#mod_development
1 messages · Page 512 of 1
This will work for most circumstances, ensuring that they won't spawn under ordinary vanilla loot generation circumstances?
local item = ScriptManager.instance:getItem("Base.SpiffoBig")
if item then
item:DoParam("OBSOLETE = TRUE")
end
Much appreciated your help! <3
That what i was looking for.
Well, I don't believe squares have names, but this would probably return a unique string that you could use for a name for a square?
squareName = tostring(square)
So the exceptions I'm aware of re this would be instances where the item spawns as part of a zombie clothing or a weapon that the zombie has attached to it?
ah no not the unique square name but the type of square, i want to check if the square is water or not, like when finish on the vanilla game
This is what I use; keep in mind I'm a giant dummy etc etc.
function hasWaterObject(square)
for i=0, square:getObjects():size()-1 do
local v = square:getObjects():get(i);
if instanceof(v, "IsoObject") and v:getSprite() and v:getSprite():getProperties() and v:getSprite():getProperties():Is(IsoFlagType.water) then
--print("Water Tile")
return true;
end
end
end
thanks gonna try using that
Coo, so uncomment the print statement part if you want output to console.txt? 🙂
Oh. Not sure that items could spawns on zeds, but anyway good to know that. :)
Yeah, as a general solution I consider it good? It's just a corner case issue in some circumstances?
Yeah, it's really good. For most of cases, especially mine. :)
I made a new type of world object in the mapping tools -- would I be able to call to it and do neat stuff like custom foraging/etc with the new zones I've made?
See here I got a "Desert Brush", "Desert" and "DesertRiver"
Hey guys, can someone please help me? Is there any way to test multiplayer mods locally? I say having two clients on the same computer.
Is there any tutorial for this kind of thing?
I've heard that using the -nosteam flag is how it can be done, but I've never tried?
Thanks, i will take a look
I'm terrible at explaining stuff etc, and making guides is not in my wheelhouse?
But that's a good opportunity for someone to make a guide, "How to use -nosteam to test MP mods locally"
guys i made this container belt-pocket, but its not protecting (bite/scratch) like i set for, anybody know why?
item Wiz_MillerTorsoBelt
{
DisplayCategory = Bag,
Type = Container,
Capacity = 0.5,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
DisplayName = Captain Miller Torso Belt,
ClothingItem = Wiz_MillerTorsoBelt,
CanBeEquipped = FannyPackFront,
BodyLocation = TorsoExtra,
Icon = Wiz_MillerTorsoBelt,
BloodLocation = ShirtNoSleeves, <------------- no protection here
CanHaveHoles = false,
Insulation = 0.1,
WindResistance = 0.1,
BiteDefense = 5,
ScratchDefense = 10,
ClothingItemExtra = Wiz_MillerTorsoBelt_2,
ClothingItemExtraOption = Wiz_MillerTorsoBelt_Equip,
clothingExtraSubmenu = Wiz_MillerTorsoBelt,
WorldStaticModel = Wiz_MillerTorsoBelt_ground,
}
Containers can not have clothing properties like that.
Containers can have some clothing properties, but not all.
If I want to change the animation of entering the vehicle, how do I do that, I wanted to use the animation of "jumping the fence" instead of him opening vehicle door
In the script I only found position variations and not animation
{
angle = 0.0 270.0 0.0,
}
anim ActorClose
{
angle = 0.0 270.0 0.0,
}```
Animation stuff is way beyond the capabilities of my two brain cells, so I can only suggest seeing if you can find a vehicle mod that uses custom animations to use as a guide?
I haven't seen any that have come out yet
In a video of KI5 the player gets on a motorcycle with its own animation I swore this was ur stuff xD
I've got a cool idea for playable guitars~
like ya know how in the sims you suck at guitar when you start
I could record stuff like playing guitar badly, and then intermediately, then pro
and just like have a bunch of samples
Do it. DoitDoitDoitDoit.
Well, I'd have my work cut out for me just recording the samples
then there's the actual modding of it -- and probably would also need new animations to feel right
I wonder if I could even like perhaps, record the samples in a way that would allow you to "write" your own songs
How do I check if I'm in MP or in solo ?
no protection?
No protection. Neither vs damage or environmental AFAIK?
isClient() and isServer() should work.
kinda unfair 🙂 the backpacks should protect the back
enviroment also so? so i guess all this part is useless
Insulation = 0.1,
WindResistance = 0.1,
BiteDefense = 5,
ScratchDefense = 10,
prb i should remove then
hi there! how do i insert an element to a "nested" lua table (without overwriting the whole table...)? i am working with this table defining the default clothing:
now i want to add for example an item "Base.myItem" to the "Pants" section and i want to do this by using a command like table.insert. however, have no idea how such a command can be applied to a "nested" table.
ok.... problem solved: table.insert(ClothingSelectionDefinitions.Female.Pants.items, "Base.myItem") (tried sth like ClothingSelectionDefinitions[Female][Pants][items]... before but without success....)
ya, if you wanted to do it using [] you need to add " around the string names
ClothingSelectionDefinitions["default"]["Female"]["Pants"]["items"]
but thats the same as doing ClothingSelectionDefinitions.default.Female.Pants.items
could someone point me to the resources to learn how to make a recipe mod?
I think that could work considering that I'm pretty sure the skills system in PZ is also inspired by Sims anyways
is there a most popular mod page?
Hey guys, has anyone ever used global mod Data? Cause I don't understand
The idea is to make a global modData table TOC, with tables inside with the name of the character as names and the variables for my mod inside. Like that TOC[username].
For the moment I try to keep the data of all the players in a local table modDataGlobal each time I receive it and send it when the values change
I made that client side to send, receive and get the global mod data but nothing work, modData = false when key = "TOC" in onReceiveGlobalModData.
local modDataGlobal = {}
function getModDataMP_TOC(player)
if isClient() then
local playerName = player:getFullName()
print("Get data of " .. playerName .. " for " .. getPlayer():getFullName())
if modDataGlobal[playerName] then
return modDataGlobal[playerName]
else
return nil
end
end
end
function updateModDataMP_TOC()
if isClient() then
print("Update data for " .. getPlayer():getFullName())
ModData.request("TOC")
end
end
function setModDataMP_TOC()
if isClient() then
local playerName = getPlayer():getUsername()
print("Set data of " .. playerName)
ModData.getOrCreate("TOC")[playerName] = getPlayer():getModData().TOC
ModData.transmit("TOC")
end
end
local function onReceiveGlobalModData(key, modData)
if key == "TOC" and modData ~= false then
print("Receive data for " .. getPlayer():getFullName())
modDataGlobal.TOC = modData
end
end
Events.OnReceiveGlobalModData.Add(onReceiveGlobalModData)
And this is server side
local function onReceiveGlobalModData(key, modData)
if key == "TOC" then
print("Send modData to players")
ModData.transmit(key)
end
end
Events.OnReceiveGlobalModData.Add(onReceiveGlobalModData)
thanks! i am learning so much from you people here!
Weird question, does anyone know how/if I could implement random noises coming out from certain zombies? Like at random/for example every ten minutes have a random number check if it should play a sound? Thank you
have an other question about "bypassing" certain lua functions/objects: say we have a vanilla code called vanillaCode.lua. is there a way to redirect any call of vanillaCode.lua by any code from project zomboid to another .lua file? for example, i would like to redirect all calls to a custom file myCode.lua. so, anytime project zomboid calls something like "vanillaCode.someFunction()" it should instead execute "myCode.someFunction()". as if we replace "vanillaCode" by "myCode" everywhere in the code.
??
Just redo it. If you have a function VanillaFunction that you want to change, you do that:
Function VanillaFunction(arg1, arg2)
-- Your code
End
It's gonna overwrite the vanilla function
is this the best way to do this? especially with regard to compatibility with other mods...?
Does someone know how the LootableMaps Scales/Border work with their PNG version?
Like, I'm trying to add a custom map that is just a image, not really map related but it's being a little hard to figure it out how these numbers work, couldn't find an explanation anywhere
I based this code in AuthenticZ Hitlist, and it does show ingame, it just doens't fit my image
local mapAPI = mapUI.javaObject:getAPIv1()
MapUtils.initDirectoryMapData(mapUI, 'media/maps/Muldraugh, KY')
mapAPI:setBoundsInSquares(10540, 9240, 12990, 10480)
overlayPNG(mapUI, 10524, 9222, 1.0, "lootMapPNG", "media/ui/LootableMaps/CarpentryGuideLevel00.png", 1.0)
end```
ingame map
image
What I do is have a test with my override where it uses the original, unaltered version of the function, if the criteria for the modified version are not fulfilled?
Otherwise you can just add code at the end of the function
what do you mean by criteria?
local old_ISHotbar_attachItem = ISHotbar.attachItem
function ISHotbar:attachItem (item, slot, slotIndex, slotDef, doAnim)
local sniper = ( slotIndex ~= 1 )
if not sniper then
old_ISHotbar_attachItem(self, item, slot, slotIndex, slotDef, doAnim)
return
end
-- custom code continues
could someone help me make a mod for adding a crafting recipe to the woodburning stove?
i just cant wrap my head around the modding
Any clue how to get the current server the player is connected to?
ideally an instance of the class zombie.network.Server
I found steamGetInternetServerDetails but it takes the index of the server to retrieve, so it's not really helping me to find out the current server
Anyone know a way to disable this? Turning progressbar to false only hides the bar over the head.
