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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 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
  3. 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
  4. Like
    Pravus reacted to Jatta Pake in Realistic Kentucky Firearms Mod 2.26   
    I believe you would just need to alter the lua in the mod the controls the zombie corpse container.  I think it might be as simple as adding the guns and ammo (along with the spawn chance number) on lines after the existing list of items and spawn chances.  Not sure where the zombie corpse container lua function is in RFK mod.  And you would want to make sure you were calling the correct items - spelling counts.  Qualifier: I am brand new to lua so I could be completely wrong.
     
    Side Note: I believe Pravus design decision to not spawn guns and ammo on zombies was because the zombies now had the rare possibility of spawning bug out bags filled with goodies. Adding guns and ammo on zombies may unbalance the mod, so to speak.
  5. Like
    Pravus got a reaction from Jatta Pake in Realistic Kentucky Firearms Mod 2.26   
    Well, as stated in the first post of this thread, there are mangled "bug-out bags" that occassionally spawn on zombies but there are also untouched prepper caches that occassionally spawn in houses but they are very rare.  The bug out bags may provide you with a few nice necessary supplies from time to time but they have a carefully scripted, semi-random loot table that often as not may just give you junk.  The prepper caches, on the other hand, are always a decent score and have a random chance to even be improved with *extra* surprises in ultra rare circumstances.  There's a lot to find out there!
  6. Like
    Pravus got a reaction from Jatta Pake in Realistic Kentucky Firearms Mod 2.26   
    *Updated to v2.2: Lots of optimizations and new sound effects added to various actions to enhance immersiveness!
     
    Normal and Hardcore difficulties are now 100% functional (the only thing still not working is high capacity magazines don't seem to want to apply the bonus capacity properly so they've been temporarily disabled)!  Either difficulty setting now highly recommended for extra challenge and realism!
  7. 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!
  8. Like
    Pravus got a reaction from rbdy 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.
  9. Like
    Pravus got a reaction from Guy in Adding New Skills/Perks   
    Yeah, Kjulo and I have done it before in our respective mods Kjulo's Additions and, my tribute to this work that updates and expands upon said mod, Extra Traits Mod.  Some functions are harder to get the client to accept than others (basically almost all traits have to be tied to a lua event trigger to actually do anything post character creation) but it is possible.  Download and take a look at the scripts contained in the mods here to give yourself a primer: http://theindiestone.com/forums/index.php/topic/1697-kjulos-additions-new-traits-uses-for-useless-items-and-repair-weapons/
     
    Let me know if you need any clarification or help!  Good luck!
  10. Like
    Pravus got a reaction from Jatta Pake 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.
  11. Like
    Pravus got a reaction from Jatta Pake in Additional Skill Books Mod   
    I was playing around with the script in my "Trapping Books Mod" (http://theindiestone.com/forums/index.php/topic/9471-trapping-books-mod/) and I managed to throw together some new skill books for fun.  For those who want to progress through their skill ranks faster or just want a larger library of collectable books:
     
     
     
    Additional Skill Books Mod
     
    New skill books have been created spanning from Beginner to Master for:
    Trapping Aiming Reloading Blade Blunt  
    They have all been added to the usual skill book spawn locations and should appear
    just like the vanilla skill books of the same level and rarity.  Enjoy!
     
    v1.3
    Download:
    http://www.mediafire.com/download/cgfb4qfgawh8ahl/Additional+Skill+Books.rar
     
    For those of you who would like your skill books a little less bland, there is also:
     
    Alternate v1.3 with renamed skill books!
    http://www.mediafire.com/download/9ktye9x6rny47en/Additional+Skill+Books+%5BBooks+Renamed+Edition%5D.rar
  12. 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!
  13. Like
    Pravus reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Ok, here we go again! Happy Mondoid and welcome back to follow the progress on this all too much life consuming project!
     
    I'm happy to say that progress has been plentiful and that's mostly due to my little helper Valindil who's been furnishing my buildings with amazing speed! A big thanks for you man! He's so far furnished 3 packs of buildings with over 30 buildings plus some buildings of his own making. That means, I've been able to focus more on the neighborhoods and more specialized buildings, that I've wanted to do.
     
    This has yielded some great progress so why won't we just get to the pics!?! Well let's!!
     
    The airfield:
     
    The Yard:
     
    The construction site.
     
    Neighborhood #3
     
    Progression update:
     
    Please send your buildings if you want to contribute and make the game world even larger! (clyde)
     
    And lastly, the loveliest of Mondoids to everyone!! <3
  14. Like
    Pravus got a reaction from Suomiboi in Unused and Unfinished Custom Mod Resources Available For Use   
    Thanks for the recognition!  I'm perfectly fine with this becoming a repository thread for sharing unused resources.  I'll edit the original post to reflect your suggestion and hopefully some of these items will see some use in others' creative works!
  15. Like
    Pravus got a reaction from Giulianosse in Realistic Kentucky Firearms Mod 2.26   
    I'll look into the issue with the stimulant pills.
     
    I've added custom sounds and icon sprites for the firearms introduced by RKF but currently there is no practical way to manipulate their models (aside from switching them between different stock PZ models already in the client).  That said, there is no rifle model yet.  The Indie Stone development team has stated that they will be adding one eventually but, in the interest of time and efficiency, for now all rifles share the same model as shotguns.  This is likely because creation of a new model, skinning it, and bug testing for rendering flaws would have extended the development time of Build 28 and Indie Stone didn't want to push back the IWBUMS release for something so superficial.
     
