Project Zomboid

Project Zomboid

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Shishkebab
   
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1.817 MB
May 30, 2023 @ 1:41pm
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Shishkebab

Description
The shishkebab from Fallout 3/NV/4 always felt super awesome, so I decided to port it over to Zomboid, custom models and textures and all.

While not required to function, I recommend my Extra Fire Damage mod as well so the fire does more damage to zeds. https://steamcommunity.com/sharedfiles/filedetails/?id=2943659774

The shishkebab sets zeds and players alike on fire when you hit them. If you’re worried about the fire spreading uncontrollably, don’t worry! You can turn off the flames, turning the shishkebab into a regular sword. While the shishkebab is alight, it produces some light around the wielder and has a different texture compared to the extinguished sword.

If you don’t want to watch the world burn, there is also a craftable Lawnmower Sword that is statistically identical to the shishkebab but doesn’t start fires, emit light, or use fuel.

There are a few downsides to the shishkebab, holding it back from being unstoppable.
It requires fuel. The shishkebab has a max of 10 swings at a time, and can be refilled with a gas can.
The shishkebab can hurt the user. If you aren’t wearing sufficient hand protection, swinging the shishkebab can burn your hand. This protection is calculated using the insulation on your right hand, so if your glove has a hole in it without you realizing you may find yourself getting burned.
It can only be crafted and the recipe is pretty expensive.
Fire is dangerous to everyone involved. I hope you can trust yourself to not get cornered!

More things to mention:
If you have the shishkebab strapped to your back, pressing the hotbar key with it in your hand won’t actually put it away but rather toggle the fire. To holster the shishkebab, either pull out a different item or right click the shishkebab and choose “unequip”.
This mod is balanced around fighting zombies. As fire is exponentially more dangerous to players than it is to zombies, the shishkebab is very dangerous in PvP.
If you blame me for you base or loot being destroyed because you used fire irresponsibly, I will laugh at you.

Known issues:
The model swapping for the ignited and extinguished shishkebab doesn’t work for other players on MP.
Hitting “unload shishkebab” while the shishkebab has fuel makes the player do the surrender animation. If you have the “outside spawns” mod that lets you parachute into Knox County, it instead plays the animation of you being dropped from the sky. Incredibly funny.
Refilling a shishkebab and leaving an empty gas can doesn’t actually leave an empty gas can item, but rather a gas can with 0 fuel. I don’t know how to explain it better, and you can see what I mean if you refill it with a gas can that’s already low on fuel.

Roadmap:
I plan on giving the lawnmower sword its own texture at some point istead of simply reusing the extinguished shishkebab texture.
The lawnmower sword and shishkebab will get their own unique icons eventually and not just reusing the machete icon


Workshop ID: 2982867537
Mod ID: flamesword
13 Comments
The Doc K May 29, 2024 @ 11:17am 
found the problem, in the files it says:
}

recipe Make Lawnmower Sword {
SheetMetal,
SmallSheetMetal,
MetalPipe,
DuctTape=2,
keep Saw,
keep WedlingMask,
BlowTorch=5,

Result:LawnmowerSword,
Time:50.0,

SkillRequired:MetalWelding=5,
}

when it should say:
}

recipe Make Lawnmower Sword {
SheetMetal,
SmallSheetMetal,
MetalPipe,
DuctTape=2,
keep Saw,
keep WeldingMask,
BlowTorch=5,

Result:LawnmowerSword,
Time:50.0,

SkillRequired:MetalWelding=5,
}

for some reason "WeldingMask" is spelt "WedlingMask" and as there is no WedlingMask in the game, this recipe is unusable.
The Doc K May 27, 2024 @ 4:57pm 
for some reason I can't make the Lawnmower Blade, but I can make the Shiskebab just fine.
suntem52086 Nov 10, 2023 @ 3:55am 
很棒!!! 早晚把自己燒死 :steamhappy::steamhappy:
pieandcheese647  [author] Sep 17, 2023 @ 9:55am 
you refill it with a gas can. With the gas can in you inventory, right click the shishkebab and choose "refill". The reload is weird because the shishkebab is technically a gun despite having melee mechanics and the game doesnt like that.
SA!NT Sep 17, 2023 @ 7:02am 
Hey, good morning sir, i have a problem w the mod n dont know how to fix that, im just trying to reload the shishkebab and my arms go up, i know that u comment it, but i dont find any way to make my shish to set on fire
pieandcheese647  [author] Aug 22, 2023 @ 12:16am 
No plans on customization as it would require HEAVY forcing systems into doing something they arent designed to do to make ammo capacity adjustable by sandbox variable, and its not very hard to refill it. Once you have one zombie lit, I recommend turning it off to not use multiple swings of fuel on one horde.
Kellsom Aug 21, 2023 @ 11:41pm 
10 swings? I'm a sad Pyro. Any plans to give this its own customization? I want this badly but I feel like its a little tame for what it is, 10 swings feels...meh despite how dangerous it is to use it. I know you have it balanced for vanilla sake. I just want more bad-ass melee weapons that are super useful, like the chainsaw with its customization options. Nonetheless, its very cool. Funny to use during cryogenic winter playthoughs as it feels quite appropriate, be amusing if one day it kept you warm lol, wishful thinking. Cheers.
Maksim Jun 13, 2023 @ 12:40am 
Шиш-кебаб!!!!! Thank you!!!
pieandcheese647  [author] Jun 2, 2023 @ 6:25am 
Jasdan, I just checked and I’m not sure if they’re compatible. Hitting the hot key with the shishkebab active toggles the fire instead of holstering the sword, so compatibility issues may arise from that.
pieandcheese647  [author] Jun 2, 2023 @ 5:59am 
Jasdan, if you make a Spanish translation I can add it to this mod. As for swap-it, I haven’t used that mod, but there’s a good chance it won’t work because of the extra scripting I have associated with the Shoshkebab.