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rbdy

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  1. Like
    rbdy reacted to Vitalsine in Yet Another Weapon Mod   
    After several tests I've got it working. It was easier than I thought. If you'd like to make the changes yourself here is the info:
     
    1. Go to /username/Zomboid/mods/NCYawMod/lua/shared/Reloading/
    2. Rename ISReloadUtil.lua to NCYawModReload.lua
    3. Open the file with Notepad ++ or similar editor and replace the ENTIRE FILE with this code:
    --/** ==================================================**/----/** NCYawMod Reload Vitalsine Fix **/----/** ==================================================**/-- local RRugerPistol = { type = "RugerMarkIII", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'RugerMarkIIIMag', clipName = 'Ruger Mk III Magazine', clipIcon = 'Magazine_RugerMarkIII', shootSound = '22LR_Handgun', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RRugerPistolMag}; local RRugerPistolMag = { type = "RugerMarkIIIMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'RugerMarkIIIMag', ammoType = 'Bullets22LR', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RBeretta9mmPistol = { type = "Beretta92FS", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Beretta92FSMag', clipName = 'Beretta 92FS Magazine', clipIcon = 'Magazine_Beretta92FS', shootSound = '9x19mmLuger_Handgun', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 15, reloadTime = 10, rackTime = 10, clipData = RBeretta9mmMag}; local RBeretta9mmMag = { type = "Beretta92FSMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Beretta92FSMag', ammoType = 'Bullets9x19mmLuger', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 15, reloadTime = 15, rackTime = 10}; local RBeretta40Pistol = { type = "BerettaPx4Storm", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'BerettaPx4StormMag', clipName = 'Beretta Px4 Storm Magazine', clipIcon = 'Magazine_BerettaPx4Storm', shootSound = '40S&W', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 14, reloadTime = 10, rackTime = 10, clipData = RBeretta40Mag}; local RBeretta40Mag = { type = "BerettaPx4StormMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'BerettaPx4StormMag', ammoType = 'Bullets40SW', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 14, reloadTime = 14, rackTime = 10}; local RColtPistol = { type = "Colt1911", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Colt1911Mag', clipName = 'Colt 1911 Magazine', clipIcon = 'Magazine_Colt1911', shootSound = '45ACP', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 7, reloadTime = 10, rackTime = 10, clipData = RColtMag}; local RColtMag = { type = "Colt1911Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Colt1911Mag', ammoType = 'Bullets45ACP', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 7, reloadTime = 7, rackTime = 10}; local RSwPistol = { type = "S&W686", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets357Magnum', rackSound = 'RevolverClose', shootSound = '357Magnum', clickSound = 'DryFire_Pistol', insertSound = 'LoadRevolver', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RRugerRifle = { type = "Ruger1022", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Ruger1022Mag', rackSound = 'RifleSlide', clipName = 'Ruger 10-22 Magazine', clipIcon = 'Magazine_Ruger10-22', shootSound = '22LR_Rifle', shootSoundPartial = '22LR_Rifle', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = 'stormy9mmClipEject', containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RRugerRifleMag}; local RRugerRifleMag = { type = "Ruger1022Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Ruger1022Mag', ammoType = 'Bullets22LR', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RWinchesterRifle = { type = "Winchester94", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets3030Win', rackSound = 'LeverAction', shootSound = '3030Win', shootSoundPartial = '3030Win', clickSound = 'DryFire_Rifle', insertSound = 'LoadRoundInternalMag', bulletOutSound = "bulletOutVarmint", maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RColtRifle = { type = "ColtAR15A3", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'ColtAR15A3Mag', rackSound = 'RifleSlide', clipName = 'Colt AR15-A3 Magazine', clipIcon = 'Magazine_ColtAR15A3', shootSound = '223Rem', shootSoundPartial = '223Rem', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 30, reloadTime = 10, rackTime = 10, clipData = RColtRifleMag}; local RColtRifleMag = { type = "ColtAR15A3Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'ColtAR15A3Mag', ammoType = 'Bullets223Rem', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 30, reloadTime = 30, rackTime = 10}; local RRemingtonRifle = { type = "Remington700SPS", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets308Win', rackSound = 'BoltAction', shootSound = '308Win', shootSoundPartial = '308Win', clickSound = 'DryFire_Rifle', insertSound = 'LoadRoundInternalMag', bulletOutSound = "bulletOutVarmint", maxCapacity = 5, reloadTime = 10, rackTime = 10}; local RSKSRifle = { type = "SKS45", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'SKS45Mag', clipName = 'SKS-45 Stripper Clip', clipIcon = 'Magazine_SKS-45', rackSound = 'RifleSlide', shootSound = '762x39mmM43', shootSoundPartial = '762x39mmM43', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'StripperClip', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RSKSMag}; local RSKSMag = { type = "SKS45Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'SKS45Mag', ammoType = 'Bullets762x39mm', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'stormyRevolverInsertRound', rackSound = 'stormyRevolverInsertRound', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RMossbergShotgun = { type = "Mossberg500AT", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Shells12Ga', rackSound = 'ShotgunPump', shootSound = '12ga', shootSoundPartial = '12ga', clickSound = 'DryFire_Rifle', insertSound = 'ShotgunLoad', bulletOutSound = 'ShotgunPump', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RSawedOffMossbergShotgun = { type = "SawedOffMossberg500AT", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Shells12Ga', rackSound = 'ShotgunPump', shootSound = '12ga', shootSoundPartial = '12ga', clickSound = 'DryFire_Rifle', insertSound = 'ShotgunLoad', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RHkSMG = { type = "HKMP5A3", moduleName = 'NCYawMod', --reloadClass = 'ISAutomaticWeapon', --broken reloadClass = 'ISSemiAutoWeapon', ammoType = 'HKMP5A3Mag', rackSound = 'RifleSlide', clipName = 'HK MP5A3 Magazine', clipIcon = 'Magazine_HKMP5A3', shootSound = '9x19mmLuger_SMG', shootSoundPartial = '9x19mmLuger_SMG', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 30, reloadTime = 10, rackTime = 10, clipData = RHkSmgMag}; local RHkSmgMag = { type = "HKMP5A3Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'HKMP5A3Mag', ammoType = 'Bullets9x19mmLuger', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 30, reloadTime = 30, rackTime = 10}; --/** ==================================================**/----/** ReloadUtil **/----/** ==================================================**/-- ReloadUtil:addMagazineType(RRugerPistolMag)ReloadUtil:addMagazineType(RBeretta9mmMag)ReloadUtil:addMagazineType(RBeretta40Mag)ReloadUtil:addMagazineType(RColtMag)ReloadUtil:addMagazineType(RRugerRifleMag)ReloadUtil:addMagazineType(RColtRifleMag)ReloadUtil:addMagazineType(RSKSMag)ReloadUtil:addMagazineType(RHkSmgMag)ReloadUtil:addWeaponType(RRugerPistol)ReloadUtil:addWeaponType(RBeretta9mmPistol)ReloadUtil:addWeaponType(RBeretta40Pistol)ReloadUtil:addWeaponType(RColtPistol)ReloadUtil:addWeaponType(RSwPistol)ReloadUtil:addWeaponType(RRugerRifle)ReloadUtil:addWeaponType(RWinchesterRifle)ReloadUtil:addWeaponType(RColtRifle)ReloadUtil:addWeaponType(RRemingtonRifle)ReloadUtil:addWeaponType(RSKSRifle)ReloadUtil:addWeaponType(RMossbergShotgun)ReloadUtil:addWeaponType(RSawedOffMossbergShotgun)ReloadUtil:addWeaponType(RHkSMG)OR get the file on my dropbox, and simply delete ISReloadUtil and put NCYawModReload in its place. Can't wait to use these on my server! Woo! Hope I was able to help bro. After a bunch of tests it seems everything is working correctly.
     
