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Pravus

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  1. Spiffo
    Pravus got a reaction from TurtleShroom in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
  2. Like
    Pravus got a reaction from Lionheart2 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!
  3. Like
    Pravus got a reaction from Narnobie111 in Realistic Kentucky Firearms Mod 2.26   
    Hey, guys!
     
    I wanted to apologize for being less available to respond to questions and feedback lately.  Things IRL have been busy and stressful lately and I've been using what little time I have to myself to relax and decompress.  I am going to be doing some updates to RKF in the future but I haven't had as much time as usual to work on it as diligently right now as I have in the past.  Once things calm down some I'll do my best to update RKF to comparability with IWBUMS Build 29.
     
    I'll make a spoiler below with a quick summary of my latest adventures, lol.  Those of you who remember me talking about how I've been plagued by improbable levels of bad luck and didn't believe me need only read on.  Seriously, these streams of successive negativity are so common in my experience that I don't even get upset about them anymore.  I just shrug and wait for the next calamity, lol.
     
  4. Like
    Pravus got a reaction from Sieben 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!
  5. Like
    Pravus got a reaction from Daman453 in Question about Build 29 *Sounds*   
    If dogs ever do get added to the game, I will likely be dying even more quickly than I do already...
     
    I love animals.  I've always said (and sadly I'm not exaggerating or trying to be humorous) that if I saw a man and a dog in the middle of a street with a semi-truck barreling down on them I wouldn't even have to think about my course of action.  I'd dive in front of the truck in a second to push the dog to safety even if that meant near certain death for me thereafter.  The human is on is own.
     
    You see, unlike a person, animals (especially pets) never judge you, never gossip about you behind your back, never lie to you, never start arguments or make snide insults in your direction.  Animals never have a hidden agenda or try to pass off blame for their mistakes.
     
    I have a little pet bulldog named "Chief" that I think of as my own child.  That dog has shown more love and compassion for me throughout the time we've been together than any human could possibly be capable of.  A few years back, I lived in house that a family member graciously allowed me to use without having to pay rent (I haven't been financially stable in a long, long time) while I worked at a local retail store to make what little money I could get by with.  I lived there alone, just Chief and I, for many years with very little social contact with the outside world.  If I ever had a stressful day at work, someone treated me badly, or I was just feeling depressed about my situation...  it didn't matter to me.  As soon as I walked through that door Chief was always ecstatic to see that I was home.  He was never irritable, selfish, rude, or just didn't have time for me.  It was obvious I was his entire world and he loved nothing more than to cuddle up next to me, no matter what I was doing, just to have the satisfaction of knowing I was near.
     
    I love that dog more than anything else in the whole world and I wouldn't be lying if I admitted that were it not for him, I would likely have taken my own life on one of several occasions back then.  I honestly can't imagine living without the little guy and, though I'm careful not to verbalize it near family out of consideration for their feelings, I can honestly say that if anything ever takes him from this world...  I won't be far behind.
     
    Sorry to post something so depressingly maudlin but I don't even like to imagine situations where innocent animals could come to harm and, even though I know its just a game, if dogs are ever implemented in PZ I know I'll be throwing myself in the path of innumerable hordes to protect imperiled puppies.
  6. Like
    Pravus got a reaction from Narnobie111 in Question about Build 29 *Sounds*   
    If dogs ever do get added to the game, I will likely be dying even more quickly than I do already...
     
    I love animals.  I've always said (and sadly I'm not exaggerating or trying to be humorous) that if I saw a man and a dog in the middle of a street with a semi-truck barreling down on them I wouldn't even have to think about my course of action.  I'd dive in front of the truck in a second to push the dog to safety even if that meant near certain death for me thereafter.  The human is on is own.
     
    You see, unlike a person, animals (especially pets) never judge you, never gossip about you behind your back, never lie to you, never start arguments or make snide insults in your direction.  Animals never have a hidden agenda or try to pass off blame for their mistakes.
     
    I have a little pet bulldog named "Chief" that I think of as my own child.  That dog has shown more love and compassion for me throughout the time we've been together than any human could possibly be capable of.  A few years back, I lived in house that a family member graciously allowed me to use without having to pay rent (I haven't been financially stable in a long, long time) while I worked at a local retail store to make what little money I could get by with.  I lived there alone, just Chief and I, for many years with very little social contact with the outside world.  If I ever had a stressful day at work, someone treated me badly, or I was just feeling depressed about my situation...  it didn't matter to me.  As soon as I walked through that door Chief was always ecstatic to see that I was home.  He was never irritable, selfish, rude, or just didn't have time for me.  It was obvious I was his entire world and he loved nothing more than to cuddle up next to me, no matter what I was doing, just to have the satisfaction of knowing I was near.
     
