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Neetzow

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  1. Like
    Neetzow reacted to Vitalsine in Yet Another Weapon Mod   
    Me and my brother are using my modified files on my private server and we don't have infinite ammo. Weird lol. I must have made an additional change that I did not note. Sorry!
  2. Like
    Neetzow reacted to EngineOfDarkness in Yet Another Weapon Mod   
    I don't see how Vitalsine's fix couldn't work.
     
    I literally fixed the mod myself yesterday (just for the heck of it) doing it differently than Vitalsine but in the end my private fix and his one do the same..
     
    Check your console.txt which is located in C:\Users\username\Zomboid
     
    "username" would be your windows username (the account you use to log into windows)
     
    The file might be in another place  - the above is for Windows 7
     
    Search for "Exception" in the console.txt - I found out yesterday that this "unlimited" ammo bug happens if you do not register the weapons/ ammo correctly with the script.
     
    I did an extensive test with my changes yesterday and it worked both singleplayer and multiplayer in all reload difficulties - so Vitalsines Fix should also work (mine is unneccessarily more complicated in fact).
     
    The only difference between his and mine would be that I split up the single file into different files: ammo, handguns, shotguns, rifles and submachineguns. And then I decided it would be fun to automate adding magazines via ReloadUtil:addMagazineType()
     and weapons via ReloadUtil:addWeaponType() - though I've gone a bit overkill on the latter function call in some aspects.
     
    ---
     
    One thing that bothers me a bit is that this mod overrides the files
     
    media/lua/client/BuildingObjects/ISUI/ISInventoryBuildMenu.lua
    media/lua/client/Farming/ISUI/ISFarmingMenu.lua
     
    This isn't much of a problem currently (it should work just fine - I compared the files of Project Zomboid and the files the Mod provides and except additions from the mod itself the file is the same) but it will become a Problem once Indiestone adds changes in a patch to those files - if you then use this mod and it's not updated it will cause bugs with the Game
     
    Haven't looked deep enough in the code, so it might be that this is a neccessary evil if NCrawler has had no other way of interacting with the Build/ Farming menu at the time he was writing the mod.
  3. Like
    Neetzow reacted to Zazzaro in Yet Another Weapon Mod   
    We just wiped our small server (for some reason it just wouldnt load anymore but anyways) and this was our first experience with mods in this game. Freaking Wow. Project Zomboid was already a fantastic game and now finding out we were able to add 3 new areas to the map (Dreadwood, Bedford Falls, New Denver) and mods... The game is absolutely incredible. Especially with this mod. Bravo to the creators.
    This mod has given us so many new items to play with although we (well mainly I) am very strict about firing guns. In the Vanilla game it just isnt worth firing a weapon at all considering the amount of damage they do in exchange for the attention firing them draw towards you. However, Will def be trying out the new weapons to see their usefullness however with this restart. One of the first things i found off a zombie was the large Alice Pack and man thats exactly what has been missing from my inventory this whole time. Finally a decent sized bag. Already got and attached two additional attachements to it as well. We are just blown away by this mod and wanted to say thank you so much. Im also looking forward to the rain pancho as well (holy smokes the rain has driven me mad playing this game but need it for crops and realism).
    We currently are using this mod, Canning Essentials, Craft Helper, Improvised Containers, JPM-Extended Building Options and also your Civilian MRE Mod (Also much thanks for that one as well) and all of them are excellent and have added soooooo much new content along with the new map zones. We had barely even made it to West Point as it was on our first server and we played for a couple weeks and had a blast just in Muldraugh building huge bases and clearing everything out (we have things set to respawn after a bit) so the thought of 3 new areas is just mind blowing. We went from being bummed about losing our server to now seeing it as a blessing in disguise getting good in game experience to now do things better this time around. We really cannot believe how much free content we just got to add to as i already stated before an already fantastic game. So again thank you so much for the two mods we are using of yours we really appreciate it.
    We also tried to add the spraypaint mod and the hotbar mod but for some reason or another it sets off the luachecksum function and wont let my friend connect to the server with either of those enabled on the server. My other friend hasnt had a chance to play yet so not sure about him but i am able to connect with both those mode enabled so not sure where my friend or myself screwed up. Its really not a big deal at all though with everything else we were able to add. Sorry i rambled on and on and on but we are just truly blown away with what we just added to our server and im just gushing with excitement with how much more awesome things are now when we were already very satisfied with the vanilla game. Another massive Thank You to everyone that creates mods for this game and thanks for listening. If you are on the fence about adding this mod or any moda for that matter.... DEF DO IT!!!!!! Its soooo worth it just amazing stuff.
  4. Like
    Neetzow reacted to NCrawler in Civilian MRE Mod   
    New update.  Changelog:
    vB30.006 - 02/07/2015 --Changed 'Throw Away' menu --[Now is a true context menu instead of a recipe]If updating to this version, you should delete the mod folder first as some files have gone away and others have been moved.