    https://www.dropbox.com/s/rabzobf0pt8oxue/NCYawModReload%20Fix.zip?dl=0
     
    Vital
  2. Like
    rbdy reacted to MonolithicBacon in [Released] Phoenix; Beta 1.3 "Consumerist Ideals" Edition   
    What is Phoenix?
     
    Thanks and Credit:
     
    Version:
    Beta 1.3 "Consumerist Ideals" Edition
    To play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded!
     
     
    Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above.
     
    Download:
     
    Videos:
     
    Images:
     
    Updates and Changelog (Older versions. Do not use):
     
     
    Work in Progress:
     
    Known Bugs:
    As always, please leave any feedback, and I'll take it all into consideration!
  3. Like
    rbdy reacted to Jela331 in Drayton (Rebuild) v1.0.2   
    Rebuild
    Drayton
     
     
    After over a year, the map is done. I began working on it late February 2014 and worked a few months on it. I returned and started working on it again in January 2015 and now I finished it.
     

     
     
     
     
     
     
     
     
     
    Map Download: http://www.mediafire.com/download/h0b4s71dg6f2owm/Rebuild102.rar
    Also available on Steam Workshop (I recommend downloading it from there): http://steamcommunity.com/sharedfiles/filedetails/?id=500222958
     
    Credits:
    Jela331 - Well, for obvious reasons
    Suomiboi - Who gifted me PZ during the map development, who also taught me stuff about map making
    Thuztor - Taught me some stuff back in 2014 about the map tools
    Maklane - For his awesome school building
     
    First Look of the map(by Chris aka ManBearPig):
     

     
    Changelog:
     
    I hope you enjoy the map, and it would be great if you could report any bugs on this thread. Thanks.
  4. Like
    rbdy reacted to NCrawler in Yet Another Weapon Mod   
    This is my addition to the mods section of the site.  I created this mod for my son and I and we think it turned out pretty good.  All of the default firearms, ammunition and attachments have been removed from the loot spawns and the following items have been added:
     
    Ruger Mark III - .22 LR
    Beretta 92FS - 9x19mm Luger
    Beretta Px4 Storm - .40 S&W
    Colt 1911 - .45 ACP
    S&W 686 - .357 Magnum
     
    Ruger 10/22 - .22 LR
    Winchester 94 - .30-30 Win
    Colt AR15-A3 - .223 Rem
    Remington 700 SPS - .308 Win
    SKS-45 - 7.62x39mm M43
     
    Mossberg 500AT - .12 ga
    Sawed-off Mossberg 500AT - .12 ga
     
    HK MP5A3 - 9x19mm Luger
     
    All weapons/ammunition have custom sound effects.  All ammo boxing/unboxing recipes are implemented.  Certain weapons can only be found in police departments and/or gun stores.
     
    Melee weapons, misc. items and containers added:
     
    Metal Baseball Bat
    Tactical Axe
    Tactical Machete
    Combat Knife
    Entrenching Tool

    Rain Poncho
    Gunsmith Toolkit
    Gun Cleaning Kit
    Weapon Parts Kits
     
    Large First Aid Kit
    Medium Tool Bag
    Large Ammo Can
     
    Medium ALICE pack
    Large ALICE pack

     
     
    Changelog (current):
     
     vB30.009 - 02/18/2015
        --Removed custom profession spawn points
            --[Not working right]
        --Updated ALICE Attachment system
            --[Now uses context menus rather than recipes]
            --[Added ability to pack ETool and Combat Knife]
        --Added Rare, Normal and Plentiful loot spawn distributions
            --[Choose during install]
        --Changed ALICE component distributions
            --[Added to their own spawn table]
        --Fixed issue with E-Tool not equipping
            --[Now works exactly the same as a shovel]

    * Full changelog contained in Readme.txt *
     
    Download Link:
     
    http://www.mediafire.com/download/292ek3wkrdxv50i/NCYawMod_vB30.009.exe
     
     
    Feedback is encouraged and welcomed but I will not be adding any overpowered military weapons to the mod unless the map is updated to include portions of Fort Knox.  Enjoy...
     
    TODO:
        --Add indicator for ALICE pack with attachments
        --Add Crossbow and Compound Bow + Ammunition to the mod
        --Add Tactical Hammer and write functions for it to be like normal sledge hammer
        --Add multi-tool
        --Coleman lanterns/portable stove with propane?
        --Whet Stone and Honing Oil to repair machete and tactical axe
     
    Credits:
        RoboMat - for answering some questions and some good ideas from his mods.
        Pravus - for the Rain Parka Mod.
        Krogothar - for some excellent feedback and suggestions.
  5. Like
    rbdy reacted to NCrawler in Updated Mods   
    This is the place, in addition to the main mod topics, where I will post download links to all of the mods that I have updated to Build 27.  Just a convenient location to make it easier for people to download.
     
