thanks I’ll get on that
Tossed the distribution since I totally forgot it was there anyways
I’ll redo it for Louisville
Ooh ok haha
Dose this include the gas mask lol?
true music is currently somewhat broken, as you can only use the boombox while it is in your hands, and you cannot use the vinyl player at all. however, i have no idea what caused this, because i dont have any mods that should break it
i genuinely dont know how i would go about finding out what broke it
I wouldn’t be so quick to state that it is broken. Are you running 110+ mods alongside it? The best way to test if a mod is broken is to create a new save with it as the only mod running. (Or use cheat menu mod to help test as well) otherwise you may have some mod conflict along the way.
Quick question: what's a good way to detect when a player is adding/removing items from a container and get the reference of that container?
i didnt mean it was broken, per say, just that its not functioning as intented
try looking at ISInventoryTransferAction.lua since i think you can inject an event listener and capture the params for your use. careful tho since there are stages to item transferring and you should choose accordingly to your mod's needs
Thanks!
👍
thanks
how would you make it to where if you took a trait related to an injury (example, like leg fracture)
how would i make it so that injury shows up when the game starts?
I was thinking in doing the same and how I thought it could be (haven't tested yet so it is not 100% accurate) is that you could create a function that is executed with the OnCreatePlayer event. Inside that function you can check if the player has the trait (whatever you called it) and if the player does, then apply an injury
seems good enough
that should work yes, try it out
yeah i'll try it tomorrow
getting late here and i've already closed down all the stuff i was working on

Something like:
if player:HasTrait("Injuried") then
ApplyDamage;
end
I wanted to create a trait to add a permanent fracture but I couldn't find a way to do it xD
You could run a check every hour with Events.EveryHours.Add(Your Function Here)
check how the injury is going and re-injury once it gets to a certain level
if player:HasTrait("Injuried") then if injury < theshold then ApplyDamage; end end
I mean that isn't done properly but something like that may work
so every hour it will check the injury and re-damage if needed
or if you can set an injury amount you can just re-set at amount every hour
Ooooh, didn't think on the idea of regenerate it. I will try to do it!!
Thanks for the idea!!!
hope it works 🙂
Stupid question, but for Build 41, if I were to install a mod, all I have to do is just subscribe on the workshop, and turn it on in the game, right?
I only ask because Hydrocraft is missing textures.
I think the hydrocraft for build 41 has a lot of problems
but yes that all you should have to do, if it doesn't include anymore instructions
Hello can someone recommend me a good modpack that includes weapons, military clothes, armors, attachments for weapons etc etc.
I mean that's pretty much what Brita is about
Does anyone know how to make modded vehicles?
Pretty new to the game, I mean I played the early demo versions of the game back in like 2013 but still new to this version. Thank you for your help.
I've got a random idea.
So in multiplayer you can medical check other players to check their status.
I was wondering if anyone here with modding experience knows if there's a way to code an interaction between two players.
Like, as an option you select "Hug GenericName" and it reduces their unhappiness. Maybe yours too.
The idea came to me while my girlfriend and I were playing co-op. The moodle suggests seeking human contact when you're sad. Why not give someone a hug?
@drifting ore and I have been working on Immersive Solar Arrays, we would like some people to test it and give us some feedback here is the link:
https://github.com/radx5Blue/ImmersiveSolarArrays
Here is a wiki that has a brief overview:
https://github.com/radx5Blue/ImmersiveSolarArrays/wiki
Immersive Solar Arrays (ISA) adds a solar power system to Project Zomboid. Allows players to power their bases during the day, and during the night if they have enough battery capacity. ISA adds a number of new items to Zomboid, including solar panels, battery banks, deep-cycle batteries and recipes to convert car batteries into storage batteries.
Wow that's huge
@faint cape hmmm worth checking out?
oooohhhh spicy
gonna test this out tonite then will send pr if necessary
Here is the zip file for an easier download if you haven't used git before
so far it's been smooth aside from the error when reading, maybe just rebalance the power consumption + power input from panels. Panels seem OP having 1k watts and batteries seem weak even 200Ah ones. Great job!
Do you have the console log of the error or just the line?
this is big
tho lets make a deal if i test your mod you test mine
check pr on github

sure, I will test your mod 🙂
got it, ty for that
https://www.poll-maker.com/poll3927169x41dD4479-125 poll ends on Thursday 12pm
Been busy testing some things regarding a variable amount of arguments, for those that may have an interest in it:
function foo(arg1, arg2, ...) -- the ... will allow further arguments.