     
    Yeah, that's the plan.  Right now I'm just working my way through some items in my To-Do list.
  5. Like
    Neetzow reacted to NCrawler in Civilian MRE Mod   
    It's a Food Preservation mod that I put down last year and have since picked back up.  It will include:
     
    1. canning fruits and vegetables
    2. canning fruit jams
    3. sun dried fruits, vegetables and meats
    4. jerky
    5. fruit and vegetable juices
    6. hardtack
     
    Just a few more recipes to finish, a few graphics and then I will be ready to give out to one or more people for testing before I release it.  Interested in testing?
  6. Like
    Neetzow reacted to NCrawler in Yet Another Weapon Mod   
    Yeah, I'm working on some of the to-do things now... 
     
    Edit:  Wait until you get to try out the 3-round-burst MP5 when they fix the 'require' command.  That thing is bad ass when your shooting skill is high!  You just have to have lots of 9mm rounds with you. 
  7. Like
    Neetzow reacted to Krogothar in Yet Another Weapon Mod   
    First I would like to say I registered on this site just for this mod. Excellent in almost every way!
     
    The Modular ALICE Pack system is extremely useful, though the drop rates on it are a bit high.
     
    All of your items are wonderful. The gun spawn rate is lovely but the ammo spawn needs some nerfing. The Tactical Machete is invisible and spawns WAY to often on 1/10 zombies/containers.
     
    Other than that it's perfect! I love the fact you have not added in suppressors into the game as it would overpower the guns.
     
    Q: Does the Entrenching tool do anything other than a weapon?
     
    I ask because I can't find a use for it.    I.E. - I can not dig with it.
     
    Suggestion - Crossbows/Hunting Bows/Compound Bows and ammo.
                         Allow the Combat Knife to cut animals for meat.
     
    Thanks for your mod, it is the default mod on my server and the only item mod I ever use. 
  8. Like
    Neetzow reacted to Wasteland in Yet Another Weapon Mod   
    Hi again, now i will write a bit so sorry for my English.
     
    I use to play PZ from very early betas, and now i run a big hardcore RP server. Since im froum Ukraine most part of players are Ukrainian but the server is very high populated and closed.
     
    Still, for all thet time I personally tested on multipleyer alomost every avilible mod and i need to say that you'rs is one of the best weapons mods so far.
     
    Honestly, i was a big fan of RKF mod, but the distribution was not as good as here, as well as some stuff, still i'd be extremly happy to see YAWM some stuff like:
     
    1. Survival stuff like Magnesium lighter or multitool - like a weak knife, screw, and can opener
     
    2. Silenced guns or a silencer as a part that might be added to a gun
     
    3.Bows and crossbows. Maybe even some craftable.
     
    4. Water reservoirs like camel back and other tactical stuff
     
    5. Boxed guns - like a sniper rifle a scope and some other additions to a gun. Extremly rare.
     
    6. Armor - motorcyling stuff, police stuff, army
     
    7. MORE GUNS!
     
    And you can't even imagine how happy i am because of this mod. Good Job!
  9. Like
    Neetzow reacted to Body Builder in Yet Another Weapon Mod   
    Amazing!!!! Crawler, your mod is fantastic!!!
    Congratulations for the exceptional work!
     
    P.S. I am in doubt for only one thing..... Can i find these weapons into the zombie's bodies??
  10. Like
    Neetzow reacted to NCrawler in Yet Another Weapon Mod   
    Ok major update.  I've tweaked/added the following:
     
    1. I've readjusted the ammo weights once again.  They are now correct the way that I want them.  All boxes of ammo now weigh 1 and individual rounds weight have been adjusted accordingly.
     
    2. I've adjusted weapon distributions.  Now, ANY weapon can be found on killed zombies.  This is to simulate SWAT members, soldiers, patrol officers, etc. having turned with their weapons.  Chances are low for the higher end weapons.
     