    1. Canning Mod by Highlander [v1.1.1c] - Download -- Build 27
    Change Log:Ver 1.1.1c - NCrawler     • Typo in 1.1.1a was worse than I thought.  FixedVer 1.1.1b - NCrawler & Dudeman325     • Added items as ingredients in evolved recipesVer 1.1.1a - NCrawler • Fixed a typo in the Strawberry Jam recipeVer 1.1.1 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Overrode default berries and added appropriate names • Added Blackberry Jam • Added Blueberry Jam • Added Thimbleberry Jam • Added Oregon Grape Jam • Added Gooseberry Jam • Added Seaberry Jam • Added Beautyberry Jam • Added new icons for canning salt and pectin • Changed method of distributions • Added completed products to distributions • Bug fixes2. Coordinate Viewer by RoboMat [v0.7.3] - Download  -- Build 28
    Change Log:v0.7.3 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed the version number and added a local 'updatedby' variable • Added a poster.png3. Lockpicking Mod by RoboMat [v1.0.2] - Download  -- Build 28
    Change Log:v1.0.2 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed version number and added an 'updatedby' local variable • Cut 4 seconds from lockpicking sound files • Disabled 'setPermaLocked(true)' when you break the lock on a window. This causes you to not be able to climb through the window • Totally rewrote distribution method. Breakdowns are as follows: Bins, dead male zombies, desks, filing cabinets and office drawers - 2% chance to spawn Dead female zombies - 15% chance to spawn Kitchen counters - 5% chance to spawn Bathrooms - 20% chance to spawn Sheds - 5% chance to spawn Motel wardrobes - 10% chance to spawn4. Not Enough Bags by RoboMat [v0.3.6] - Download  -- Early Access v30.14
    Change Log:v0.3.6 - NCrawler • Updated the mod to be Early Access v30.12 compatiblev0.3.5 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed version number, split original distribution file into client/server files and added an 'updatedby' local variable • Removed deprecated bin bags (I'm sure that there are no more old savegames that require these) • Total rewrite of distribution system • Added default poster.png5. Spray Paint Mod by Thuztor [v2.2a] - Download -- Build 27
    Change Log:v2.2a - NCrawler     • Rewrote distribution method.  Spawns now have the following weights:         1. wardrobes, crates, counters, bins, metal_shelves - 5% chance to spawn         2. counters at Zippeestore and Fossoil - 7% chance to spawn         3. Garagestorage - 10% chance to spawnv2.2 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed the version numberAll credit for these mods go to the original authors and not myself.  I just updated them to work with build 27.
  6. Like
    rbdy reacted to Xeonyx in New Denver, BC (V2.1)   
    New Denver
    British Columbia
    Canada
     
    (Now with Non-Steam download link...Again!)  http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
    Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map.
     
    With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more.
    More bug fixes have been addressed, so the game should play more smoothly now.
    Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP)
    Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh
     
     
     
     
      Behold! For 11 months I secretly worked on map accurately depicting my hometown.  In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc.  I`d add the amount of buildings I created but I lost count long ago.
     
    During the creation of the map, a horrible canoe accident claimed 4 of my friends; 
    Skye Donnet,
    Jule Wiltshire-Padfield,
    Hayden Kyle,
    and Lily Harmer-Taylor,
    so this map is dedicated to their memory.
     
    (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found:
    http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789
            some more bugfixes, etc.
    (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to
    others, and some additional objects added.   (1.6) - Updated map compatability to build 32, bugfixes, etc.   (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes    (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes   (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word.   (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh   (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc.   (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro!   (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there  
    (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house
    with bugs in it  
    (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear!
     
    (v1.0) - At the moment, the map is ready and playable.  There are no spawn points yet, and certain details (mostly road accents) have not been added yet.  There has been some bug testing, but bugs still exist.
     
     
    Screenshots:
     


     
          Edit:  Quickly added in a brief location map; kinda helps

     
    Download Links:
    Steam Workshop
    http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
     
     
      Enjoy my neck of the woods why dontcha?
  7. Like
    rbdy reacted to gaunti12 in Realistic Kentucky Firearms Mod 2.26   
    Hi and first I want to thank you for the mod and all the work you put into it.
     
    I am having a problem with the carpentry however, I can see the build items or the ghosttiles when building only if they are on the south/north axis. If I rotate them, they become invisible. If build they stay invisible but containers are accessible. More Items I could not try because carpentry skill is to low and I can't access old save files cause of the changes I made to some mods.
     
    I made some changes to the scripts, for the most to make them vompatible with other mods I am using, like the recipes, for example:
     
           recipe Make Fishing Rod
            {
            keep KitchenKnife/HuntingKnife/SmallPK/LargePK/M9Bayonet/Multitool/Nmultitool,
            WoodenStick,
            FishingLine=2,
            Paperclip/Nails,

            Result:CraftedFishingRod,
            Time:80.0,
            }
     
    changed to:
     
        recipe Make Fishing Rod
        {
            keep HuntingKnife/SharpHuntingKnife/HonedHuntingKnife/KitchenKnife/combatKnife/TommyMultiTool/Multitool/Nmultitool/SmallPK/LargePK/hkPK/M9Bayonet/ButterKnife/machete/Sharpmachete/samuraiSword,
            WoodenStick,
            FishingLine=2,
            Paperclip/Nails,

            Result:CraftedFishingRod,
            Time:80.0,
        }
     
    and some other changes, most I don't remember.
    so the building bug may be my fault, but I left the RKF mods lua files untouched.
     
