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  1. Hi. Just wonder: how can i replace an item stats or modify scripts without needing to change original game files, so my replacements won't be affected by unavoidable updates in most cases? I want to create a separate mod (separate files) with overwriting original content (witch priority is higher: original file records or mod file records). Is this possible at this moment or planned?
  2. 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
  3. 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!
  4. As the title says, a checkbox that disallows the loading of mods with certain saves i.e. vanilla saves, to keep them separate from modded saves, so you don't have to manually disable all your mods to play a vanilla save and vice versa. This idea sort of spurred into life after I saw someone had a similar problem to me, except with a vanilla save. Maybe a mod profiling system similar to how Nexus Mod manager/Mod Organizer does it for Skyrim/Fallout as an alternative?
  5. Hello, thanks for taking the time to read this! A few days ago i rented a server running PZ from Fragnet, and asked them to set it up running some mods and the Bedford falls map. I supplied them with the sandboxVARS.lua file and xx.ini file with settings and downloaded the mods to the server. They werent much help. So i had to try to figure it out myself. Having never done anything like it, it took a while, i managed to get it to the stage where the mods worked. The main problem now is that i cant get it to create a map with the settings i set in the ini and lua files. So all the settings are completely default. Nor can i get it to run Bedford falls as a map. I must somehow tell it to use that as it starts a new world, something i cant seem to figure out how to do. After 2 days Fragnet finally responded only prove they did infact only skim over my ticket disregarding most of what i said and then simply restarted the world with the exact same progress i myself made. So ive now moved to Vilayer LTD as a provider. With your help i hope i can get one of them running as intended and then refund the other provider. They have quite a different set up on their servers though. In Vilayer there arent any .bat or exe files, and the server folder (which has zomboid/mods,etc. in it) is not there. That may be some big fk-up though, i cant understand how it works without the bat and exe files. So.. -How do i get the server to create a new world save with the settings in the xx.ini and sandboxVARS.lua files? -Running the Bedford falls map. (xx.ini = serverPZ.ini/servertest.ini) Attached the ini and lua files in txt format here, if needed. Edit: Also if someone really really want to help and knows what to do, i could add that person as a sub-user to the server, giving them access to the files. Edit2: Re-installing the service on the Vilayer server to see if it adds the bat and exe files. -It did not. I got the server running nonetheless by running a "console" from the server control panel. I cannot join though, as it tells me "my game files dont match the server's" serverPZ.ini.txt serverPZ_sandbox.lua.txt
  6. Baker

    Mods help please

    For starters I'm terribly sorry if this has been addressed on here, if so please point me there. But I could not find it and surely it has been asked before. Any how I have a rented server through Citadel running IWBUMS 32.24 and I would like to run mods on the server for my community. But I don't know the proper file directory to place them in via the FTP. Do I just create a mods folder in the main directory add the mods and then edit the server.ini adding the mods like Hydrocraft, , , ,ect? Thank you for your help in advanced I know you guys are busy.
  7. Love modding PZ? Running through the forums thrice daily to check for new versions? Tired of doing so? Then go and nudge your Mod Creator to support Tiny_AVC! What is Tiny_AVC? It's the Tiny Automated Version Checker! What's it do? It checks if there's a new version for your installed mods! How does it do that? Automagically! If your mods creator supports it, that is. Cool! What does it look like? Like this: Version 0.8.0: Version 0.6.0: Earlier versions: Awesome! What do mod creators need to do to support tiny_avc? Nothing much! Fantastic! Where do I get this magic piece of a mod? Either from github: https://github.com/blind-coder/pz-tiny_avc/releases/ Or from Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=501890482 Or right here: pz-tiny_avc-0.8.5.zip pz-tiny_avc-0.8.4.zip pz-tiny_avc-0.8.3.zip pz-tiny_avc-0.8.2.zip pz-tiny_avc-0.8.0.zip pz-tiny_avc-0.7.0.zip tiny_avc-0.6.0.zip tiny_avc-0.5.0.zip tiny_avc_0.4.7.zip tiny_avc_0.4.6.zip tiny_avc_0.4.5.zip tiny_avc_0.4.4.zip tiny_avc_0.4.3.zip tiny_avc_0.4.2.zip tiny_avc_0.4.1.zip tiny_avc_0.4.0.zip tiny_avc_0.3.1.zip tiny_avc_0.3.0.zip tiny_avc_0.2.0.zip tiny_avc_0.1.0.zip ChangeLog Special Thanks To RoboMat who made the v0.8.0 release possible! Enjoy! Mod License Free for all This mod can be added to and extended by the whole community. Crediting the original author would be lovely, but isn't necessary. (Then again, this community values loveliness above all else.)