-- arg1 and arg2 are fixed, if you wish to access the other arguments which are potentially optional or indefinite:
local args = {...} -- this creates a table containing all the arguments aside of the fixed 2 you wish to have.
-- you can now iterate those and do something with them the usual way with something like:
for k,v in ipairs(args) do
print(v) -- in this example, we simply print those.
end
-- we can also call another function with exess arguments which we did not need for our function, possibly useful if you overwrite a function, but still want to call the original within
bar(...); -- keep in mind that arg1 and arg2 are not included in this call, to include them do the below:
bar(arg1, arg2, ...); -- this will call bar with the same arguments as the current function in this case
-- additionally, we can remove a certain part from those argument if necessary if we wish to pass them afterwards to another function as above.
table.remove(args, 2) -- 2 defines the key, as such we would remove the second argument
bar(unpack(args)) -- as ... is still defined as is but want to pass the args with the modified args table onwards, we can unpack them
-- this will instead of passing the table as an argument, pass the contents of the table as arguments.
end
does anyone know where the bodies are? i’m trying to make clothes
If I understand it correctly, it'd be more suited to ask in #modeling. Though I believe they're in ProjectZomboid/media/models_X/Skinned/
thank you, i thought i was under modelling i must’ve fat fingered it lol
hello, just want to ask if there are mods that would improve my game performance? thanks
Anyone know of a mod that will auto-resume game to normal speed (after fast forwarding) after completing an action?
https://steamcommunity.com/sharedfiles/filedetails/?id=2557950527&searchtext=speed+bumb
I guess this mod would help for you.
Yes! that's exactly what I'm looking for. thank you!
Isn't there an option similar to this?
Yes, there is.
Thought so
There's a few options in vanilla settings that I think alot of people don't know about -- one is the outline for aiming with melee
Another good one is being able to change container highlight colors
vanilla
but i think this only works with single timed actions, not with a queue of them 
Thank you!! I knew there was a way to do it just didn't know it was vanilla haha
Hello everyone
Could you guys tell me what I need to start modding zomboid. Especially I'm interested in editing textures, making new cloth, items and objects.
Just take some mods and look how they're made
ty
Official Dislaik's Documentations
incomplete tho
but the clothing tut is really just the same with items
I'm reading clothing mod section rn
I have 1 question
do I have to use blender to make new 3d model for some new clothes or I can just copy 3d model of original one and edit 2d texture?
ehh, both?
I was modding stalker long time ago
you need to uv map either way so you still need a 3d editing software
ok thank you
you can use other software tho as long as it exports to fbx
but why when there is a free blender
idk maybe he has exp with 3dsmax or maya
blender is the suggested 3d software tho @glossy terrace so just use that to be safe
someone should make the dragon slayer from berserk
So far testing it seems solid. When I right click, I can just spawn panels and battery banks though. I'm assuming that's just a debug feature for testing, or is there some way to disable that?
Its just a debug thing, it will be removed in the proper version. Thanks for testing.
Proper version should be out soon, had some good feedback so far
The debug menu is currently removed with the lastest version on the github as well
Let me try the latest version, I loaded up a save game with a lot of mods and after installing a solar and battery bank my character started to inexplicably drain health. Maybe something conflicting, how do I check logs for something like that?
I was putting it inside.
I just tried it again and as soon as I placed the battery bank down I started to die
I placed the battery bank outside, but once I go inside I start to lose health now.

Yup
Ahh
Hmm
I have it set up on the roof of a building in the Grapeseed map extension
Try a new save and jyst do one outside if you have time
Im going ti add a check so you cant build them inside
I'll relocate them to the top floor and if that fails outside the building and than I'll load a fresh save to double check
For the record, which item is 'the generator' the panels, or the bank or both?
Also they appear to have some weird collision. They take one extra block to their left
With solar panels present and bank in inventory I'm still taking damage indoors.
Is there a way to remove the smog effect from the item entirely?
Also moving to the roof didn't change anything, I'll do a new save and try different combinations
It seems to me like the 'generator' battery bank that I initially built inside is persistent even after removing the bank and placing it outside
I'll try that on a new save to make sure.