    I love that dog more than anything else in the whole world and I wouldn't be lying if I admitted that were it not for him, I would likely have taken my own life on one of several occasions back then.  I honestly can't imagine living without the little guy and, though I'm careful not to verbalize it near family out of consideration for their feelings, I can honestly say that if anything ever takes him from this world...  I won't be far behind.
     
    Sorry to post something so depressingly maudlin but I don't even like to imagine situations where innocent animals could come to harm and, even though I know its just a game, if dogs are ever implemented in PZ I know I'll be throwing myself in the path of innumerable hordes to protect imperiled puppies.
  7. Like
    Pravus got a reaction from BeastlyBean in Erosion - Nature takes over   
    With a bit of knowledge regarding Lua, you can actually find the variable that controls the starting month in the current release and set it to whatever you like.  I actually set mine to July to coincide with the standard Sandbox settings.  Here's how you go about changing it:
    In the Erosion mod folder, go to: Erosion\media\lua\client\Erosion\themes.  You should see a file titled "ThemeErosion.lua."  Open that file and you will see a list of presets.  On line #21 you should see the following "SetMonth               = 12,"  Simply change the number next to the equals to the numeric equivalent of the month you wish to start your game at (ie. - for July, mine is "7") and voilà!  You're all set!
  8. Like
    Pravus got a reaction from gaunti12 in Erosion - Nature takes over   
    With a bit of knowledge regarding Lua, you can actually find the variable that controls the starting month in the current release and set it to whatever you like.  I actually set mine to July to coincide with the standard Sandbox settings.  Here's how you go about changing it:
    In the Erosion mod folder, go to: Erosion\media\lua\client\Erosion\themes.  You should see a file titled "ThemeErosion.lua."  Open that file and you will see a list of presets.  On line #21 you should see the following "SetMonth               = 12,"  Simply change the number next to the equals to the numeric equivalent of the month you wish to start your game at (ie. - for July, mine is "7") and voilà!  You're all set!
  9. Like
    Pravus got a reaction from Aardman55 in Question about Build 29 *Sounds*   
    If dogs ever do get added to the game, I will likely be dying even more quickly than I do already...
     
    I love animals.  I've always said (and sadly I'm not exaggerating or trying to be humorous) that if I saw a man and a dog in the middle of a street with a semi-truck barreling down on them I wouldn't even have to think about my course of action.  I'd dive in front of the truck in a second to push the dog to safety even if that meant near certain death for me thereafter.  The human is on is own.
     
    You see, unlike a person, animals (especially pets) never judge you, never gossip about you behind your back, never lie to you, never start arguments or make snide insults in your direction.  Animals never have a hidden agenda or try to pass off blame for their mistakes.
     
    I have a little pet bulldog named "Chief" that I think of as my own child.  That dog has shown more love and compassion for me throughout the time we've been together than any human could possibly be capable of.  A few years back, I lived in house that a family member graciously allowed me to use without having to pay rent (I haven't been financially stable in a long, long time) while I worked at a local retail store to make what little money I could get by with.  I lived there alone, just Chief and I, for many years with very little social contact with the outside world.  If I ever had a stressful day at work, someone treated me badly, or I was just feeling depressed about my situation...  it didn't matter to me.  As soon as I walked through that door Chief was always ecstatic to see that I was home.  He was never irritable, selfish, rude, or just didn't have time for me.  It was obvious I was his entire world and he loved nothing more than to cuddle up next to me, no matter what I was doing, just to have the satisfaction of knowing I was near.
     
    I love that dog more than anything else in the whole world and I wouldn't be lying if I admitted that were it not for him, I would likely have taken my own life on one of several occasions back then.  I honestly can't imagine living without the little guy and, though I'm careful not to verbalize it near family out of consideration for their feelings, I can honestly say that if anything ever takes him from this world...  I won't be far behind.
     
    Sorry to post something so depressingly maudlin but I don't even like to imagine situations where innocent animals could come to harm and, even though I know its just a game, if dogs are ever implemented in PZ I know I'll be throwing myself in the path of innumerable hordes to protect imperiled puppies.
  10. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    I have plenty of ideas for new additions for the future.  Most of my currently unimplimented concepts are held back by lack of programming knowledge/skill (I started RKF with what I would consider to barely be called "Novice" level of Javascript and I hadn't even heard of Lua.  I'm still learning through improvisation, trial-and-error, and a lot of persistance) or lack of contemporary access to specific core methods (which Indie Stone regularly changes if enough interest from the mod community is shown for a specific type of action: http://theindiestone.com/forums/index.php/topic/567-lua-requests/).  To be entirely honest, I actually have a folder on my backup drive entitled "Miscellaneous Unfinished Resources" that contains over 60 completed or nearly completed assets that are in sort of a "cold storage" until I either improve my scripting skill enough to finish their respective projects or we receive access to new modding tools in future.
     
