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  1. Hey Guys so I'm kinda new on the forum, but i have a great idea for a Pz mod. My idea is all those shiny silver trashcans you see around Pz have now been transformed into zombie calling death traps. Pretty much meaning that when your attempting to break into that house now you must walk carefully and make sure to avoid the trashcans. My idea was that if a player comes in contact with the trashcan, depending on their speed, there is a chance that the trashcan will fall over making all sorts of unneeded noise. Later improvements would include things like: zombies knocking over trashcans, items spilling out of the knocked over trashcans, and maybe even the ability to pick up that trash can lid and use it as a shield! I am pretty clueless about the modding aspect, but I have tons of great ideas that i would love to see come to life one day. If anyone is good with mods, has free time on their hands, and would like to hear some more or give my idea a shot reply with your name and email and let me know your availability and we'll discuss all the aspects around it. Thanks for your time!
  2. Japer

    Resident Evil Mod

    Here I will be showing some new items,weapons,recipes and various other stuff created for my Resident Evil Map The plan is to add as many features and items to truly live out a Resident Evil experience within Project Zomboid for both multiplayer and single player, and for custom scenes/scenarios with NPCs. Recreate old and create new stories around Raccoon City with friends and family! (Rated R for Raccoon) Download Version 1.0 Mod Features Readme Resident Evil Mod v.1By JaperForum Thread: http://theindiestone.com/forums/index.php/topic/5926-resident-evil-mod/ This mod is designed for my Resident Evil Map Project but will work fully on vanilla PZ and with any other communitymade maps. Resident Evil Map Project: http://theindiestone.com/forums/index.php/topic/4822-resident-evil-biohazard-map-project/ Highly advised to read Mod Features.txt before starting. Place Resident Evil Mod folder into C:\Users\NAME\Zomboid\mods\ folder, start up PZ, click mods and enableResident Evil Mod, restart game and start a new game to play mod. Loot spawns are not fully tested, for additional spawns delete ResidentEvilMod_Distribution fromResident Evil Mod\Resident Evil Mod\media\lua and replace it with ResidentEvilMod_Distribution X2 from the optional files folder. I suggest you use the x2 Distribution for first time using the mod so you can explore the features easier. Place ResidentEvilMod_Cheat.lua into Resident Evil Mod\media\lua folder to spawn with some of the mods items. Please report any bugs and suggestions on the forum thread so I can fix and improve the mod. Currently Available Features Reloading Tool - Some may remember this from RE3, you find various types of gunpowder and using the reloading tool you can create ammo for your weapons Herbs - Everyone has always wondered how the herbs in RE were administered to the body, and now you can do just that in PZ! Featuring red, green and blue herbs, which can be combined together to create more potent effects, they cover all your needs, from healing wounds to curing food poisoning or the cold Strains Of Virus - Well the outbreak had to happen somehow didn't it? But with all these already infected zombies running around, what is the use for a vial of the T-Virus? Well one use is to drink it to see what it tastes like, another is to throw it at your friend in MP and see how long it takes him to turn, entirely your decision. But when there is one, there are many, also included is the G-Virus, the experimental strain that has unpredictable results. Will you consume it and become exceptionally strong, fast and posses regenerative abilities? Or will it consume you resulting in death? That is a risk some of you may be willing to take. Alternatively you could play it safe, and seek out the highly sought after Anti-Virus, perhaps one day it will save your life. Weapons - So far we have handgun variants for military factions, combat knives and a grenade launcher that shoots flame rounds (not advised to be fired indoors, results may vary) Professions - Enlist today in some of Raccoon's finest specially trained units Factions - Start off as a member of S.T.A.R.S., U.B.C.S. or U.S.S. Play as your favorite and have a three way battle on MP. Each faction starts off with their own pistol variant, combat knife, specific traits and a combat vest to hold extra ammo + weapons. Wage war between opposing factions or group together for a common goal. Planned Features Guns - Variations of the pistols found through out the games, including the S.T.A.R.S 9mm handgun , magnums, bowgun, machine gun and the grenade launcher with interchangeable rounds Appearance - To play the part, you must look the part. Uniforms for RPD, STARS, UBCS etc, and of course Wesker's stylish sunglasses Infected - If possible in the future I will add some of the most renown monsters from the series, from dogs to hunters to the feared Nemesis Your Suggestions - Any feature you can think of that would enhance the experience, feel free to request it or put some of your spare time in and help out on this project
  3. As a huge fan of Project Zomboid and a server hoster myself, I am currently wondering if anyone (devs, admins, mods, or players) knows the day/month/year we will have multiplayer mods for server hosters. Any hints toward such knowledge is greatly appreciated!
  4. nineworlds