Next version you wont be able to build them inside, they arent supposed to be built inside which is why there probably the issue
I'm assuming panels don't generator power if they're considered to be 'inside'
Have you tried setting them up on roofs yourself?
After picking up and moving previously working array and bank I can't get them to charge either 
Oh nice, did your team figure out the code for it yet?
Also, I just tested something else. I set up a bank and some panels, the lights are working but I took the batteries out and removed the bank and everything is still lit up.
Also seems kind of random if the batteries on the tray appear or not on the placeable. Sometimes it does and sometimes it doesn't.
I got infinite power
This is kinda nice but probably not the goal
Ill take look at all this, thanks
Sometimes it takes to the next 10 minute mark to update
We are aware of the issue with batteries appearing
Ill try some on a roof later tonight and see if I can repeat the issue
Just to clarify the roof thing. I think if you go on for example a balcony, or a roof top with low fence surrounding it the game might be considering it 'inside' the building thus the smog death issue. That's my speculation. And since I think a lot of people's first instinct will be to mount these on roofs away from zombies it needs looking into if it's true
But if it's running off the same base as a normal generator I'm not sure why it's any different.
What is the best way to test a mod on multiplayer without uploading it to the workshop?
Why does this work fine on single player but doesn't on multiplayer?
local items = getAllItems()
local sz = items:size()
for i = sz-1,0,-1 do
local item = items:get(i)
item:setActualWeight(0.0)
end
should I be putting it in client, server, or shared? and do I have to do something differently for multiplayer?
Quick question: is there a mod that adds winter clothing?
but there is already in vanilla game
Is there a way or a crack for both players on remote to use keyboard
You could potentially use a 3rd party software to map some keyboard keys to the supposed controller keys, the mouse'd still be controlled by only one though, as such i don't think it's an acceptable workaround.
there is a winter jacket with a hood in game
you just need to find it
this not work for items that have been spawned, only for items that will be spawn
i know the padded jacket exists
i'm talking fur coats
oooh
how hard is it to apply a vanilla 3d model to a modded item?
If it's not a clothing item, you may be able to add a model script to your mod.
Let's say you made a stone for example and you want to give it some kind of funky model already existing:
module YourModuleName {
model CustomModelName {
mesh = PathToVanillaModel,
texture = PathToTextureYouWantToUse,
}
}
As reference, it'd probably be best to take a look at media/scripts/models_items.txt
Thank you! Ill check it out
{
item VideoGame
{
Weight = 0.9,
AlwaysWelcomeGift = TRUE,
Type = Drainable,
UseDelta = 0.15,
DisappearOnUse = FALSE,
DisplayName = Video Game,
ActivatedItem = FALSE,
Tooltip = Reduces stress and boredom.,
Icon = VideoGame1,
MetalValue = 7,
cantBeConsolided = TRUE,
BoredomChange = -20,
StressChange = -15,
UnhappyChange = -10,
}
recipe Play
{
destroy VideoGame,
VideoGame=1,
Time:600,
Result:VideoGame,
Sound:VideoGame,
OnCreate:videoGameShenanigance,
}
recipe Remove Battery
{
VideoGame,
Time:30,
Result:Battery,
Category:Electrical,
OnCreate:videoGameBatteryRemoval_OnCreate,
}
recipe Insert Battery into Video Game
{
destroy Battery,
destroy VideoGame,
Time:30,
Result:VideoGame,
Category:Electrical,
OnCreate:videoGameBatteryInsert_OnCreate,
}
recipe Dismantle Video Game
{
keep Screwdriver,
destroy VideoGame,
Time:30,
Result:ElectronicsScrap,
Category:Electrical,
Override:true,
}
model VideoGame
{
mesh = WorldItems/VideoGame,
texture = WorldItems/VideoGame,
scale = 0.4,
}```
Should work, hope it doesnt CTD my game
@craggy furnace
Hi. Your Law enforcement mod is giving me distribution error after your latest update
@sharp crystal send a log?
I will. Thanks for response. May be something with my mod list. Will try it without any mods
ive had multiple people play with it and tell me there is no errors
thanks, get back with me whenever with a log and ill check your issue regardless if its mine or not
Great. Thank you in advance
@craggy furnace got the same issue, it is a missing "," in Shark's Law Enforcement Overhaul\media\lua\server\Definitions\SLEO_AttachedWeaponDefinitions
line 22 after "Base.AssaultRifle2"
ty!
figured that couldve been the issue
"Base.AssaultRifle",
"Base.AssaultRifle2"
"Base.Shotgun",
},```
ouchie
@sharp crystal patched
Hmm, so Im able to place the video game, but it only shows as the 2d model.....