Using self:resetJobDelta() to loop an action that isn't actually looped
A heli from EHE just hangs over my safehouse since 10 in game hours, any Ideas how to take that sucker down? XD
Okay nvm. Rejoining the game deleted it XD
Now to clean up this mess...
heh
Does anyone know where the item sprites are stored
I know where the ground item textures are, but no clue about the actual icons in the inventory
Also for context I want to find the water bottle sprite so I can edit it and use it as the icon for a custom liquid item
Is this a custom timed action? If so, are you setting the job delta on the item involved in any of the timed action methods?
UI.pack / UI2.pack in /media/texturepacks
How do you open it lol
There's various software out there to pop them open - including some on the forums somewhere
Alternatively, I dropped all of them on my dropbox https://www.dropbox.com/s/4egybaadau05zuo/JAN 11 21 - UI %2B UI2 - ICONS.zip?dl=0
alright, thanks
It is a hijacked craft action and a hijacked reading action.
seems like self.item:setJobDelta(0.0) works
thanks for the tip
I have people nagging me on comments convinced it's broken lol
Not sure what hijacked means in that context, but from what I've learned, that progress bar is a result of calling InventoryItem:setJobDelta(x). Looking at the decompiled InventoryItem class, it looks like there isn't a way to turn that off from the item itself, and there isn't anything related to using that value from within that class. So most likely the inventory window is responsible for rendering it. If there's no way to disable it from there, the only way to stop it is for your hijacking to keep calling item:setJobDelta(0) at each update step.
ahead of you 😛
Beat me to it by that much!
hijacked = overwritten
Can you define an Item to have multiple WorldStaticModels? like so you can have variations of the same item?
anyone happen to have an .fbx copy of the spearcrafted model? i can't get those .x to convert
Anyway of replacing a recipe, it only seem to add a new one instead?
Ah thanks #mod_development message
@thin hornet Can you point me to the instructions on getting the java decompiled?
@potent root me personally i use Capsid https://github.com/pzstorm/capsid with IntelliJ.
Maybe someone else will have different solution too.
Also maybe @autumn garnet still have his tutorial for Capsid
https://www.youtube.com/watch?v=rRNPwILW9OQ&list=PLZHQ1PyLGjOIsEMiztYmH-dfQa0YAPSRP
I have but I never decompiled JAVA with Capsid, I think your tutorial is more complete @thin hornet
Faire ses débuts dans la création d'un mod sur Project Zomboid : Mise en place de l'environnement.
Plus d'informations dans la description (lien, ressources...).
Le framework (CAPSID) vous permettra de jongler plus facilement entre les classes, methods utilisées par Project Zomboid.
Il automatise aussi la création de la structure de votre mo...
Idk where my tutorial is lolll
Community API discord no ?
nope
I was planing on just giving pre-decompiled zip but that would be illegal logically so I did not do it. And im too busy to make a tuto atm.
@thin hornet are you using Caspid to decompile or is it a separate tool?
Capsid is a IntelliJ plugin that give bunch of Gradle commands.
One of the command do the decompile for you
If the game update you just run it again and you got the new source.
if you get stuck somewhere let me know ill take some time to help
this INTELJ seems to get stuck "indexing JDK openjdk-17" 😄
I THINK I FIGURED OUT HOW THE CUSTOM MAP SetBoundsInSquares WORKS AFTER TRYING THE ENTIRE DAY, so here's a quick happy guide!!! explaining how I think it works (at least worked for me and the map fit PERFECTLY following this math)
local mapAPI = mapUI.javaObject:getAPIv1()
MapUtils.initDirectoryMapData(mapUI, 'media/maps/Muldraugh, KY')
mapAPI:setBoundsInSquares(7900, 11140, 8604, 12148)
overlayPNG(mapUI, 7900, 11140, 0.666, "lootMapPNG", "media/ui/LootableMaps/MapName.png", 1.0)
end```
the Local Function overlayPNG works in that order: ```(mapUI, x, y, scale, layerName, tex, alpha)```
and the SetBoundsInSquares in that order ```layer:setBoundsInSquares(x, y, x + texture:getWidth() * scale, y + texture:getHeight() * scale)
end```
the X and Y represents Map Coordinates, and from what the map will only show if using coordinates that are actually filled and has coordinates, and it can be any.
Note that the coordinates added will be added to the MAP as discovered, so try to use a empty void coordinate to not have any problems.
The math to do your BoundsInSquares is quite simple: You just pick any X and Y coordinate that is filled using the Project Zomboid Map and then do the math. Here's an example following:
X 7900 + 1058 (original Image Height) * 0.666 Scale = 8604
Y 11140 + 1514 (original image Width) * 0.666 Scale = 12148
Also, try to add +1 to your image size to avoid any bugs or glitches.
Readen maps ingame won't be updated even if you update it internally, only new ones will work.
Thanks to Chuck for the tips.
It does happen to everybody so I supposed that would be fixed in the next update.
It happened with Vanilla and Tsar trailer too.
Try ask those question into #pz_b42_chat or #mod_support if it's mod related. Here is mostly mod development only.
nice man 😄
Ill send you a tuto to connect the libs to intelliJ for a complete Intellisense support if you want to dev into intelliJ
https://github.com/Konijima/PZ-Libraries
Ask into #mod_support here it's for Mod Development only.
This will also reveal that area of the map though - the x/y doubles as the image's height and width but you can start at 1,1 to avoid filling any of the in-game map.
I use mapAPI:setBoundsInSquares(10, 10, 1003, 1255) for the flyers in EHE to avoid this. As I think the coord upto like 5k are empty void
also I lied - I did the size of the image +1
0,0 start seems to glitch out, and if the size is less than or equal to the image it sometimes freaks out.
Also should be noted, once a "map" is drawn in the game it is permanent to that individual item/object. For example updating the internals for the flyers didn't also update previously spawned ones. Not sure if this is intended behavior or not. But it took me a good amount of time before I realized why some of the flyers weren't working.
I was so excited that I managed to get it working that I didn't even realize that, gonna have to update my custom map later
Thanks for the tips, I added/noted then in my personal guide and eddited the discord message in case anyone needs it in the future.
Can you define an Item to have multiple WorldStaticModels? like so you can have variations of the same item? Or do these each have to be listed as a different item?
Afaik the vanilla approach is to script each variation - however I think a multi model approach would be better.
thanks, another question, do models support transparency like for glassware for example?
@thin hornet having the code decompiled was very helpfuls. Seems corpse is created first and parameters are copied from player to corpse
then inventory reference is copied to the corpse
then new empty inventory is created on the player
by the time OnPlayerDeath is run the inventory on the player is a new empty inventory
so addItem works but it is no longer the corpse copy
Thats what we though yeah
yep confirmed.
Now maybe there is a way to get a reference to the player corpse
yes I found one so far but I am looking to see if there is a cleaner way
seems the corpse has a parameter called onlineID that should match the players
mhm
the corpse also has a reference to the isoPlayer in .player
but the corpse is not present in the player structure unfortunately
so I think the best shot might be to take the player world square, enumerate corpses and find the right one
the magic happens in the IsoDeadBody constructor
is it possible to make transparent 3d objects in zomboid currently?
@crimson spindle if you mean Items 3D model like those we drop on the ground, I did have one that was transparent once, by accident but still it had transparency. Not sure how I did since that was not my intention tho.
Can you add mods to existing saves?
Anybody make a mod that makes zeds just as affected by fog and snow as you are..? This is ridiculous.
Hi guys.
I want to make chatting eng char convert to kor(korea) char.
Wat function i must overriding?
I don’t know where to ask this, but I recall a gentleman going around asking for mod ideas. Is this the right channel to make suggestions? I hate to say “request” because I don’t expect others to do things for me.
However I’d love to see a Rimworld soundtrack mod.
Sup there! i'm trying to export a hand-held version of a container, so I imported a similar one from vanilla PZ and I got those spikes :
what are they, and are they necessary if I want to export my container ? thanks
Depents on the mods. Many mods can be used in a savegame, some not.
If you have some specific mods in mind you might want to ask about them in the mod support channel: https://discord.com/channels/136501320340209664/919609757168468028
Can anyone point me in the right direction to fix the plumbing? I removed a sink to replace with another, and now have no water, even though there was water for the previous fixture. Would this be on the java side, or the lua side? I just destroyed my groups water. To roll back we would lose a lot. I believe changing faucets where water existed should be allowed
Hi hi!
Does somebody knows which is the correct way to add require to multiple mods in the mod.info?
This
require=ToadTraits
require=DynamicTraits
Or this:
require=ToadTraits, DynamicTraits
I think is the first one but for some reason when opening the game it only recognizes the latest one, if the second option then it requires both but the second mod is always in red like if it is not installed (but when enabling it, it enables the other two)
Did you manage to get anywhere with this?
try the second form, but without space
@royal ridge hey what's up man? How's going your (in)sanity mod? 😄
Yeap, that worked! thanks!!
thx for the question because then i dont need to ask that question at somepoint ^^
Anyone able to confirm are game ticks are FPS dependent? getting really weird reports of bugs that would suggest so...
Never thought about it... damn... I thought it was something that never changed no matter what, will research about it
Yeah, the bugs are minor when playing but seem to become exponentially more noticeable when people start fast forwarding
So Idk if it's an issue with FF or the ticks/FPS
Yea I have the issue about fastforward because I increased moddata based on the ticks and haven't found a way to increase the same amount based on the different speeds (because the ticks are still the same)...
I'm reading a blog, of course is not about PZ but games in general and it says this: "The whole point of having a fixed tick rate is that it's independent of the framerate. That way it doesn't matter if one player is at 1fps and the other is at 1000fps, the ticks still happen at a fixed rate. Even so, you're going to have to have some kind of synchronization mechanism so that each player executes a tick only once all players are ready to execute the tick."
