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  1. i've added these lines to my testserver.ini file. WorkshopItems=515075184;564350497 Mods=Coordinate;SVNoLuckInMP restarted the server and confirmed it downloaded the mods. they are both not working though. do i have to activate them somehow on the server? cheers
  2. This mod aims to allow the player to move using the left mouse button. By enabling this mod you will move to a location in the same manner as the right click contextual option but by simply left clicking on the desired location. This does not remove WASD controls. To Do: 1) Bugs, bugs, bugs. 2) Add an options menu to toggle it on and off. 3) Make the meatbag "Run To" while while "Shift" is being held. 4) Make combat work more naturally with this system. 5) Make sneaking work with this system. 6) Bugs, bugs, bugs. Latest Update: <>The meatbag no longer ignores containers or cancels movement when a container is clicked on. Instead the meatbag will try and navigate to a spot beside the container. <>Other minor bugfixes. <>Code refactoring. Known Issues: (This list will change) #1) A benign error occurs on starting/Loading a game after you click to start the game. #2) Related to #1. The meatbag will try and navigate to "a" location appon clicking to start after starting/Loading a game. If you have any questions, comments, feedback, or suggestions please let me know. If you do try it and decide to uninstall it Please let me know why. This information helps me make the mod better. Enjoy. v0.3 coming soon. Note: this mod currently uses it's own scripts and does not overwrite existing game files. This means it should survive updates for the foreseeable future and shouldn't have any clash of compatibility with other mods unless they overwrite certain files themselves. (No problems so far) I would warn players to try this on a meatbag you don't hold any love for as the move to system in PZ can be somewhat awkward at times if you aren't used to it. This might get you killed if you are used to WASD. You can currently find the mod through the steam workshop in the link below. steamcommunity.com/sharedfiles/filedetails/?id=600699360 Non steam DL Below Click To Move v0.2.zip
  3. I was wondering how you detect an inventory such as a cabinet or fridge on the ground. I want to be able to test to see if there is an inventory on the tile I have clicked on. Edit: Assume I have the grid co-ordinates in world space and I want to derive from the grid co-ordinates if there are any containers in that space.
  4. for example: Lasor has WeightModifier = 0.2, HitChanceModifier = 5, ChokeTubeFull has WeightModifier = 0.1, AngleModifier = 0.1, DamageModifier = 0.5, I want to make a weapon part to lower the SoundRange attribute on a weapon. Is there a Modifier that can change the SoundRadius attribute on a weapon? And if not, is there a list of all the attributes that can be modified on a weapon with weapon parts the ones I know of are: AimingTimeModifier AngleModifier DamageModifier HitChanceModifier MaxRangeModifier MinRangeModifier RecoilDelayModifier ReloadTimeModifier ToHitModifier WeightModifier
  5. The idea consists in that to change a skin of the character and his characteristic, under certain conditions. Instead of input of difficult object as the car, is better to change characteristics and a skin of the character. We will allow you find a certain object, then you use it and you activate it, at this moment the skin of your character is replaced with the car. Whether somebody will be able to realize such idea?
  6. Hi, I am very noob with all this coding thing and Lua files. I tried to do some things for adding to the game, some of them asked before in Suggestion forum. The thing is I managed to do some of them, but find a BIG BUG when I made a Ranged Weapon. At first couldnt shoot with it. Then I thought I fixed some things but instead the weapon became endless ammo. It shoots, it does what was supossed to do in the rest of things, but the ammo don't decrease. Then I messed all up in the ReloadUtil file and ... well, I am a bit lost. At first I tried to make the weapon use the same pistol clip as the default gun, but couldnt do it to reload, so I made a new item, SBerettaclip (it is almost the same as default but with a change in name and I get it from Necroforge spawning by this moment). Here are the Items as part of WeaponsGuns txt file in the folder scripts: And here is the CompilationReloadUtil lua file put in the folder lua/shared/Reloading: Can somebody pleazeeeeed help me with this mess?
  7. With the lack of vehicles right now it can be a pain to loot places that are a whiles away and as someone with a really short attention span... well yeah. As such, I've been using the Cheat Menu Mod and using the teleport function on that. For anyone unfamiliar with that part of the mod, it gives you the option to teleport to some preset locations in West Point, Muldraugh and Dixie or you can have 5 custom places to teleport to. But, as someone who uses a modded map (Bedford falls and New Denver) it would be really really great to have a more dedicated mod with more preset locations in the base towns and if possible, modded maps and/or have more custom locations and the ability to name them in the menu. Until vehicles are implemented for me this is sort of necessary, I enjoy being able to make it unOP by making it you can only travel between 8-9am or 8-9pm and when you travel you must survive at least 1 night before being able to travel back. But that's enough about my boring ass life, just any chance anyone could make a feature like that?
