Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Spongie's Open Jackets
Spongie's Clothing
(Not sure if the first one counts as clothing but better safe than sorry ig)
Which version and what other clothing mods (if any)? I'll see if I can replicate it during the next ~week
Should catch up on another, older offer tho. B42 crafting would allow easily swapping versions of a reskin so why not right? Only issue is I'm taking a break from zomboid so I don't wanna do much beyond testing when the new models come through and essential fixes (if any).
So long as it's just that I'll push a patch in a bit
there's a new recipe-less system in b42 for changing clothing styles which uses 'ClothingItemExtra' and that was intended to be included
@dessyisme are you using the official version of anthro survivors or still using the unofficial update?
idk if unlabelled clothing guid searches and manually creating 400+ lines of loot code fried my brain back in december or what, but the gas mask thing had an embarrassingly simple solution
need to do some more testing later today-ish and the update will be pushed
not gonna fight the game's code a second time over christmas
modded masks have *slightly* lower rates in military containers (spawn chance is 4 -> 3 %), but that's to reduce interference with high tier loot spawns. Everywhere else has identical chances to vanilla
Modding this game, despite support for such, becomes a pain once you stray from more commonly touched areas lol. Ambiguous documentation does not help
I assume that the function to greenlight the mask works when just previewing a recipe but the other function (when you go to actually craft) decides to commit sudoku randomly haha.
mod breaks at a vanilla code line, "if item:isRequiresEquippedBothHands () then", no.207 of file ISEquipWeaponAction.lua
did a brief check of the call stack and I think the game just shits itself at using the welding torch with a modded mask for no good reason
anyway, apparently it's a recurring issue for modded welding masks in general, but can also break in vanilla; if you get it, your best bet is resetting mods and verifying the integrity of your game files
It does fulfill the requirement when hovering over, let's say, making a Metal Crate, but when the character actually tries to make the crate nothing happens until I get a normal Welder Mask.
Could this be an issue on my end with some kind of mod incopatibility? I made sure I wasn't running anything else that touches masks.
just curious tho, what do you have in mind? Given the messy state of the mod and asides from ironing out functionality, I have a few ideas for cleanup once B42 arrives. Would rather neither of us risk stumbling over each other
Susceptible is a requirement for only one version of the mask pack. It's a hardcore mod where players can opt to use a perk which forces them to prevent exposure to the airborne version of the knox virus at all costs.
@AlexPeremot
Вибачте мене за використання цифрового перекладача,
Чи користуєтеся ви іншими модами, які редагують маски? Вони можуть змінювати місце носіння маски, і це створює проблему, яку я не можу вирішити.
Як завжди, переконайтеся, що ви використовуєте правильну версію.
honestly, once B42 comes around I'll be cleaning up the description alongside areas of code anyway
sorry for the confusion
susceptible's supposed to be a hardcore mod anyway, so it will never leave that version
anyway yeah it was "The Workshop" and asides from the fact it was because of a custom location, it turns out the overwrite messes with a method to grab a mask's body location, so thanks for reporting this
and sorry for slightly misreading your last sentence lol
the clothing scripts dictate this, and all Bit did was rip the one containing masks from the game to replace only what was necessary to make it apply to their items
maybe with the help of something like Item Tweaker API?
when I find the motivation I'll add it
I know for a good chunk of people finally finding what they want is the reward. But since that hasn't really been a thing here, I wanna get an idea of how many people think otherwise by pulling the rug a little
currently they spawn in all the same places their vanilla counterparts do, along with police stations now (because susceptible gave them filters but no masks idk why)