    Can it be that the "problem" lies in the missing "east sprite" line in the construct.lua?
     
    getWallShelfSprites = function(player)
            local sprite = {};
            sprite.sprite = "furniture_shelving_01_29";
            sprite.northSprite = "furniture_shelving_01_28";       <--- here is only a north sprite
            return sprite;
    end

    getMedicineCabinetSprites = function(player)
            local sprite = {};
            sprite.sprite = "fixtures_bathroom_01_29";
            sprite.northSprite = "fixtures_bathroom_01_28";
            return sprite;
    end

    getMetalCabinetSprites = function(player)
            local sprite = {};
            sprite.sprite = "fixtures_counters_01_35";
            sprite.northSprite = "fixtures_counters_01_37";
        sprite.southSprite = "fixtures_counters_01_33";
            sprite.eastSprite = "fixtures_counters_01_39";       <--- here is an east, south and north sprite
            return sprite;
    end
     
     
    BTW I could only test the wall shelves, so I can't say if the metal cabinets work in all directions.
  8. Like
    rbdy reacted to Pravus in Realistic Kentucky Firearms Mod 2.26   
    By Pravus
     
     
    Hey guys!  Here is my new mod package Realistic Kentucky Firearms!
    I personally live in Kentucky and have been to the real Muldraugh so I obviously love that
    Project Zomboid is set in Kentucky!  While playing one evening I had the idea to make a mod that made
    PZ's Kentucky feel a bit more like home and this is the result.
     
    FEATURES
     
    The standard pistol, rifles, and shotgun (as well as their ammunition) have been removed from spawning in the game.
    In there place are the following new firearms, modeled after guns I know are commonly owned by my own family, friends, and neighbors:
     
    H&R Model 999 .22 LR Revolver Ruger MKII .22 LR automatic Walther P22 .22 LR automatic S&W Model 39-2 9mm automatic Browning Hi Power 9mm automatic Glock G17 9mm automatic Taurus Model 82 .38 Special Revolver S&W Model 637 .38 Special Revolver Glock 31 .357 SIG automatic Colt Python .357 Magnum Revolver Taurus Model 608 .357 Magnum Revolver Glock 22 .40 S&W automatic Hi-Point .40 S&W automatic SIG Sauer P226 .40 S&W automatic Taurus Model 444 Raging Bull .44 Magnum Revolver Kimber 1911 .45 automatic Hi-Point JHP .45 automatic Ruger 10/22 Rifle Marlin Model 795 .22 LR Rifle Savage Mark II F .22 LR Rifle Bushmaster Carbon 15 .223 Rifle SIG Sauer M400 .223 Rifle Colt AR15-A3 .223 Rifle Ruger Mini-14 .223 Rifle Marlin Model 336W .30-30 Rifle Weatherby Vanguard .30-06 Rifle Winchester Model 70 .30-06 Rifle Remington Model 770 .308 Rifle Norinco SKS 7.62x39mm Rifle Yugoslavian Model 59/66 SKS 7.62x39mm Rifle Mossberg 500 JIC 12 Gauge Ithica Model 37 12 Gauge Browning BPS 12 Gauge H&R Tracker II 20 Gauge Mossberg 505 Bantam 20 Gauge Stevens Model 512 .410 Bore and more!     Weapon Modifications are now available:
        -slings
        -adjustable stocks
        -scopes
        -high visibility sights
        -laser sights
        -shotgun chokes
        plenty more to discover!
     
    * Different firearm makes and models have different sized magazines/capacity compared to others of the same calibre *
     
    * All shotguns (with the exception of the Mossberg 500 JIC) can be sawn off *
     
    * 12 gauge shotguns fire buckshot while 20 gauge and 410 shoot birdshot.  Birdshot will fire more projectiles but with less damage per hit than buckshot. *
     
    Miscellaneous Additions Include:
     
    * Zombies no longer carry firearms/ammunition in their inventories (Kentuckians don't usually walk around armed to the teeth, lol) *
     
    * Firearms can be repaired by using Bore Brush Sets, Gun Oil, or Gunsmith Kits.  Each has a different rarity and amount of uses before they are used up. *
     
    Also, since most adult males I know who live in Kentucky carry a pocket knife (we take it for granted but almost everyone traditionally has one on them everywhere they go) for general tool use or protection, male zombies have a high chance to drop two new types of knife!
    The more common of the two is a standard Pocket Knife.  It's damage and durability aren't great but it'll do in a pinch!
    The less common drop is a Lockblade Knife.  Not as good as a hunting knife but its better than rotating through broken kitchen knives!
     
    Multitools can sometimes be found (if you're lucky) at hardware shops or department stores.  They can function as a weak knife, can opener, and screwdriver in one!
     
    Bags of Charcoal have been added to spawn lists and contain "Charcoal Briquettes," a new fuel for grills.