  8. There is a tool for Skyrim that lets you strip and clean orphan scripts (left over, save bloating garbage scripts) from save games that once had mods that were deactivated. I'm not sure how the PZ saves work, but could there theoretically be a way to do the same for PZ saves? Or would it be impossible? Regardless, it might be worth looking into when PZ updates, mods get left behind in the dust and leave behind important things that end up destroying your save game. Let's avoid that, shall we!
  9. Bonjour à tous ! Je me lance dans la traduction/correction du mod Hydrocraft. Pour le moment, j'en suis à mon second jet de la traduction des items du mode Hydrocraft : https://drive.google.com/open?id=0B6q2CMimOVnLNDE5c3VNRGV3Qnc Les items de l'hydrocraft commencent à la ligne 667, avant, c'est les items de base du jeu. Pour que la traduction soit en place dans le jeu, le fichier doit remplacer le fichier d'origine nommé "Item_FR.txt" dans Project Zomboid, que vous trouverez ici : C:/programme/Steam/steamapps/common/projectzomboid/media/lua/shared/Translate/FR J'ai commencé à réorganiser la mise en page du fichier "Recipes_FR.txt", il ne reste plus qu'a le corriger. Pour d'éventuels courageux qui voudraient bien me donner un coup de main, le voici : https://drive.google.com/open?id=0B6q2CMimOVnLdDhEWW5VaHQtWDA Toujours pareil, si vous avez des soucis pour les télécharger, faites moi signe. Dernière version ici : https://drive.google.com/open?id=0B6q2CMimOVnLYWhaTDlxVUxneTQ Merci. Tchuss !
  10. Ive checked the %userprofile%/Zomboid directory, and there is nothing in either "Workshop" or "mods". Also checked in the mods directory in the Game directory, and i cant seem to find them anywhere. Where are they installing to? wrong forum whoops move please
  11. Everyone say thank you to Dudeman325. First mod of lame-o-ness or not, I've finally done it thanks to the help I got that made it so elementary even an idiot like me could do it! Plastic Bag Mountain: Current Version 1.0 What does it do? Plastic Bag Mountain allows you to use "Plastic Bags" - the useless bag we have that we carry around and sometimes find 80+ of if we're (un)lucky and then turn those in to garbage bags (or liners in the future) for use in collecting water and using in recipes. In the future it will also add other liners and possible other uses for bags. Boring Preface First mod of lame-o-ness or not, I've finally done it thanks to the help I got that made it so elementary even an idiot like me could do it! I'll be working on it to maybe give it its own sprite and also adding other things like using tarps or other sorts of bags if I can manage. I'm open to a bit of constructive criticism, suggestions and maybe a nudge in the right direction. Be gentle I'm still a tiny baby at this. Please don't do things with my mod in packs/place it places without my permission if you'd be so kind! Linking back to the PZ-Mods website is probably the easiest way to keep it up to date, I'll be keeping my best eye I can. Thank you! Installing Instructions (Non-Steam) Yep! Steam is my next stop, but for this version: Just extract it to your "C:\Users\YOURNAME\Zomboid\mods" folder and you're good to go after enabling it in the mod area after your game is up. Also Available PZ-Mods Version Steam Version TO DO Going to update these mostly on the Steam and PZ-Mods page, easier for me, sorry!! But there's a ton in planning and a ton in action up coming as soon as I can. Thanks again, Everyone!
  12. Scientific Mod Ever wanted to be able to spend your time trying to level up your research skills? Such as learning more about the zombies and discovering how to create an antidote that prevented you from getting infected for a limited time? Well, now you can. But that isn't all this mod will consist of. How will you research these zombies? Well, does shooting them with a tranquilizer you made specially for them count? You can set up your own lab, create antidotes. This mod will also add more scenarios into the game. Anyway, I will try to make videos for each new thing added into the mod. Thanks for reading all of this.
