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  1. Updated to 34.28 Sorry for taking so long guys, I switched jobs and I spend most of my free time trying to figure out this being a father thing lol. My son is only 8 months old and I spend all of my free time with him. He and his mother went on "vacation" to visit family out of town so I finally got time to complete the mod. Sorry, and I hope everyone hasn't lost interest. When you choose one of the custom hairstyles at the character creation menu the character preview will show the player bald. Don't freak out, that is completely normal and as of right now there is no way to change it. There are 2 different versions, both included in the download. One is for players that use Jab's ModelLoader and the other is for players that don't. Either way the install instructions are included. Have fun!!! Download Alternate Download If you enjoy this content feel free to Donate. FYI, the mod is still currently beta, though it works perfectly fine. It's only beta because I'm not finished adding hairstyles for men and I haven't even started adding beards or hairstyles for the women. I have actually created my own tools to make it easier, once production is finished I will release the tools also, that way everyone can add their own hairstyles to the game easily. ALSO...Do not add my mod to any modpacks.
  2. https://ufile.io/w02uf I added a bunch of my residential and commercial zones aswell.. alot of building variety to be added to a map.. .I hope someone adds them to a map, it be cool to play in those buildings. some buildings might be missing room definitions, dont remember, this pack was abandoned months ago and I believed it was better off if the community had them. ====I strongly advice not to edit the buildings, they are made for the player to struggle to get in, Let the player figure out how to go in, them. some of the buildings blocks are straight puzzels with many dead ends==== ***DONT FORGET TO INSTALL THE CUSTOM WALLS IN YOUR 1X 2X FOLDER!***
  3. Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137 This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map. Title:Valley Station Military Outpost Version:1.1 Size: 1 Cell Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963 Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
  4. Howdy, Here's a description of how to add your mod in PZ. First, the folder tree : zomboidFolder |-- mods |-- MyMod/ |-- poster.png |-- mod.info |-- media/ |-- lua/ |-- lua1.lua |-- UI/ |-- myUI.lua |-- sounds/ |-- myCustomSound.ogg |-- textures/ |-- Item_customItem.png |-- Prof_customProfession.png |-- ui/ |-- Traits/ |-- trait_customtrait.png |-- scripts/ |-- myCustomItems.txtLet's explain now 1. The very important mighty mod.info The mod.info file will contains a full description of your mod, along with other great stuf, here's an example : name=My custom mod v1.7id=RJCustomModposter=poster.pngdescription=Here's a description of my awesome custom mod.require=Utility, CustomMod2url=http://theindiestone.com/forums/index.phpname = the name displayed in the mod selector. id = an unique ID you need to find, it'll be used for the require stuff for example. poster = the .png image which be displayed when someone click on your mod in the mod selector. description = a full description of your mod. require = you can add a list (separated by ",") of id of mods which are required for your mod to works, for example if you want to add an Utility mod you use, or if you just want to make change on another mod, etc. url = the url of your mod (indiestone forum, xeno-mods or pz-mods only), it'll be displayed as a button under the poster, click on it will open your default browser to this url. The only essential tag is "name". All the others are optional and can be left out. Here come my ├╝ber paint skillz to show you how it look like in game : Please don't be shy, you can compliment me on my paint skillz, I know I pwn everything. 1.1 A bit more stuff about the require. The require work recursively, for example if you have 3 mods, mod A require mod B, mod B require mod C. If you don't have the mod C, you couldn't activate the mod A, a red cross will be displayed if you miss some of the mods required : Here, my test1 mod need the test2, I have it, but the test2 require exampleMod, which I don't have, so I can't use the test1 mod. If now I have all my mod (A,B and C), and I double click on the mod A, the mod B and C will also be activated. And then if I disable the mod B, the mod A will also be disabled, because it require the mod B to work. Then, the require mod is also used to load your mod in a certain order, for example if mod A require mod B, then mod B will be loaded in the game before mod A. Remember, you have to use the ID of the mod, not the name or the folder's name. 2. The lua files. The lua files are loaded after the vanilla lua files, which mean you can override the existing lua file (example, I make a new UI/ISLabel.lua file). All the .lua extension file will be loaded, even if they're inside folders. 