Fenris_Wolf Posted March 24, 2018 Author Share Posted March 24, 2018 5 hours ago, Dr_Cox1911 said: Any wishes/suggestions/pics for the workshop preview picture? Crap hadn't even thought about that, so guess not Link to comment Share on other sites More sharing options...
Dr_Cox1911 Posted March 27, 2018 Share Posted March 27, 2018 Just uploaded it to workshop. Unfortunately I had to remove the examples.zip, because Steam doesn't alllow any compressed files within the mod. No changenotes as of yet (because it's v1.0). Link to the Workshop page (Hope everything is fine @Fenris_Wolf, if not just hit me with the changes that I should do) Fenris_Wolf 1 Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted March 27, 2018 Author Share Posted March 27, 2018 Wasn't aware of the zip issue in workshop items....but thanks Link to comment Share on other sites More sharing options...
Arsenal26 Posted June 10, 2018 Share Posted June 10, 2018 A little late to this party... but I just tried this mod today.... Brilliant !!!! it's great to be able to associate custom gear with pre-installed attachments to professions... As usual, great stuff! Link to comment Share on other sites More sharing options...
Arsenal26 Posted June 18, 2018 Share Posted June 18, 2018 Ok, So I inserted the lines to re-name weapon as per your (chef) example... So far a renamed pistol has worked great!! But applying this to an SKS, worked only initially.... a reload via 'Stripper clip', reverted the name back... At least I think that is what caused it to revert. Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted June 18, 2018 Author Share Posted June 18, 2018 1 hour ago, Arsenal26 said: But applying this to an SKS, worked only initially.... a reload via 'Stripper clip', reverted the name back... At least I think that is what caused it to revert. Stripper clip wouldn't cause that..I but renaming firearms really doesnt work so well...due to the way attachments go on..it decides if a attachment fits by reading the display name...and occasionally ORGM replaces a gun with a new copy (copying all attachments and condition, but not name), but that usually only happens after ORGM gets updated. I'm not sure what would have caused it in this case, but the renaming of firearms this way is not advised. Link to comment Share on other sites More sharing options...
Arsenal26 Posted June 18, 2018 Share Posted June 18, 2018 21 minutes ago, Fenris_Wolf said: Stripper clip wouldn't cause that..I but renaming firearms really doesnt work so well...due to the way attachments go on..it decides if a attachment fits by reading the display name...and occasionally ORGM replaces a gun with a new copy (copying all attachments and condition, but not name), but that usually only happens after ORGM gets updated. I'm not sure what would have caused it in this case, but the renaming of firearms this way is not advised. K.... so no "Bin Laden's - Gold plated AK-47" Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 16, 2019 Author Share Posted October 16, 2019 1.1-beta uploaded to github (build 41 compatible) added spawn key to profession tables, for custom spawn locations. added clothing key to profession tables, for adding/editting character creation clothing options. added SundayDriver2, SpeedDemon2, and BaseballPlayer2 as profession traits. fixed trait key removeInMP being overwritten by requiresSleepEnabled fixed trait key requiresSleepEnabled applying wrong value Refactored functions in the client file into the main ProfessionFramework table. Rewrote and expanded internal documentation in LDoc syntax Included HTML documentation for the API in the docs folder. Cory, Dr_Cox1911 and grammarsalad 3 Link to comment Share on other sites More sharing options...
Arsenal26 Posted October 17, 2019 Share Posted October 17, 2019 2 hours ago, Fenris_Wolf said: 1.1-beta uploaded to github (build 41 compatible) With legendary speed... Thanks Fenris! Fenris_Wolf 1 Link to comment Share on other sites More sharing options...
Dr_Cox1911 Posted October 17, 2019 Share Posted October 17, 2019 @Fenris_Wolf Should I push this new version to Steam? Or should I wait till you lift it out of the beta status? Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 17, 2019 Author Share Posted October 17, 2019 1 minute ago, Dr_Cox1911 said: Should I push this new version to Steam? Or should I wait till you lift it out of the beta status? Lets wait for now, I still need to do more testing and had a few features i wanted to implement, plus more updated examples and touchups on the documentation. Just didn't want to hold back the github version since the clothing features for custom profession outfits are handy Cory 1 Link to comment Share on other sites More sharing options...
Arsenal26 Posted October 18, 2019 Share Posted October 18, 2019 Noticed this awhile back, not sure if I mentioned it... Adding SpeedDemon to a New Profession does not remove it from the available traits list... So you'll have it, but it will then be possible to pick it again, and have it twice ? Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 18, 2019 Author Share Posted October 18, 2019 12 hours ago, Arsenal26 said: Noticed this awhile back, not sure if I mentioned it... Adding SpeedDemon to a New Profession does not remove it from the available traits list... So you'll have it, but it will then be possible to pick it again, and have it twice ? Make sure you're adding SpeedDemon2 not SpeedDemon, since that's the profession version of the trait. SpeedDemon2 was missing from earlier versions (added into the beta) and should be mutually exclusive with the regular version Cory 1 Link to comment Share on other sites More sharing options...
