Jump to content

Search the Community

Showing results for tags 'mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

  1. I just released a new mod called Bard Interactive Music, allowing you to play music from your keyboard or with your mouse on a virtual keyboard. You can right click an instrument and play notes from C2 to C5. It also works on Pianos Zombies will hear you play! Multiplayer is supported Sound volume decreases with distance Electric guitar has a distortion mod you can enable with the lighting in the virtual keyboard window title bar Notes keybinds can be changed from the keybind menu A virtual piano keyboard can be used to play from the mouse Buttons in the title bar can show notes and binds on the virtual keyboard Each instrument has its own animation Each instrument has its own sounds You can trait lock the ability to play with the Trait Lock mod The mod is released under the MIT license. Checkout the Github.
  2. We can change the settings but the mod ignores the settings we change and continues with default settings, which means we can't disable bullet casings or make them deposit into player inventory. What are we doing wrong?
  3. I'm making some modded items that I want zombies to occasionally have in their inventory when killed. I found some posts that got me started for adding said items into inventorymale and inventoryfemale loot tables. My issue is that there are too many of my items spawning per corpse. My rolls are set to 1 and my chances are set to values well below 1. However dead zombies sometimes have 3 or more items per corpse, and manually checking the collected item distribution is nowhere near what I set their chance distribution to be. Someone on Discord said that each item that I have added to zombie loot tables has 1 chance to roll which explains the multiple items showing up (unique per roll). Why doesn't it seem to abide by my chance values though? Like one item is set to 0.0001 for testing and it was the second most found item after kill 500 zombies. Basically how to I actually get really rare drops from the items I'm adding? I have about 50 items I'm adding and they are WAY to common with my current settings.
  4. Hello forum, I wanted to try modding Project Zomboid so for the past day or two I have been making a barbwire baseball bat mod (that works like the nail bat) using posts from here at the forum and the PZ modding wiki. I've almost finished the core of the mod which is just the weapon, the repair scripts, model , & texture(s) and everything works fine until you strike with the weapon. There seems to be a 1/5(and if not the first, then at some point in the next four swings) chance that the game fades to black with error codes like (1,2,3,4,5, or 6) just a single number seemingly increasing by one with every crash. This has happened when striking a zombie or just swinging in the air, but only when my character swings the bat, not while idle with it. the screen fades to black and then loads the main menu. Ive narrowed it down in the debug logs to this one line that seems to cause the crash, ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.types.HandWeapon.getSwingAnim()" because "<parameter1>.bareHands" is null at SwipeStatePlayer.CalcAttackVars line:651.. I've looked up "zombie.inventory.types.HandWeapon.getSwingAnim()" through this page https://projectzomboid.com/modding/zombie/inventory/types/HandWeapon.html and am not entirely sure what is going wrong. I will attach the mod itself (forgive me if its formatted oddly or if i made some mistakes of somekind, and please let me know if i did) so you can see for yourself. I have attached the FBX model file for the bat the Fixing script the weapon script itself and mod.info And if you want to recreate the error for yourself here is a dropbox link to all of the Mod https://www.dropbox.com/scl/fo/ru8vdce4b3sqtkftwndmz/h?rlkey=0l3mq81dvlgx2oiy5h798gl8z&dl=0 the work folder in their is just to keep track of files I was using. And help is greatly appreciated! edit: rewording WiredBaseballBat.fbx fixing.txt items_weapons.txt mod.info
  5. Marre de l'entraide ? Marre du PVE ? Rejoinds notre serveur FULL PVP ou les RAIDS sont autoriser !!! fraichement wipe ce serveur n'attend plus que toi pour vivre une aventure jamais vu dans project zomboid !!!! n'hésites pas à rejoindre notre discord pour plus d'infos !!!!! Serveur encadré , nombreux EVENT , MOD , CARTES etc !!! venez check c'est par ici : https://discord.gg/F68EzAda7z
  6. Is it possible to use the XML markup for probability inside of a subitem branch? <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> <subItems> <probability>0.25</probability> <itemGUID>48efaf62-6a65-474a-8773-886e05ea7632</itemGUID> </subItems> </m_items> In the example above, would this work such that one of these items would guarantee to be on the zombie, but Item A (main item GUID) would appear 75% of the time versus Item B (subitem GUID) spawning 25% of the time?