I don't know if it applies the same to PZ
they are
I assume 'gettimestampMS' would avoid issues?
@worldly olive @sour island if you need any measurement of in-game time rather use the related events like EveryOneMinute, EveryTenMinutes etc
I use gettimestampMS in EHE - but I noticed people hitting 300FPS with Skill Recovery Journal were able to transcribe faster
So the vanilla tick functions are fine to use then?
It could solve some of the problems, but for example I use the ISInventoryTransferAction:update() to increase a moddata every update, so that's something I can't change to EveryOneMinute for example 🤔
You could throw in a delay though
I'm doing 10ms from someone's suggestion and it seems to work fine for timed action updates
not sure what the MS is for?
miliseconds
is this real-time or in-game time?
I'm not sure tbh
cause real-time would continue to count the time even if the game is paused for instance
I'd have to check I guess
why do you need to increase moddata every update? 🤔
also if you need to transfer the moddata to the server it would probably have a terrible impact on the server
and, keep in mind the game time is configurable in sandbox settings
Is there a way to create new vhs tapes or tv programs? Not interested on skill tapes, just want to be creative and write a whole season of smth and things like that.
probably, just search the main media folder for reference to the text of the VHS, then follow the white rabbit hehe
@sour island do you have any mod that adds professions?
I'm encountering a weird bug, like getting a game freeze when trying to load a saved profile from the profession creation menu
maybe it's because the profession I'm adding is also adding a free trait, not quite sure yet
if you find it tell me
No but I've encountered an issue with freetraits and skill recovery journal and more traits mod
what kind of issue, freeze too?
No let me see if I can find the error
You got me curious, so I looked it up. getTimestampMs() is a Java function that returns the value of System.currentTimeMillis(). Looking at Java documentation, that looks to be the time in milliseconds since Jan 1, 1970 on the system clock. So it shouldn't be dependent on anything within the game engine.
"attempted index: getFreeRecipes of non-table: null" is on line 35 of Skill Recovery Journal Main.lua
Traits added through more traits don't seem to have all the innerworkings the other traits do
hmm weird, but nothing to due with my freeze issue I guess :/
Could be related is all I meant
that's not good, what about when the game is paused? Time would still pass
Looks like I'll be refactoring EHE earlier than I thought... 😂
Yes, it's real-time time not game time. Looking at the same class (LuaManager$GlobalObject.class) there is also a function named getGametimeTimestamp() which returns "GameTime.instance.getCalender().getTimeInMillis() / 1000L". So that may be the intended way to get gametime timestamps.
@kind surge well I'd say it's not because the multiplier is constant? What if gametime settings are change in sandbox options? Unless I'm missing something
anyone having issues with corrupted player data? i had my vehicles and player .db files randomly get zapped yesterday.
What multiplier? The / 1000L?
yes
humm unless GameTime.instance.getCalendar() is really returning a calendar for in-game time
That's just to convert the units from milliseconds to seconds. I have no idea if the underlying methods have any dependencies. I'm looking into that now. getCalendar() returns an object of time PZCalendar, which I'm trying to look at now.
oh then I guess it's alright
wouldn't make sense to have a PZCalendar class for real-time I guess
@sour island so you might want to check this getGametimeTimestamp() function as mentioned by @drifting ore
@worldly olive you too btw
Hopefully I can just replace getimestampMS lol
stuff like getGameTime():getHour(); works too
Javadoc Project Zomboid Modding API declaration: package: zombie, class: GameTime
OK, that is a huge rabbit hole. To me, it seems like calling GameTime.instance.getCalender() will set the calendar time to a value that is not accurate to millisecond precision before returning the calendar object, so it may be necessary to avoid calling that multiple times to achieve millisecond precision. But looking at the BaseVehicle class, they do call GameTime.instance.getCalender() multiple times to calculate how many milliseconds have passed. I'm gonna stop there, but just lay out the caution that getCalendar() is setting values every time it gets called.
Is there any Russian-speaking moders who can help me with a mod?
i would try to keep it to the minute rather than getting into miliseconds
Got a call in the work 😂 ok let me explain, the thing is that I handle the moddata and based on the internal value I remove or give traits (AllThumbs and Dextrous), the idea is that the more the player moves objects and more "Dextrous" it gets, so that's why I use that function. Why not use the end function instead of the update? because that would mean that a player can simply move hundreds of small items and farm the value to say it somehow. So using the update what I get is that the heavier the item, the larger the transfer animation, the faster the value increases. But the problem comes when the player moves items fast forwarding, they are increased but in the middle they are doing it slower due to the fact that the amount is lower because of the speed.
what about taking into account the weight of the item when you update your trait?
i don't know that i would dare putting a hook on every time a player interacts with an object 
Hmmm what you mean? increased based on the weight? but directly doing it?
This is my current code for that:
Yeah Nice, send it empty 🤦🏻♀️
self.updateDelay = self.updateDelay + getGameTime():getMultiplier() or 0
local updateInterval = 10
if self.updateDelay >= updateInterval then
self.updateDelay = 0
--your stuff
end
This is what is being used in Skill Recovery Journal's update()
defines the variable in itself, so it's all self contained
oh you're him
?
i am miss roleplaychat
i think people are harsh only because they don't understand you're trying to fix things
though you should fill out those changenotes so they'll have less room to complain

I just linked the github repo commit log lol
People also don't care about the changelogs
they just use that as a justification
I'm currently struggling with making a IsoThumbable pretty much nonexistant. I want to make the IsoThumpable passthrough and non-blocking, so I call thumpbable:setCanPassThrough(true) and thumpable:setBlockAllTheSquare(false) but it is still a solid tile to every entity (player, zombie, cars)
Have you tried just creating an IsoObject? or is this an exsisting thumpable you want to make not thump?
it's an existing thump
this used to work a couple of builds ago, but doesn't anymore
aw you didnt license it 
the repo?
yea
i assume its ARR

i use GNU on my rpchat mod because i hope someone who has the patience to sit down and make an entirely new chat will see my gsubbing strings and get mad enough to make a polished version
its worked with @teal slate's commandeer lol
except the licensing is super sketchy with commandeer and buffychat
Honestly, I never learned which licenses are good for what
free and open source™️ repos are the best™️ repos
technically i can't use your code since it's gpl and mine is public domain, but also i wrote some of the code first
use gpl instead of public domain
never
download license to use as is
every mod i have ever released has been under The Unlicense
because if someone makes a version of your Thing, they should have to link back to the thing they got it from so that the next modder/coder can follow the trail and potentially get code from other versions™️ and ultimately it just makes it better for coders in the future to work with
rather than random splintered public domain/ARR mods with questionable/no origin and an age of darkness™️ that no modder can decipher where what mod version of what came from
i was shocked to learn my rp chat mod was the first sans a chinese one
i could not find a single other rp chat mod
Is there a mod that adds a "none" option to food and supplies?
Wouldn't AGPL be better than GPL for modding?
they should do it, and most will regardless because github's fork option. however, as we both know very well, there is literally zero legal recourse for us if they don't
agpl is just gpl with a network clause, no?
Soup is not fixing everything help
yes but i'd rather encourage good faith than completely disregard its existence 
I just started reading this stuff like 2 seconds ago
but I assume AGPL allows for forking?
it's entirely orthogonal, people will do it because it's best practices and not because a license they haven't read told them to
Howdy. Is there a way o see which loot table is assigned to a container, with debug or a mod or something?
So does GPL. The difference with AGPL is that it has to be open source if it's being used on a server somewhere.

is there any "handy" blender tutorial for how to make sure models are readable by the game?
improve my code for the code throne
ultimately workshop doesn't allow reuploading though, and im sure will honor a takedown request if made
That's true, but there are other ways to distribute mods.
Is there a way o see which loot table is assigned to a container, with debug or a mod or something?
Like vía the server itself.
That's when you knock on their door with your AGPL license in hand (am I doing it right?)
yes go to their place of residence irl and serve them a copy of the AGPL agreement
And even though AGPL would require them to make it open source, I believe the source would just have to be provided to the players. If it's whitelisted, can't do much.
Since gpl and agpl mean you have to provide source to the end-user
... Also it's not like it's compiled though. Players are literally provided with the source when the mod is downloaded.
Either way, since it's not through the workshop you're out of luck with enforcement. Contact their VPS, maybe?
I just don't care about all this junk enough to make vague legal threats at people, hence public domain.
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.```
aka github
so a server running a modified version of the code needs a github repo or they're in violation of the license, and seeing as they need to workshop upload to put it on said server they're bound
otherwise chuck B skilljournal could DMCA takedown them for violating the license
i think it goes on to state that you must 'publicly document' the location of said source
meaning it cannot be behind a whitelist
how often do you find your mods just not working
Is there a way o see which loot table is assigned to a container, with debug or a mod or something?
As a modder or as a player?
player
Regarding this IsoThumpable problem: I just printed the state of canPassThrough and blockAllSquare and both return the proper value after I've set it like described in the other post, but the tile is still blocked by the object. Here is the return: ```print("~~~~~~~~ isCanPassThrough ~~~~~~~~")
print(self.javaObject:isCanPassThrough())
print("~~~~~~~~ isBlockAllTheSquare ~~~~~~~~")
print(self.javaObject:isBlockAllTheSquare())```
What is the object?