    3. Added gun cleaning kit.  Use it on degraded weapons to 'fix' approx. 10% of weapon degradation.
     
    4. Adjusted parts kit creation times.  Now 10x longer to simulate disassembling the firearm.
     
    5. Major change.  ALICE packs are now a modular system.  First you must find an ALICE frame and mount it to the pack.  You will then be able to mount any of three different add-on pouches (Top, Long, Short).  All attachments add capacity and weight reduction to the system.  This is still considered WIP so at the moment the pack must be empty when adding frame and pouches and you cannot remove the attachments.
  11. Like
    Neetzow reacted to NCrawler in Yet Another Weapon Mod   
    Yeah, I can't play the way I like until I find a Large ALICE pack.  Glad you're enjoying it...
  12. Like
    Neetzow reacted to Cl0nec0mmand0 in Yet Another Weapon Mod   
    you know that this mod is good when an a dev says he's ganna use it(or atleast try it)
  13. Like
    Neetzow reacted to Aldrayit in Farming in Build 30   
    1) Harvest said things you want to preserve
    2) Generally slice said things you want to preserve into sizes fit for canning
    3) Put slices in canning jars
    4) Pour in canning solution *in the case of zomboid sugar and vinegar, in real life there's other options*
    5) Optional step here but generally helps preserve longer, take canning wax and melt it up and pour it over the top to help with sealing
    6) Put on lids and seal tight
    7) Boil the ever living crap out of those jars *usually done in batches* till all the lids make a nice satisfying PING, this means that almost all oxygen has been taken out of the jar and that it now has basically an air tight seal.  If you used the optional wax step, this will make it so you have a nice layer of wax at the top of the jar right below the lid helping grantee a better seal making foods last up to a year *from personal experiance*
     
    Moving onto other options, I'd like to see implimented the ability to make a root cellar, smoking house, or something else you can build to preserve things without needing jars and lids that eventually run out along with sugar and vinegar.  We as humans have learned to survive and save food for a loooooooooong time, would be nice to see other ways added in.  While going back to that idea I dont think most people know how so maybe add in that you have to find a rare book that has the plans to make like a root cellar.  Or while on that topic a book that can be found easier that shows how to make a level 3 or something cooking plan that turns meat into jerky *already in the game and gives no happiness or boredom but food is food*.  It's really not all that hard to make jerky either, don't even need salt : P  Just put it in a dehydrator for a few hours and blam jerky, or set it out in the sun on a rock and yeah that takes awhile but thats how they used to do it.  Or just smoke it, which you can do with fish as well, or you can dry it out and salt it, etc so forth....*ends rambling*
  14. Like
    Neetzow reacted to gorolho in Farming in Build 30   
    Hum, thirded? I too want to know how to do that.
  15. Like
    Neetzow reacted to Kirrus in [Finally updated] Censor Mod   
    Indeed, thanks Dragonbahn!
  16. Like
    Neetzow reacted to Ridickulo in [Finally updated] Censor Mod   
    Thanks a million man, i am now able to spend some quality time playing with my kid.
  17. Like
    Neetzow reacted to Dragonbahn in [Finally updated] Censor Mod   
    No. Thank YOU for putting the mod to good use
  18. Like
    Neetzow reacted to Dragonbahn in [Finally updated] Censor Mod   
    This is a simple mod to censor the blood and gore in PZ. I figured I can't be the only one who needs this so here it is!
     
    NOTE: This does NOT put any savefiles or mods to danger. This is just a texturepack which means that it does not remove any blood sprites, it makes them transparent. This does not reduce lag in any way.

    Features
    Full censor
    - Takes away all gore
    - Gibs, splatter and bloody textures already existent in the map

    Partial censor
    - Takes away the worst gore
    - Doesn't delete gibs
    - Leaves textures in the map and low visibility splatters from zombie kills
    How to install
    Windows
    1. Unzip the tiles.zip
    2. Press "Start" and search "run"
    3. Open the program and write %appdata%
    4. Press Steam/steamapps/common/ProjectZomboid/media/texturepacks
    5. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam)
    6. Put in the modded tiles.pack and exit the window
    7. Have fun!
     
    Mac
    1. Put the .zip on your desktop and open it. This creates a tiles.pack next to the .zip
    2. Press "Go" on the top of the screen (Between "View" and "Window")
    3. Hold the button "alt" (Between "ctrl" and "cmd"), notice how a new option "Library" appears in the menu? Press it
    4. In the finder window, press Application support/Steam/steamapps/common/ProjectZomboid/
    5. Rightclick Project Zomboid and choose "show package content"
    6. Press Contents/Java/media/texturepacks
    7. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam)
    8. Put in the modded tiles.pack and exit the window
    9. Have fun!
    How to uninstall
    Windows/Mac
    Steam
    1. Go to your steam library and right-click Project Zomboid
    2. Click properties
    3. Click "Local Files"
    4. Click "Vertify integrity of game cache"
    5. If this doesn't work for you, use the optional uninstall

    Optional
    Windows
    1. Repeat step 2-4 from the installation tutorial
    2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial
    3. Have fun with pixelated zombie gore!
     