3. Customize your items.txt ! You can add custom items for your mods, you just have to place them inside /scripts/ folder. You can override existing items or make new one. Here's an example : module custom { item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I created a new item (please note I used the module custom, but I could use the module Base if I wanted to). Now I want to override existing item, if you make a file named items.txt, it'll override the existing items.txt, it mean we gonna load YOUR items.txt and not the vanilla one, so be carefull to do it, use this only if you want to replace EVERY ITEM or a bunch of them. If you want to modify only some items, here's the solution : You make a file named as you want (except items.txt), like customItems.txt, and inside it, do that : module Base{item Egg { HungerChange = -50, Weight = 5, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I overrided the Egg, by setting the module Base (which is the one in items.txt). Now the egg will weight 5 and give 50 hunger reduction. 3. The custom textures In the /textures/ folder, you can add your custom textures. You can add textures for items, trait and profession. 3.1 The custom item icon To add a custom item icon, you just need to add the image in the textures/ folder, named like that : Item_iconname.pngHere's an example of my item : item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, } So my item icon will be textures/Item_customEgg.png. You also can override items icon, for example just place a textures/Item_Axe.png file, and this one will be taken instead of the vanilla one. 3.2 The custom trait icon To add a custom trait icon, you have to add your image in the ui/Traits/ folder like this : ui/Traits/trait_yourtraitid.pngThe trait ID is the first parameter when you add a trait, it need to be in lower case, example : TraitFactory.addTrait("Athletic", getText("UI_trait_athletic"), 6, getText("UI_trait_athleticdesc"), false);To add an icon for this trait, I need to add a ui/Traits//trait_athletic.png image, the name is Athletic, but as I said, the name of the image have to be in lower case. You can also override the existing one, for example just put in your mod folder an new ui/Traits/trait_brave.png, and there you go, the brave trait will now take your image instead of the vanilla one. 3.3 The custom profession icon It's almost the same as the trait, in your textures/ folder, you image have to start by "Prof_", example : Prof_professionIcon.pngThe icon of the profession is the last parameter (no need to be lower case on this one) : ProfessionFactory.addProfession("fireofficer", getText("UI_prof_fireoff"), "Prof_FireFighter");In this case,my .png file will be : textures/Prof_FireFighter.png. You can add new one and override existing one. And here you go for now Please, don't hesitate to suggest new stuff for the mod.info or the mod loader, and tell me if there's any bugs Oh also, everything will be in for the next steam version only.
  5. Hi I want to add custom safehouse locations to an existing multiplayer server. After some thinking and searching I figured it would probably be easiest to use a map mod. The goal is to add a claimable safehouse and if possible not provide anything more than a bare minimum foundation for the player to claim and then build their own house on top of. No free walls etc. if possible. Plan is as follows: Download and get map editor working - Done Create a 1x1 cell map - half done, I think I understand the basics Figure out how to import map and lot information from the Muldraug map for a specific sector Figure out minimum requirements for a safehouse to be claimed Add my new safehouse Fire up and test the mod as a package If it was possible I would prefer to just mod the lot information for a sector and add that into a mod, but I am not sure that is possible. If it is, please let me know. I am currently stuck on trying to import the lot information for the location I have chosen. I find the coordinates and what sector to copy from the gamefiles using the coordinate system at map.projectzomboid.com, but I am not sure how to import that information into my custom map. The information itself seems to be located under the game folder here: media\maps\Muldraugh, KY I am also unsure whether I can get away with only changing the lot information or if I actually need to provide the entire sector as is from the game files to ensure it does not mess up the map itself. If this belongs under the help section, please let me know.
  6. Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just be helpful and more efficient if you could save them for easy access.
  7. Hello, I would like to know if anyone could point me at a tutorial/other topic that would explain how do you add custom tiles and define them so that you can use them in the building editor? On the image I have highlighted in red the living areas and in green the piece i need to define in the building editor to create new sloped roof. The top could be simplified with a 45deg slope. and is it possible to make a dormer like this, would the window be working? (see second picture) side note: updating the tools for map modders was really rad and motivating!
