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Pravus

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  1. 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!
  2. Like
    Pravus reacted to tommysticks in Need more help for weapons..   
    People are going insane here. Just want to point out a few things:
    Duct tape could melt if in direct contact with the barrel (also plastic flash lights) All (most) rifles in 'Murica have hand guards, at least on the bottom (top of barrel exposed), a lot of them full, to prevent burning your hands Foregrip won't improve your accuracy if you've never shot before (I grip by the mag well even though there are arguments against this, IMO it is mostly user preference) You can zero a weapon at 25 meters, the military does it this way (25 meter zero) All weapons are zeroed to the user, but would still be fairly accurate to others. Attachments are not universal. The majority of pistols don't have rails on top for optics, most don't have rails on bottom for lights. AR attachments cannot be attached to AKs (they usually have wood finish without rails) unless you have a modded AK. Some optics won't function the same on other weapons due to kick from larger caliber either shutting the optic off or ruining the zero. I understand the argument about flashlights, it adds weight therefor reducing accuracy, however, I would like to point out that light sources are pretty useless in PZ.
     
    The double hand requirement is probably the most important thing on this thread IMO. Try firing a pistol one handed, then do it with both hands. Accuracy is greatly increased with both hands if done properly.
  3. Like
    Pravus got a reaction from Vantus in Need more help for weapons..   
    Rathlord is absolutely right in this case.  As I've stated before, I'm a Kentucky resident.  Its the reason I created the RKF mod in the first place.  While we're not a state of Rambo-wannabe's, I can most assuredly tell you that the majority of households in Kentucky have at least one to two firearms plus ammunition, etc.
     
    It's a part of our culture.  We are very proud of our second amendment rights and most Kentucky natives will be more than happy to tell you that (just take a look at our state legislators' recent history if you need proof of how wary we are of threats to our second amendment rights).  Hell, we pass firearms down to our children when they come of age as heirlooms.
     
    Of course, none of us want the game to suddenly become flooded with guns from every cabinet, alcove, and trash bin and, even recognizing how well armed we are IRL, if a "real" zombie apocalypse occurred and had progressed to the stages the game portrays much of those munitions would have gone missing or damaged due to the deaths of people to the first waves of zombies as they attempted to fortify their homes.
     
    The point is, the developers obviously have all this in mind already, so let's cut them a break and trust that they're gonna deliver an update that's the level of quality we've come to expect from Indie Stone.  They test their work thoroughly and I've never been displeased with the balance of the game after any previous updates.  I'm certain this ranged weapon revamp will be top notch!
  4. Like
    Pravus got a reaction from juto in Need help with clothing mod   
    I've been working on the same thing for the past couple of weeks.  I wish I had something of value to tell you but, unfortunately, you're at the same point I am currently.  Here's hoping someone can find a way to make this work!  Good luck!
  5. Like
    Pravus reacted to t0niK in Need more help for weapons..   
    A Foregrip is a grip on the front of a firearm that makes controlling recoil easier, and prevents burns from the barrel during firing. A vertical foregrip can also allow for easier horizontal movement of the firearm, as it creates a firmer grasping point than conventional hand guards. It can be incorporated onto many rifles as part of the Rail Integration System.
     
    The Foregrip is an attachment that can be fitted to most weapons. It decreases horizontal recoil values on the attached firearm when firing, but increases the spread values while aiming down the sights
  6. Like
    Pravus got a reaction from d0v3r in Rain Parka Mod v0.9   
    Thanks to a LaDestitute for his very generous time and assistance, a fix for the custom icons not loading has been found I'll be releasing this mod as 1.0 in the "Items" forum!
     
    Release v1.0 can be found here: http://theindiestone.com/forums/index.php/topic/9292-rain-parka-mod-v10/
  7. Like
    Pravus got a reaction from d0v3r in Rain Parka Mod v0.9   
    Currently PZ only has a slot designated as "torso" in the lua script so only one item can be equipped to that slot at a time.  In the future, when model editing/importing is allowed by the dev team, it might be possible to set the item to a different slot while having its model appear overtop of any previously worn vest/blouse/sweater.  We'll just have to wait until a later date to see if something like that is possible when we have more modding options.
     
    For now however you *will* have to replace your current shirt item with the parka in order to wear it and received the intended effects.
  8. 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!
  9. Like
    Pravus got a reaction from wsensor 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!
  10. Like
    Pravus got a reaction from linfocito 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!
  11. Like
    Pravus got a reaction from XxZeraphinexX 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!
  12. Like
    Pravus got a reaction from lordixi in Sleeping Overhaul (DOES NOT WORK WITH STEAM FFS)   
    Oh, in that case I'll post a download link right away!  Thank you very much RoboMat!
     
    Download for Updated Sleeping Overhaul (Build 27):
    http://www.mediafire.com/download/exho7fr37wljjwf/Sleeping+Overhaul.rar
     
    As all I did was fix the out of date sections of the script, all credit is still to RoboMat.  Thanks for your hard work and for making such a fantastically well thought out mod!
  13. Like
    Pravus got a reaction from RoboMat in Sleeping Overhaul (DOES NOT WORK WITH STEAM FFS)   
    Oh, in that case I'll post a download link right away!  Thank you very much RoboMat!
     
