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Pravus

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  1. 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?
  2. 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?
  3. 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?
  4. 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?
  5. 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?
  6. Like
    Pravus got a reaction from Footmuffin 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?
  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 Giulianosse in Realistic Kentucky Firearms Mod 2.26   
    Thanks so much for the praise!  I'm glad you're enjoying the mod so far!  I'll do my best to answer each of your questions to the best of my understanding:
     
    1.) Updating the mod release usually entails extensive changes to item properties and/or mod scripts so usually I would say that you would need to start a new game each time you download an update.  That said, however, 2.1 primarily consisted of bugfixes and the new options added to the construct menu so as far as I'm aware continuing a v2.0 save with the v2.1 update should work without much incident.
     
    2.) RKF disables the spawning of standard PZ pistols, rifles, shotguns and their respective ammunition.  If you installed the mod on a game already in progress though this may not fully operate as intended and any/all guns and ammo collected before installation will not be deleted.
     
    3.) Updating this way is perfectly fine!  I've actually done the same thing myself a few times when testing features during development and I've never noticed any sort of issue.  The only time this could potentially cause problems is upgrading mod versions to a game in progress if the update makes significant changes to the mod script.  This can, and usually, does corrupt save files with the dreaded "black body, bright world" glitch, making them unusable from then on.  (Again, in this instance though you should be fine.  2.1 didn't include any major script restructuring that would effect already spawned items and/or currently active systems)
     
    4.) Last stand certainly will not behave properly if attempted with RKF active.  Many of the mod scripts are based off of core PZ code that includes scripted "kill switches" disabling their operation in that game mode.  In order to achieve a reasonable firearms spawn level (past versions using the standard distribution system have produced *far too many* guns for my and most players liking even on very rare loot settings), I had to use an alternative distribution script shown to me by fellow forum members and mod creators, Talksintext and NCrawler.  This new system gives me a great deal more control over firearm distribution levels and is intended to make stockpiling of firearms and ammo difficult.  As a result of the way its currently written however, influence on firearms and ammunition spawns are not affected by the games sandbox "loot level" option like other items in the PZ world.  In effect, a player with "Abundant" loot mode will find the same number of guns and ammo spawning as a player using the "Very rare" setting and vice versa.
     
    5.) Much of my explanation of this is already covered in 4.).  Firearms out and about in the community now spawn very rarely and ammo is very, very scarce.  This is by design.  Places like the Police Department and gunstore, however, have had their loot chances set to be much more likely to produce stockpiles of weapons and ammo for those who are willing to risk the trip and haul back their discovery.  Even so, their loot levels are a fraction of what they were utilizing the standard PZ distribution system and, though decent ammo supplies are readily more likely to spawn at such locations, firearms themselves are kept at a relatively low spawn chance to preserve a sense of balance and value.
     
    That said, the fact that you found hunting knives consistently (as well as the previously mentioned pistol and ammo) but nothing else at some of those locations does seem to indicate that something may not have installed or activated correctly.
     
    6.) This is entirely due to the new ranged weapon mechanics introduced by Build 28.  While I have tweaked the settings to make them slightly less punishing than the standard PZ experience now, you will see much higher miss rates with most firearms.  Of particular note is the need to wait a bit before firing "to aim" according to the new system's parameters and to recognize the effect of gun recoil now.  Rapidly firing at low aiming skill at any range now, due to these factors, will cause you to miss very, very frequently.  You can read more about the changes here: http://theindiestone.com/forums/index.php/topic/9432-the-new-ranged-weapon-system/
     
    7.) A list of all included firearms (with exception of the few ultra-rare spawns that I like players to see if they can discover on their own) and their corresponding ammunition caliber can be found in the first post of this thread in the mod's description.  I've had several people ask me to label the weapons in game with their ammunition type but personally I think it adds to the challenge to have to either grab a gun and hope you have the right ammo on hand or do the necessary research to be sure yourself.  Its just a personal preference that I've stuck by to this point.
     
    I hope that answers all of your queries satisfactorily!  No need for apologies at all.  Those are all valid questions and I appreciate you taking enough interest to check with me to find out.  Thanks for playing with RKF and let me know if you have any other questions, comments, or concerns in the future!
  9. Like
    Pravus got a reaction from Narnobie111 in Realistic Kentucky Firearms Mod 2.26   
    Thanks for the report!  I checked into this and was able to reproduce the errant behavior.  I'm currently putting together a fix and it will be included in the next version update.
  10. 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!
  11. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    Harakka is correct.  This is undoubtedly the culprit.  Make sure to read the material linked at the beginning of the thread Harakka recommended here: http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
    That link explains how to access the IWBUMS testing branch of PZ which is now required to run RKFmod.  Build 28 introduced *significant* changes to the way firearms operate in the game and as a result RKF had to have much of its script modified or completely rewritten to remain compatible.  Keep in mind Build 28 is still in IWBUMS testing and may be somewhat unstable at times.  I upgraded RKF to be compliant early due to the fact that, though the new script may not "officially" be in the released game yet, the changes made will be part of PZ from the point of Build 28's public release and onward.  I feel its better to be prepared than caught unaware.
     