    I don't currently have any plans to integrate any other complete works in to RKF though I will definitely add new items and features individually as time passes.  I feel I can best explain my thinking regarding RKF by describing my design philosophy.  I once read some spectacular advice from a respected and widely known internet personality that I will paraphrase: "If you plan to make content for others' consumption on the internet, make the content how 'you' as an individual think it should be done.  While its never a good idea to completely snub your audience's feedback, if you fret about every negative review and/or attempt to cater to every request you receive, 1.) you'll end up miserable due to the fact it is impossible to please everybody and 2.) you'll start to feel more and more distant from your project.  It won't be about your ideas and what you consider to be fun anymore.  For all your effort, your project will be destined to become homogenized, boring, and bland."
     
    This filters directly into how I feel about how others perceive me on the internet as well.  I'm in no way opposed to someone wanting to receive praise and recognition for their work but, personally, I prefer to remain more private.  I'll always listen to players' thoughts and concerns but ultimately I'm the one who's scripting my mods and each of those individual projects is/was born of my innate passion to see a specific idea brought to life; every endeavor maintained because it fits my definition of "fun."  Once the creator loses personal interest in an undertaking no amount of whining, flaming, or begging from the internet community as a whole can force them to continue working on such projects with the same level of quality and attention to detail they likely began the work with.
     
    Now, that said,  I will admit that my personal views and opinions strongly affect the way I manage my internet presence.  I'm an intensely paranoid individual who values his privacy.  For me, the idea of having my name and information spread far and wide for anyone to find at any time now or in the future is something I find to be very uncomfortable.  I'm perfectly happy providing what little I contribute to those who appreciate it with no expectation of anything at all in return.  Now, as I stated previously, there's nothing wrong with gaining "internet fame" if that is what you so desire.  I personally just don't feel the idea of "Branding" myself or spreading awareness of my web presence to be "right for me."
     
    Anyway, that was probably much more than you were intending for me to comment on so I'll quit rambling now, lol.  In short, my future plans are simply to listen to and appreciate user feedback while working on the projects of mine I enjoy to work on so long as I have the available time and interest.  There will be plenty of interesting additions coming to RKF in the future but I don't currently have any intention of scripting in any huge, new, and divergent systems to the mod.
  11. Like
    Pravus got a reaction from Vonholtz in Realistic Kentucky Firearms Mod 2.26   
    *Updated: Missed an experimental script change I was playing with in testing that made the Stevens Model 512 inoperable in v2.25.  Hotfixed to v2.26!  Sorry about that!
  12. Like
    Pravus got a reaction from Vonholtz in Realistic Kentucky Firearms Mod 2.26   
    *Updated to v2.25!  Includes bug fixes, a new constructable, and an entirely reworked pack of sound effects created in collaberation with FLAKT!
     
     
     
    Well, honestly, if I'm understanding you correctly (meaning you only installed files to the C:/Users/%YOUR NAME%/Zomboid/mods directory and not any to the Steam directory) then you've done everything exactly as instructed.  I do have some news that may pertain to your issue however.  As I was finishing testing this mini-release on one occassion I stopped at a sink to fill my water containers but apparently walked away before the progress bar could fully fill.  Afterward, I suddenly noticed some of my context menus weren't working correctly and it seemed like my character wasn't drinking water like usual.  I checked the console and found a core PZ file had thrown an error (seen below):
    -------------------------------------------------------------attempted index: getUsedDelta of non-table: null-----------------------------------------STACK TRACE-----------------------------------------function: stop -- file: ISTakeWaterAction.lua line # 36attempted index: getUsedDelta of non-table: null-----------------------------------------STACK TRACE-----------------------------------------function: stop -- file: ISTakeWaterAction.lua line # 36After finding another sink and telling my character to drink the water there directly, everything went back to normal for me.  I can't be 100% sure this might be related to your issue but it is the first time I've ever seen this occur.  I'll try to keep a lookout for any other instabilities (either in RKF or PZ core) that could cause these types of things to happen!
  13. Like
    Pravus got a reaction from Vonholtz in Realistic Kentucky Firearms Mod 2.26   
    I'm still not entirely sure why this behavior is occuring for some individuals.  I'll keep looking for possible reasons and solutions in the meantime.  Rest assured I'll post information regarding what I've found as soon as I discover something.
     