    Download for Updated Sleeping Overhaul (Build 27):
    http://www.mediafire.com/download/exho7fr37wljjwf/Sleeping+Overhaul.rar
     
    As all I did was fix the out of date sections of the script, all credit is still to RoboMat.  Thanks for your hard work and for making such a fantastically well thought out mod!
  14. 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!
  15. Like
    Pravus got a reaction from Haptic in Realistic Kentucky Firearms Mod 2.26   
    Thanks for the feedback!  Usually sound errors are caused when the script tries to call a soundfile name that doesn't exist.  I try to check and recheck all my scripting and I do find typos on rare occassion but I try to release a hotfix the moment I learn about it in those cases.  There have been times I've noticed with this mod (only once for me so far) and occassionally when I've played using similar mods like "Yet Another Weapons Mod" that for some reason the scripts occassionally think they're supposed to literally play a soundfile called "nil" or "null" and will give an error when it finds they don't exist.  I've circumvented this in the past by creating a blank .txt file and renaming it to "nil.ogg," null.ogg," or whatever name it claims its looking for (As a precaution for just this issue, you should find the files "nil.ogg," "null.ogg," and "none.ogg" in the mod's sound folder).  If this doesn't solve your issue, let me know specifically what the error says and I'll try to help come up with a fix (I use .22LR primarily when I play so I know its working fine for me on both the latest downloadable build and my development version).
     
    On the issue of spawn rates, I'm currently experimenting with adjustments to the distribution file, however, it seems PZ's ItemPicker.lua has difficulty properly scaling very small spawn weights when picking from a very large array.  I'm currently testing a version with significantly lowered spawn weights (some as low as 0.000001) and I'm still seeing at least 1-3 firearms and 2-4 ammo spawns in most household furniture spawns.  I'd like to get those numbers down to 1-3 firearms maximum found throughout a whole house's possible loot spawn locations but, at the moment, there doesn't seem to be any way to do so without making a sizable amount of the mod's weapons unavailable for spawn in those locations, period.  If you still want to experiment with the numbers yourself you can find them in 'lua/server/Items/RKFDistribution.lua' in the mod's file folder.
     
    Sorry that the Apocalypse Kit's unique items' name scheme annoys you.  The Apocalypse Edition of RKFmod was originally a private mod project for myself, as I wanted to recreate my own disaster/zombie kit from real life into game.  The name before most of the unique items is my own first name.  I named them this way since, well the AE of RKF was never intended to be made public, I simply enjoyed the additions so much I thought I might share them with the community, and I thought having my name tagged to them might reinforce that those items were true uniques.  You can't get them any other way than if you collect an Apocalypse Kit for your character in the Apocalypse Edition of the mod.
  16. Like
    Pravus got a reaction from EmptyH in Rain Parka Mod v1.1   
    *Thanks to a generous offer of time and assistance from fellow forum-goer, LaDestitute, the last of the bugs have been worked out of this mod and I can now release it!*
     
     
     
    Rain Parka Mod
     
     
    Rain Parka Mod spawns custom 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.
     
    Thanks again to Suomiboi for letting me use his script as a basis for this mod!
     
    Download:
    http://www.mediafire.com/download/tpb714w5d7vrgl6/RainParkaMod.rar
     
    *Updated to v1.1: Cleaned the code a bit and increased rarity for balance*
  17. 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.
  18. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    Hmm, can you copy the text of the error it throws for me?  I attempted to reproduce the bug on my end and everything ran smoothly.  Just as a precaution, I'm going to reupload both versions of RKFmod from my current stable development build since I haven't found any bugs in it so far (I'm actually working right now to possibly expand the set of features for future versions).
     
    Let me know if this "hotfixed" version still throws an error and I'll try to discern the cause.
     
    Edit: Downloads updated to "hotfixed" version!
  19. 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.
  20. Like
    Pravus got a reaction from Wasteland in Realistic Kentucky Firearms Mod 2.26   
    Glad to hear it!  Let me know if you run across any major bugs and I'll do my best to fix them when I can.
  21. Like
    Pravus got a reaction from Kidlonewolf in Realistic Kentucky Firearms Mod 2.26   
    The do not currently have custom sprites (the dev team has only given us modding access to icon images and map resources utilitzing the Zomboid Map Tool.)  It does however have a full set of custom icons and new firing sound effects for each calibre weapon.
     
    I *am* interested in eventually improving the graphics as we get new resources to play with over time and I learn more about modding.
  22. Like
    Pravus reacted to turbotutone in ApCom - HAM Radio's & Walkie Talkies [SP/MP]   
    ApCom [sP/MP]
    Apocalypse Communications
     

     
    code: TurboTuTone, artwork: Nasko
     

    Features:
    HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.  
    Look at the information section at the bottom of this post for more detailed info and usage,
    it also showcases some of the awesome artwork Nasko made!
    Make sure to send him some love when he posts in this thread
     
     
     
    Thanks to:
    Twiggy for testing, suggestions, support, streaming, awesomeness
    Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
    LogiHack, a fellow country man who helped out testing!
    EnigmaGrey, testing and correcting my grammar error's
    dko112, gameplay convenience suggestions
     
    A special thanks to:
    Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
     
    [incase i forgot to mention someone, gimme a poke!]
     
