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  1. 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.
  2. I've created some icons for a retexture mod of the vanilla baseball caps and I'm really struggling trying to get the game to use the new icons I've created. The retexture of the baseball caps works without the need of any scripts, but this does not appear to be the case for the icons. I've tried using a script and I have had some luck using the "override = true" function. I got the new icons to show up in game when zombies were wearing the baseball caps, however when looting containers, any baseball caps within them are still using the vanilla icons. Does anyone know why this is? I've attached the script that I've been using, any help would be greatly appreciated. Thanks in advance. module_clothing_HatRetexturePack.txt
  3. Padd_

    Slow Consumption

    Tired of constantly having to change the empty battery in your flashlight? Or finding a new soap or lighter to replace the empty one? Or even changing colored light bulbs too often? Because we've all done this too many times. This mod does all of these at once: 🔹 Reduces flashlight battery consumption by 2 🔹 Reduces soap consumption by 2 🔹 Reduces lighter/matches consumption by 2 🔹 Increases colored light bulb condition by 10 ◽ Supported Version: 41.73 / 41.76 Unstable ◽ Compatible with Singleplayer and Multiplayer ◽ Works on existing saves (*) (*) only partially consumed colored bulbs will not be updated. What exactly does this mod change? Reduction of torch [yellow flashlight] battery consumption from 0.0009 to 0.00045 Reduction of handtorch [black flashlight] battery consumption from 0.0004 to 0.0002 Reduction of soap consumption from 0.05 to 0.025 Reduction of matches consumption from 0.1 to 0.05 Reduction of lighter consumption to 0.015 Increase of lighter "ticksPerEquipUse" [as a light source] from 110 to 220 Increase of colored light bulb "ConditionMax" from 10 to 100 [like a default light bulb] This mod can be added to or removed from a save file at any time. Tired from other excessive consumption? Let me know here! Report a bug or any issue here! Workshop ID: 2864231031 Mod ID: SlowConsumption Link to workshop mod Good game to all!
  4. Hello everyone! I made my very first clothing mod but the texture just disappears after a while, cleaning and fixing the item doesn't solve it. It seems to be tied to blood and dirt decals though. What could be the possible cause and how would one go about fixing this problem? Link to the item workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2868219468 I also added a .zip mod file Any help would be greatly appreciated. NecoHead.7z
  5. This is an alternative soundtrack for Project Zomboid featuring music from The Last of Us. There are some other mods on the Steam Workshop with similar music, but I found that a lot of the tracks were slightly overwhelming. I've tried to make sure audio levels are as balanced as possible and played around with silence at times. I have also added sound effects for the infected as well as a few other changes. Highly recommend that you have the zombies as "Sprinters" to get the full TLOU experience. Could pair nicely with the 10 Years Later mod by Dane. This was just a fun little project I set myself as TLOU is one of my favourite games and I wanted to see if I could successfully add the music to Project Zomboid. Any feedback/criticism is appreciated LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2843813998 HOW TO INSTALL: First, make sure you BACK UP your ZomboidMusic.bank & ZomboidSound.bank files. You will be able to find this in the following directory; \SteamLibrary\steamapps\common\ProjectZomboid\media\sound\banks\Desktop Next, you will need to copy the new ZomboidMusic.bank & Zomboidsound.bank files You will be able to find this in the following directory; \SteamLibrary\steamapps\workshop\content\108600\2843813998\mods\TLOU - Alternative Soundtrack\media\creative\TLOU - Alternative Soundtrack Copy the Zomboidmusic.bank & ZomboidSound.bank files and replace originals with the new ones.
  6. Moodle Framework allows you to add your very own modded moodle in no time. Detailed "how to" is included. An exemple is also available with ProteinsMoodle.