    Good luck and let me know if this does not fix your issue!
  12. Like
    Pravus got a reaction from kerbholz in The Bookshop   
    This seems appropriate:
     

     

  13. Like
    Pravus got a reaction from wsensor in The Bookshop   
    This seems appropriate:
     

     

  14. Like
    Pravus reacted to Rausheim in Reloading Mod - Make your own ammo!   
    Reloading Mod v.0.2 - Make your own ammo!
     
    Now handloading has finally come to Project Zomboid.
     
    Since I'm an experienced handloader and this is one of the things I would be doing irl to keep my ammo supplies up if I had zeds walking around.
     
    The mod is very realistic regarding ingredients and such. I hope you'll enjoy it!
     

     
    Features
    Reload 9mm, 223, 308 and shotgun shells.
    Several new items with custom textures.
    Reloading recipes.
    Empty shells on the ground after shooting.
    Cast your own 9mm bullets and buckshot
     
    Planned features
    Cast your own bullets - DONE!
    Plate your own bullets (for 223, 308) - WIP
    Stationary reloading press
     
    Items
    9mm bullets (and in a box you unpack)
    223 bullets (and in a box you unpack)
    308 bullets (and in a box you unpack)
    Buckshots (and in a box you unpack)
    9mm brass (and in big packs found in gunstore)
    223 brass (and in big packs found in gunstore)
    308 brass (and in big packs found in gunstore)
    Gunpowder (1 for rifle and 1 for pistol)
    Primers (small pistol primers, small rifle primers, large rifle primers, shotgun primers) (They come in a box you unpack)
    Wads for shotgun shells
    Die sets (9mm, 223, 308)
    Reloading press
    Reloading press for shotgun
    Reloading manual
    9mm Bullet mold
    Buckshot mold
    Lead Ingot
     
    Recipes
    9mm: 10 9mm bullets, 10 9mm brass, 10 small pistol primers, some pistol powder. You also need the reloading manual, 9mm die set and of course the reloading press. This will generate 10 9mm.
     
    223: 20 223 bullets, 20 223 brass, 20 small rifle primers, some rifle powder. You also need the reloading manual, 223 die set and of course the reloading press. This will generate 20 223's.
     
    308: 20 30cal bullets, 20 308 brass, 20 large rifle primers, a bit more rifle powder than 223. You also need the reloading manual, 308 die set and of course the reloading press. This will generate 20 308's.
     
    Shotgun: 240 buckshots, 12 empty shotgun shells, 12 shotgun primers, some pistol powder (yup, in my manual it says that). You also need the reloading manual and the reloading press for shotgun. This will generate 12 shotgun shells.
     
    Bullet casting: You need a lead ingot, a cooking pot, bullet mold and a lit candle. Put lead into cooking pot, then use the mold.
     
    Bugs
    Even if gun is unloaded, it will still generate empty brass. This is due to limitations regarding lua scripting atm. Thanks to Viceroy for this.
     
    Download
    http://pz-mods.net/gameplay/reloadingmod/
  15. 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
  16. Like
    Pravus got a reaction from Dr_Cox1911 in Realistic Kentucky Firearms Mod 2.26   
    RKF v2.0 released!  I've been tinkering with this for weeks now so the list of changes is enormous and, frankly, I lost track of many of them, lol.  The new distribution system (thanks in large part due to script revision suggestions made by Talksintext and NCrawler) is the closest I've ever gotten to what I envisioned when I first set out to create this mod package.  Feel free to leave feedback on all the new items/systems/revisions!
  17. 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!
  18. Like
    Pravus got a reaction from Talksintext in Realistic Kentucky Firearms Mod 2.26   
    I'm hard at work at a major revision as we speak.  I should be releasing a build 28 compatible revision 2.0 with a huge number of rewritten and brand new systems sometime soon.
  19. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    I'm hard at work at a major revision as we speak.  I should be releasing a build 28 compatible revision 2.0 with a huge number of rewritten and brand new systems sometime soon.
  20. Like
    Pravus got a reaction from wsensor in Realistic Kentucky Firearms Mod 2.26   
    I'm hard at work at a major revision as we speak.  I should be releasing a build 28 compatible revision 2.0 with a huge number of rewritten and brand new systems sometime soon.
  21. Like
    Pravus reacted to NCrawler in Key Code Reference   
    Just thought I'd share this with everyone.  Comes in handy when working with the OnKeyPressed event:
     

  22. Like
    Pravus got a reaction from Drious in Rain Parka Mod v0.9   
    With permission from Suomiboi (you can read our conversation here: http://theindiestone.com/forums/index.php/topic/3356-umbrella-mod-v011), I am placing my WIP mod, "Rain Parka Mod" available for download and testing.
     
    Rain Parka Mod spawns rain parkas across the game world in all the available colors shirts can spawn as.  The parkas *are wearable* and will replace your current vest, blouse, or sweater when worn.  You will reach wetness level "Damp" when wearing a parka (they don't cover your whole body) but should not progress any past that as long as they are equipped to your torso slot.
     