  8. How is this possible, after IP banning, kicking, closing the server open option to false for a few hours, and banning at least 60 times and trapping him in a brick box (Shoutout to Extended Buildings mod ), killing him over and over again, I log on to see this from a player named "Alice". It's a lot worse around the map, but this is just an example around West Point of what I just woke up to. I'm super stumped on what to do. How are people able to mod stuff this serious for results like this? Is there a lua checker/cheater system? Is it really that easy? I'd like to know some information about it and how they are able to do this because maybe it will help in combating it. Is there a way to clean the map of items or a specific item so I don't have to pick up every item? Or a server reboot option? I'm at a lost. He's also spamming constantly and I can't mute him via chat(?).. Is there a way to disable someone from moving? Like, locking them in a sense? Because then I could just do that and they wouldn't be able to do anything.. Need suggestions from the community. (I know I can just whitelist the server, but I rather not do that, so I'm looking for any other suggestions anyone has on dealing with this kind of issue) *This has been an ongoing battle with this one guy for a few days and I'm so exhausted from dealing with a 6 year old modder who hasn't developed common sense and respect. I need suggestions before I go crazy. Haha. *Someone said I could VAC ban him? Is this game protected by VAC? If so, how do I take the steps to do that?
  9. As a long time support of the game, I have longed for a great mod. One that would change the game and make this game just that much more amazing. ApCom is that mod. With this mod, I can now use radios to communicate to fellow (or hostile) survivors throughtout the world. After much searching, I found that there were no servers (or at least none I could find) that had ApCom as a mod. So I took matter into my own hands. I have just setup a server that supports and runs ApCom. All are welcome and I will do my best to make sure anyone who is having installation problems gets help. Server Name: Willy's War: Zombie Edition(24/7)(Apcom)(PVP)(Active Admins)PLEASE DONATE Server IP: 198.12.65.34 Mod links: http://theindiestone.com/forums/index.php/topic/8943-apcom-ham-radios-walkie-talkies-spmp/ http://pz-mods.net/gameplay/ApCom/ The donation link will be up shortly! Thank you and please join!
  10. I'm looking for a way to Detect a weapon's upgrades(scope,Ammo strap,etc) and return true if it detects a specific one Any Ideas?
  11. It would be very cool if somebody made a military item's mod or a vehicle's mod. I would be very happy to reveiw it on youtube. If i can install it that is
  12. hi i just registred to ask for assistance id like to have a sandbox mode where i can build my character freely. wich means i need a mod that puts trait points to a choosen number or even better: character creation ignores trait points. its just a guess but i think its done quite easy to make a mod like this. could anyone do this for me and my mates please? i find it quite harsh to fix a positive to a negative in a way where positives are so expensive. live doesnt treat everyone equal. some people are talented, clever and sportsman with barely any sideeffects.
  13. I have a VPS with Ububtu 14.04 and try to run a PZ Server. Mods like Littering won't loading, pls help me out guys. My Mods Folder are located in Zomboid/mods I putted the extraced files in the mod folder and edited the servertest.ini ,Mods=Littering, located in Zomboid/Server. steam@zomboid:~/Zomboid$ ./projectzomboid-dedi-server.sh Loading RakNet from: /home/steam/Zomboid/projectzomboid SVN REVISION 964 versionNumber=Early Access v. 31.10 demo=false server name is "servertest" reading server options from "/home/steam/Zomboid/Server/servertest.ini" user database "/home/steam/Zomboid/db/servertest.db" Initialising Server Systems... MOD: failed to load poster /home/steam/Zomboid/mods/Antize/Antizeposter.png MOD: failed to load poster /home/steam/Zomboid/mods/dryTowels/dryTowels.png MOD: failed to load poster /home/steam/Zomboid/mods/Littering/littering.png MOD: failed to load poster /home/steam/Zomboid/mods/Fur Clothes/poster.png MOD: failed to load poster /home/steam/Zomboid/mods/Hydrocraft/poster.png MOD: required mod "Littering" not found
  14. As the title suggests, I would like to know if anyone has made an npc mod. If not, then maybe someone would be interested in creating one? Even a simple mod, one that adds npcs that just run around and get killed would make the game much more chaotic and fun. I understand that actual npcs are under development, but it would be nice to play the game with some kind of makeshift npc survivers in the meantime. (Even if they ARE lackluster compared to the eventual release of the official npcs.) Any replies would be great, thanks.
  15. Hi all, First off I just want to say that I love PZ and I am excited to watch it grow into something great. I've been playing for a while now and I wanted to try my hand at creating a mod or two. I have an idea for a series of mods that I'm going to start working on called PZMD. I'm a medical student and basically, I'd like to try and inject some more realism regarding human physiology, medicine, pharmacology, etc. However, a lot of this is pretty complex so I wanted to start somewhere easy so my first mod is going to be "PZMD Hygeine". This is what I would like to to do: Track player hygeine level and have effects based around poor/good hygiene (increased happiness, decreased chance of infection, etc.) Allow player to perform hygiene related actions such as brush teeth, shower, wash hands, etc. To that end, I've decided to start with the "Brush Teeth" action. I'd like to use the existing toothbrush and toothpaste items in the players inventory to allow for the activation of a timed action when either the player right clicks on a water source (e.g. sink, bathtub) or has a water source in their inventory (e.g. bottle of water). So, I've started but I think I need a little direction. I've been trying to do some reverse engineering (RoboMat's Lockpicking mod) and I've been looking through the javadocs but I can't seem to figure out how to determine if the player is clicking on a water source item or not. Getting the inventory shouldn't be too difficult but I'm a little lost with the other bits. If any one could havefer a nudge in the right direction, that would be great. Thanks! Cheers, - Vanek
  16. Can someone please give me a detailed walkthrough of how to install the NATURAL CLOCK MOD and get it working? Along with the Building Mod, the recycling mod required to use the building mod, and the utilitymod required to use the recycling mod. Every time I tried to activate the utility and recycling mod, my screen would go black and I'd have to delete and reinstall the entire game. The natural clock mod shows up as a selectable mod, it just doesn't appear in game.