  7. I'm making a small mod that should add recipes to the game for crafting special alcoholic drinks that give different bonuses. Bonuses should include gaining experience, receiving a buff for certain player characteristics (attack speed, running speed, etc.). With gaining experience, everything turned out to be extremely easy (I’ll probably even add a switch/case later for some types of alcohol that will give random experience). Now I'm stuck at the temporary bonuses stage. I tried to use the examples from the TimedActions folder, but I feel like I'm going down the wrong road. I would be grateful for any help or advice. Here is the link to the mod's github: blackrainbowtest/PZ_SHALCO: PZ Shelter server alcohol mod (github.com)
  8. Good day, dear forum users. I recently started making mods (I'm not very familiar with the lua language, but its syntax is not much different from the languages I'm familiar with). I came up with a little idea to create a small mod for the server that adds special alcoholic drinks. These drinks give the player experience or increase his characteristics for a while. I was able to easily implement gaining experience when using it, but I have not yet figured out how to temporarily increase the player’s characteristics. As for me, adding an event listener for each tick, checking the condition and removing it will not be very effective in saving resources. Maybe someone has already encountered a similar problem and successfully implemented it? I would be grateful for links or references to posts/sources where I can obtain the necessary knowledge on this issue.
  9. I'm having trouble getting my mod to work. The poster is selected in the mod.info but it refuses to display it, after enabling the mod the professions do not show up in character creation menu even after a restart. I looked over the file organization and code it all looked right but I'm not even close to being experienced in modding any help would be greatly appreciated thank you in advance! ZNGO.zip
  10. I wanted to change the population settings so i added the mod mid game, since i heard that it's working if you're adding the mod mid game, but when i open the world, it would load for 5 seconds and then error 4 would pop up and then the game crashes. I think it has to do something with the mod, i'm not sure tho. Before i added the mod the world would run perfectly.
  11. Hi, I'm very embarassed to be another random guy needing help with this issue but even with 2 hours of reading and searching, I couldn't find anything to solve my problem. So when I launch the game in solo it works just fine (even if a bit laggy despite my relatively good computer, but I have a LOT of mods and maps). But when I try to locally host the server with the same mods/maps, it shows "Normal termination" without launching the server. I allocated 16Gb of ram, tried with default and modified sandbox settings and tried to delete the "multiplayer" folder (in User/Me/Zomboid/Saves). I hope someone will be able to help me, whoever read this, I wish you a good night and hope you'll find my issue.