Anyone have any ideas?
nvm i figured it out
@craggy furnace thank you for updating the mod...it´s working without errors
okay so finally, why does the videogame model look so dark? I even tried brightening it up in PS but to no avail
I´ve got another question. Does anybody know how to fix this issue_
- It´s 4k resolution
- The default padlock is scaling without any errors
- Thhis padlock comes from a mod...Even worse searching..
I have found this entry in the lua:
removeCombinationPadlockWalkToComplete = function(player, thump)
local playerObj = getSpecificPlayer(player)
--playerObj:faceThisObject(thump)
--if not playerObj:shouldBeTurning() then
local modal = ISDigitalCode:new(0, 0, 210, 170, nil, ISWorldObjectContextMenu.onCheckCombination, player, nil, thump, true);
modal:initialise();
modal:addToUIManager();
if JoypadState.players[player+1] then
setJoypadFocus(player, modal)
end
--end
end
I have changed the vlues for local modal = ISDigitalCode:new(0, 0, 210, 170
but it only resizes the padlock´s window not the numbers in it
What mod is the bundled wood?
thats vanilla
Oh
the recipe is 4 logs of wood and 2 ropes
Ah
Ah okay I’ll test some more, why doesn’t it have to be new items in single player, though? Items already in world seem to have changed
what is too dark here?
videogame model on the right
oh, sorry
the screenshot was framed strangely
i was looking in the middle
well
I've installed blender
but
following the guide I should import Male_Body_10_redo.fbx
Blender doesn't see this file
or I just don't have necessary addons?
ok I managed to import
wish i could share the textures but they are nude
the only improvement that the res is higher
also its detailed
but ill be uploading 2 types nude and underwear for female and male
looks like a mii
you won't notice it once you add the hair

the reason for making them in high res and naked because tattoos go over the vanilla underwear and they look bad on low res textures
since now you can find and wear under wears in game no need to have them on the textures
it makes it un realistic imo
you can make the game force you to wear an under wear tho as a starting item
durr
succ
best mods?
Hello, I have little question.
Is there any code (maybe called class?) for get character's specific current xp?
I tried ":getXp(Perk)" but I think it's not for this.
Got everything working, and it does seem to work on items that have already spawned as well as items that will spawn
Hello! does anyone know, how to add a custom body groups into the vanilla body group list? I want to avoid render issues for other clothes e.g. "bags"
Unsure how those render issues appear, but i would assume you're referring to bodyLocations?
media/lua/shared/NPCs/BodyLocations.lua
If you want to, you can create a new location - keep in mind that render-order is defined based on when it's added, so custom locations would - by default - render last (above all else to my understanding)
Ah, so i have already created custom body group which is to replicate FullSuit group with extra exclusions, what I'm looking for is to hijack or override the current body groups within the game. But still thank you for some info!
"hijack" or "override" as in?
moving yours into a different render-order than the last?
Yes that
God damn you just made me think how cool it'd be for a 12+ month occurring ambient event you could find that had a crashed space capsule with dead astronauts you could loot.
The lore implying that when the world ended they were stuck up there on the ISS presumably and after a year finally run out of resources and last ditch try to make a landing without help from ground control
And crash in Kentucky
Hmmm you read minds or something
id be interested in this
How do i get specific perk xp info?
I tried getXp() but I don't know how use it
That would actually be cool, i'd be interested in wearing some astronauts dead helmet.
Also i'd be a great idea to add solar panel parts to the crashed ship, so when we have a solar panel mod/update we can make solar panels using the parts.
#mod_development message
like that? 😛
Don't forget it's wip and they, at the time, requested feedback iirc.
does anybody know how I can disable infinite carryweight once I'm done moving stuff?
using Cheat Menu mod 😄
Click on the infinite carry-weight the way you enabled it
player:getXp():getXP(perk) maybe?
Haven't used it yet, but found this in media/lua/server/XPSystem/XPUpdate.lua on line #223
OMG I didn't know there was difference between "Xp / XP" and even they use together.
Thank you so much!! You're my savior..