    gunmod help

    Hey everyone, I can't remember the exact name of the mod I downloaded I spent like 20 minutes searching for it on here to post on that topic but gave up. It's Gunmod.0.2.0 In the directions it says Place ** in /media/lua then place ** /mods/scripts My mod folder has no sub folder named scripts. Would I thus need to create a folder? or could I put it in /Media/Scripts
  5. Hello! My name is Naylo, Most of you may not know me but, I recently got into PZ and modding it, I've finally created my first mod. I am going for an extended vanilla game feel, adding real world items/food/ and other misc products we can't survive with out. As of right now "Naylo's extended PZ" (im terrible at coming up with names, please bare with me untill I can figure out a better name for this mod) features: A very familiar drink that im sure all of us have consumed at least once in our lives and a super sweet and deadly Ninja favorite... The Katana! both of these items spawn in places people would normally keep them AND they appear (at least from what I got from the 5 hour test I preformed/got sucked in to) at a substantially realistic rate. Any constructive criticism and/or advice ect. is greatly appreciated. with time, I hope to become an avid part of this modding community. With love, Naylo. EDIT:All new versions (including the final) will be found on PZ-Mods.net http://pz-mods.net/weapons-items/NaylosExtendedPZ/ <---- New link to clicky + new items ;o The katana icon sprite, still needs a lil work.
  6. okay so im new to modding zomboid, I just wanted to experiment with some new stuff but when I add the mods to the mod folder there not appearing in the in game mods area??
  7. ok i know there 2 sites pz-mod and one more but i all time face i don't know if the mod run on the current build. i know ksp did the same they create website that force the mod create checked there compatibility the its can run based every build also can give best mod and many more cool stuff for the ppl check and see i know you don't ksp but be sure be cool game
  8. So guys I know there are a lot of people joining our once small feeble PZ community, which I have to say I love it more people means more money and more moneys means better quality and paying the devs for their hard work. I would like to say I am quite an adept player I have survived a year on this game and numerous times my characters survives months. What I am trying to say is i would like a little kick to my gameplay in other words mods the fan made ingenuity and greatness that make games great. What I am asking is if the modders in the community can put links to their mods here I know their are links in the modding section although they are not specific enough as to what makes they work on e.g. 2.9.9.11
  9. will there be a Project Zomboid workshop in steam, if so when is it planned to be implemented?
  10. Since version 2.9.9.17 introduced a nifty modloader to the game, mods have now their own folder. This means no more cluttered folders aswell as easy installing and uninstalling of mods!!! Windows (please correct me you windows folks^^) Go to your Zomboid folder C:\Users\YOURUSERNAME\Zomboid\Find the /mods folder (it should contain an examplemod folder already).Drag and drop the unzipped mod into this folder.Start the game and select the mod in the Mod-Options screen.Reboot and have funMac OSGo to your Zomboid folder /Users/YOURUSERNAME/ZomboidFind the /mods folder (it should contain an examplemod folder already).Drag and drop the unzipped mod into this folder.Start the game and select the mod in the Mod-Options screen.Reboot and have funLinux Coming soon ... Uninstalling mods Simply remove the respective mods from the /mods folder or remove them from the ingame mod-options screen.
  11. These instructions are outdated, please refer to the new updated thread by RJ: http://theindiestone.com/forums/index.php/topic/2011-how-to-use-the-upcoming-modloader/ So with the new modloader we need to change our mods a little bit. First of all you'll need to create a mod.info file: name=The name of your modposter=posterToDisplay.pngdescription=This will be shown as a description, by RoboMat.When packing your mod I suggest the following structure (I'll use my Lockpicking mod as an example): - /Lockpicking (top folder)---> mod.info---> poster.png---> /media-------> /lua-------> /scripts-------> ...The poster.png (use any name you like of course) will be displayed in the mods section. I use 650x810 sized poster images at the moment. If everything works it should look like this in the game:
  12. Heyyy fellow Zomboids, probably not the right place to put this butttttt.... Is there a Developers Console or an Inventory Editor for Project Zomboid? Just wondering so I may make things a tiny bit easier..
  13. Hi guys I know some of you are considering diving in to mod making. I'd like to share some resources I made for that. Adding items, weapons and recipes does not require programming abilities. Everyone can do it, I promise Check The basics of adding items and recipes if you would like to learn how to add your own weapons, foods or other items to the game. There's also a tutorial showing how to add your own sprites to the game made by RoboMat. If you have experience with another programming language check out this hello world example Your first project zomboid lua script Also there's a Lua syntax reference Further more there's a popular event reference for the more trained LUA modders. This list shows the possible events our functions can hook up too. There's currently no commenting feature on pz-mods.net, so comments and features are greatly appreciated here. (Has been added now) And of course if you would like to share your mods, please submit them to pz-mods.net and we'll take good care of them. pz-mods.net is closed to new mods as the website is likely to be phased out. That's all. Hope you have fun with it.
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