  12. Hi everyone. I spent two nights trying to solve a problem with my mod. I wanna create a bag that can be filled with money. I was able to write part of money taking out code, but filling is too hard for me. At the bottom I paste my current code. At the moment, when I try to fill the bag by one unit (500$ is 1 unit; 5000$ is max), it is immediately filled completely. Please help who understands [LUA] media/lua/server/moneybag.lua function Recipe.OnCreate.moneyin(items, result, player) for i=0, items:size()-1 do if items:get(i):getType() == "PERCOM.moneybag" then if items:get(i):getUsedDelta() == 0 then result:setUsedDelta(0.1) else result:setUsedDelta(items:get(i):getUsedDelta() + 0.1) end end end end [SCRIPT] media/scripts/PERCOM_recipes.txt module PERCOM { imports { Base } item moneybag { Weight = 1.1, Type = Drainable, UseWhileEquipped = FALSE, DisappearOnUse = FALSE, UseDelta = 0.1, DisplayName = Moneybag, Icon = Moneybag, WeightEmpty = 0.1, } recipe put500dollars { destroy moneybag, Money = 500, Result: moneybag, Time: 1, Category: Money, CanBeDoneFromFloor: TRUE, OnCreate: Recipe.OnCreate.moneyin, } recipe take500dollars { PERCOM.moneybag = 1, Result: Money = 500, Time: 1, Category: Money, CanBeDoneFromFloor: TRUE, } }
  13. Adjust the consumption of more than 100 items in sandbox options and let your imagination run wild to create your dream game/server. ◽ Supported Version: 41.73 / 41.76 Unstable ◽ Compatible with Singleplayer and Multiplayer (▲) ◽ Works on existing saves (*) (*) Need to use an other mod to modify sandbox settings on a existing save: Change Sandbox Options. Tutorial: How to proceed? (▲) How to use this mod in a multiplayer game?. Tutorial (very simple): How to proceed? What items can be ajusted? Crafting: Thread, Duct Tape, Twine, Wire, Glue and Wood Glue, Gravel Bag, Dirt Bag, Sand Bag, Compost Bag Medical: Disinfectant, Painkillers, Antidepressants, Beta Blockers, Sleeping Tablets, Vitamins, Alcohol Wipes Item Condition: Generator, Lightbulb and colored lightbulb Metalworking: Propane Torch, Propane Tank, Welding Rods Battery consumption: Car Battery, Walkie Talkie, Radio, Ham Radio, Hand Torch, Flashlight Farming: Watering Can, Mildew Spray, Insecticide Spray, Fertilizer Food: Flour, Baking Soda, Corn Flour, Yeast, Vinegar, Gravy Mix, Pancake Mix Cleaning: Bleach, Cleaning Liquid, Soap Other: Petrol Can, Lighter, Matches, CandleLit, Paints, Bucket of Plaster, Bucket of Water, Gunpowder, Fishing Line, Paint Bucket with Water, Hair Dyes, Extinguisher, Dish Towel, Bath Towel, Charcoal Some crazy ideas with this mod: 🔹 Organize a Candle Light Parade in the streets of Muldraugh. 🔹 Wash for months with the same soap. 🔹 Decrease the number of use of certain pills for a hardmore game. 🔹 Build your entire house with a single bag of plaster. 🔹 Invent your own rules... This mod can be added to or removed from a save file at any time. Want more sandbox options on an item consumption? Another mod is not compatible with this one? Let me know here! Report a bug or any issue here! Workshop ID: 2930480208 Mod ID: CustomConsumption Link to workshop mod Good game to all!
  14. I just started looking into PZ modding and my first effort is going to be a Memory skill mod. The goal is to help the player remember explored information in a way that feels natural in the PZ world, which means imperfect memory but you can work at it to improve. I thought I'd post to get general feedback and maybe some tips and modding words of wisdom focused on what I'm looking into. I'm already looking over the wiki modding section. There's a lot to cover. The mod will add a new skill: Memory. The first piece I want to implement is vehicles, starting with the content of the "Vehicle Mechanics" window. When the player closes this window the mod will store everything. When remembering is triggered (TBD) the same info will be presented to the player but some pieces will be missing or incorrect. The higher the memory skill, the more complete and accurate the info will be. So far I've only just hooked into the Vehicle Mechanics window close operation to log the first set of into I want to store. The things I still need to explore are: Storing and accessing memory data in a persistent way Add the ability to open the remembered data either from a context menu or on mouseover with a small delay Add map markers with a way to show the remembered data from the full view map Reuse or clone the Vehicle Mechanics window to use with memory data I'm not sure if this will allow for weird interactions like starting a repair from far away I want to avoid the associated action of opening and closing the hood Record vehicle data abstractly. Right now I'm checking a number of specific fields and getters such as vehicle:getEngineLoudness(). There doesn't seem to be a copy/clone method on vehicles. Expand the behavior to all containers, storing the inventory memory on close crates, shelves, fridges, and all the standard containers vehicle trunks vehicle glove compartments vehicles with special indoor containers from mods (stretch goal) bags?