Sure hope its better
thanks, I solved it, jsut a matter of reloading the save
kinda looks like one of these guys lol, just make his eyes come closer to his nose
Nuke the site from orbit, its the only way to be sure
im currently trying to figure out what is causing True Music to not work right, and i am having to do it the tedious way... anyone have any idea what is causing it to not work the way it is supposed to?
i have no idea what is breaking this mod and sifting through a hundred mods, even in groups, sucks ass
new avatar, ty
Anybody know if Paw Low is making any headway on updating their loot mod? Somehow, the discussions on this mod's page are disabled.
i think they are kinda just... done... with modding
maybe
That's unfortunate. Probably no purpose in keeping the mod then?
what? no
the mod is fine
IIRC there was a mod that fixed the distribution of it (as a temporary means until the original mod author updates it).
Might be mistaken though
I'd assume distribution is broken in 41.53 - I'm not particularly familiar with how all of it works.
I mean, there's nothing really there that I couldn't live without anywho.
I did see that 3rd party fix - I'll try it out.
that fix works fine for me
@covert totem
Does somebody pls know how to edit combination padlock frame pls?
It's perfect.
Just my opinion
Ah ok
is there a mod which transfers some models from any other games?
hey. any players with build 41 and hydrocraft mod? got a question about spawn rates
what's with the subdivided head, Ellie?
Hello folks. Not done any programming in like 20 years, but felt like digging a shallow starting hole with the Lua modding - I'm mostly on top of it but I can't figure out how to put in a break point so I can step through the code. "breakpoint()" doesn't actually seem to do anything? Any advice offered would be appreciated.
Just introduce an error, that'll break it 😛
idk it looks better XD
@summer delta love the law enforcement mod, had a question on it though. Are you suppose to be able to wear the police duty belt on its own? Don't get the wear option. tried replacing CanBeEquiped = Tail with other body parts (like the fannypack) and still dont get the option to actually wear it.. if thats even suppose to be a thing. thanks!
`module SLEOClothing
{
item PoliceDutyBelt
{
Type = Container,
DisplayName = Police Duty Belt,
ClothingItem = PoliceDutyBelt,
CanBeEquipped = Tail,
BodyLocation = Tail,
Capacity = 2,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
WeightReduction = 20,
Weight = 0.5,
RunSpeedModifier = 1,
Icon = PoliceDutyBelt,
AttachmentsProvided = HolsterRight,
WeightReduction = 40,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
WorldStaticModel = PoliceDutyBelt_WorldItem,
}
}`
Also(to anyone who can explain or point me in the right direction), I've been trying to find any syntax on this lua scripting for distribution. I get most of it except that last number.
'''require 'Items/ProceduralDistributions'
table.insert(ProceduralDistributions["list"]["Lockers"].items, "anitem");
table.insert(ProceduralDistributions["list"]["Lockers"].items, 2);
'
is the "2" a 20% chance to spawn in Lockers, a 2%, what is the syntax? is .2, 20%, is .02 a 2% chance.. any insight would be appreciated, or something to study on the new distribution system.. cant find anything on the net.
thanks! B (an ex web developer, wanting to potentially make some mods for this awesome frickin' game!)
Anyone with vehicle knowledge know if there are more parts that count as storage other than the seats, glovebox, and truckbed? Or if custom parts can be added? If either are true then I'll need to rework my approach of watching coolers when transferred between storages
Start the game in debug mode with the -debug command line option, then start a game and open the debug overlay (default key is F11). In the Files section in the lower right you can search for the name of the Lua file that you want to look at and double-click on the filename to open a new Lua file window with the contents of that file (note that if your search doesn't return anything the Lua file may not have been loaded due to an error). You can then double-click on any line in the Lua file window to set a breakpoint and the line background color will change. You can then close the debug overlay (F11) and perform an action to trigger your code. When the breakpoint is hit it will automatically open the debug overlay and then you can use the Step Over and Step Into keys to step through the code (F5 and F6 by default, not necessarily in that order).
My understanding is that yes, you can define custom vehicle parts that are containers. I know that the mod "'86 Oshkosh P19A + Military Trailers" has an example of a vehicle that has multiple truckbeds.
Hello, there is a tutorial or documentation to learn how to make mods? (sorry for bad english)
Alright that's just what I needed to know, thank you!
The pinned messages up top have a bunch of helpful resources, including a modding tutorial
Thanks!
we still cant change player models ??
