Project Zomboid

Project Zomboid

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[B42] Vorpal Weapons (Unofficial)
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Dec 20, 2024 @ 9:16am
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[B42] Vorpal Weapons (Unofficial)

Description
After you kill enough zeds your weapon will gain a name and increased power. Keep going and it may happen again.

Vorpal Weapons (647041145) was created by electroglyph, and is based on Heroic Weapons (627270530) by tommysticks.

Workshop ID: 3387982744
Mod ID: VorpalWeaponsB42
Popular Discussions View All (1)
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Dec 20, 2024 @ 12:46pm
PINNED: (Spoilers) List of Weapon Names and Modifiers
Cuckoo
36 Comments
deliriousdel Apr 2 @ 8:51am 
I think the problem happened because I added the mod mid game. After starting a new game, my weapons are being renamed after killing zombies
deliriousdel Mar 25 @ 9:11am 
My weapons are being renamed right after I equip them. Is it based on totals kills by my player or with the specific weapon? But I really love the idea of this mod. I'd use it even if it didn't increase damage, just give my weapons fun names.
_classic Feb 20 @ 6:16am 
@Cuckoo Thank you for taking the time to answer, I wish you the best of luck in your work ;)
Cuckoo  [author] Feb 20 @ 5:32am 
@_classic That’s all fair enough.

I did some cursory testing to check the base functionality wasn’t “broken” (inactive) outright before reuploading the mod for B42 (with the original author’s permission), but not in enough depth to catch the bugged item effects and consistency issues.

I don’t expect I have the skills to address those issues (and to be honest, I’ve got my own mods to work on) -- but feel free by all means to take a closer look at the luascript and see if you have more luck.
_classic Feb 20 @ 3:52am 
Porting a mod to latest build and not running a proper use case test is a bit shameful. If you can’t finish the work at least tell us in the description.

Porting a mod and making the content accepted by the engine doesn’t take much time.

Wish there was good practices guidelines on Steam Workshop.
Mr. Kobaltz SOG Jan 30 @ 8:35am 
@hasufel_lionheart damn I was extremely excited to see this mod had updated to 42. Sad to know it doesn’t work correctly with 42’s architecture. Hopefully someone can get it working later on in the stable build. Thanks for trying your best with it.
hasufel_lionheart Jan 29 @ 9:58pm 
Well, after 4 days of studying java and lua, and even totally remade the code of the mod myself to modify some aberrations and clean the code, it appears that B42 architecture doesn't allow the dynamic modifications to weapons because it reload the items from their original script at every start, and even while playing on certain event, so it seems to be impossible to modify certain data.

I think it would need to entirely remade the java code to separate weapons from other items and being able to create new specific methods to modify them. It appear the problem is known from the developpers for years but they annouced it will not be fixed until b42 so maybe they will do something about it but it doesn't seems to be planned at all.

And this is well beyond my skills and time to make it myself.
So I guess this mode will remain a good idea!

If someone manage to make it work, it would be very cool to share the solution!
hasufel_lionheart Jan 27 @ 8:22am 
Well, after about 30 hours of hard learning(non-stop since my last comment), I finally managed to make the weapon weight reduction work, but it requires some intervention on the Java side, so I had to learn how java and lua are functionning (never looked at the code until now...), then decompile, modify and recompile the .class files, it was a pure brainfuck.

But now that the weight reduction works perfectly, now I have issues with the weight of the weapon parts that set the base weapon weight at each player connection.

(for example: a shotgun have 0.0 encombrance with "ethereal", but it has 1.2 with weapon-parts like scope, ammo straps, etc... At restart, the initializing set the weapon weight to 1.2 plus 1.2 of weapon part, so it become 2.4. Then after another restart, it become 2.4 with 1.2 weapon part, so 3.6, then 4.8 , 6 , 7.2, etc...)

I swear i will come back to the code and i will manage to make it work, but my brain is about to melt right now. XD
hasufel_lionheart Jan 26 @ 12:58am 
Hello! This mod looks awesome! Thank you Cuckoo for bringing it in b42!

Unfortunately, some of the features doesn't work anymore and for now, all the modifications on the items are dismissed at reload.

All modifiers to weight doesn't work and a problem with condition modification is now in B42 some weapons are in 2 parts, head and handle. When you get some modifiers that set the weapon max condition to above its original value, it will set the handle condition to max but the head condition and sharpening remain at what it was before the upgrade.

For example an Axe with 9/10 condition get the "Vorpal" prefix, the handle condition will be 100/100 but the heads condition will remain at 9/100 with sharpenning also maxed at 9% so no crit.

Well, anyway, since no modifications are saved when exiting the game, I guess we can assume the mod doesn't really work but the idea is great and i would love to know how to code to make it work!
Q Jan 25 @ 11:31am 
this is amazing: i love the idea of it but i have hard time telling if it works. im going to play more w it to experience the mod more and thank you for your effort