  17. memsid

    Luas don't match

    I'm installing mods on a remote server and keep getting 'luas do not match the servers' even though they are the exact same files, I've added them in servertest.ini, and loaded.txt in different orders. The mods also work just fine in single player... what's the problem?
  18. Maybe one mod can add a sort of generator and a lead system. Which works with gas. And so to have electricity again. Or at least the duration of the Gas. I know. This will make noise... So we can put a little away from our base and connect the cables. Maybe it's a little complicated to make and use. Perhaps Can need more items. But I think it's a good idea and that maybe in the future can work. Well... that's all. And if my english is bad, Sorry. But i don't speak much english. Greetings.
  19. So I'm just getting started with trying to mod this game, but it's not my first time being exposed to LUA (Thanks minecraft ComputerCraft mod!) I cannot for the life of me figure out how to distinguish between a rotten pot of soup (the recipe version) and a fresh/unrotten/uncooked one. Pretty much the idea is: Take rotten pot of soup, boil again, get unrotten (but not fresh) pot of soup that's edible. Is there no way for recipes to require an item that's in a certain "State" of degradation?
  20. Hello Everyone! Im looking for good working pack mods for multiplayer that adds some new class, items - food,weapons etc. and its fine and compatibility with new version of Zomboid or its work with it, even if that mod is for other version of this brilliant game. Anyway, someone know wich maps/cities/houses work proper with orginal map - not crashing server? There is anyone who got nice Pack of this mods/maps or got links for this mods individualy? l will be glad for help! SmileJester
  21. Hi! Being the huge fan of zombie survival games that I am I thoroughly enjoy playing PZ. So much so that I got my own server running (176.58.126.21:64300) and started looking into customizing it right away. I know that PZ has a rich API that is accessible through Lua and wrote a trivial mod following RoboMat's instructions to get a hang of the essentials. I also know you can add items to the game. With all that what I am wondering about is how that can be possibly fed into multiplayer at this point? Here are some concrete questions: Is it possible to use Mods at all in MP?If so is there a distinction between serverside and clientside mods?serverside: Mod only needs to be installed on server and its functionality is propagated to clients. Therefore clients could connect to such a server with a vanilla installation of PZclientside: To be able to play on a server that has a certain mod installed clients would need to install that mod prior to joiningIs it possible to supplement server behaviour using Lua scripts outside of a mod? Things like location-specific chance-based triggers for certain events?Thanks in advance!
  22. I didn't find this here, on these forums, hence I'm creating this thread. We all know this game supports mods and to make it easier to manage you could enable steam workshop. Why steam workshop? It's easier to manage your mods and join modded multiplayer servers and a lot easier to install it, you just need to subscribe and steam will download it automatically. I will take Torchlight II as an exemple. You can download any mod on the workshop When you launch the game you can select the vanilla version or play with mods, if you click the modded version, this screen will show up Game will load... no big deal. But if you try to play online and you select a modded server with mods that you don't have downloaded you just need to enter the server and the game will download the mod automatically This is the reason that I want Steam Workshop for this game What about Desura/DRM Free versions? You can still launch the vanilla version, not breaking the game or the servers to people playing the DRM Free/Desura version, which can be moddable too. PS: English is not my mother language, sorry for any grammar errors/misspelling.
  23. Hi guys I followed the instructions here: http://www.reddit.com/r/projectzomboid/comments/28xzzz/server_setup_guide_build_271/ I can get the server working no probs, along with custom spawn points. Mods work in SP, and I have added the mod id's for the following mods to server.ini: turbo-luanetturbo-apcomCraftHelperRainPanrkaModRMLockpickingModTommyGuns ALL the mods fail to load on the LAN server with the following message: MOD: failed to load poster C:\Users\Kyle\Zomboid\Mods\ApCom\Logo.png it does this with each of the mods above. How do I fix this? PS I am on Build 27#1, not the IWBUMS thread, and I purchased game from Steam FWIW Thanks in advance! Kyle
  24. Hello! my nombrees gian Franco Argentina!sorry if my English is very bad.... but I need help with the issue of installing mods Anyone know how to install mods for PZ Build 25 version? I never, or at least I never install correctly for that version Thanks for your attention!! P.D: sip! my English is beautiful
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