You got the wrong one mate, but maybe check other items and compare the code
i was thinking of a project zomboid mod that lets zombies pick up and use items
zombies with items wedged into them could pull them out and use them.
imagine a zombie with a knife in its hand, wouldn't that be scary?
it could try to stab you
zombies also pick up whatever possible from the floor
and add it to their inventories.
the strongest weapon in their inventory is automatically equipped by the zombie.
unrealistic but scarier zombies
zombies also put on the best protecting clothes in their inventories
and when their capacity is being hit, they drop things that aren't valuable to them.
zombies eat any meat in their inventory automatically.
zombies with correct tools can disassemble things they run into
for example, if a big, tough metal door is the thing seperating the zombies from you, a zombie with a fueled propane torch and a welding mask will try to cut through the door.
zombies use ripped sheets if they have them in their inventory for wrapping on themselves and other zombies.
when zombies come across sheet ropes, the strongest ones will actually climb the rope.
zombies with guns will try to shoot players, and can reload if they have ammo.
zombies with throwable weapons throw said weapons at players.
zombies take from containers, too.
and when a zombie kills a player, every zombie that can see the corpse including the killer zombie will stop whatever they were planning to do, drop whatever's in their hands, remove everything from their head, so they can eat the dead player.
How do I get the current game time? I tried GameTime:getHour() but it returned nil. EDIT: I got it working by getting the instance first, but that doesn't appear to be what I am looking for. EDIT2: I've figured it out, for anyone curious its getGameTime():getHour() or getGameTime():getMinutes()
idk
Amazing, thank you! That's precisely what I was looking for. Absolute legend, cheers. 🙂
Anyone know how to use colors?
Last discussion i remember regarding Color/ImmutableColor
#mod_development message
Might be of help
Ah thanks, was more looking to color text though like in a player:Say("") for example
Hi
player:getSpeakColour() and
player:setSpeakColour() maybe?
Ah wasn't aware that was a thing, thanks
Still using B40 for multiplayer lol
its supposed to be a "container" but its a bit funky like all wearable items where you can basically just hold them
i may revert that to being just being a wearable holster
infact, that may be what i do right now since it makes no real sense as a container
alright, i pushed a change to the mod that removes it as a container (lol it doesnt make sense after all) and changes the workshop description to finally articulate that
Thanks to Shurutsue for providing examples in inserting custom BodyLocations anywhere within the
games BodyLocations list. This helped in avoiding render isuess with other clothes for my model
Below is a slight modified example of Shurutsue suggestions, which so far... Works!
`
local function addBodyLocationBefore(newLocation, movetoLocation)
local group = BodyLocations.getGroup("Human");
local list = getClassFieldVal(group, getClassField(group, 1));
group:getOrCreateLocation(newLocation);
local newItem = list:get(list:size()-1);
list:remove(list:size()-1);
local i = group:indexOf(movetoLocation)
list:add(i, newItem);
end
addBodyLocationBefore("yourCustomLocation", "Hat")
`
How do I change "IGUI_VehicleType_9384579" to say something else?
I tried making a text file with
IGUI_EN = {
IGUI_VehicleType_9384579 = "blahblah",
}
but it doesn't work.
you may need to do
IG_UI_EN = {
IGUI_VehicleType_9384579 = "blahblah",
}
the _ inbetween IG and UI
unsure though
it's "IGUI_EN" in the vanilla file
could be the comma... I'll check
uncertain if the filename for translations really plays a role, but is your file also called IG_UI_EN.txt? (that's where i had mine added)
No, it's not.
Could be that, it wasn't the comma
It was the filename
thanks for the help 🙂
glad it helped :3
does anyone know how to get custom clothing spawn on the zeds?
#mod_development message
may be of help, one of the pinned messages.
thank you!
maybe add it as a setting?
where's the script that plays the death music? I want to make a mod that plays a random .ogg, like plays a random theme out of multiple game over themes
i found the .ogg's location but that's gonna play 1 song, I would like to add it to play one out of multiple songs, but i cant find what script manages the .ogg playing at death
I noticed people discussing random number generation last week and just thought I'd throw out a generator that I wrote for the game a couple years ago:
function RollPercent(_percentage)
if ZombRand(1000)+1 >= (1000 - ((1000 * _percentage) / 100)) then
return true;
else
return false;
end
end
This will return a boolean true/false if condition is met. For example, if you wanted a 25% chance of something happening, you would call the function with RollPercent(25). Internally a random number between 1 and 1000 would be generated and it would need to be >= 750 to return true. You can pass a value from 0.1 - 1000.