    Firesteel and Magnesium Bar sets can be found as a rare spawn.  Using a context menu on the item itself, you can produce "Magnesium Shavings" (a fire starting agent) then light a fire by sparking the firesteel to ignite the shavings!

    Using a knife on a wooden stick produces a "tinder bundle."  These can be used in conjunction with lighters, matches, or firesteel to light a fire.

    **NEW**EXTENDED CARPENTRY SKILL: Now when carrying either a screwdriver or multitool you will gain access to a new carpentry skill based menu labeled, "Construct."
        Construction recipes mostly revolve around assembling things from screws and a few new, limited resources (ie. - "sheetmetal," "cinderblocks," etc.)     Just like carpentry with a hammer, once adequate skill level, proper materials, and a tool capable of displaying the menu are obtained you can click a recipe to place your new construction in the world. Rain Parkas can occassionally be discovered.  When worn in your torso slot (it *will* replace your current shirt, this is a Project Zomboid code limitation) it will protect you from progressing past "Damp" status when out in the rain!
     
    Even more rare are Ballistic Jerseys.  These jackets are typically worn by motocross riders and have hardened plates integrated throughout their construction to provide impact protection.  They won't do much good against a knife or a bullet but zombies occassionally have a hard time chewing through them...
     
    RoboMat's Lockpicking Mod has been integrated into RKF, but I've done some tinkering:
        Bobby pins are practically an anachronism in this day and age so they have been removed entirely. To replace lockpicking with bobby pins, you can now perform "lock bumping" (a more modern breaking and entering approach that requires less skill to learn and perform) once you acquire the correct equipment. In certain locations you can now occassionally find "blank keys" and  "metal files."  Once you have one of each you can file a "bump key." Keep the bump key in your inventory and you will get the option to "bump locks" when you encounter locked doors from then on! Occassionally a zombie may die with the shredded remains of the "bug out bag" they were carrying to survive before they died (the first time) still hanging off their back.  Its unfortunate that these poor souls didn't make it but, if you're lucky, maybe some of their supplies did...
     
    Preppers who were killed in the first waves of the zombie apocalypse before making their way home to gear up may have left some decent gear up for grabs but don't expect to stumble upon such treasures frequently.
     
    *Note: due to changes in the PZ client's firearms coding, RKFmod currently requires Build 28 or higher to use*
    - updated to v2.26 -
    Download:
    http://www.mediafire.com/download/2pyasvbfftfvjdf/RKFmod.rar
     
    Download APOCALYPSE EDITION:
    *see post below for explanation*
    http://www.mediafire.com/download/1ilcoa19rim0cc7/RKFmodAE.rar
     
    MAKE SURE TO RESTART YOUR CLIENT AFTER ACTIVATING RKFMOD FOR THE FIRST TIME OR PZ WILL NOT PROPERLY LOAD THE CUSTOM ARTWORK UNTIL THE CLIENT HAS BEEN SHUT DOWN AND REOPENED WITH THE MOD ACTIVATED!
     
    MAY REQUIRE STARTING A NEW SAVE IN ORDER FOR ALL ADDITIONS/CHANGES TO TAKE EFFECT PROPERLY!
     
    Hope you all enjoy the experience!  Feel free to leave comments, questions, and/or feedback in this thread!
     
    *** BIG THANKS TO RoboMat, Stormy, FLAKT, and NCrawler!  Particularly RoboMat, for giving me permission to include my modified variant of his RMLockpicking Mod as part of my mod package, NCrawler, because your advice and distribution script were instrumental in making this mod live up to my expectations, and FLAKT for his contribution to improving the mod's sound design!  ***
     
    2.0 Version History
    ---------------------------------
    2.0 - Initial Release
            Much of the mod has been nearly completely rebalanced and/or rewritten
            Absolute overhaul of the distribution system.  Firearm spawns are now balanced with the tone of the core game experience.
            Probably a lot more that I can't remember (I was working on this for a couple of weeks both before and after the PZ Build 28 update so I actually can't remember all of the balance changes and upgrades I made at this point, lol).
     
    2.01 - Minor hotfix to correct a sound error caused by a typo I made on a lua variable (whoops!)
              Included a few code optimizations and clean ups as well
     
    2.02 - Randomly stumbled upon a fix for the normal and hardcore difficulty reloading issue so another quick hotfix!
     
    2.1   - Cleaned up the Construct menu's code as well as making several new additions.  They include: a wall mounted metal shelf, a metal counter, a medicine cabinet, chainlink fencing, and concrete floors!
              Fixed distribution error preventing loose firearm addons from spawning in the gun store.
              Repaired the audio file for loading revolvers (there was a delay in the sound playing) and fixed the broken icons for the extended SKS and AR magazines.
              Repaired error keeping campfires and tents from placing correctly.
     