  15. Hi all I am making a mod for the first time and need advice on creating a mod event I did not find instructions for creating a mod event, perhaps this is unacceptable, The game contains events, such as a helicopter, or a story event, which are created when exploring the game world. My idea is that it would be cool to create a mission event, and around the event a zombie respawn I would like to take the Survivors mod as a basis, for non-player characters
  16. Hello, I posted some time ago about me not being able to get any part of my mod to work in game. A removable Back Up Beeper will be added to the game's Step Van, which will make noise when the player puts the van in reverse. You would need a little electrical skill to remove it. I was also planning on giving it a little extra storage, to balance. It is a very big vehicle, after all. I managed now to get the Back-Up Beeper part to function as a part in the world. It is not in the van yet. I now need to have it be a part that's in the Step Van, which I could not seem to work properly. Back up beepers on real vehicles seem to be mounted on the underside, out of sight, so I'm not concerned about having a model that appears on the Step Van. What I'm asking is this: How can I modify the base game's Step Van so that it will include this part, a Back Up Beeper? I have looked at similar mods which have added new cars with new parts, but I wasn't able to figure out the specifics. If it would help, I have attached below the files in which the Back Up Beeper is defined. If it is necessary, I could send more of what I have currently written. Simply adding "template BackUpBeeper," to the Step Van's script did not seem to work. I will greatly appreciate any insight that you may be able to offer. Have a good evening. Thank you for reading, Blockbot20 BackUpBeeper.txt BackUpBeeper_models.txt template_BackUpBeeper.txt
  17. Introducing My Ears Are Covered Mod for Project Zomboid, a mod that adjusts the sound effects in the game when your ears are covered, providing a more immersive and realistic gaming experience. Now, ear muffs and other hats that cover ears really muffle the sound, enhancing the gameplay and depth in both single and multiplayer modes. Here are some features of the mod: Adjusts sound effects when your ears are covered, making the game more realistic and immersive. Compatible with Shark's Law Enforcement Overhaul, Shark's (and Peach's) Military Uniform Improvements, Authentic Z, and Paw Low Loot (41.50) + PATCH. Enhances gameplay and depth in both single and multiplayer modes. If you are using any of the mods listed above, the My Ears Are Covered Mod is a perfect addition to your gaming experience. Get ready to dive into a more immersive and challenging gameplay experience with this mod. Steam Workshop Link
  18. RockyX

    Sanity

    Greetings, survivors! We are excited to introduce the Project Zomboid Sanity Mod, a realistic and immersive addition that factors in your character's mental health during survival. With mechanics like fatigue, hunger, and stress affecting sanity, this mod enhances gameplay and depth in both single and multiplayer modes. MECHANICS: Fatigue, Hunger, Thirst, StressFromNotSmoking, and Unhappiness (Also Smell if using Excrementum Mod) affect Sanity. Wetness, Panic, Pain, Boredom, Stress, and Health work as multipliers for Sanity change. For example, if your character is extremely hungry and stressed out, they will lose sanity faster. Once your character loses enough sanity, they will start mumbling and performing self-harm. Mumbling is server-sided and can be seen by other players and heard by zombies. ADDITIONAL FEATURES: Settings for this mod can be adjusted in the sandbox. The mod adds a new item called Xanax (which does not increase sanity yet) and new traits. Optional setting for nightmares and new ambiences. WORKS WELL WITH: Excrementum - now when you sh*t yourself, it actually affects your sanity. INCOMPATIBLE WITH: Danger Moodles (Insanity) MoodleSanity Steam Workshop Link