  7. Então pessoal, faz alguns dias que tento criar um mapa, oq eu queria era algo bem simples, só recortar mapas já existentes de mods e colocar num novo mapa (pois quero fazer um servidor RP e n quero q siga sempre a mesma pegada do kentucky. Ja tentei diversos tutoriais de criação de mapas e etc, mas acaba que nenhum é sobre oq eu realmente gostaria de fazer, até gostaria de criar um mapa do zero se fosse o caso, mas acontece que todos os tutoriais que tento (tanto os daqui do forum quanto os de videos) eles sempre dão um erro onde n acho o problema, como a imagem n ir pro programa, ou o programa n reconhecer o mapa após eu ja ter salvo ele no WorldEd.
  8. Good Morning all, I am having some performance issues with my gtxgaming dedicated server. This issue only occurs when there are a lot of my friends in the server and while either fighting hordes of zombies or while traversing around the hordes in vehicles. Quick Info about the server; Slots = 12 (Average 10/11 slots used at peak time) Memory allocation =12GB Hard drive = SSD CPU = 4.6ghz (8Cores/16Threads) Currents Mods on Server All of KI5 Vehicles, 5x XP from Exercise Admin More Tiles, Organized Literature Mod Arsenal(26) GF Mod, Authentic Z AutoStar MotorClub AutoStar Trailers,Autostar Tuning Bus Autostar Tuning Atelier -[Dadge Steals, Fjord Mustard and Jaap Wrungel] Playable Guitar Mod Become Desensitized Bedford Falls - [MAP addon] Befs professions and traits Better belts Better sorting Better Towing Blackwood - [MAP addon] Brita's Weapon Pack Brita's Armor Pack Combat Text Containers Crematorium Daddy Dirkie tiles Danger Moodes [Cold and Flu) Danger Moodles (insanity) Dragon Slayer Dylans Tiles Pack Easy Config Chucked Ekron - [MAP addon] eris_minimap Extra Map Symbols Fix XP View (Build41) Fort Benning - [MAP addon] Grapeseed - [MAP addon] Invisible Clothing Patches Item Tweaker API - Still Works in Build 41.65 Jump Through Windows Just throw them out the window Ladders Lone Wanderers saving grace Map Legends UI Map Symbols Size Slider Minimal Display Bars Mod Manager Mod Options (Build 41) Moodle Fractions Moonshine More Seats (Van and Stepvans) More Traits NightVision API Night Vision Goggles Pitstop - [MAP addon] Player Traps Mod Profession Framework Rain Wash Raven Creek - [MAP Addon] Repair any clothes Repair metal weapons Rifle sling fix Save out station Scooby Doo mystery machine Share your map symbols Simple playable pianos Snow is water Soul Flichers Building time Soul Flichers Cooking time Soul Flichers Exploring time Soul Flichers Drinking time Soul Flichers Farming time Soul Flichers Foraging time Soul Flichers Learning time Soul Flighers Turning time Spear Traps Tactical Weapons 41.65 Teha's Zomboid Expansion The only Cure BETA - UI update The workshop Throttlekittys tiles Time to cook True Actions - Dancing Tsars Common Library [MP updated] Undead Survivor Vilesprings M113a1 [B41] Weapons Condition Indicator [41.60+] Wringout Clothing Zombie Cure medical cocktail [41.65+] Alternative Crosshair Cheat Menu V2.9.1 Skill Recovery Jornal 1993 American Vehicle Pack fhqwhgads Vehicle Pack - The motor Zone Professional Framework Build 41 Patch Reliant Robin Mk2 STALKER Armour Pack Behicle Spawn Zones Expanded UH-60 Black Hawk Better Lockpicking GEAR - Graphic Equipment Appearance Rig Mod Manager: Server Two Weapons on Back Two Weapons on Back With Brita's Armour Pack Over the River - [MAP Addon] Over the River second route - [MAP addon] More Builds Random Zombies Server settings Zombie amount = Very high Population multiplier = 3.0 Population start multiplier = 2.0 Population peak multiplier = 2.0 Respawn hours = 30.0 Respawn unseen Hours = 16.0 I am unsure whether the server does not have enough RAM to support 11 players with all these mods running and the high zombie settings. I have searched through the browser console with not much luck. Any ideas would be greatly appreciated and if you require any further info I shall try my best to get it. Many thanks, Hunter