Arsenal26 Posted October 18, 2019 Share Posted October 18, 2019 8 hours ago, Fenris_Wolf said: Make sure you're adding SpeedDemon2 not SpeedDemon, since that's the profession version of the trait. SpeedDemon2 was missing from earlier versions (added into the beta) and should be mutually exclusive with the regular version Roger that, Thanks! Link to comment Share on other sites More sharing options...
Arsenal26 Posted October 28, 2019 Share Posted October 28, 2019 (edited) FYI... getting this error after 41.17 LOG : General, 1572290333327> STACK TRACE LOG : General, 1572290333337> ----------------------------------------- LOG : General, 1572290333347> Callframe at: setMutualExclusive LOG : General, 1572290333356> function: doTraits -- file: 2ProfessionFramework.lua line # 165 ERROR: General, 1572290333367> java.lang.reflect.InvocationTargetException ERROR: General, 1572290333377> at sun.reflect.GeneratedMethodAccessor44.invoke(Unknown Source) ERROR: General, 1572290333387> at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ERROR: General, 1572290333397> at java.lang.reflect.Method.invoke(Method.java:498) ERROR: General, 1572290333407> at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61) ERROR: General, 1572290333418> at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) ERROR: General, 1572290333428> at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) ERROR: General, 1572290333438> at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186) ERROR: General, 1572290333448> at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1006) ERROR: General, 1572290333458> at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167) ERROR: General, 1572290333468> at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1942) ERROR: General, 1572290333479> at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1774) ERROR: General, 1572290333489> at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) ERROR: General, 1572290333499> at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:134) ERROR: General, 1572290333509> at zombie.Lua.Event.trigger(Event.java:37) ERROR: General, 1572290333519> at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:50) ERROR: General, 1572290333529> at zombie.core.Core.ResetLua(Core.java:3481) ERROR: General, 1572290333539> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ERROR: General, 1572290333548> at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ERROR: General, 1572290333558> at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ERROR: General, 1572290333568> at java.lang.reflect.Method.invoke(Method.java:498) ERROR: General, 1572290333578> at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61) ERROR: General, 1572290333588> at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) ERROR: General, 1572290333598> at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) ERROR: General, 1572290333607> at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186) ERROR: General, 1572290333617> at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1006) ERROR: General, 1572290333627> at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167) ERROR: General, 1572290333637> at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1942) ERROR: General, 1572290333647> at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1744) ERROR: General, 1572290333657> at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) ERROR: General, 1572290333666> at zombie.ui.UIElement.onMouseUp(UIElement.java:1137) ERROR: General, 1572290333676> at zombie.ui.UIElement.onMouseUp(UIElement.java:1091) ERROR: General, 1572290333686> at zombie.ui.UIElement.onMouseUp(UIElement.java:1091) ERROR: General, 1572290333696> at zombie.ui.UIManager.update(UIManager.java:767) ERROR: General, 1572290333706> at zombie.GameWindow.logic(GameWindow.java:234) ERROR: General, 1572290333715> at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) ERROR: General, 1572290333725> at zombie.GameWindow.frameStep(GameWindow.java:673) ERROR: General, 1572290333734> at zombie.GameWindow.run_ez(GameWindow.java:594) ERROR: General, 1572290333744> at zombie.GameWindow.mainThread(GameWindow.java:460) ERROR: General, 1572290333754> at java.lang.Thread.run(Thread.java:745) ERROR: General, 1572290333764> Caused by: java.lang.NullPointerException ERROR: General, 1572290333774> at zombie.characters.traits.TraitFactory.setMutualExclusive(TraitFactory.java:113) ERROR: General, 1572290333784> ... 39 more Edited October 28, 2019 by Arsenal26 Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 28, 2019 Author Share Posted October 28, 2019 1 hour ago, Arsenal26 said: FYI... getting this error after 41.17 Ya the devs disabled Hypochondriac for now, thus the "profession version" was spitting out errors. Fixed. Link to comment Share on other sites More sharing options...
Josko Posted October 30, 2019 Share Posted October 30, 2019 On 2/18/2018 at 8:43 PM, Fenris_Wolf said: (since I'm not a steam user). WHAT!? You are not a steam user? 😮 Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 30, 2019 Author Share Posted October 30, 2019 2 minutes ago, Josko said: You are not a steam user? Heh when initially made the mod, nope. Got PZ through GoG. Not really a big fan of steam. I do use it now, but basically only for IWBUMS testing and providing support on ORGM's workshop page. Link to comment Share on other sites More sharing options...
Josko Posted October 30, 2019 Share Posted October 30, 2019 7 minutes ago, Fenris_Wolf said: Heh when initially made the mod, nope. Got PZ through GoG. Not really a big fan of steam. I do use it now, but basically only for IWBUMS testing and providing support on ORGM's workshop page. Ah yes. Ofcourse! Forgot about IWBUMS being only on steam xD but I really like steam but then again I have been using steam my whole life haha Link to comment Share on other sites More sharing options...