  13. With Build 32, it's virtually impossible to burn corpses without destroying the entire known world. So I'd like a fix to this. Maybe something that just takes the sheet of paper, lighter and gas and uses them appropriately, but just transform the corpse into the ash pile, skipping the fire part altogether. Or perhaps just a right-click and "delete corpse" option. Really need this for my role-playing game I'm doing. Thanks to anyone who shows interest!
  14. Hi, I've recently started working on a mod and decided i wanted to add a couple structures that the player could build, Where should I start? Is there a tutorial or something i haven't heard of? I'd also like to have a basis for the textures of my structure, like a frame/generic texture to use as a reference.
  15. Hey guys! Do you ever get bored of running to the same warehouses for tools over and over again. No Luck with a sledgehammer in West Point this Time so you cant break into the GunShop?? This is over now. Every Container in the World can drop an Axe or a Hunting Rifle (very very rare chance tough). This Mod makes exploring fun again. You will never know whats inside the next house and its always worth to check it out. One Warning: - The Loot Rarity is harder than in the vanilla game, so you might start with the start gear option! Download Link http://pz-mods.net/download/RandomLootMod/RandomLootMod.zip Future Plans: - Balancing out the rarity of items (need some feedback for this!) - Multiplayer Servers with better loot options so they dont feel too empty (Warehouses are always already looted when you join a new server) or too full.... best regards Michael
  16. Hey guys. I've made a mod that allows use of any of the traits on any of the occupations during character creation. This includes the three professional traits (Night Owl, Desensitized, and Axe Man) and all the green positive and red negative traits that you normally need to balance with each other. Furthermore, I've added back all the traits that were previously removed from the game. These six removed traits are Brooding, Marksman, Hardened Drinker, Light Drinker, Patient, and Short Tempered. Enjoy being able to use these traits once again! Once you have installed the mod, enabled it, created your character, and saved your game, you no longer need the mod. You can delete it if you wish, and your save file will still have your character with all of the traits you have selected. Obviously, you can keep it in your mods but you don't need to run it every time to have your save file with modified traits. They will stay with that character until that character dies. My mod should work alongside the Cheat Menu mod found here: http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Combine these two mods to allow for thorough mod testing, learning of game mechanics, or just cheatin'. You could also play using the sandbox to allow for extremely tailored gameplay. Works on the latest build, v31.13 DOWNLOAD LATEST VERSION: http://pz-mods.net/gameplay/traitmod/ Q&A Q: Can I cheat with this? A: Yeah. Q: Can I cheat online with this? A: No. Q: Will this work on a build older than 31? A: No. Build 31 completely changed the way that occupations and traits work, and also added a ton of new traits. Q: Will your old version still work on the newer builds? A: No, for the same reasons stated above. Q: If you fall off the planet, can I update this mod? A: Sure. The following link is an OLD VERSION of the mod which WILL NOT work on build 31 or newer. The last build it was tested on was 29.4 and it worked fine. It may work on build 30 but I never tested it. Download: traitmod.zip
  17. Hello everyone,I have some question about modding.My English is not good ,but I am working on it. .Lua script of mod how to load? I have read the 'how to use the modding loader'.But I still cant load my mod.This is structure of my mod. Zomboid |-- mods |-- NeptuneMod/ |-- poster.png |-- mod.info |-- media/ |-- lua/ |-- lua.lua |-- scripts/ |-- NeptuneCustomItems.txt and this is source of lua.lua local function addItems(_keyPressed) local key = _keyPressed; print(key); if key == 96 then local player = getSpecificPlayer(0); local inv = player:getInventory(); inv:AddItem("neptune.NeptuneBag"); endendEvents.OnKeyPressed.Add(addItems);and this is Source of NeptuneCustomItems.txt module neptune{ item NeptuneBag { WeightReduction = 90, Weight = 0.5, Type = Container, Capacity = 500, DisplayName = Neptune Bag, Icon = Duffelbag, CanBeEquipped = Back, OpenSound = PZ_OpenBag, CloseSound = PZ_CloseBag, PutInSound = PZ_PutInBag, }}I can find mod in mod manager and I can select it to green,But it not work,When I press the Num 0,nothing happened.So I want to know the Lua Script how to load in correct.I cant solve this problem by my self,I need help.QAQ Yours A China Player
  18. Is there anyone in the modding community who knows of a way to create a mod where, if someone dies, they return to the "choose spawn location" screen? The reason behind all of this is because I love Project Zomboid and The Last of Us and a few friends and I would love to see something of a "Supply Run" (TDM w/ ticket system) where it's survivors versus survivors and throw in some zombies in the mix. You would also be able to upgrade your stats, but cannot max anything out farther than 5. Perhaps vitamins could heal you somewhat/give you +1 to all stats. (so they will be scarce) Bandages would heal every wound to keep the pacing going at a decent rate. If someone could do this, or least help, it would be amazing. I would love to have just a 4v4 type thing, not trying to host a 30v30 scenario. Just trying to bring two games I love together for a neat thing.