  19. Hi, I'm making a mod that adds a removable (with some electrical skill) back-up beeper to spawn with the game's step vans, while adding a little extra trunk room (the downside being putting the vehicle in reverse will make a looping loud beep from the vehicle, which will attract zombies until the part can be uninstalled). This will not be visible from looking at the step van, but checking at the mechanics tab will reveal whether it's installed or not. It will always be installed when the vehicle spawns into the world. I know of older versions of the game where something very similar was on all commercial vehicles, but I couldn't find the code for that in those versions files, and the seemed to have a problem where the sound would play as soon as the reverse button was pressed, and rapidly tapping would quickly, repeatedly play the sound. My goal was to avoid that and place a minimum time limit between each beep. Hopefully, this is understandable and enough information. This is my first mod, I have a little familiarity with coding, but not much with lua, so I'd like to apologize, I had to take inspiration from similar vehicle mods already on the workshop. Unfortunately, I'm not quite sure what exactly is causing this issue. Booting up the game with only this mob enabled shows no change from the base game. The step vans in the world will not have the part on them and will not beep in reverse. The console give the following: ERROR: template "BackUpBeeper" not found. (The name I have used throughout the code to specify this back-up beeper.) I have below attached files I suspect to be causing the problem. "beeper_vehiclesitems" gives the qualities of the back-up beeper itself, while "template_beeper" explains the qualities of the item in the vehicle, if that's the correct information. I also have attached the revised step van code for the game. The changes I have made it to where the back-up beeper ("template = BackUpBeeper") and an increase of 10 to the step van's trunk size, increasing it to 170. These were taken after the example of the base game's code for adding vehicle items, so I'm not quite sure what bits are necessary for this item. For example, some of the code that specified an item of a vehicle had a "lua" segment at the end, which I believe gave the variables such as "create" and "update" and I believe all of them had "test" under the specifications for uninstalling the part. This can be seen as the last written code in my "template_beeper". Is this necessary? What, exactly, does it do? I have additionally attached below the code which specifies what functions of the back-up beeper (I have my intended functions for the beeper at the top of this message) The code runs through the game as the mod is but it may cause errors in the future once the mod's functionality changes. I apologize if this was too much to read, I just wasn't sure how to get the mod functioning properly. Thank you. beeper_vehiclesitems.txt template_beeper.txt vehicle_stepvan.txt ReverseBeeper.lua
  20. el triple j

    help plis

    hello everyone please help me with something , I have the pirated project zomboid or let s say it s not from steam and I m from Mac , and I would like to know how to download mods In my situation
  21. I created a mod a while back probably a year ago or so to add my own car into the game, and I had it working fine but then I didn't play for a while and now I tried adding it again in the current PZ version, with the same mod folder I created back then, and now the wheels are huge and when I change the wheel size, radius, and width settings in my vehicle script it does nothing. I also tried changing the model size in blender and replacing the fbx file but it still didn't make a difference. It's confusing because the wheel model is proportional to the car model when I exported them as fbx files but then in PZ it's like monster truck wheels. The only thing that I can figure out that changes the wheel size is reducing the scale of the model reference in the vehicle creation (line 47), which then also makes the doors access disappear into the body of the car. Additionally, I had to set the scale of the model itself kind of wacky to get it right in game, if I set the scale inside ScionxBBase to 1 (line 7) and the scale inside the model reference in the ScionxB vehicle to 1 (line 47) the model of the car itself is way bigger than the game object/ScionxB vehicle that gets placed into the game, and then the model is off center for some reason (it definitely was not off center when I exported the fbx file) As it is right now, the car is the correct size and the doors work and everything, it's just that the wheels appear to be huge and stick through the body and I can't figure out how to change the size of them anymore. Additionally I am having an issue where the sound of the engine revving when upshifting while turning doesn't properly line up with the acceleration and I think it might have something to do with the gear ratio settings but I can't figure that out either so if anyone has any suggestion about that I'd appreciate it. Code below EDIT: somehow now changing the wheel scale to 0.45 works after I moved the mod folder from zomboid/workshop/mods to zomboid/mods... I don't understand I tried changing it so many times before and it did literally nothing. Thanks