This gives me LOG : General , 1642431352332> ~~~~~~~~ isCanPassThrough ~~~~~~~~ LOG : General , 1642431352332> true LOG : General , 1642431352333> ~~~~~~~~ isBlockAllTheSquare ~~~~~~~~ LOG : General , 1642431352333> false
Could there be another object in the square or the square's properties overriding?
It's a custom object from me representing a ISDoubleDoor basically
Are you making a saloon door?
Nope, purpose of this is a different way of building stuff. I kinda extend blindcoders CrafTec mod (with his permission of course) and want to display a "shadow" structure of what the player want's to build
Doesn't the game already display a preview on the tile in question?
Or do you mean to add a fixed preview anyone can see?
They... Don't, I'm pretty sure. If you enable downloading from the server you can just chuck random mods in, I think?
so i checked on what i said abt downloading and i think? they only have server-side content for maps currently
meaning you're forced into workshop 
whew
i was disappointed to learn this as i'd love to host proprietary code
that's good then
wish they had serverside mods tbh
Can't you post private workshop items?
You can, and players will also download unlisted mods
ooooo
If you can't find it, you can't DMCA it
A fixed preview, the game only displays it before the actual placement
Wouldn't it be possible to copy what the game does already and just make it permanent?
@odd notch hey hello, good to see you here 😄
Where i could find containers capacity?
Like for Base.WoodenCrate, e.t.c.
check with chunk debugger maybe?
Really sorry, but i don't know what is that. :(
it's one of the tools available in debug menu
Oh, will try to check it right now. Thank you. :)
suggestion, mod that has more storage options (larger storage), other than containers mod
Is there a way o see which loot table is assigned to a container, with debug or a mod or something?
I copied the default Bag_ALICEpack.xml, renamed it to something else for my new backpack which is actually a Large Backpack but with more capacity, I made it a new trait, but when in game the bag is just invisible
and put it in clothing/clothingItems in the mod
I understand this is what I must do to prevent my new bag from spawning on zombies?
But it just becomes invsisble when I do this
I also made a new GUID number with that GUID generator, didnt work
you have to add it to the fileguidtable.xml too
No luck with debugger. :(
Still trying to find where containers capacity stored.
Also, anyone maybe knows where is code for traits?
Really want to check how "Organized" trait works, coz it's adds additional capacity for each container.
then guess you should check the java code for containers capacity. About traits most of the logic should be implemented in Lua, maybe some part still in java code though
Anyone know the mod that adds the wedding day tape?
Anyone know if globalmodData is assumed to be server's oninitmodData?
oh where is that file?
its in media
ah I found it
you have to make a new one in your mod folder with your new clothing items in it
got it, thanks 🙂
any clue how to increase or decrease your character weight in debug/admin mode?
Spawn lots of butters, speed up time
quick question, is there a way to specify an items needs to be equipped in both hand otherwise it can't be grabbed ?
i know there is " RequiresEquippedBothHands = true" but this means that in order to equip it it needs to be equipped with both hands. But that means you can still carry it freely in your inventory
i want something similar to a generator
This is still really early- but here is my setup for a zomboid stats reporter so far
Includes discord bot to display in game date
can't speed up time in MP
oh its MP
Just finished those crates, i wanted to make it so you could carry them in your hand but it was too complex so I gave up... Instead you can just equip them with both hands
But does they duplicate things on multiplayer? Lol
ah, i see we're not the only ones
is there a way to prevent this
Stupid simple question, can I mod the game without having the mods on my friend's private server? I want to do simple scripts like reading thorugh all the skill books and literature, or other routine things. I'm currently doing this with Python scripts but just was curious if there was some automation enabled through LUA without having to install the mod on my private server?
Does anyone knows a mod that shows the weapon Damage and Condition as numbers instead of bars?
I guess it fixed in newer patch also I think it only on no isoobject there have the problem atm ^^
not sure what you mean
I would say no. But then maybe but I would maybe count as "cheating" I'm not sure the game make a hash check on default game Lua files so if you place it in that folder It might work.
Isoobject it's like a crate or shelf. Where a bag pack is a 3d model and I think the game only have problem with the dupe on 3d models
Fair, we're trying to not cheat so much as automate the more routine activities to spin up a new player after we die. Thank you! I can see how the developers would want to cheats
I know the feeling but if you make something automated why not just add it to the server? Also they way I would do it for a mod would be like check if player have all the books and if not read setqueue action to next book or something like that :) so don't think it to complicated mod to make in Lua
That's a good point. It'd be much easier to build it for the server that to distribute it manually with my friends
about the access levels when playing MP, GM means Game Master right?
I'm not going to reupload Raven Creek in its own world space because that would basically be plagerism. The mod author can do it themself with a simple line of text pretty easily.
Also hello
oh- you have to reupload it,., i thought you could just nuke everything but that top left corner on the vanilla map
then i could load ravencreek on top of it
No unfortunately

Apologies
well hi envydemon aka gateway roleplay mod creator
👋
our build 35 RP rip
still need help learning how to create a custom recipe
B35? I'm not sure if I was on Gateway prior to B38
i saw you closed apps for that recently right? im glad gateway continues to exist
it's my time on gateway that inspired me to make the rp chat mod
check the gas can code
you can make them held like those
like this
Update 11 to the KESV:
- Added Louisville Econoline and Louisville DOC Vic
- Added Lake Ivy E350
Is there a way of seeing which loot table is assigned toa container with debug, a mod or something else_
stupid question is there a way to disable a recipe from another mod ? not override it just disable it?
dont think im qualified to answer that, i dont know
I believe you can just delete the recipe from the mod-s file
I am trying to add spices to a food item in a recipe OnCreate function.
result:setSpices(item:getSpices());
Somehow it works but then the item doesnt show the icons in the tooltip.
anyidea why, the result variable should be the result item and adding spice or extra items should just works.
DoTooltip should just check if the arraylist is empty and if not show the contents.
So im wondering what is going on here.
ok it works when the result is a single item
but if the result give more than one then somehow the OnCreate doesnt apply it O.o
but that hard to do if i push that up to a server ^^
How so_
does you mean i need to manuel delete the recipe from mod a? or did i misunderstood you
When a mod adds a recipe, usually there is a file that includes it. You just have to go there and delete the text that describes the recipe.
Highly advisable you do this in solo first, though, with debug mode on. You check the error prompt to check if you made a mistake *even though some mods have issues as well
but then other join the server and download all the mods automatic though steam workshop and they wouldnt get that recipe change?
Yeah, that they would not. You-d have to send that file to everyone who plays on the server
so not a variable solution for an public server then
Indeed
would also be annoring each time the mod opdate you have to manuel do all that work
the other thing that comes to mind is that you change the recipe, publish the mod with the edited recipe (of course, first thing you do in the description is credit the original creator and so on) and everybody can download your version instead
and get strike with dmca ;P if the original creator dont give promission ofcause
So
Result:TheItem=2,
OnCreate:Recipe_OnCreate_MyFunction,
Will OnCreate apply for each result item?
It seem to do most of the work correctly but when printing it only print once
So it set the result item and add it multiple times after if im not mistaking
arhh sry didnt notice i replied to you it was an open question might have been a missclick from way back about my question
Also adding extra item did work when result item was singular but once its = 2+ it doesnt add it
Anybody has experience on enumerating things around the player or the cursor?
So I wanna get into PZ modding today.
Hell yeah.
I figure a good way to start is to edit a few existing PZ mods to my liking.
I'm apparently blind, please help me find a file with a smoker, I want to make the same characteristics, only with beer
Sorry for my English. I'm from Russia
I can't find file a traits
I want to edit this mod and add in a handful of new games, what's a good way to start doing this?
Preferably I'd like to make a sub-mod as a game pack.
is the dev code generic or really static made ?
ohh its @thin hornet he do api sometimes with tag so if you lucky he have done something like that in this one aswell
Get the mod files in the workshop directory, and use one of the Game pack as example
yup, on it.
@thin hornet all of your mods are so good. Good job bud.
he did its just an add methode
I wanna make big boxes for you, the packages that these used to come in.
to add another game files
I do some 3d.
Enough to make a box and UV it.
Lemme know if you ever want some generic 90's pc gaming boxes.
Oh i made hardware already just didnt release my v2 yet. Since MP got out got too busy with other stuff
I mean the packages for games, because that's a huge collector's item for people into 90's gaming and whatnot.
but you're doing hardware too?
So I'd have to go to Louisville to loot RAM to play duke nukem?
Because that fucking rules.
The problem with packages is that games are not multiple items but only one item with different possible game modData
yeah kind of which i tried not to do as it would be so many items. So i tried to go with the same principle as retail disc
a single item with multiple possible data assign-able
retail gta5 i dont think that game was released back in 1993 😛
yeah those are pack some people wanted, who didnt care about lore friendly
I get it Kon, hope we figure out a solution to that eventually because I'm personally a huge big box 90's game collecting nerd.
...Lemme show ya.
we could make multiple cover item that could contain 1 cd. But for now i dont have time im working on my server like full time
Behold:
All good man. I hope you do the hardware update eventually because that sounds so fucking fun.
I wanna risk my life for a new hard drive.
cant seee diablo hellfire from SIERRA 😮
Maybe one day idk when tho
LOOKIN' FOR IT.
That's only 1/4th of my collection, though.
These take up a ton of space.
sadly i only have the cd somewhere and not the box anymore
Anyway, in the meantime I'm gunna add in another dozen or two 80's and 90's games for ya, Kon.
I'd love to properly set up the audio too.
how much power does the pc take ? ^^
Oh, this is set up so easy... I can do this and have it published in the next hour.
Good shit.