    Mac
    1. Repeat step 2-6 from the installation tutorial
    2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial
    3. Have fun with pixelated zombie gore!
     
    Last efforts
    (If you get to this point, it's not my fault)
    1. Re-install Project Zomboid
    Downloads
    Build 29.x
    - Partial censor
    - Full censor

    Build 30.x
    - Partial censor
    - Full censor

    Build 31.x
    - Partial censor
    - Full censor

    Thanks to!
    cdaragorn for the tool! (Tool link)
    My friend for lending me a pc to update
  19. Like
    Neetzow reacted to King jjwpenguin in Mess up with the zombie lore   
    I like the idea but not for the regular game. Possibly sandbox options because i have read of books where they are more like wolves and wild animals that reproduce and hunt (Amazing book btw but i wont advertise) Then there are games that have more "Interesting" zombies like how to survive and left for dead. If they were all combined into one it would be terrifying so i propose sandbox.
  20. Like
    Neetzow reacted to Florin in Mess up with the zombie lore   
    It's an interesting idea. I don't really like the idea of mutant zombies all that much myself, I appreciate that PZ's zombies are more of the classical type, but options like decomposition and the nature of infection would be fun to play with.
  21. Like
    Neetzow reacted to robban279 in Mess up with the zombie lore   
    Personally I don't think the devs will implement this in the game, since they're going for classical zombies (which I'm happy about).
    But, it would be cool with a mod altering the things you mention, or adds more options to change in sandbox play.
  22. Like
    Neetzow reacted to Footmuffin in Mess up with the zombie lore   
    That seems really neat! Sadly, they're probably not going to consider adding sandbox options that would require adding more behavior or condition variables to zombies, infection, etc. Maybe after they get to 1.0, they'd look into this.
    Also welcome to the forums and stuff!
  23. Like
    Neetzow got a reaction from Florin in Mess up with the zombie lore   
    Ok, as I said, sorry, It's my first post... 
    I will try to clarify what I have in mind, but, btw, I usually play sandbox anyway...
     
    I started thinking about it when I've seen the screen shot from the build 30 menu. There you can see that they added feel more options because of Erosion (an awesome mod, by the way).
     
    So, what I've meant was something like this:
    On the Zombie Lore panel, add the following options:
     
    Day/Night difference? (If yes, opens the following):
    Day behavior:
    Movement Speed options (the ones we already have).
    Movement Smartness options (same)
    Memory (same)
    Senses (same)
    Hide indoors or not
    Hording...
     
    Night behavior: 
    Again you chose from the same options, allowing you to make it harder at night and easier at day, or the opposite.
     
    Zobification infectivity:
    Options like: <There is no rest>, everybody is infected, but you only zombify after death (more interesting with NPCs and multiplayer).
     <It's a matter of time>, everybody is infected, meaning that you clock is ticking.
     <You can save yourself, not your arm>, Infection by scratches and bites, but can be avoided if you amputate fast enough.
     <Classical> The vanilla setting for infection.
     <We are all doomed> We are all infected, bites and scratches speed-up the process unless the related limb is properly severed, and  when you die, you will come back also (everything above put together).
     
    Zombification "extras":
    Do zombies mutate (like in resident evil)? If so, it means that in sometime they will become something worst (smarter, stronger, and more deadly... think about something jumping from a roof, or spilling goo on you).
    Time for mutation: How long it takes for the regular Z's become worst.
    Mutation Rate: from, i don't know, 20 to 100% of the Z's, how many will randomly mutate.
     
    Decomposition:
    Does it eventually kill the zombies (the ones that don't mutate, if the above is true)?
    How long it takes?
    Does it effect then in any means? (here are the vanilla options for decomposition).
     
    I know that probably there are thing up there that are unfeasible, but, I hope I've explained my thoughts now...
    If its still unclear, or it should be in the mods section, just tell me.
    If its ridiculous, please, just pretend you've never seen this post. I prefer to die not knowing it was stupid...
  24. Like
    Neetzow reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
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