I usually end up writing a similar function if the project relies on probability -- mostly for the sake of efficiency.
(I.e.: I'm lazy and don't want to type more than I need to)
Are you multiplying the numbers up for any reason in particular?
I was taking a look at the climbable ladders in Fort Redstone and the Vanilla ladder sprites. The vanilla ladder sprites (left) are tagged as climbable (climbSheetW) yet they cannot be climbed, while the fort redstone ladders (right) are basically the same, with less definitions, but it is in fact cllimbable like any sheet rope. Anyone has any idea why this inconsistence happens?
I don't believe its just because one is facing west and the other north as I tried the same in a North facing ladder. Can it be the attached flag?
for some reason only the hood up works for the jacket i made, hood down causes the item to disappear completely
Cornerstore Candies and Sodas is a really neat mod but the spawn rates are completely and totally imbalanced - how would I go about fixing that?
After editing the properties to be exactly the same as the ones from Redstone, my only conclusion is that the modder used "invisible" windows on the top of the ladders and that made his ladders climbable - while the vanilla ones, which theoretically are climbable, cannot be used because there is no window at the end.
Sweet, can I use it on a on going game?
Not recommend
I dont plan on testing the mod but I hope you are successful with it
already lol
i would love to see the half life 2 air boat in zomboid i wonder if it could be done
Yep, the climbing process requires a top that has to be a window.
I'm struggling really really hard with texturing on this lol, like to make the body lines pop, if anyone knows an automated way of doing so (with baked lightings of some sorts) it'd be appreciated
I tried already manually with photoshop and turns out I'm not very good at it lol
add corner shadows to the doors and fake shading to the bottom of the car
dumb as it sounds, paint.net works much better
but, you'd wanna add a multiply layer over the shell itself, and draw on the multiply layer what door lines etc you want
I just released a new update to AuthenticZ, let me know if you come across any bugs. Have fun!
- The 10-8-21 Update -
*New Zombie Additions*
- Back 4 Blood gang
Evangelo
Hoffman
Holly
Mom
Walker
Winslow - The Walking Dead
Gunshop Andy - Dawn of the Dead 2004
-Hitlist 3 has been updated
-Wearable Headphones - functional with radios etc - can be found on zombies
-World Item Models for the grand majority of AuthenticZ items
-New RARE Canteens
-New Utility Belt - Thanks to Shark for the model!
-New Military Flashlight - more functionality to come.
-New Hoodie wrapped around waist - more functionality to come.
-New Kidney model for zombies to hold
-AuthenticZ Chinese Translation - Thanks to Hollaming for it!
Various Fixes include:
-Barbershop Quartet hat fix
-Bandage model fix
-Female Clown nose fix
-Giant-ass Brain model fix
-Fashion Montage fixes + additions
-Hitlist 1 now spawns in distributions
-New pill/bandage locations
Giant brain was a feature
The world was not ready for it.
you're doing God's work.
next week tribal tattoos on the list dm me what you want to see ill pick top 10 to add them to the mod next week ❤️ (enjoy will be updated with jap style tomorrow max) https://steamcommunity.com/sharedfiles/filedetails/?id=2618804787
Love the mod, but i haven't seen much variety!
Tell me more about it in my Suggestions discussion on the modpage.
are questions aloud here? i have 2
- Where can I find the file that saves the active mod list?
- how can I designate a food item as "cooked" or has already been cooked. For my mod, i have a bunch of food items that require cooking (unsafe to eat) but i have recipes that lets pots be separated into bowls (returns pots of course).
example: Tomato Basil Soup (tomato=5, water pot, cooks for 40ish mins) + "Make 5 bowls of 'x'" (recipe = tomatosouppot, bowl=5). How can i designate these bowls to not need cooking as the contents are already cooked?
heyo, has anyone found a solution for evolved recipe item tweaks? really want to make another food mod without it conflicting with other food mods that tweak vanilla items to include their evolved recipes in the item param.
Hello. IS it possible to fix the padlock number´s frame in a mod? I am playing in 4k. Default padlock window is working fine. The modded one is looking like this:
The release version of the mod fixed all the issues I was having @royal ridge