Not the audo, yet. Have to figure that out.
that how api / frameworks is for stinky ^^
i almost have the same for farming just trying to finish my spites ^^
@thin hornet i do have one problem stinky your Development wiki link on the github page dont work
@frosty field check the gta pack for audio example
if audio is not specified it use random audio from the main mod
ahh sitll have the old link i see
peeeeerfect.
Setting this up now.
This is so fucking cool.
I can finally fulfill my idiot collector habits in game.
And get eaten for trying.
Our last save Kon, I locked myself in my character's room with 20 2 liters of orange soda and played Duke Nukem while my friends were outside dying.
It's the only way to survive the apocalypse.
I need help im trying to publish a mod to the workshop for the first time and i have no clue what im doing lol
it doesnt consume power
havent found how to properly apply consumption with those generators yet
i was hopping for tis to maybe add a property to make this easier
since the generator do the fetching in java of nearby object that consume
@sick sapphire
then select the mod to upload
set the details then continue and publish
fair ^^ i did it onces but cant remember how i did it o.o and that file is long gone atm
yeah well it doesnt really matter for now, as long as it have power to run at the very least
If you do add v2, would different games have different hardware requirements?
right now just make it for v1 and then you can always upgrade it after stinky
konijima look like he thinking about backward compatibility aswell
Сможешь помочь?
@burnt patrol sorry i dont understand
asking if you can help him i guess
gunfighter you can always try to describe your problem
@burnt patrol let me know how i can help you and also maybe someone else can too.
I can't find character traits in the game files, I want to make it so that an alcoholic must drink beer, I want to take the parameters of a smoker as a basis
The alcoholic needed beer, otherwise negative effects were imposed on him
arent there already few of those mods?
And so it begins.
did you check on them?
No
first is more traits there is alcoholic trait
then dynamic traits also has it
and probably there was few more
if you still want to make your own alc mode, you should take a look at those that i listed for ref
In the game, he does not have to drink beer, he needs to be obliged to drink beer and be hud
Thx
idk if this is the right place to ask, but does Mod Manager work for 41.61 or not?
ehm, if i understood you correctly, with this mods, you can take alcoholic trait, and it will act the same as smoker, you will need to drink booze to not get negative moodles
np
yes
then in this case as i said, you can simply check how it was implemented in those mods, and if you are still not satisfied with them and want to create your own, just use them for reference
Ok
if it is not questions about developing mods you probably should ask #mod_support ch
didn't even notice, ty bro
Can it be the same ID as the UniqueID?
sure as long as you set the same when defining the audio in the script file
nice, ty
Last question Kon for now, thanks for all of your help thus far:
It's safe to add this to an existing server/save correct? Will have to wait for loot respawns or unlooted areas / unloaded chunks to find them though?
When the Game CD get assigned a game it will pick from all the possible choices.
Having an issue hosting a server with my friends. does anyone know what causes this?
it says workshop item is different than the server's
Thats a question for #mod_support
oh ok ty
Hi guys, I think I have found a way to spawn zombies in your spawn building. but im struggling moving the code into my mod.
I this the right place to ask for advice and help?
You are making a mod so yes
reet im making a prison mod. I got the spawn working and adding the right clothing and cell key. go me.
But im trying to workout how to get some zeds to spawn in the prison with me.
I found in a debug Scenarios this
LIFE 2 - POLICE STATION
This one adds zeds to the police station
-- add some police uniform zeds
So this adds the zeds.
Perfect man, I'll post this up when I'm finished with it.
interesting, I can modify this file to spawn me in the prison and get the zeds to spawn in the prisoncells but only one as all the prison cells are called prisoncells.
Any ideas on to modify the code to use roomID instead of RoomDef?
Feel free to roll it into your mod if you're happy with the quality of it after I post it.
Also you change "Police" to "Inmate" to spawn inmates.
But this only seems to work in a debug Scenario.
Do we have a mod that let member of factions, see each other from far distance?
anyways I have been able to hack away at that file and make it so its a prison spawn with some prisoners spawning.
But I cant seem to get the code into my own mod and working.
hey guys im making my laser pistol here, so it will have a energy clip, 50 shots then you reload, thus it does not have bullets (also i dont want to make boxes since there is no bullet), there are 3 entries on the pistol:
AmmoBox = Wiz_ChangeFogoClip, <--------------------- BOX of Bullets
MagazineType = Wiz_ChangeFogoClip, <--------------------- Clip
AmmoType = Base.Bullets44, <--------------------- Bullet
do i need AmmoBox and AmmoType? can i just delete those or do i set my clip item on them too?
local audio = 0; -- playSound will return a number so we store here to stop later
local character = getPlayer(); -- get the current player
-- Play the sound from the character
audio = character:getEmitter():playSound("MySoundName");
-- Stop the sound
if audio ~= 0 and character:getEmitter():isPlaying(audio) then
character:stopOrTriggerSound(audio);
end```
how do I um, make this a function that can be called upon using OnCreate?
is it possible to trigger lightning strikes ?
Not an aspiring modder (I have thesis and exams at uni on my back), but how difficult it can be to mod in additional crafting recipes or modify existing content (things like Skillbook Names and Icons?)
And is it possible to alter game settings by mods? eg. When you have Loot Respawn, would it be possible to mod in dropdown menu to select what sort of loot can respawn?
Well I still havent got an answer so ill just try again
Wich rendering API does PZ use?
Do you just mean this? You pretty much just wrap it with 'function modNameOnCreate(items, result, player) and end so:
function modNameOnCreate(items, result, player)
local audio = 0; -- playSound will return a number so we store here to stop later
local character = getPlayer(); -- get the current player
-- Play the sound from the character
audio = character:getEmitter():playSound("MySoundName");
-- Stop the sound
if audio ~= 0 and character:getEmitter():isPlaying(audio) then
character:stopOrTriggerSound(audio);
end
end
Then in your txt script it would be OnCreate: modNameOnCreate. Notice how I added items, result, player to the function. Those are passed by the OnCreate, so your 'local character' part is redundant and could be swapped with player.
Thanks !
@opal windCheck how its done with GunFighter, might give you some ideas
anyone knows why the lighting is broken/reverse on this baby boy

its supposed to be a lot brighter
and well, not come from below
I would start with double checking your normals, but also #modeling because the regulars are probably more familiar with that stuff.
No worries!
ok I have been trying for three days to add an item in the corpse when a player dies and it looks impossible. I am about to give up 😦
the faces are reversed on some of the mesh faces, view face orientation then fix it manually (normals->flip)
Post your code! And are you already using the 'OnPlayerDeath' event?
https://pzwiki.miraheze.org/wiki/Modding:Lua_Events/OnPlayerDeath
@brittle jewel I am using onPlayerDeath
GunFigher is a mod right? i will look for it
will try
and I tried everuthing the code is right but the problem is that by the timeonPlayerDeath is called the player inventory reference has been replaced by an empty inventory
so adding items there has no effect
an isoDeadBody has been created and the inventory has been moved to it
I can't find a way to find the corpse
the only way I am thinking of hacking may way is to save a reference to the player inventory in the player mod data
and then use that one on onPlayerDeath
it should be now the corpse inventory
I will try that
Yeah I think you can call getContainer() on the isoDeadBody but I'll have to take a closer look when I get back home.
yes the problem is I can't get the deadbody
I know it is there because reading the java seems to be created before calling the onPlayerDeath event
but I tried iterating through all worldsquares around the player calling getDeadBodys() and nothing
Does anyone know why the first time I spawn, I spawn in the wrong location?
on a multiplayer server
Ohh, it even happens on vanilla server
Anyone know a decent workaoround how to make player not spawn in murdraugh even if they select riverside
is there a mod to altar how pvp toggle works? like now only one person needs to be toggled in order to hurt or be hurt. Is there a mod that makes it so both players to need to toggled for pvp to active?
hey, if I wanted to stop the audio to be a seperate function would this work
function AzaMusicPlayer(items, result, player)
local audio = 0; -- PlaySoundwill return a number so we store here to stop later
local character = getPlayer(); --getting current player
--Play the sound from the character audio =
character:getEmitter():playSound("MySoundName";
end
function AzaMusicPlayerStop(items, result, player)
local audio = 0; -- PlaySoundwill return a number so we store here to stop later
local character = getPlayer(); --getting current player
--stop sound
if audio ~= 0 and
character:getEmitter():isPlaying(audio) then
cjaracter:stopOrTriggerSound(audio);
end
end```
I'm away from my zomboid computer so I can't check rn but I was just thinking~
lol
Yeah its a mod
Hi, has anyone ever used ModData.transmit and ModData.request? Because I did that but the data is not shared between players. Everything stays local.
GlobalModDataName = "Test"
function GetModDataMP(player)
if isClient() then -- Check if online or solo
return ModData.get(GlobalModDataName)[player:getFullName()]
end
end
local function UpdateModDataMP()
if isClient() then -- Check if online or solo
ModData.getOrCreate(GlobalModDataName)[getPlayer():getFullName()] = getPlayer():getModData() -- Set the data
ModData.transmit(GlobalModDataName) -- Send to the server
ModData.request(GlobalModDataName) -- Get from server
end
end
Events.EveryTenMinutes.Add(UpdateModDataMP)
And on the server
local function onReceiveGlobalModData()
print("Send modData to players")
ModData.transmit(GlobalModDataName)
end
Events.EveryTenMinutes.Add(onReceiveGlobalModData)
cool ty
hey guys what this entry means here, on the bullet item file
DisplayCategory = Ammo,
Count = 3, <--- 3 what?