    Thanks twiggy and subscribers for testing the mod with a bunch of people!
    A save of the stream can be found here:
    Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
    Twiggy @ twitch.tv
    Twiggy's twitter
     
    Download
     
    Requires build 27 and a fresh world for the items to spawn in containers.
    On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
    Also works in single player but chat is limited to the lines produced by pressing 'q'.
     
    Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
     
    Apcom version 1.0
     
    Up to date version can be downloaded here. (last update 13 june 2015)
    Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!

    Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
     
     
    previous versions:

     
     
    Public servers running ApCom mod:
     
    Information

     
    HAM Radios



    This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
     

     
    A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
    Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
     
    When receiving transmissions this device shows a animation.
     
    This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
     
     
     
    Walker Talkers



    Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
    When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
     

     
    Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.

    Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.

    Note that when a device is unequipped or picked up it is turned off.
     
     
     
    Walker Talker GUI

     
    When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.

     
    Insert a battery and it will display battery status:

     
    When equiped as secondary, you can rightclick the inventory icon and turn the device on.
    When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:

     
    When the device recieves text it will also indicate it in the hud:

     
    The hud will display different stages of battery life as such:


    Finally when the battery is about to die, the item icon will start blinking a red led:

     
     
     
    About chat behaviour

     
    The mod follows a pair of rules to prevent spam and local duplication of text, they are:
     
    Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
     
     
     
    Interference

     
    Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
    Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
     

     
     
     
    Power consumption


    Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
     
     
     
    Cassette's

     

     
    These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.

     
     

    Tape Recorder

     


    Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
     

     
    When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
     

     
    The next line your character says will be recorded on the cassette.
    Cassettes can record a maximum of 5 lines.
    Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
     


    After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
     

     
    When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
    Currently every 2 in game hours one line of the cassette is played.
     

     
     
     
    Device tiers and properties:

     
    The item properties below can be read as follows:
    - broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.  
    HAM Radio:

    broadcastrange: GLOBAL
    voice detect range: 5
    can hear range: 16
    weight: 15
    loot chance: very rare
    zombie attraction: extremely high
    battery consumption: extremely low

    Tier1: Walker Talker Budget

     
    standard
    broadcastrange: 500m
    voice detect range: 6
    can hear range: 12
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    colored
    broadcastrange: 1000m
    voice detect range: 8
    can hear range: 10
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    army
    broadcastrange: 1500m
    voice detect range: 10
    can hear range: 9
    weight: 1.0
    loot chance: normal
    zombie attraction: high
    battery consumption: very high
     
    Tier 2: Walker Talker Standard

     
    standard
    broadcastrange: 2000m
    voice detect range: 12
    can hear range: 8
    weight: 1.5
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium

    silver
    broadcastrange: 2500m
    voice detect range: 14
    can hear range: 5
    weight: 2.0
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium
     
    Tier 3: Walker Talker Black Edition

     
    standard
    broadcastrange: 3000m
    voice detect range: 16
    can hear range: 3
    weight: 2.25
    loot chance: low
    zombie attraction: low
    battery consumption: low

    army
    broadcastrange: 3500m
    voice detect range: 18
    can hear range: 2
    weight: 2.5
    loot chance: low
    zombie attraction: low
    battery consumption: low
     
    Tier 4: Walker Talker Tactical

     
    standard
    broadcastrange: 4500m
    voice detect range: 20
    can hear range: 1
    weight: 2.75
    loot chance: rare
    zombie attraction: very low
    battery consumption: very low

    army
    broadcastrange: GLOBAL
    voice detect range: 25
    can hear range: 0
    weight: 3.0
    loot chance: very rare
    zombie attraction: ZERO
    battery consumption: very low
  23. Like
    Pravus got a reaction from Suomiboi in Umbrellas and Raincoats?   
    The dev team already has unused icons in the client (as of Build 27) for both umbrellas and rainboots so it looks like they may be working on something.
     
    In the meantime if you want some protection from the rain I put together a mod that spawns wearable rain parkas for you to find during your survival
     
    Check this thread if you're interested: http://theindiestone.com/forums/index.php/topic/8686-rain-parka-mod-v09/
  24. Like
    Pravus got a reaction from EnigmaGrey in Umbrellas and Raincoats?   
    The dev team already has unused icons in the client (as of Build 27) for both umbrellas and rainboots so it looks like they may be working on something.
     
    In the meantime if you want some protection from the rain I put together a mod that spawns wearable rain parkas for you to find during your survival
     
    Check this thread if you're interested: http://theindiestone.com/forums/index.php/topic/8686-rain-parka-mod-v09/
  25. 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
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