  19. Okay so basically when NPC's release we should all come together and reenact the walking dead. I'm talking totally scripted. From beginning until you die. You pick a character and you're placed in a location, pick Rick, start in the hospital get a quest to find your wife, story continues from there. Pick Beth, start on a farm and wait til Ricks group arrives (if they survive.) Pick yourself and get shot with Darryl's crossbow. What do you think?? Anyone up for the challenge?!?!?
  20. Hi, so I was just thinking about the 3D system that's been added. I haven't got any modding experience with this game but it does interest me. Anyway, will there be some sort of tool that will convert 3D models and their animations into the game format? And then how will you be able to access these in-game? Personally I'd like to see (or make) a mod that adds more asthetic features to the game (characters mainly). I'd like to see: Hats, Jackets, Visible 3D Bags, Variations of existing weapons (visual change only), Different shoe types I would do this by extracting the existing models and animations and then attach my custom model where I'd like it (on the back of the player for a backpack, etc), then remove the player model while keeping the backpack with the animations still on it. I just wonder if the devs have any ideas on how easy or hard this would be to do? Will we be given template models and animations to work from? Also, what about 3D in-game objects such as (non-functional) cars which may have a random rotation on them? Forgive me if this has already been answered, just a thought I had. Thanks, -Ben
  21. I've been poking around in the code for awhile but I cannot seem to find it. Basically I want to change what the player says when I hit Q to make him say new and wacky things when I am playing the game. Seems fun right? Instead of "Hey" I could yell "SHRIMP PICKLES"
  22. I'll just drop this here and ask everyone around to please please please stop me by telling me this work is totally redundant (I'm having fun doing it anyway, so...) inventoryscreen_001.zip
  23. So I was reading the developer's list of ideas that are "Yes" and "No", and I noticed that pre-infection starting times are a no. But when I heard that NPCs are coming soon, I thought that maybe someone could make a mod where the introduction text is changed to something like "You were at home watching TV when an emergency broadcast came on, informing you that the zombie infection has reached Kentucky, it will be days until it hits your town, and that it is advised that you don't panic and stay in your homes." or something like that. With the latest dev notes about NPCs being (planned to be) able to survive after 8 months, i thought that maybe with that level of intelligence, they would most likely riot and raid houses in the first couple days. So if someone could make a mod that removes zombies for the first 3/7 days, it would greatly resemble the chaos of when the outbreak first hits. 'cause waking up with the whole world overrun with no warning whatsoever makes no sense. Do you guys think that would be possible?
  24. I couldn't find an appropriate section in maps for suggestions, so I'll post this here hoping the right person will read it. I have an idea for a challenge map sort of scenario. Instead of working within a town or city area, what about being the sole survivor on a cruise liner? Seems kinda quirky, but within a little different parameters, i think it would be worth a play-through. A few things would be key differences, there wouldn't be trees, but I'm sure that you could get more than enough planks from the hundreds of doors and furnishings on board...likewise saws wouldn't likely be on board a ship, but hammers certainly would. Nails could be find (not sure if accurate, but for sake of gameplay, why not?) Farming probably wouldn't happen either, same for trapping (maybe rats) or fishing (could probably mod proper equipment to fish, but i wouldn't want to stand around on the deck of an infested cruise liner watching a bobber). You would have to rely on raiding cabins and the kitchens. The game would likely be shorter...rather than months, you could probably survive for a couple weeks. Zombies would be fixed in number, and not respawn, but the much closer quarters would imply that chances of being caught and overrun would be greater. Since the number is fixed, you could conceivably kill all the zombies and 'win.' This may be controversial, but the whole map is a shot in left field, so there you go. Obviously this would involve a whole construct of new sprites, and is a huge order coming from someone who has no experience, knowledge, or time for the matter. But this is just an idea that I had that I wanted to share. This is obviously a talented community, and maybe the right person would come along.