    2.11 - Repaired remaining errors in Reloading scripts.  Extended Magazines should apply bonus capacity correctly and firearms shouldn't click like machine guns when dry fired now.
              Removed Prescription Stimulants temporarily due to client code change complications.
              Corrected bug in Construct system code preventing creation of constructables under particular circumstances.
     
    2.12 - Repaired distribution bug preventing proper spawning for certain items in the gunstore (thanks smite2001 for alerting me to this!)
              Hotfix applied to correct error preventing recipes from working following build 28 IWBUMS latest code changes.
     
    2.2 -  Further tuned the reloading system to be more stable across all difficulties (Normal and Hardcore reloading are now highly recommended for realism and extra challenge)
            Temporarily disabled all extended magazine firearm add-ons until the PZ dev team can get them to properly apply to firearms and removable magazines.
            Lock Bumping no longer requires a screwdriver to perform (I tested this irl and was able to bump a lock successfully using only the flat of my hand)
            Added several new custom sound effects to player actions to heighten immersion.
            Multitools now spawn folded (like pocket knives) and must be unfolded to use/allow them to act as screwdrivers and can openers.
     
    2.25-  Repaired scripting error that caused wall mounted wire shelves and the medicine cabinet to only display north and west sprites (thanks to gaunti12 for alerting me to this mistake!)
              Completely reworked sound effects.  Now all sound effects are very high quality and better match PZ's existing ambience (HUGH THANK YOU TO FLAKT FOR HIS INVALUABLE CONTRIBUTION AND ADVICE!)
              Fixed reloading ammunition to magazines in Normal and Hardcore reload difficulties not awarding xp.
              Added option to create a log pile out of uncut logs.  Works as a storage container but cosmetically just looks like stacked timber.
     
    2.26-  *Hotfix* I missed an experimental change I made during testing which left the Stevens Model 512 inoperable.  Fix commited!  Sorry about that!
  9. Like
    rbdy reacted to Pravus in Kjulo's Additions (New Traits, Uses for useless items and Repair Weapons!)   
    Since Kjulo gave permission to update or modify his work as long as credit was given and I'm a fan of this mod I decided to remix it into something usable with newer builds.
     
    By simply updating and adding a bit here and there to Kjulo's trait scripts I have created a Build 28 compatable modification I call, "Extra Traits Mod."
     
    90% of the code and artwork are directly from Kjulo's Additions Mod and were simply tweaked to my own personal liking and to make them recognizable to the client's mod loader.  The rest I added in custom just because I wanted to see this mod alive and active again.
     
    The new traits and their effects are as follows:
     
     Paranoid: Random panic attacks even when no zombies are nearby.  High levels of Panic can severely hurt accuracy and visual acuity. Bipolar Disorder: Frequently shift between manic and depressive episodes.  Manic episodes provide a burst of energy at the cost of increased stress while depressive episodes drain endurance and decrease happiness. Hyperhidrosis: Sweat Excessively.  Need to drink water more often. Adrenaline Junkie: Fighting a zombie gives a rush of energy.  Combat provides a small boost to endurance and wakefulness! Hemophobiac: The sight of blood and wounds causes panic.  When forced to fight a zombie Hemophobiacs Panic much, much faster than normal! Hypersomniac: Get rapidly sleepy earlier in the day. Firearm Enthusiast: Well practised in the operation of firearms (Works the same as the free trait "Marksman" given by choosing the Police profession).  
    It may sound strange but I personally am burdened with severe primary hyperhidrosis and ideopathic hypersomnia irl and, since I enjoy role-playing characters that closely reflect me personally, reviving this mod was sort of a labor of love.  Hope everyone enjoys it and thanks again to Kjulo for writing his original mod!
     
    Download:
    http://www.mediafire.com/download/gfsa7sdss6za0xz/ETmod.rar
     
    *UPDATED TO V1.3*
     
    Version History:
    --------------------------------------------
    1.0 - Initial Release

    1.1 - Tweaked thirst and fatigue values for Hyperhidrosis and Hypersomnia to make them slightly less draining.
            Added exclusivity rule so characters can't take both Adrenaline and Hemophobia.

    1.2 - Rework of several traits.
            Addition of Fearless and Bipolar Disorder.

    1.3 - Further balancing of specific traits.
            Addition of Firearm Enthusiast trait.
            Fearless removed on confirmation that the vanilla trait "Brave" now operates as intended again.
  10. Like
    rbdy reacted to lemmy101 in Released: Build 28.3   
    Out!
    On IWBUMs that is
  11. Like
    rbdy reacted to RobertJohnson in The Fishing System   
    Yay ! Finally I did it ! The fishing thread !
     