Weight = 0.04,
Type = Normal,
DisplayName = Change Laser,
Icon = 40calAmmoBox,
MetalValue = 1,
WorldStaticModel = 9mmRounds,
Do you think the problem is that all players do ModData.transmit at the same time and that can cause issue?
"The number of items which may ever be used in the game world." From the wiki
It means how much bullets it will spawn
3 means 3 bullets minimum but it can be more
thats kinda incorrect, it more has to do with spawn rates, and how many you get adding via command
^^^^
Yeah its mostly relevant for recipes
I think "The number of items which may ever be used in the game world." is about the spawn rate but it's confusing
The way you're doing it now, audio only exists inside of the AzaMusicPlayer function (I assume 'audio = ' isn't supposed to be in the comment). This is known as 'scope'. Here's a decent beginner tutorial that should help you understand that: https://docs.coronalabs.com/tutorial/basics/scope/index.html
TL,DR: You'll need to declare audio outside of the function so it is accessible outside of the function where it's created. These variables are usually put toward the top of your file so you can keep track of them.
There is good luck that dead body is body on the ground but when you die you become a zombie so that could be the problem. You can try to save the mass of the inventory when the character dies then look at all the zombies around, take one that has the same mass and add the object to it and if there is no zombie, check dead body and otherwise put it on the ground. There is little chance that a player has more equipment than a zombie
i dont get it, does it mean that each time you shot 3 bullets are shot?
no it means when they spawn it will be in groups of 3..ie: cigarettes are "Count = 20" which is why you always find them in groups of 20
Yeah😄
And crafts require 3 items too, right?
nope
oh i see, so if for example i 'craft' them 3 bullets will appear
this is strange why they code like that i wonder
Okay. After I get done playing this punk show I'm totally gonna look into it cuz if I can get it working that'd be amazing for my server mwhaahah
yes if you craft them, it will craft 3, but if you use them as a ingredient it should only consume 1
hum actually this can actually help me since i want a laser pistol lol
its very strange
i can set 'Energy Charge' for the bullet item 🙂
give it like 100
i craft 1 energy charge will give 100 shots to my laser pistol
but its funny when admins do something like /additem Base.Cigarette 100 thinking they're get 100 smokes and end up with 2,000 in their inventory 😅
What if you use batteries as ammo? Lol
AmmoBox = Wiz_ChangeFogoClipBox,
MaxAmmo = 50,
since i dont need boxes
or the game will get medieval on me if i remove?
Should be ok
jft
hey this is strange, i set 50 on it and its spawning just 1 bullet
item Wiz_ChangeLaser
{
DisplayCategory = Ammo,
Count = 50,
Weight = 0.04,
Type = Normal,
DisplayName = Changeman Pistol Recharge Unit,
Icon = Wiz_ChangeLaser,
MetalValue = 1,
}
maybe i need to make a new savegame?
As far as I could tell (I could always be wrong) there's no way to control that in Lua. I ended up doing a workaround - creating a non-pvp zone that follows the player. I just made this public earlier today. As the description says, it's still not 100% perfect, but it's pretty good.
https://steamcommunity.com/sharedfiles/filedetails/?id=2719348270
Could someone help me with very basic hello world? Not sure what I am getting wrong here..
`local function OnKeyPressed(KEY_E)
print("testing e down)";
end
Events.OnKeyPressed.Add(OnKeyPressed)`
(I have debug mode enabled to be able to see the print messages but none show up)
Im trying lower or remove fire sounds ( sounds from a fire ) since there is no mod for that, got no experience with modding, could anyone help me out?
if you want u can just replace the fire sound, grab the file, open on audacity (or wtv sound program u want) and reduce the amplification, then export it again, replace it
the actual sound is not an issue. it seems zombies are able to hear it through walls even with poor hearing
oh you want to change the sound radius of the fire?
yes
i didnt even know zombies are atracted to fire Sounds
but check the script files then, look for the fire, but i dont know if fire is a template or not, if its a template will be hard to change
i found this
They kept coming to me even if in enclosed space with no windows
dont know how to edit those files
i was able to read them in eclipse but couldn't make sense of it
tried removing them but game wont run then
@opal wind any suggestions?
Javadoc Project Zomboid Modding API declaration: package: zombie.iso.objects, class: IsoFireManager
There's a stopSound() method in there, might be useful
nah man i never tried that sorry
But then again, I have never looked into fire nor sound radius so who knows 
yea its about ~20 tiles
i cant figure out how to edit this file im total noob for this
wow thats clutch, def goona look into this
hello everyone, i am new and tried searching, but am having trouble figuring out why my new item won't show in my player's hand after equipping it. I am able to see the 3d model on the floor if i put it on the ground. It is a "Normal" type. I don't see any related errors in the logs. Any ideas for what to check or what governs this?
guys where i can see
processSayMessage()
this function code?
Check if the textures are working fine and their path. They always gave me lots of issues as well in the start.
Typo (", the " needs to define the string inside the ()
Aka
print("testing e down");
can i post code here?
i found the file that sets fire sound range but idk what to change in it, i'd appreciate if someone could like translate it to english or just tell me what to change. tried deleting the whole entry but that crashes the game
this is the file in question
Javadoc Project Zomboid Modding API declaration: package: zombie.audio.parameters, class: ParameterFireSize
Anyone know of a good, hardcore, realism focus working mod collection for MP?
Hey guys
Im playing with the expanded helicopter mod
Just wondering where I could potentially find all the stuff
I saw what I think was a jet fly past but no clue what it did lol
how does commenting code work exactly inthe script txt files?
like i want to add a bunch of items to the txt file, but they are not ready for implementation so i want them commented out if that makes sense
and can i also comment out individual lines within an item.. for example I have an item that is created but does not yet have a worldstaticmodel... i want the txt file to have the name of the world static model but to comment it out until i actually make the model
/****************************** Or this! *******************************/```
People will often use the second one for "headers" or as a separator across the text file.
The space is not needed.
/*This still works.*/
thanks thats what i thought just wasnt sure... can you use // for single line or no?
No, it doesn't seem so.
how do i delete all zombies when debugging?
Javadoc Project Zomboid Modding API declaration: package: zombie.iso, class: IsoWorld
Either make the workd sandbox with no zombie spawn or do a right click and one of the sub menu is called removed zombie in chunk i guess or something with Remove zombies
I keep getting a model that spawns as an ? icon and i cant figure out what im doing wrong. I have two modules, AHCItems and AHCModels.
This is what I have but it doesnt work.
{
imports{Base}
model AHCMicroscope
{
mesh = WorldItems/Item_AHCMicroscope,
texture = WorldItems/Item_AHCMicroscope,
scale = 1.0,
}
}```
```module AHCItems
{
imports{Base}
item AHCMicroscope
{
DisplayName = AHCMicroscope,
Icon = AHCMicroscope,
WorldStaticModel = AHCMicroscope,
Tooltip = Tooltip_AHCMicroscope,
DisplayCategory = Medical,
Weight = 5.0,
}
}```
my file structure:
scripts\AHCModels.txt
media\models_X\WorldItems\Item_AHCMicroscope.fbx <-- Model
media\textures\WorldItems\Item_AHCMicroscope.png <-- model texture
media\textures\Item_AHCMicroscope.png <-- icon```
also i can get the items to spawn in as icons, but not as a 3d model
when i place them
Try taking the "Item_" out of the model and model texture names.
on the actual files or just the txt file?
Both!
Prefixing with "Item_" is required for the custom icons but not the models or textures.
And prefixing the models and textures with it may cause issues.
thats how i had it originally but it wasnt working so i tried adding the Item_ prefix.. ill try it again with out it
do i need to relauch entirely in order for them to load?
Yes, I believe so.
Actually, I think I see the issue.
Try changing the module in the AHCModels.txt to AHCItems.
trying it now
didnt work 😦
do i need to import my AHCmodels into AHC items or something?
Hold on, I'll PM you some stuff from my mod.
Sorry if this is the wrong channel but is there a simple file i can edit so the radio and tv stations never turn off in game?
or is that a much more involved task?
if this is the wrong channel i will delete this. Thank you.
is there any actually functioning instant read mods for mp?
Has anyone worked out how to get zombies to spawn in the player start house?
How many sound effects do zombies have?
They have 2 categories to my knowledge, right? Passive and when attacked?
Oh there's another, when they're actively chasing someone
That's it, right?
Can I call java inner class's method?
For example, I want to call zombie.radio.media.MediaData$MediaLineData#getTextGuid like below,
local mediaLineData = mediaData:getLine(i)
local textGuid = mediaLineData:getTextGuid()
-- do something
end```
but it failed, any ideas?
```attempted index: getTextGuid of non-table: zombie.radio.media.MediaData$MediaLineData@6d354695.```
Try MediaData.MediaLineData:getTextGuid()
Thanks for reply.
The "MediaLineData" instance is can access through MediaData#getLine method.
Therefore, it seems that it cannot be simply accessed like "MediaData.MediaLineData".
is there any actually functioning instant read mods for mp?
Maybe that MediaData:getLine(int):getTextGuid()
But no idea what int is
O it's a TV show ? So it's the line of the text
I tried 1 liner like your suggestion, but it failed too. hmmm
Thank you 🙂
So no idea
I don't think MediaLineData is exposed to Lua
Why the server does not save that I put another player admin ? I can't connect in debug with that
According to the log message below, it looks like Lua is able to figure out the inner class (MediaLineData). However, I don't know how to access them...
attempted index: getTextGuid of non-table: zombie.radio.media.MediaData$MediaLineData@6d354695.