  9. Hello, In my longest save at 10 months in I travelled to lousville and found a yacht in decent condition, I went on board to take a look and it was working ok until I entered the cabin. As soon as I entered the cabin my screen went black and now I cant do anything or exit the vehicle in anyway. I can still see all the UI, my inventory, the time and the UI on the left side of the screen. I have tried to use dev commands to teleport my character somewhere else but nothing happens when I try. I have tried both the map and zombie population map to teleport. The error log is filled with errors but I am completely illiterate when it comes to this stuff and have no idea what its telling me. I really dont want to lose my longest survivor because of this any help is appreciated. I can upload more pictures of the logs if that helps in anyway. Thank you
  10. skeples_

    mods not working

    So I'm playing on a multiplayer server and it requires you to have the "Cheat Menu: Rebirth" mod installed. The problem is that when subscribed to on steam, it doesn't show up in my mod folder or in my game files. If you have any information about this happening please let me know ASAP.
  11. Regret

    Modding issue

    I am trying to make a mod that makes you vomit on throwup I have an idea of everything, but my problem is with checking if the player has ate a food item that is (Rotten) or (Uncooked) Is there a method that allows me to check that under a boolean? Am I using the constructor wrong? here is my novice code: for playerIndex = 0, getNumActivePlayers() - 1 do local player = getSpecificPlayer(playerIndex) local food = Eat("Peach (Rotten)") if food then player:Say("I'm gonna be sick") end end
  12. Hey, im using a dedicated server that uses a couple of map mods (~60). I'd like to use some more maps but the problem is that there is a size limit on the amount of memory the map mods need which leads to a java.nio.BufferOverflowException. I think it is between 2 and 4 GB but i cannot confirm. As im not willing (nor allowed) to decompile the Java code and change it for myself I want to suggest it in this forum. Please increase the ByteBuffer used in zombie.network.GameServer.receiveRequestData() to allow the usage of more map mods. Since I'd say that this is not a bug I'm posting it here in the suggestion forum and not in the bug forum. Thanks!
  13. The issues that stem from how workshop mod files are found on Linux versus on windows are honestly so annoying, It would take TIS 10 minutes to just make whatever algorithm they are using for the checksum casefolded so it doesn't freak out once some brain-dead mod creator makes the "mods" directory "Mods" or some other simple thing like that. Currently when trying to get in to a new server on Linux it is like a 50/50 chance the server is using it's own mod-pack, the people maintaining that mod-pack are usually first time modders. So I have to spend 5 days corralling the owner into fixing their damn workshop mod. This could be easily corrected by just making whatever system you are using for checksums casefolded
  14. Item Searcher v1 is released to the Steam Workshop! This mod adds a UI and convenience features for finding a particular item in a room (or on your person, if you need that kind of assistance! ), by progressively walking to and searching containers. You can find demo screenshots on the Workshop page, but in short-- press the '/" button (typically found next to Enter/Return on QWERTY keyboards) to open the UI. Input an item (double-click a table entry if your typed input is ambiguous) and put your feet up while your character does the hard work! If you find Item Searcher helpful, please rate and favorite on the Workshop page! If you feel especially motivated, please share this post or links to the Workshop item to let others know Item Searcher exists-- I made this mod because it's exactly the kind of thing I wanted in Project Zomboid when I started playing. If you have feedback of any kind, positive or negative, please leave a comment on the Workshop page, or create an issue on GitHub. For those especially motivated to share their appreciation and support, I have created a Ko-fi page. Anything you are able to give further enables me to spend time outside of my full-time job to improve Item Searcher, or create other mods that may be enjoyed.
