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Guy

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About Guy

  • Birthday 01/01/1985

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  1. Hey, I realize this thread is a bit old, but I may be able to help with it. That code that you posted appears to be for removing items from loot tables (so that they won't spawn). You should check out the MainCreationMethods.lua file found in media\lua\shared\NPCs. This file looks to be where all the traits are added in the first place, so theoretically you could override it and just comment out the ones you don't want. It's an ugly solution, but as far as I can tell the PerkFactory has no method for removing a trait that's already been added, so you'd have to cut them out at the source. I haven't tried this method myself yet, but hopefully it can put you on the right track.
  2. Guy

    Guy's Mod

    Yup, the tension wrench is included in the set. If you've got the set, you don't need anything else.
  3. Guy

    Guy's Mod

    Hey guys, this is a mod I'm making mostly just to learn some things about lua and get some modding experience. I have all sorts of overly ambitious ideas for things to add to it, and some of them will go in as I find the time and inclination. You can download Guy's Mod here. Current Features: Lockpicking: I'm a hobby picker and have always wanted a realistic(ish) treatment of lockpicking in a video game. Drying of Wet Bath Towels/Dish Cloths: Honestly the reason I started writing the mod in the first place New smokes: I'm an addict IRL, don't judge me! New Items: Pack of Cigarettes: To hold all your cigarettes. Carton of Cigarettes: To hold all your packs of cigarettes. Lockpicks: In order of effectiveness - Improvised, Ball Rake, Hook, Diamond Rake, S Rake, L Rake. Tension Wrenches: Regular and Improvised. Lockpick Sets: Collect one of each lockpick plus a tension wrench and any wallet to make a set. To pick a lock, simply have a tension wrench and at least one lockpick in your inventory and right click on the door. Can't find the tools? Get some paperclips and improvise! Just be careful, lousy tools can result in a broken lock. For the future, I would love to add a lockpicking skill if it turns out to be possible. For the meantime, I may work on incorporating it into the "Nimble" skill. I would also like to add a few random odds and ends like a wheelbarrow and some kind of buildable drying rack. I am also open to suggestions and feedback, so if there's something you'd like to see or something you hate, please let me know! Additionally, if you find any bugs or have any issues, I'd love to hear about them as my ability to test on different systems is limited. Feel free to use any or all of this mod (including the textures) for any purpose, I certainly didn't get to this point without cracking open one or two. On that note... Special Thanks: RoboMat and Robert Johnson for their frankly amazing tutorials. TommySticks for teaching me a thing or two about item spawning. Check out his TommyGuns Extra Weapons Mod!
  4. Guy

    Adding New Skills/Perks

    Thanks again, Pravus. If I find anything out, I will definitely update here.
  5. Guy

    Adding New Skills/Perks

    Hey, thanks for the quick response, but I feel like I may not be explaining what I'm going for very well. What I'm really interested in is new skills. For example, I'd like to have, say, a Lockpicking skill to go under the Agility section along with Nimbleness and Sneaking, or an Archery skill to go with Aiming, Reloading, etc. I guess it's probably confusing to refer to them as "perks", but that seems to be how they're referred to in the Java, unless I'm completely misreading things (which is totally possible). Again, though, I appreciate your help. I will most certainly crack your mod open if I decide to add new traits, which seems likely at this point.
  6. Has anyone had any luck adding new skills to the game? I dug into the java docs, and it seems like it mostly comes down to the PerkFactory class. There's a function called AddPerk which takes (among other things) a reference to a PerkFactory.Perks object. PerkFactory.Perks appers to be a static enumeration defined in the Java code and containing all the skills currently in the game (farming, carpentry, blade, blunt, etc.). So, in order to add to the list of perks contained in PerkFactory, I would need a reference to one of the constants contained in the enum. I feel like if I could add to the enum, the rest would mostly take care of itself. The skills window iterates through all the skills in PerkFactory.perkList to create the progress bars, and the XP system takes care of the leveling up, but as far as I can tell there is no way to add to this enum and therefore no way to add new perks. I'm curious to know if anyone has found a way to circumvent this issue, or if it's even possible at this stage with what's available to us in lua. Also, if it isn't possible currently, will this system eventually be made open to us? I guess it's a bit of a long shot, but I'm grasping at straws here and I'd rather not tie my mod into an existing skill.
  7. Guy

    Recipes Not Working

    Didn't have much time to play with this over the weekend, but I finally managed to resolve this issue this morning. The problem was with the scope. I was trying to be explicit in my calls to item names, but apparently this was not only unnecessary but actually detrimental. For example, this: Should actually have looked like this: Not sure if I'm misunderstanding how using the scope works or what, but once removed everything works smoothly. Minor side note: At one point, the icons for my new items stopped showing up without my changing anything. After a validation of the game's steam files, they reappeared, so if your icons ever disappear, try this first.
  8. Guy

    Recipes Not Working

    I'm trying to add a few new items and recipes to the game. The items themselves appear with their slick new icons, and the lua script I wrote to spawn them works fine, but when I bring up the context menu the recipes themselves don't show up. I'm sure it's something painfully simple that's causing the issue, but I could use some new eyes on it. In Zomboid>mods>Guy's Mod>media>scripts I have two files, GMItems.txt and GMRecipes.txt. Here's my item file (which works): And here is my recipe file (which does not work): Initially I had the recipes working by adding everything into the base recipe/item files, but when I moved them out to make it a mod instead of just altering the game scripts, they stopped working. The game's built-in recipes still work fine. Any help spotting my error would be appreciated.
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