  8. A mod that allows user to define custom actions and consumes it before the game process it as a normal chat or in-game commands. This idea came from the fact that I wanted to add custom command but found a dead end with the current events and limitations in place. I think some people wanted similar feature such as this but just couldn't do it. (I have made one but it isn't really well designed for public usage except for my own self xD) What are the expected features? - Able to get the message user have entered. - Define custom commands with custom prefix - Consume the commands before in-game commands (to add flexibility in design) - Print custom output or run a function based on the command. This should sum up the custom chatbox that allows anyone to change the output and create custom mod commands.
  9. Hello everyone. I'll make an official thread for posting my custom buildings so that I won't fill the forums every time I do something that I consider worthy or in the mood of sharing. Hope you'll like this Questions, comments and criticism is welcomed ! <3
  10. Like the title says, I want to start creating my own map and buildings. I've never done it before, but I've got the time and I've got a decent enough computer, as well as some ideas for a town or two that I've been wanting to bring to life. Unfortunately, I have no idea where to begin. Thuztor's supposedly tell-all mapping guide is no longer accessible for some reason, so I'm not quite sure how to go about doing ANYTHING in relation to mapping. Does anyone have another guide available, or perhaps a link to Thuztor's guide that actually works? Is mapping easy or hard? I'm an utter noob when it comes to mapping, so forgive me for being so confused.
  11. Buildings face different sides.
  12. Does anyone know the maximum number of floors the game can hold ? I think it was 7 or 9. Any help would be great !
  13. Hi all, I've been working with the mapping tools for a little while now, and decided to look at adding some custom tiles. I've pretty much got it. But when in TileZed, and using the Tile Properties, I've added tilesets, but where can I define if something is a Tv for example? I've noticed not all options are available in the Tile Properties options, but when highlighting a Tv it shows other options that are not available in the sidebar. I've read about a 'Tileproperties.txt' but can't seem to find the file anywhere? So... how can I edit these other options? Or, where can I find the txt file? Thanks in advance -TG
  14. Hello again folks. Dipping my toes into the mapping pool, but after so much time away, I've forgotten how to fix the issues that I managed to navigate last time. At present, I've been following Ringo's new mapping guide as close to the letter as I can, but I've run into issues with the spawn points. Similar to the problem Xeonyx had back in 2015 the spawn point tool does not seem to work as intended. I am able to place the diamonds onto the map, but upon selecting them, there is no menu of professions to choose from. Instead, I have to type a custom profession (unemployed and all have run into the same issues). Either way, if I type unemployed and set the spawn points, the coordinates update on my spawnpoint.lua with the following: Once everything is saved and packaged again, I load up the mod as per instructions, find the map, create a new character (I've tried several careers including unemployed) and receive the following error message in the console. Can anyone see why the map would be failing to load? Am I wrong in thinking that it's the spawnpoint causing the issue (considering that the coordinates on the map and in the console are completely different)? Any help would be greatly appreciated, and I would love to put an answer up here permanently, as I remember the same thing happening 2 years ago! Mono
  15. Since I dont have time to map , I will release all my buildings to the community , in the pack you might find some stuff from community members (credits to them). 95% of the stuff is mine the rest of the stuff is from the community and former members of the Romero City Team (which is now defunct ) you will see their names in their folders. Anyways hope you guys find use to them, and dont forget to ADD THE CUSTOM TILEZ to tilezed !!!!!!! or you will end up with a bunch of ????????????????????? ... For some buildings you will still get them, because I lost the tilez i used in them, so either erase the ?????? manually or just dont use the building! -=-=-=-=-- As for the tilez, i gathered them from google-=-=-=-=-=- Basically the read me says almost the same thing as i typed here. downloads: https://www.dropbox.com/s/i2yguw2mni1wqjg/more buildings.zip?dl=0 https://www.dropbox.com/s/8f0kneu7jyowukp/BUILDINGS AND CUSTOM TILEZ.zip?dl=0
  16. Ok so I looked for every tutorial I could find. Most of which are dead links, outdated or incomplete. So I used http://projectzomboidatoxwar.blogspot.com/ By Atoxwarrior Sadly it wasn't in english so I had to replay it a few times to make sure I got everything (of course this is with the old tools as well too). But I managed to do it. I've added my tiles to tilzed. I've created a new tileset definitions I've created a .pack file I've modified my mod structure to include the new texturepack folders as well as modify my mod.info file No matter what I do I always get an error in WorldEd trying to generate lots "Some Tilesets missing in a map cell 0,0" The directory points to the same tiles directory read by TileZed so I double checked that. I've made it this far but now there are no more tutorials to cover this that I can find. So any info would be greatly appreciated. Thanks - Capt_Paradox Oh yeah, though i did play with my tiles folder earlier trying to switch directories between Tiles and 2X which caused my buildings to disappear in TileZed but still appear in WorldEd (after switching it back of course since that didn't help). So if anyone knows of a fix for that either let me know
  17. I managed to load my custom tiles into TileZed. I'm trying to add my custom tiles to the building editor. I can find them if I go under the "tiles" tab and browse that way. What I'd like to do is create a new Category and select my tiles from the "ISO" tab instead for building. I went to my .TileZed folder and tried to modify the buildingtiles.txt but it gave me an error after modifying. So I'm obviously missing something......... here's my text But like I said still tossing me an error........ any suggestions?