  15. Would it be possible to just put like a counter somewhere on the screen displaying the amount of zombies alive on the map and of course when one is killed the count goes down. Reason is helping people who want to kill every zombie on the map making it possible since they would know how many are left.
  16. Hey, I created my first map mod but I get a repeating error message when I hover over or select my mod in the mod selector window. I tried to find info on the internet or to read the Console.txt but neither got me any further. When creating my mod I used the following version: LATEST TILEZED, WORLDED AND TILESETS (MARCH 14 2022) I used the following tutorials as a basis: THE ONE STOP TILEZED MAPPING SHOP Daddy Dirkie Dirks zomboid mapping tutorials You may have had a similar error message or can help with my Console.txt. I would be very happy about help Edit: I've seen a similar bug in another mod before. Cabin in the woods Workshop ID: 2732928635 Mod ID: CabininwoodsJoji
  17. I earlier already played around with modding, but this is the first one I actually released! The idea is simple, you read a magazine and get three different recipes to craft spare engine parts for repairs. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2744114761
  18. I have found this fantastic sound mod. You may know it, Ultimate Sound Overhaul - Complete by Vindex. His Discord invite link has expired and I was wondering if someone could send me his mod privately who still has access to his Discord or is in contact with him. Cheers
  19. I'm testing a mod I've created and I'd like to test it on dedicated mutiplayer server without uploading the mod to the Steam Workshop. But I can't figure out how. Anyone know how to install a non-workshop mod on a dedicated server? I'm assuming I have to run the dedicated server in non-steam mode (but can run in steam mod if needed). I've installed the mod into these locations, but no luck... C:\Users\[USER_NAME]\Zomboid\mods C:\Users\[USER_NAME]\Zomboid\server\mods E:\Games\Project Zomboid\server\mods E:\Games\Project Zomboid\mods E:\Games\Project Zomboid\server\steamapps\workshop\content\108600\12345\mods *(tried to mimic the workshop convention, also tried to update the appworkshop_108600.acf file but not sure what the manifest and other timestamp values should be, etc) I've included the default.txt in all mod locations above. Have tried different combinations of adding the mod name and workshop ID to the servertest.ini file (sometimes only populating the Mods value but leaving the WorkshopItems value blank). Any ideas/pointers are much appreciated!
  20. So I'm new to the forums but I am not new to modding (at least for other games). I've created modpacks for FO4 mostly and a few for Stellaris. So when I was asked to make a custom modpack for the server I play on I figured why not it cant be that hard. Enter a week of agonizing troubleshooting and restructuring of a modpack and still it fails to work. After reading countless forums and tutorials I simply can't figure out why the modpack content won't actually function as intended. If anyone has any input here is the modpack that I uploaded to the steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2718274137 I've looked through other modpacks and mine is structured identically to them. At this point I'm considering doing a merger style pack instead of the way I've been doing it but I want some other insight to maybe getting to to function as is so I can spend time to actually play instead of working on this.
  21. By buying, I mean rewarding, since mods are usually created voluntarily with dedication. I don't know about you, but I tend to focus almlst entirely on the immersion, realism and controls of the game, rather than multiplayer which I never really liked to play with other people online. Up until now, I realized the reason I kept on playing the game (and I'm sure 99% of you also do) is how the mods are drastically improving the immersion, realism and control of the game, which the base game would be rather empty and dull without it. With mods going into the base game, the devs would only have to sometimes expand from that mod to their preference, but also make some fixes so that the mod becomes more playable. Personally, I have so many immersion-improving mods at one point, I couldn't even know what was making the game, and now I have to accept whatever error there is, because I only wished the game would become much more immersive than the base game, from more diverse firearms, makeshift armory to throwing corpses out the window and even gun suicide. You should be glad you're backed by dedicated modders who made the game much more immersive to learn from, while focusing on much more important matters, such as human NPCs and hunting. Now, as much as I like to have immersion-improving mods in the base game, this remains to be my opinion, which I admit would still need to be further discussed.