Josko Posted October 30, 2019 Share Posted October 30, 2019 How is progression going with updating ORGM to b41? The guns in vanilla zomboid are so lackluster and frankly boring... Cant wait to play ORGM again on b41 ^__^ Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted October 31, 2019 Author Share Posted October 31, 2019 3 hours ago, Josko said: How is progression going with updating ORGM to b41? I'll be posting a progression update in the main thread within the next day or so. But the short version is theres still lots to do. Cory 1 Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted December 9, 2019 Author Share Posted December 9, 2019 (edited) Added some new experimental features to the github version. 2 new settings for traits: restricted = a table list of profession names. If this table exists, any other professions not listed here will be unable to select the trait. required = a table list of trait names. If this table exists, the traits listed here must be selected before this trait can be chosen. This will allow for some pretty insane character creation depth, and full 'skill-trees' (trait-trees really). Some light examples of refining the burglar profession: -- burglars with mechanics trait and speed demon can also pick this ProfessionFramework.addTrait('CarThief', { name = "UI_trait_CarThief", -- "Car Thief", description = "UI_trait_CarThiefDesc", -- "Professional car thief", cost = 3, restricted = {"burglar"}, requires = {"Mechanics", "SpeedDemon" }, xp = { [Perks.Electricity] = 1, [Perks.Mechanics] = 2, }, }) -- burglars with dextrous can pick this ProfessionFramework.addTrait('SmashNGrab', { name = "UI_trait_SmashNGrab", -- "Smash and Grab", description = "UI_trait_SmashNGrabDesc", -- "Get in, get out, get paid.", cost = 3, restricted = {"burglar"}, requires = {"Dextrous"}, xp = { [Perks.ShortBlunt] = 1, [Perks.Sprinting] = 1, }, }) Some more complex examples: -- the semi-deactivated marksman trait (+20% hit chance) -- activated as a non-free trait for all professions ProfessionFramework.addTrait('Marksman2', { name = "UI_trait_marksman", description = "UI_trait_marksmandesc", cost = 5, swap = "Marksman", -- swap with the real trait on start }) -- police and military marksmen can pick sniper training ProfessionFramework.addTrait('Sniper', { name = "UI_trait_Sniper", -- "Sniper", description = "UI_trait_SniperDesc", -- "Basic Sniper Training", cost = 2, required = {"Marksman2"}, -- requires this trait to be selected first restricted = {"policeofficer", "veteran"}, -- restricted to these professions xp = { [Perks.Aiming] = 1, }, }) -- military can also pick spec-ops training ProfessionFramework.addTrait('SpecOps', { name = "UI_trait_SpecOps", -- "Spec-Ops Training", description = "UI_trait_SpecOpsDesc", -- "Special Forces Training", cost = 3, restricted = {"veteran"}, xp = { [Perks.Aiming] = 1, [Perks.Reloading] = 1, [Perks.Strength] = 1, [Perks.Fitness] = 1, }, }) -- with basic sniper training and spec-ops training, the -- spec-ops sniper is now unlocked. ProfessionFramework.addTrait('SpecSniper', { name = "UI_trait_SpecSniper", -- "Spec-Ops Sniper", description = "UI_trait_SpecSniperDesc", -- "The Reaper", cost = 2, required = {"SpecOps", "Sniper"}, xp = { [Perks.Aiming] = 1, [Perks.Sneak] = 1, [Perks.Lightfoot] = 1, }, }) -- spec-ops combat engineering training is also available... ProfessionFramework.addTrait('SpecEngineer', { name = "UI_trait_SpecEngineer", -- "Spec-Ops Engineer", description = "UI_trait_SpecEngineerDesc", -- "Any job, any time." cost = 4, required = {"SpecOps", "Mechanics"}, xp = { [Perks.Mechanics] = 1, [Perks.Electricity] = 1, [Perks.Maintenance] = 1, [Perks.WoodWork] = 1, }, recipes = { "Make Aerosol bomb", "Make Flame bomb", "Make Pipe bomb", "Make Noise generator", "Make Smoke Bomb" } }) During the character creation process, changing professions or removing selected traits will also remove any selected traits that are no-longer valid (requirements not met). Edited December 9, 2019 by Fenris_Wolf Link to comment Share on other sites More sharing options...
Arsenal26 Posted December 12, 2019 Share Posted December 12, 2019 Excellent idea... makes good sense... I've always thought what makes or breaks a game, is character depth... If you can't see and feel what the character is all about, the game quickly fizzles out... This is the stuff that keeps it interesting... Link to comment Share on other sites More sharing options...
Sheltered Posted March 6, 2020 Share Posted March 6, 2020 (edited) Hello, good day, Im searching all forum and mods to a way to increase item transfer time, then i found this framework. How can i edit the trait " Dextrous " to increase item transfer time to 100% or more? Edited March 6, 2020 by Sheltered Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted March 13, 2020 Author Share Posted March 13, 2020 On 3/6/2020 at 10:38 AM, Sheltered said: Im searching all forum and mods to a way to increase item transfer time, then i found this framework. Framework can't really help you there. It's more for editing cost and other attributes of traits and professions, adding new ones, starting equipment etc. It doesn't change the mechanics behind those traits. Link to comment Share on other sites More sharing options...
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