    First of all : Please remember that this is an early access game, so you can help us here, we listen to you guys, if you have any suggestion about fishing in the game or how it works (like if everyone want QTE fishing, we can do it !), please tell us in this thread !
     
    Let's roll ! (to be a rock and not to rooolllllll... Sorry.)
     
    1) Required stuff (yes, you CAN'T fish with your hands, or you're Bear Grills.)
    A fishing rod Bait Water (and not a rain collector barrel ) Let's talk about the fishing rod, you can find one or you can craft one : You'll need a wooden stick, some twine (or fishing twine), a hook made of nails or paperclip and a knife to craft this all.
    So why use a fishing twine instead of the classic twine ? Well, just because it's more resistant, you'll have less chance to broke a fishing twine than a classic twine.
    The bait now, you have 3 types of bait so far : Worms, Bait fish, Fishing Tackle.
    Worms first, you can find some by digging the ground, they are great to catch a lot of fishes.
    Bait fish now, you can fish them sometimes, or just put a fishing net and wait for them (more info in 2) !) they are used to catch bigger fishes (like Pike)
    And finally Fishing Tackle, be warn with them, they are more used by good fisherman, don't really try them if you're low on fishing skills (oh, did I say there was a fishing skill ? Damn, I need to practise those kind of thread... )
     
    Ok, you're ready now ? The hardest part : right click on water, select "fishing" !
    And then you have to wait... And wait.... And try again... And lose bait, try AGAIN, and wait.... And maybe catch something... Maybe some socks...
    Oh. Be carefull tho, our game have zombies.
     
    2) Fishing net ! (for lazy fisherman, yay !)
     
    You can find them, or craft them with some wire and twine (lot of twine.. 2 FULL twine), then you just put them in water (right click on water, select "place fishing net").
    Then, you just have to... Mmh... What the main thing about fishing ? WAIT ! YEAH ! It's pretty easy, just wait and check your trap sometimes (I give you a clue : wait a minimum of 1h before checking it), be carefull, the more you wait, the more chance it have to break... Check it every 10h or something.
     
    So for now you can only catch fish bait with them, those fishes are used to catch bigger fishes (like zombie sand double headed shark... I wonder how many people read all my stuff entirely.. We'll see with this ).
     
    3) Fishing skills !
     
    Who said fishing not require any skills ? (answer : me as a child)
    The skill is involved in lot of things, like the time needed to catch something, the chance to break the line, the chance to lose the fishing tackle, the chance to lose the fish if he bait, etc.
     
    4) Fishes !
     
    After a lot of researches (I'm not kidding, jeez, I even found this : https://twitter.com/rj_pz/status/454169911166660610 like REALLY ?) we added different type of fishes (7 !), all can be found in Kentucky, yup, let's stay realistic here ! (but don't worry, the system is really EASY to mod, so add your own fishes !)
    They each have 3 size (small, medium and large... I don't know why, but I need a coke now...), and each type have min/max weight/size, so for example, a small trout can be from 10 to 20cm and a medium one from 20 to 30 (this is just an example, I don't remember the exact numbers ).
    The size influence the weight which influence the hunger reduction given by the fish.
    A large fish have more chance to break your line, but will also give you a lot of hunger reduction and give you more xp !
    Once you catch a fish, you can cook it directly, or cut the fillet so it can be used in a lot of recipes, but by cutting fillet you'll lose a slight hunger reduction of it (a slight, really).
     
    6) Dawn and Dusk
     
    You'll have more chance to catch fishes at dawn and dusk... Mmh yup, that's all I have to said here... Don't have any jokes left... Mmh... Well, that was interesting at least...
     
     
     
    Ok, I think I'm done for fishing !
    Oh yeah, for modders, check the fishing_properties.lua file, everything is down there, pretty easy to add your own fishes/bait, right ?
     
    Again, I'd like to hear feedback from fisherman (and non-fisherman) about how realistic is it, do you get the thrill of catching a large fish, is it too boring, too easy/hard ? TELL ME !
     
    Thanks !
     
    And like the dolphins said once : Goodbye and thanks for all the fish !
  12. Like
    rbdy reacted to RobertJohnson in RELEASED Build 26   
    Update !
     
    [NEWSTUFF]
    FISHING, YAY ! (info thread coming soon) Axe will lose condition when used to chop trees. Sledgehammer will lose condition when used to destroy things. [MP] Password will now be hashed in the data base. (yeah, HASHED and not encrypted, damn me... Thanks Kirrus for the highlight )
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