  22. Hello there fellow non-brains eaters! Please let me introduce myself, my name is salvixd I'm 23, i've been playing project zomboid for about 280~hours now. After playing for a long time i decied to try and make a mod. Have you ever struggled to go out scavenging, exploring, travelling...etc. Leaving your base with your generator running and once you are back you are out of fuel and all your food is wasted. It happened to me and after looking a lot. I have not found any mod that allows me to connect fuel barrels to generators. So i will try to do it by myself so others survivors won't have that issue. The problem is that... I don't know which script is the one that i need to copy and modify for it. I supose the one that allows you to connect the barrels to sinks, but where is it? I don't know. Could some of you please tell me where to look? I would really appreciate it! Thanks in advance, looking forward your replies Salvixd
  23. Hi! I want to update a mod which I've posted in the steam workshop. It has currently over 3000 subscribers. However, I learned that the update may break multiplayer save games (singleplayer seems not affected). I don't want that the subscribers looser their save games but I also think that the update might be really beneficial in the long turn. (It doesn't change gameplay. It is just an overhaul of the code which hopefully increases stability and compatibility with other mods.) What do you think is the best way to go? What would you do in such a situation? One option might be to upload the updated version as a new mod to the steam workshop and mark the older version as outdated but I am not sure whether this a good idea from the workshop point of view (there are already so many mods in there...). I am also not sure if the workshop policy allows this. Does anyone know whether this is allowed in the steam workshop? PS: I also posted this question in the steam discussions forums. See here: https://steamcommunity.com/workshop/discussions/18446744073709551615/3198118348345253358/?appid=108600 Hope that's ok.
  24. Hey there, I'm new to the PZ Server scene and I'm building my own and thinking of adding some mods. I tried looking for one but couldn't find any, Can we get a splash screen mod? Like for example, when someone joins the server, a text screen or image shows up on the screen that a user can click "x" on to close? It feels like it would be so simple to create and I'm surprised no one has done this yet (or maybe I'm just not good at using the fourms). Thanks!
  25. Hello, I think there is an issue with release 41.64 regarding the comparison of mod files on client and server side. After release 41.64 I'm getting the infamous error: Workshop item version is different than the server's The workshop ID provided in the error is 2640351732 (See screenshot attached), which is a mod I'm developing named "Spear Traps" (see https://steamcommunity.com/sharedfiles/filedetails/?id=2640351732) Yet, all the files from my mod are identical on both client and server. See following output as proof: Copying my mod files from Steam workshop local directory to a directory named client: $ cp -r ~/.steam/steam/steamapps/workshop/content/108600/2640351732/mods/SpearTraps/ client Copying my mod files from Steam workshop on my server to a directory named server: $ scp -r pztest:pzserver/steamapps/workshop/content/108600/2640351732/mods/SpearTraps/ server Computing MD5 hash for every file in client directory, saving output to a file named client.md5: $ find client/ -type f -exec md5sum {} \; | sort -k 2,2 | awk '{ print $1 }' > client.md5 Computing MD5 hash for every file in server directory, saving output to a file named server.md5: $ find server/ -type f -exec md5sum {} \; | sort -k 2,2 | awk '{ print $1 }' > server.md5 Comparing the result, we can see both files client.md5 and server.md5 are identical, meaning all the hashes of each file are the same in both client and server: $ md5sum client.md5 server.md5 eed766a149a2d1eb295446f2efde3202 client.md5 eed766a149a2d1eb295446f2efde3202 server.md5 Both files client.md5 and server.md5 are provided as attachment, and also the zipped folders client and server are attached in case you want to check. Is there something that comes into play other than the content of the files to decide if there's a mismatch between client and server files? client.md5 server.md5 client.zip server.zip
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