    This is a WIP mod.  Currently there is an issue that, in order to make these wearable, the game engine seems to be refusing to load custom artwork.  Rain parkas will spawn with a "?" icon of their respective color when equipped for the time being.  Hopefully if I can find a solution to this problem in the future.
     
    Thanks again to Suomiboi for letting me use his script as a basis for this mod!
     
    Download: http://www.mediafire.com/download/dufeav55jyld63a/RainParkaMod.rar
  23. Like
    Pravus reacted to CaptKaspar in If And When What Would Be Your Plan   
    The first thing most people are going to do is try to flee. Everyone has this misconception that out in the hills/forests there aren't any people and that there is ample food everywhere. Good luck getting there. All the roads will be parking lots and trains wont be running for long. Not to mention the local inhabitants (who are probably better armed than you and know their local surroundings) not liking the idea of 'outsiders' showing up on the doorsteps.
     
    My plan, since I live in a major metropolitan area, is to 'Anne Frank' it for awhile. I live almost on top of a hill in a house that is surrounded by fences. Not impervious, but it is relatively easy to defend. The key will be making no reason for any zombies or looters to come a knocking. I have a well ventilated attic with a ceiling drop door/ladder. No zombie will get up there, and will be very easy to defend against brigands/looters. I have enough stored oats, rice, and water on hand to last my wife and dog for about 2 months (I should invest in more). We also have common gauge firearms. 12 gauge shotguns and .22 caliber pistols/rifles. By that time most of the people will be zombies, or have died off from starvation. Hell you don't even need zombies. If you just kill the electricity the majority of the population in the United States will be dead within a few short months. I will then take our motorcycles (we have aggressive sport enduro bikes) to my airport where I work as a pilot. Airports have a pretty good defensive posture already. All should have fences surrounding them already and they usually have very good line of sight around them. I know how to start most General Aviation aircraft without a key and will be airborne above everything and heading North to as desolate a location as possible. I live within range of a GA aircraft to some very very rural areas of Canada. The problem will be food, fuel, and the climate once I get there. Life will be hard, very hard. The good news is that GA fuel (100LL) is one of the most stable fuel types around. It can last (if stored properly) for almost 8 years. Regular automotive gas is good for at best 6 months to a year.
     
    http://www.empcommission.org/docs/empc_exec_rpt.pdf This is a report commissioned by the United States to study the dangers of an EMP strike on the US. Essentially if we turn off the electricity we will be back in the 19th century. The technology of the 19th century can NOT support our current population levels even if it was working at peak efficiency. Without ample work animals, skilled labor on out-dated technology, and communication; it will not be working at peak efficiency. There will be massive deaths due to starvation. Good luck harvesting, let alone transporting all the food from the United States 'breadbasket'. Most of it will just rot in the fields. The population will drop to a point where the technology can support the level of population. That's not even discussing the massive deaths there would be to the elderly, the diabetics, the people with asthma, heart conditions, etc because of the lack of readily available medication. Throw in the lack of medication for all the mental disorders and we'd have nutcases running around unchecked. Point is; shit is going to be real bad, really really bad, real quick. We don't even need zombies.
     
    Everyone should have a few months of properly stored grains and water in there homes regardless of the fictional zombie threat. Solar flares, EMP's, viral outbreaks, war, hurricanes, earthquakes, tsunamis, and tornadoes are all more realistic threats that will ruin your life and the lives of your loved ones. Consider some basic survival items as an insurance policy. Odds are you you'll never need to use them, but just like your car insurance, you have it just in case you need it. You just hope you never have to...
  24. Like
    Pravus got a reaction from lordixi in Trapping Books Mod   
    A quick mod I slapped together in 10 minutes but I figured the community might like a chance to use it.
     
    TRAPPING BOOKS MOD
     
    This mod creates and distributes the missing Trapping skill books throughout the PZ world
    at the usual locations for skill books to be found.
    Enjoy!
     
    Download:
    http://www.mediafire.com/download/go2m60e4ec87uaa/Trapping+Books.rar
     
    Updated to v1.1: Forgot to edit a server file that applied the skill multiplier upon reading the books.  Whoops!
    Fixed now!  Sorry about that!
  25. Like
    Pravus got a reaction from Dudeman325 in Just some mod ideas, which I can't do.   
    Deadend is right on the money here.  I recently created a fully functional folding entrenching tool (type of portable military spade for those unfamiliar) for an upcoming update to my Realistic Kentucky Firearms Apocalypse Edition mod and the script handling the digging functions, as well as their ui menus, are entirely contained within the lua portions the game's code.  Specifically, you'll need to edit data contained within ISFarmingMenu.lua located at client/Farming/ISUI and ISShovelGround.lua contained within client/BuildingObjects/ISUI to make a new item capable of using the current spade/digging functions.  I haven't looked specifically but I assume its much the same with Sledgehammers.  I believe I remember seeing some of their function contained within ISWorldObjectContextMenu.lua but I'd have to check again to be sure.  Good luck!  Learning lua is difficult but can be intensely fun and rewarding!
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