I'll try some more, thanks 🙂
I can get around this by typing setaccesslevel username admin in the server console. And if you want to turn it back off setaccesslevel username none.
Mod to remove morning fog would be really great!
can someone create a mod where the chance of instant head-stabbing with blades is 100% or at least much higher?
Howdy. Is it me, or sometimes, pressing the "I" key while having debug mode will kill your character?=
probably you 😛
on my side it's just toggling the skills panel
maybe you have custom key bindings or bugged mods?
No idea then. I just lost a character with 95 kills on first day cause I insta killed it by pressing the I key
Fuck this shit. Gonna start a new one and cheat my way to where I was
you play normally with debug mode on?
could it be that your character was hurt and you didn't notice?
It was hurt, yes. BUt He had everything bandaged
maybe infected wound?
Thgis is not the first time. This happened to me a lot of times before with other test characters
I have antibodies installed
The one common occurence was pressing "I". This bypasses even godmode
has to be a mod responsible for this
Only has ever happened when I have debug mode enabled
Good day! I really need your help. Faced a number of problems when creating mods for cars. I can't find any relevant information
It is not possible to make the headlights of the car break in a collision (all other damages work properly), so it seems as if the headlights are a layer higher.
It is not possible to make the traces of blood work on the car, as you have. I'm not a programmer, but I clearly need to write some lines of code.
Also, it is important for me to find out how you can change the capacity of the trunk?
In BaseVehicle you have this method:
private void damageHeadlight(String string, int int1) {
VehiclePart vehiclePart = this.getPartById(string);
if (vehiclePart != null && vehiclePart.getInventoryItem() != null) {
vehiclePart.damage(int1);
if (vehiclePart.getCondition() <= 0) {
vehiclePart.setInventoryItem((InventoryItem)null);
this.transmitPartItem(vehiclePart);
}
}
}
``` it's private but you could probably do what it does from Lua
in particular, VehiclePart is exposed to Lua, and the transmitPartItem() is public
about the capacity I found this:
vehiclePart.getItemContainer().Capacity = part.container.capacity so you can probably do it this way
Sorry, I'm still new to this. Should I add these lines to the txt car script?
It's just in my specialty to !model and paint! a car. The lines of code are not mine, but thanks to patience, I made the machines work. That's why I'm asking you for these subtleties. Moreover, my English is very bad))))))
No, this is java code, you have to translate it to Lua and put it in a Lua file
please, can someone point me to a guide for making custom recipes
recipes for what?
how to make a whole mod ? or just take a hammer + nail give you a bend nail ?
Beautiful
im trying to make a recipe for the wood burning stove
wood burning stove is that like an isoObject ? like a antique oven ?
if so i thinki it easies to make all the propeties in the tilezed. and then i would look at carpentry how to make a chair or something like that to build it
whats the tilezed?
and i wouldnt want to use the carpentry menu since it would make more sense for it to be metalwork
the metalworker and carpentry is more or less the same menu just named different so was just an example on how to "build it" and the tilezed is where you make you custom spritesheets ? for new models in 2d atleast
im not trying to make a new model. the woodburning stove is already in the game
im trying to make a recipe for an existing object
like using the carpentry menu is a better idea than what i had but im trying to do this for something that already exists
its this one ? https://pzwiki.net/wiki/File:Antique_Oven.png
yeah
okay so it was the antique oven `^
Would it be possible to make certain rooms toxic / deadly unless the user is wearing a gas mask or has a specific trait? I'm just thinking about trying to make the last of us's spores work.
dont know if a workshow already have it but else it should be fairly each just look into a metalworking how they addd a recipe and then more or less copy one and place the isoobject id into that
hmm an easy way i dont know but i guess you would be able to add some sort of a prop on a tile atleast and then have some wierd event base if player walk on tile if that happen do if statemen to check if he a gasmask or not on
Man I should really learn Java.
Glad it at least sounds possible, though! Thanks!
Oh. Okay I have no idea what I'm saying lol.
are you designing maps or custom houses in the tilezed?
Currently just custom houses. Have no idea how to make maps.
No help, вроде так
okay with that you might even be able to manage to add extra props in the editor so you can drag over the palce which need to be poison in that case i would ask how to add custom think like that in the mapping channel and then the other part can be added later
ive looked theres nothing on the workshop for it. where is the tilezed? is that in the modding tools app?
you will not need the modding tool because it not custom needed so you just have to write the code your self
ok where is a guide for this. i already couldnt find a guide for recipes so i have no idea where id find a guide for adding to the carpentry menu
do you know how to write lua ? also there isnt raelly and guide i guess and dont look like there is any easy frameworks either
id need a refresher on lua
i used to write in it
and even on the guides on the forum i dont think any of them mentioned anything for the carpentry menu
there like a building way and then there is the recipes where you make a spear like ^¨ so there like multiple way you can do stuff so when you just said recipe it waa like hmm what wa you looking for ^^ also i cant remember which file the metal working is place in
building it would make more sense since it weighs so much
can someone tell me what exactly defines the "weight" of a vehicle?
mass alone doesnt seem to do things
is it the size of the physics box / chassis?
Hello all
Does anyone know a similar command like:
local item = ScriptManager.instance:FindItem("NAME")
But for finding world objects? Such as player constructed crates and etc?
dont know if this is what you looking after but look into ISBlacksmithMenu.lua
you can see here how they make metal chest and other metalwelding stuff
would the player build crates not have their own internal id to seperate them from world genned crates?
ok now how do i get to these files, thats another issue ive been having
I think so, I think using getWorldObjects might find them..gonna find out
at this point i would say look at the pinned post but "Steam\steamapps\common\ProjectZomboid\media\lua"
and when you modding the game its in C:\user*\zomboid\workshop\ or osmething like that
Find code Smoker please
Nevermind...hm..getWorldObjects() only pulls ISO characters like players and zombies
Oh there's just getobjects :<
I'm getting null on zombie.iso.IsoCell
trying to see what mod is causing errors
java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getGridSneakModifier(boolean)" because "<local15>" is null
i just know lua a lil bit so I'm lost lol
recipecode.lua
THANK YOU!!!!!!!!!!
I’ve always wanted a mod for PZ that lets me be like a mutated zombie and I can hunt down AI survivors. Think of like the Night Hunter from Dying Light.
You could unlock more abilities as you kill humans or something. Eventually commanding hordes and making some kind of hive.
Sounds like not project zomboid anymore
Well it would be a mod but yeah. I suppose not.
I think it could fit in the universe.
It would have to be years after the power goes out and water turns off.
anyone using shark's law enforcement overhaul? it says the police tactical vest has storage on it as well, does that work for you? because mine doesnt have any storage on it
oooo you have any docs on this?
Just got it workin
Not yet, but its pretty simple- have you used docker before?
It depends on the reporter code to read stuff from the zomboid server
no sadly
Do you host a zomboid server or rent one?
i'm renting one, so i don't think i could run the docker app lol
it what
If we could dm later thatd be great- i want to see if theres a way to get it working with renred servers
Rented
feel free
Great
i assume i can sneak php webhooks onto the box lol
alright so ill just write that off as "not happening" then
nvm i thought the police one had the storage instead of the ballistic one
Hey, does anybody have any idea why my mod works on singleplayer but does not on MP? (basically whenever i try to start up a server with my mod on, it closes itself after few seconds)
heya
So with Emitters how do I stop the audio from getting choppy when I move around
local audio = 0; -- PlaySoundwill return a number so we store here to stop later
local character = getPlayer(); --getting current player
function AzaMusic_Prizm(items, result, player)
--Play the sound from the character
audio = character:getEmitter():playSound("Prizm");
end
function AzaMusicPlayerStop(items, result, player)
--stop sound
if audio ~= 0 and
audio = character:getEmitter():isPlaying(audio) then
character:stopOrTriggerSound(audio);
end
end
For some reason I'm getting an error where it says my functions don't exist
Does anyone know why when I try to override vanilla files with a mod, in my case the items_literature file, it loads the mod but doesnt update the items? It just continues to use vanilla items, even though necroforge registers my item name changes
Still looking a way to completely remove item from a game. I tried:
local item = ScriptManager.instance:getItem("Base.ExampleItem")
if item then
item:DoParam("OBSOLETE = TRUE")
end
Looks like this method (huge thanks to Blair Algol for it) works and prevents item distribution at all. But sadly it's not 100% solve my problem.
I also tried to do this one thing:
module Base
{
item ExampleItem { }
}
And it's works, but i'm getting error while i trying to use item from belt or holster.
I also found this method, but i still don't know how to make it works:
https://projectzomboid.com/modding/zombie/inventory/ItemContainer.html#Remove-zombie.inventory.InventoryItem-
Probably coz this is not lua.
Any help greatly appreciated. <3
Wdym by lua checksum? Also im not too fammiliar, i just create it with "start a server" option
i edited game files little bit because i wanted to make tailoring easier to get, also changed tailoring book multiplier value
set as private in steam's workshop
@twin root Did you even have any issues getting the overrides to work?
Im trying to change vanilla files and it isnt overriding
well, it works in singleplayer
it's just that it closes my server after i try to start it up
so i guess it does ovveride original files
Does anyone have a cool doc for running a server from linux?