    *Update: I can confirm the errant behavior by the stimulant pills but unfortunately I haven't found an immediate solution for it (I think the devs changed the method by which ISTakePillAction.lua directs the client to handle "pill" item properties).  I'll keep playing around with potential fixes but, if I can't find anything in a timely manner, I may just disable them for now in the next version release.
  16. Like
    Pravus reacted to Suomiboi in Gun racks and gun counters   
    Nah, I wouldn't have gotten anything done with it anyways. I just got so dulled with it for the day and wanted to try something new.
     
    Thanks anyways!
     
    UPDATE: I've updated the OP with a new link including wall mounted racks. There's 3 kinds, two different configs with 3 guns and a single rifle wall mount. Here's a pic:

  17. Like
    Pravus reacted to Suomiboi in Gun racks and gun counters   
    Hey!!! I got a bit bored with the Radcliff Project and saw that 956Texas was looking for gun racks and counters. So, I decided to make some and share them with everyone!
     
    There are 3 different rack types: one empty, one with two rifles and two shotguns and one with 3 shotguns and a single rifle. I can do a couple of others with only shotguns and/or only rifles, if I find that people are actually using these. And there are also all directions for the counters and one extra south and east facing counter for variety.
     
    So without further ado, here's the pic and the link for the file.
     

     
    Download
    updated link with the wall mount stuff.
     
    I'll just add that this is just the .png picture file. You'll have to do your own tile definitions for them to spawn weapons and export them into a .pack or .tiles file to work in game. I don't precisely know how either works yet, so you'll have to figure those out for yourself.
     
    Oh, and if a mod sees this, could we possibly have a section for textures etc? It's a bit bonky here.
     
    Yay for modding! <3
     
    EDIT: I forgot this:

  18. Like
    Pravus reacted to Rathlord in Reloading Mod - Make your own ammo!   
    People make large hadron colliders in real life, too. Fascetiousness aside, while people certainly do it, it's faaaaairly uncommon (speaking as a gun nut who's lived and grew up entirely with large communities of gun nuts) and the supplies are limited. Between the limited number of skills, the inability of people to "learn from doing", and the limited resources, it's not something that's struck me as a good vanilla feature for a game that aims to represent the "everyman" in the apocalypse. If you'd like me to expand more, feel free to PM me- no sense disrupting this mod thread with the discussion.
     
    I definitely think it's fantastic for a mod, though; adds that extra set of features in for the people who like them.
  19. Like
    Pravus reacted to harakka in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    The previous answer to this (which I can't seem to find) was that there's no point in Kickstarter for PZ, since the game is already bringing enough money to keep the developers fed, and more money doesn't automatically make development go faster. Kickstarter was not an option back when PZ development started, that was before the big KS indie game boom, and projects had to be US-based. They got to the point where they could survive on PZ income fairly early on.
  20. Like
    Pravus got a reaction from macfreak79 in Realistic Kentucky Firearms Mod 2.26   
    Any reload issues are likely due to differences in the core PZ shared/Reloading folder files and the the moddable version I basically tripped my way into getting to work for v2.02.  I've since had a chance to go through them more in depth and (granted that new hotfixes to IWBUMS or changes on Build 28 publish don't make any more major changes) I've already prepared a 100% fixed version of the script for the next update.
     
    The loss in accuracy is a product of the new ranged weapons system implemented by Build 28.  Basically the changes mean all characters will have very, very poor accuracy until they get at least 1-2 points in aiming and, even then, you must wait a bit between shots with most guns to allow for your character to "adjust their aim."  Read here for a full explanation of the changes: http://theindiestone.com/forums/index.php/topic/9432-the-new-ranged-weapon-system/
     
    Its been recommended by the dev team (and having seen all the code firsthand, I both understand why and agree) that most characters should stick to shotguns for the first point or two of aiming.  They have a much higher hit rate scripted to them currently than pistols or rifles.  Also, don't discount the benefits of weapon attachments now.  Having the right attachments on your chosen firearm can make accuracy and efficiency much higher in short order.
     
    Thanks for the feedback though!  Always nice to see players who want to help improve the mod's future development!
  21. Like
    Pravus got a reaction from CaptKaspar in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there currently any feasible plans to release the expanded modding tools (particularly a model/skin editor) to the community in the near future or have the recent issues placed too much of a workload upon the team with the primary game's coding for such action to be realistic at this time?
  22. Like
    Pravus got a reaction from Atoxwarrior in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there currently any feasible plans to release the expanded modding tools (particularly a model/skin editor) to the community in the near future or have the recent issues placed too much of a workload upon the team with the primary game's coding for such action to be realistic at this time?
  23. Like
    Pravus got a reaction from mads232 in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there currently any feasible plans to release the expanded modding tools (particularly a model/skin editor) to the community in the near future or have the recent issues placed too much of a workload upon the team with the primary game's coding for such action to be realistic at this time?
  24. Like
    Pravus got a reaction from LeoIvanov in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there currently any feasible plans to release the expanded modding tools (particularly a model/skin editor) to the community in the near future or have the recent issues placed too much of a workload upon the team with the primary game's coding for such action to be realistic at this time?
  25. Like
    Pravus got a reaction from Burianu in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there currently any feasible plans to release the expanded modding tools (particularly a model/skin editor) to the community in the near future or have the recent issues placed too much of a workload upon the team with the primary game's coding for such action to be realistic at this time?
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