     
    Electrical tape should work much like duct tape in that both can be used to repair damaged items.  The branch and algae are replacements for occassionally fishing up socks and shoes when a water area runs out of fish temporarily.  I felt the "fishing up old shoes" gag, while classic, didn't quite fit the rest of the game's tendency to lean toward realism.  Sunken timber and "pond scum (algae)" are things you are much more likely to accidently find caught on the end of your line in real life Kentucky.
     
     
    That is definitely a bug and should not be occuring at this time if the mod is installed correctly.  I've played several games during testing utilizing the stable Build 28 and the currently released version of RKFmod and haven't had this occur.  Can you provide more information on your method/location for installing RKF?  I might be able to help sort out the issues you've been experiencing with a bit more information.
  14. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    I'm still not entirely sure why this behavior is occuring for some individuals.  I'll keep looking for possible reasons and solutions in the meantime.  Rest assured I'll post information regarding what I've found as soon as I discover something.
     
     
    Electrical tape should work much like duct tape in that both can be used to repair damaged items.  The branch and algae are replacements for occassionally fishing up socks and shoes when a water area runs out of fish temporarily.  I felt the "fishing up old shoes" gag, while classic, didn't quite fit the rest of the game's tendency to lean toward realism.  Sunken timber and "pond scum (algae)" are things you are much more likely to accidently find caught on the end of your line in real life Kentucky.
     
     
    That is definitely a bug and should not be occuring at this time if the mod is installed correctly.  I've played several games during testing utilizing the stable Build 28 and the currently released version of RKFmod and haven't had this occur.  Can you provide more information on your method/location for installing RKF?  I might be able to help sort out the issues you've been experiencing with a bit more information.
  15. Like
    Pravus got a reaction from Dr_Cox1911 in Realistic Kentucky Firearms Mod 2.26   
    Hmmm, I had another player recent report that they were experiencing some some strange errors with RKF when running it on a multiplayer server.  To be honest, I don't know enough about PZ's multiplayer systems to offer proper advice at this time and I'm not entirely sure why some users would experience instability in these instances.  I'll try to do some research on possible causes and get back to you as soon as I can find more information.  My apologies for the inconvenience!
  16. Like
    Pravus reacted to Vonholtz in Realistic Kentucky Firearms Mod 2.26   
    Pravus if you do not mind me asking? But did you up the number of dead mice and rats found in kitchen cabinets? In my new game I started with your mod I have found 2 times the dead rodents. And if you did is this some thing you see in Kentucky?
  17. Like
    Pravus reacted to Vonholtz in Realistic Kentucky Firearms Mod 2.26   
    I am new here and this is only the second mod I have tried.  I tried payno lost weapons mod and it worked fine. So when I saw this mod I read over some of it and want to try it. Now I may have lost my other save game. I for got to back it up and that was my bad. But I started a new game anyway and wow this Kentucky mod is great.
     
    First off as I have been realy playing PZ for a month (even if I bought it almost a year ago) and it is a great and fun game. But to me it feels like it missing one real big thing. I do not feel like I am in the US. I know it hard for anyone to put in to words if you do not live in the US. But it just dose not feel right. Now I live in California and it different from Kentucky. But even here I would likely see more handgun and shotguns then we see in the run of the mill PZ. In just a few hours of playing with this mod it get much closer to the feel of the US.
     
    Next I think it great that you have one of my suggestions in your mod. Even if I just made it a week back and your mod months old. I had put in a suggestion for rain coats and you have that in your mod already. I was also going to put in a suggestion in the PZ forums for bug out bags. As someone who live in earthquake country we have bug out bags as well as earthquake kits. In my first few minutes of playing a new game on your mod I find a zed with a beat up bug out bag.
     
    All and all only have about a hour in on this mod and I love it. I hope the Dev look at what you have done here. For the first time I feel like I am playing PZ in Kentucky. Now they need cars and it will be right.
     
    Thank you Pravus for your work on this mod I hope it ok for me to say this is fun and I like what you have done here.
  18. Like
    Pravus got a reaction from Footmuffin in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
  19. Like
    Pravus got a reaction from Vonholtz 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!
  20. Like
    Pravus reacted to Lucaskpo26 in Realistic Kentucky Firearms Mod 2.26   
    Thanks, now I update the game and work very fine! Im happy , great mod!
  21. Like
    Pravus 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.
  22. Like
    Pravus got a reaction from Dtrahan12 in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
  23. Like
    Pravus reacted to Narnobie111 in Realistic Kentucky Firearms Mod 2.26   
    Disregard the last comment I managed to fix it before I got to school turns out I hadn't updated from the old version. I updated it and it works fine now thanks Pravus!
  24. Like
    Pravus got a reaction from Dr Gonzo in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
  25. Like
    Pravus got a reaction from CylonBookworm in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
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