Does anyone here use LuaRocks? I’m new to lua and am wondering if I should download luarocks with lua
Wait you need the all game to run a server ? Like I can't run it on an arm processor ?
luarocks is not going to be overly useful for pz modding
Thank you
Theres an option in the dedicated server to verify lua checksum. Its an option in start a server too. It might not be the problem, but try unchecking it
i took a look and sadly it was already unchecked
it feels like im missing something but i have no idea where to look
could this be a compatibility problem?
i have additional skill books 2 installed on server
Hey I just started messing with modding this game, I tried making a new VHS tape after playing around with a mod that did the same from the workshop, I remade the file structure to make my own mod, triple checked all the formatting for the single VHS I added (Completely matched the mod that was working, minus the GUIDs I generated), the tape spawns, but the TV wont take the tape, the slot turns red, I feel like Im missing something obvious but like I said I have no clue what Im doing to begin with. If I change the media of a tape to my test tape it accepts it in the TV, but pressing start does nothing.
There is a guide for intellije which is pinned
I think there is already a framework for it. But havde tried the VHS my self yet I was thinking about it. Is your project on github?
Wow, oof, you have much better eyes than me, thank you so much!
No its not on github, here is the entirety of it in one picture though.
https://i.gyazo.com/93b476940a4eebb01c27ca5044743afe.png
Do mods get cached until you quit and relaunch the game? Looks that way after exiting a saved game, changing the script then loading the game, but figured I'd ask for confirmation
I’ll take a look at that pin. Thank you!
Try to delete the client file and add BOR-1 to all line
Oddly was just trying that @drifting ore
you didnt pin be so didnt notice it before now and hard to test it out with out all the files sometime but yea i dont know why it dont work. under then why do you have same file in client folder and in shared folder ?
Honestly it was just cause the mod I downloaded from the workshop did it, that worked, so I figured if I basically started with a working example it should be fine.
dont even know what mod you talking about so cant really compare ^^ but have to jump to bed now i will be back in around 5-6 hours lol
Thats fine, appreciate any help, the mod was "SkillTapes", I went back and found the code for VHS tapes in the base game, copied one exactly, changed the GUID's and same problem, also deleting the client version and adding BOR-1 to all didnt fix it either. I should probably do some more reading 🙂
Try checking other mod that do just that like Time-Period Accurate Music (True Music)
The skill tapes mod I used to learn how it works does only add vhs tapes, it just added way more than I intended to, and making a new one seemed easier than deleting massive parts and editing everything. Plus thought it would be better for learning purposes anyway.
Does anyone know in which file the zombies are circled in green when we aim at them?
think it called getCore and if im right then its in the java part
but it around 720 in mainoption.lua it get set
If it's java it's over, thx
Ok, well it seems that only shaders are accessible, and even then not rly. Too bad
So getCell():getZombieList():size() gives the number of zombies in a square around you. Does anyone know how to get the number of zombies within coordinates? Or in particular map squares?
@latent flare hey how does this work https://steamcommunity.com/sharedfiles/filedetails/?id=2698151166
i see it uses filewriter but i don't see anything to do with discord
its not doing anything with discord. its just logging the deaths to a file. they've probably got some backend script running that pushes new lines written to the file to discord
So I just have a discord bot running along side my server that watches for new lines and posts that to discord. Sorry it's not the most accurate description. Just kinda slapped it together in an hour to see if it would work.
neat 
Still having the issue of the TV not wanting to play my tape, I stripped the mod down to what I think is the bare minimum, I dont see any errors, but if anyone else wants to take a look in their spare time I would appreciate it! For now I give up and goin to bed, heres the entire mod.
https://i.gyazo.com/934bf0359be8c3edc7b2eeeb70758317.png
Ultimate roleplayer mode
Where would I begin to remove the "- Game Paused -" text/ui?
@thin hornet having an issue with the FuelAPI. Left a comment on the workshop page whenever you get a chance to respond. No rush, awesome mod!
not sure what you're looking to do exactly but through some loose searching while looking for something of individual interest, i found:
the text used for the pause menu is located in /media/lua/shared/Translate/EN/IG_UI_EN.txt as "IGUI_GamePaused"
you can return if the game is paused or not using
local isPaused = UIManager.getSpeedControls() and UIManager.getSpeedControls():getCurrentGameSpeed() == 0
and here, https://zomboid-javadoc.com/41.65/zombie/ui/UIManager.html isShowPausedMessage() and setShowPausedMessage() may be of use.
Javadoc Project Zomboid Modding API declaration: package: zombie.ui, class: UIManager
Still awake?
hi, i want to make a trait make a player do more damage with a specific weapon like a sword or whatever, is that possible?
i tried looking at some other mods but couldn't find anything or decipher much
look how axeman trait does i guess i think he default give more dmg with type = axe
i'll take a look, thanks!
it should be in MainCreationsMethods.lua right?
i'm finding stuff about Axeman but nothing abt it giving +25% swing speed
though it does mention giving XP boosts for stuff just nothing abt the swing speed
swing speed is not really a thing even it says so ^^
also you do one less swing on a tree with and axe soim sure it base on dmg added
oh i see ^^ well i'm still confused cus looking at other traits, like light eater, i don't see the numbers where it actually makes you require less food n stuff
theres this
n this but htats it
wait im getting carried away sorry, i jst wanna do this ^^
Some vehicle skin ideas are worth posting
the dmg for axeman triats is in the java code lol
but you might be able to make a hook in on one of the lua files and add that bonus dmg with the weapon if person who swing it have the perk. not surewhich files you would need to make the hook in
hmm i see
i have another idea in mind that i'm going to try really quick though since it sounds simpler than a hook
thanks for the pointers!
is hosting a multiplayer server that has mods the same as what's being called a dedicated server that also has mods?
Any mod recommendation for extra traits and/or jobs for the current version?
Does anyone know what mod this is from?
not sure this place it the right place to ask
that more like mod support question i guess this channel is more for help to code
can anyone tell me what influences the weight of a vehicle?
do we have any documentation about the physics at all?
Arsenal26
Thank you very much
Anyone know where the growtick for trees are located?
i'm having a hard time finding one if there is one, but is there a craft x mod? were x is an enterable amount
Hello How can I learn how to make a mod?
look in pinned section i think there is a bit of infomation there also depends on what you want to mod ofcause
else i guess blackbeard on YT have some real basic mod
and one more thing if you not use to code start with a small scope as well
Anyone know where the vanilla recipes are stored? I want to change the "Gather gunpowder" recipe, but I can't find it, have been looking in Scripts folder
okay I found it lol
recipes.txt in media/scripts
I made a simple mod with 2 new clothing items. One is a hat with its own model and works fine, no issues. The other is a pair of coveralls that use the vanilla boilersuit model. The coveralls load in and I can equip it but on after saving/exiting and reloading, it disappears. I've tried making it use its own model to no avail. It just disappears when loading into the game.
I'm looking for someone available 10 min during the day to test something in multiplayer, send me a DM or reply to this message if you can, thx
i just imagined he took 2 dollars and rolled them up, staring proudly at his fortune
Is there any way to change what body parts are covered/protected by clothing?
"bloodlocation" in the item script sets what body parts it covers
i dont think theres a list of all the choices so you have to look through similar items i think
can changing blade stabbing chance be edited in the lua? i asked for a mod but nobody responded
instant head-stab is what i mean
vehicle config has physics objects. can anyone tell me if there is a way to make them only apply weight and not collision?
Is there are any mod manager or third-party program that allows to automatically copy mods from 18600 folder to zomboid/mods?
For 10 dollah me love you long time!
Hi guys. I am new to modding for Zomboid and while creating this car I found a weird issue, my creation seems to have an immunity to rust (rust set to 1 in the picture). I am 100% sure that shaders, mask and references are fine(textures for lights work just fine aswell), so I am kind of lost and don't know what to look for. Maybe someone had a similar issue? Would really appreciate any kind of help.
this hexagon should appear on the hood if rust works (using this texture for test purposes, don't actually have a real rust texture yet)
Made a list of anim variables to go with timed actions:
https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Animation list.md
Can't give any advice to your issue but looking forward to using that Jetta 👀
how do you go about adding an annotated survivor map? like how do you create the actual map asset?
Edit: i found ItemZed. I'm starting there
Can anyone tell me what mod this is?
Think it's this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2004998206&searchtext=bars
hey
Im looking through the recipes and found
Recipe.GetItemTypes.RipClothing_Cotton
where can I see what it does?
are there any mods that do something like this? (put the inventory tabs on the left)
You need to configure UV on two channels
Getting starded on modding (lots of coding experience) and as a very simple start I'd like to see about modifying the new military crates so they can be picked up and placed. Having trouble finding out how buildables like that are defined and hooked into. Any pointers?
heya, i got a quick question, i used the more traits mod, and got a patch for it, then removed the patch and now my character has only positive traits, is there anyway to put those negative traits back? (admin and debug don't work cause of the modded traits not showing up)
I made one for myself yesterday cause I wanna test some stuff, here it is if you or anyone needs it
Bloodlocation list (Based on all Clothing.txt on Scripts Folder)
Bag
Head
FullHelmet
Jacket
LongJacket
Jumper
JumperNoSleeves
Apron
Hands
Neck
Trousers
ShortsShort
Shirt
ShirtLongSleeves
ShirtNoSleeves
Shoes
Trousers;ShirtNoSleeves
Shoes;LowerLegs
Trousers;ShirtLongSleeves
Trousers;Jumper
ShortsShort;Shirt
Jumper;FullHelmet
Shirt;FullHelmet;Trousers
Trousers;Shirt
You'll need to know the exact trait names as they're defined in the code. And then you can use the command console to add them to your character like so, replacing Weak with the trait name. If it's the wrong one, you can easily remove it by changing add to remove.
getSpecificPlayer(0):getTraits():add("Weak")
thank you!
oh nice
OMG. Thank you a lot! I literally spent several hours debugging this
It's a matter of hours