  18. How does one import into tilezed a multi-tile object. The one thing that keeps me away from making anything custom is the incredible difficulty in making multiple tile objects. I already have ideas on making car rubble objects, and more but the fact is that You have to split objects that span multiple tiles and I have noidea how that works at all... Does anyone know how this is done? I have already scoured the forums and no one has a tutorial or any videos on the subject. Only single tile object creation. Any ideas?
  19. It would be cool if Radios could play custom music on survival singleplayer, like have a folder on our computer that plays MP3's from that folder, would be cool to hear radios playing our music in the distance or luring zombies with "Never Gonna Give You Up." GTA and The Sims do this, seems like a cool idea, even though it probably wouldn't work for multiplayer. Singleplayer is good enough for me.
  20. Hi, Is there a way to program my custom drop, without modifying the vanilla tables/rolls, for my custom items? the problem is that with the perk "lucky" I can obtain VERY EASY my super rare MODED ITEMS on zombies (in 10 minutes I managed to get 1/4 of them with that perk, and in theory I should get one of them per month). I want to create RARE items, with probabilities lesser than the 0.1 imposed by the perk "lucky". I already tried to see other mods, but they got a VERY complicated and long code, without comments and I need the "basic code" to do that on my way.
  21. Kirbyarm

    Custom Hair Color

    Hello again PZ community, This time I am trying something new. I am looking to make my blonde hair in-game actually look blonde instead of... well, not. I'm sorry but THAT is not blonde and nowhere even close to blonde! My hair looks kind of like yellow/gold in real life and it saddens me that I can't have that in-game despite it saying there is blonde.. I have modified all three of these files in media/textures: -F_Hair.png -F_Hair_Blonde.png -F_Hair_BlondeDark.png I made them all bright and blonde as they naturally should be, but I don't think it made any difference at all in-game. I increased the lightness, vibrance, saturation and pushed it to true blonde colors. I don't believe modifying these files is making any difference. Please can anyone tell me how to change the default blonde hair color?
  22. leonhart18

    Make and Paint

    Adds craftable paints of every color using food coloring with hand done (aka not good) art for food coloring and the makeshift paint bucket. easy recipe using glue and water with color for paint buckets. now make that base pretty and post it. make and paint 1.0 http://pz-mods.net/weapons-items/mkapnt/ future versions will be added as i learn more about item distribution
  23. Kirbyarm

    Custom Item Icons

    Hello everyone, I created an old mod when I used to play this. I could load individual .png image files and they loaded in the game perfectly fine, but after re-working my mod (took several hours this morning) to apply it to and include all of the latest changes in the game, none of the custom images work anymore. Everything else works but the images. They are mostly Item_ icons, and one Objects_ file. Previously I used this code in a random lua for it to work: function TestItemIcons.loadTextures() getTexture("Item_Cigar.png"); end Events.OnGameBoot.Add(TestItemIcons.loadTextures); ---- Please can someone help me get my custom images to be loaded by the game again? My friend and I are eager to get back into the game and we're just waiting on this last bit of info, thanks everyone.
  24. 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
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