  25. OK so you can do this but there isn't any tools (yet) to do the annoying stuff for you, but you will need to download a hex editor i recommend this one HxD http://mh-nexus.de/en/downloads.php If you have no idea what hex is read this Some defintions If you want to know about .pack file architecture read this So here is the real tut and for demonstration's sake it will be how to make no blood appear. 1st: Open HxD and go to File --> Open (Ctrl+O) 2nd: Navigate to your .pack files Project Zomboid\media\texturepacks\ and choose the tiles.pack 3rd: CLICK ON FILE--> SAVE AS (no Ctrl+)you need backups in case you mess something up (HxD does automatically make a file with the same file name but puts .bak at the end to access the .bak rename it and take off the .bak) 4th: Go to Search --> Find (Ctrl+F) 5th: For the "Search for" type in "blood" and make sure the "Datatype" is "Text-string" then hit OK. Now you should come across "blood_floor_large_01" this will make it so HxD will search for the nearest PNG to the file you want to edit. 6th: Now go to Search --> Find (Ctrl+F) and type in PNG. Make sure that the "Search Direction" is "Forward" 7th: You should run across ‰PNG put your cursor right before the "‰" and click so now it looks like "|‰" the offset (at the bottom left) should read "AB58C" 8th: Open Notepad and write that down 9th: Go to Search --> Find (Ctrl+F) and for the "Search for" type in "iend" make sure the "Datatype" is "Text-string" and the "Search Direction" is "Forward" then hit OK. 10th: You should run across "IEND®B" put your cursor between the "N" and the "D" so it now reads "IEN|D®B" 11th: The offset should now read "E737C" A quick Hex lesson the letters on the right are to make stuff easier for the reader, but "." could be 00 - 19 so the text isn't that reliable which is why this next step is very important. 12th: If you look to your left there should be a faint box around 44 click in the middle and it should read "|44". The hex should stay the same. 13th: Now go to Edit --> Select block... (Ctrl+E) 14th: For the "Start Offset" make it the offset you wrote down in notepad (aka step 7) which should be "AB58C". Hit OK. 15th: The left side should have a dark blue selector thing while the right has a light blue. If not go to the 11th step. 16th: Hit Ctrl+C (Copy), then Ctrl+N (New), then Ctrl+V (paste insert). It will tell you that you are about to change file size. Ignore it and hit OK. 17th: Hit Ctrl+S (save), name it "Blood.png" make sure to have the .png. 18th: Open it in an editor that supports alpha (anything besides Paint will be good) 19th: Edit This only has part of the blood stuff rest of it is in the "75A148", "BC4290", "C519A7", "D1729D", and even more than that png blocks so if you want to find the rest of the blood have at it all you need to do is search for blood again and grab that PNG and again (yada yada). If you really want to test this just make everything black. Now how to put it back in. This is the easy part. 1st: Open the png in HxD 2nd: click on the hex in the left side. 3rd: Hit Ctrl+A (Select All), then Ctrl+C (copy) 4th Go to the .pack file and hit Ctrl+G (Goto) and make the "Offset" the number you wrote down. 5th: Make sure you are on the left hand side. 6th: Make sure you are at "|‰PNG" 7th: Hit Ctrl+B (Paste write) 8th: Save 9th: Copy the orginal Tiles.pack folder and paste it somewhere where you can easily find it (a backup folder inside of the texturepacks folder works) 10th: Delete the orginal 11th: Paste the modded one inside of the folder 12th: Name it Tiles.pack 13th: Run PZ and bask in your glory. Here is a list of where PNGs stop and start it is incomplete but here it is half done UI: { 16A - 3156 809C - 3C811 3CFDD - 3E967 40BDC - 5D6A1 5DEA5 - 6576C 68AAF - 9D754 } Tiles: { 4F42 39E83 3EC0A AB58C E9CB9 134FC3 19561D 1C2F56 203293 29FF48 32F451 36CD26 389DDC 424ADC 512629 582198 5EE2C3 656B45 6E1A06 75A148 795F03 7E9F8D 814254 862528 8F31FDS 9C8002 A383F2 B06830 BC4290 C519A7 D1726B DBB2F7 E5FEC1 EE7038 F8CC95 1062633 111E206 11EC62D 126580E 1315BD5 1454A09 14CE22C 1569849 15C48EF 1666418 1685DEA 168C3B1 168D1A9 168E158 - 168EEB1 } FP (Frequent Problems) 1. It says my PNG is corupted Your PNG's header or footer is incorrect make sure you copied it right
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