  22. Hi, I have problem with translating mods into polish, the error occurs in special characters and i don't know how to fix it. Translation file looks like this: For example Simple Overhaul: Traits and Occupations (SOTO) have orginal polish translation and it work correct (my txt files with translation look the same)
  23. saro8802

    Herbalist

    You wanna live in the woods but you need medicine? No problem for a real Herbalist! This Mod adds new recipes and related items for making compressed Painkiller, Antidepressants and Antibiotics, adds food and cooking recipe always related to living in the wilderness! Much more to come... New Items: -Black Sage Poultice (Painkillers) -Ginseng Poultice (Antidepressants) -Common Mallow Poultice (Antibiotics) New Recipes: -Make Black Sage Poultice -Make Ginseng Poultice -Make Common Mallow Poultice -Make Bottle of Disinfectant out of some wild herbs -New Literature "Write Herbalist for Dummies" -Make Soap -Make Biofuel -Make Vegetable Oil -Make Sugar (from honey) Second Stage: -Make Painkiller Compress -Make Antidepressants Compress -Make Antibiotics Compress Herbalist Food: -Make Granola Bar with Berry and Honey -Make Lemongrass Remedy (same effect of lemongrass but 4 time more stronger) -Make Honey from Honey-Comb found with Foraging (focus search "Insects") -Make Ginseng Infusion (restore a lot more Endurance) -Make Corn Flour (i suggest to play this with a mod like "Mo' Crops" to grow Corn) -Make Tortilla Chips -Make Tortilla -Make Taco Shell -Make Rice Milk -Make Butter -Make Maple Syrup (found Sap in forest focus (WildPlants) https://steamcommunity.com/sharedfiles/filedetails/?id=2875059598
  24. So I've heard that the NPCs are mainly being scripted in numerous timelines from various backgrounds, traits, and other conditions that are essentially being hand-made. Which I can absolutely respect as that would allow more "human" responses in comparison to AI. I understand the idea of event chains that act like a logic system in a way, but I can't fathom anything short of a small army of writers to make it possible. Atleast without years of development. So I propose the following; why not let us, the community and gamers help write scripts or events? I'm sure we've all been through a number of situations and reacted to them differently depending on our own character builds or goals. If they allow the player base to contribute to this end, it would allow the devs to focus on the mechanics end to aid in speeding up the final release of NPCs. Not only that but it would allow some great diversity in the PZ world as of course, not every writer is the same. This could be accomplished by giving the community some form of template and maybe bracket it into categories of responses, reactions, or goals. Or a similar tool to properly and effectively integrate it seamlessly into the game. Essentially give us the guidelines and a relatively basic tool to help create the NPCs you, the devs, envisioned. Because trust me, we the players would love deep, lore rich NPCs. One way I could think of implementing this is breaking it down by traits or prebuilt classes. This way we could formulate different NPC reactions and goals that could potentially mesh together with other traits depending on their capabilities or limitations. Maybe even adding in reliance on other NPCs (such as potential family members) for negative traits such as deaf, weak ect or vice versa for bonus traits. Maybe have npc cops, firefighters, soldiers ect try to do their jobs at first and maintain the crumbling civilization. The possibilities are endless. A way to allow us access to this could be a form of massive logic chains. Where inputs from the beginning of the game could be handmade by thousands of players. Such as family members, goals, occupation, and some background information such as preferences, relationships ect. Perhaps even slap on a labeling system such as traits, personality ect to easily organize and piece together multiple chains. Finally a team of moderators to accept or decline certain inputs/outputs or entire chains for rating purposes or feasibility. It could be something as simple as a blog similar to this one, or more complex as a plug-in or game extension. Or even a bit of basic coding. Anything that would allow us to effectively help the core game.
  25. Hi, does anyone know why when I try to spawn a vehicle in debug mode its name doesn't appear? I followed the creation guide to the letter and it doesn't appear :c [18:35] If anyone could help me I would be eternally grateful.
×
×
  • Create New...