Project Zomboid

Project Zomboid

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[B42/B41] Bandits Creator
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23 avr. à 13h19
27 avr. à 13h08
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[B42/B41] Bandits Creator

Description
Bandit creator
Bandit Creator is an extension of the Bandits mod, allowing you to fully customize Bandits and their Clans. Want to decide how your future killer looks? Now you can!

Accessible from main screen menu or in game using debug mode.

Compatibile with B42 and B41 versions for single and multiplayer.

Customization Options
Here's what you can modify:
  • Outfit – Clothing, jewelry and accessories for each body part.
  • Physical appearance – skin tone, hair / beard style and color, makeup.
  • Attributes:
    • Health,
    • Sight (affects weapon accuracy),
    • Endurance (determines when they need to stop to catch their breath)
    • Strength (affects melee combat, shoves, and barricade damage)
  • Weapons – melee, primary, and secondary weapons, plus ammo count.
  • Bag type – the contents are auto-generated based on their expertise.
  • Bandit special skills (expertise)
  • Clan spawn settings: Define AI behavior, spawn location, time frame, and group size.

Bandit Expertise
Each bandit can have up to three unique skills, called expertises. Some are not yet implemented and are marked accordingly:
  • Assassin – Only approaches if unseen; can kill with one stab; silent. (Not implemented)
  • Breaker – Breaks barricades/doors quickly; carries extra tools.
  • Electrician – Sabotages generators and electrical devices; carries tools.
  • Cook – Steals or sabotages crops; carries food.
  • Goblin – Performs mischievous (but non-lethal) actions in your base. (Not implemented)
  • Infected – Can bite the player like a zombie, with the same consequences.
  • Mechanic – Sabotages cars and steals fuel; carries tools and a gas can.
  • Medic – Heals themselves or allies; carries medical gear. (Not implemented)
  • Recon – Moves faster than others.
  • Thief – Specializes in stealing from the player.
  • Repairman – Carries useful tools and supplies.
  • Tracker – Tracks the player more easily; carries maps.
  • Trapper – Plants bear traps. (Not implemented)
  • Traitor – May pretend to be a friend. (Not implemented)
  • Sacrificer – Explodes on death. (Not implemented)
  • Zombiemaster – Attracts zombies to the player. (Not implemented)

Mod integrations
The mod comes with several pre-built clans and bandits using vanilla items. However, it also supports external mods that add new weapons and clothing. Just enable the mods, and Bandit Creator will let you use those items.
Note: If you disable those mods later, affected bandits will spawn without their gear. Your configurations will remain intact unless you re-save them.

How creations are stored
The configuration files of bandit creations (and their clans) consist of two text files (bandits.txt and clans.txt) that are saved on your local computer.

There are two different storage place types for these files, and you must decide which one to use for every individual bandit profile you create. Understanding this is crucial and while this may look complicated at first, it gives the necessary flexibility.

Local storage
This is a single storage that exists outside of mod folders. Every bandit created in local storage will not be impacted by future mod updates. This is the best storage for players who want to:
  • create their bandits for single player games
  • server admins who want to decide how bandits will look like for every players on that server.
Local files reside in /Zomboid/Lua/bandits folder.

If you are not a modder you may stop reading here.

Mod storage
This storage ties every bandit creation to a specific mod and puts its configuration files in that mod. You should only tie your creations to a mod that you own. Just like I tied default bandit creations to Bandits mod. If you edit this creations your changes will get overwritten when I update the mod on Steam. So the only situation when you would chose this storage is when you are the mod author who controls the updates. For example:
  • You created a weapon or clothing mod and you also want to create some bandits using them. This way if someone uses Bandits and your mod they will get some new fresh bandits using items from your mod.
  • You want to create an integration mod that only defines the bandits and sets the dependency to both Bandits mod and the mod providing with the clothing / weaponry.
For b42 files reside in /<modid>/common/bandits folder, for b41 in /<modid>/media/bandits folder. You will be able to save to a mod only if if these folders exist in the mod folder and bandits.txt and clans.txt empty files are created in there.

Configuration files from mods and local storage are loaded simultaneously and merged in memory. Local is loaded last. The merging process allows you even to have bandits from the same clan defined in different storages. So you don't need to make clans, you can just expand what there already is.

If you like my work, be sure to give it a LIKE and

[ko-fi.com]

Credits:
Ravense - art

Workshop ID: 3469292499
Mod ID: BanditsCreator
Discussions populaires Tout voir (2)
13
Il y a 3 heures
(Unofficial) Bugs/Issues Thread
pointblank98
3
Il y a 10 heures
bandits creator discussion
Darkdeplayer
129 commentaires
Il y a 1 heure 
does this work with day one?
Il y a 9 heures 
was gonna try out this mod after using knox event for so long and knowing it doesnt work with rains fire arms and just flat out in general, requiring "Bandits" from 41 is embarrassing
CoolKitty2003 Il y a 11 heures 
My friend still uses b41 for now. I just use it since we play together sometimes
Manam Deaf Il y a 12 heures 
why B41
I3eauLeBoi Il y a 13 heures 
With little we have of warhammer mods, you can make guardsmen. Hueeeyyy.
Slayer  [créateur] Il y a 16 heures 
no
CoolKitty2003 Il y a 16 heures 
Is this Compatible with Week One for B41?
The Chad of Time Il y a 17 heures 
@Slayer It currently shows the string id but not the text.
Slayer  [créateur] Il y a 18 heures 
@The Chad of Time most of them have tooltips with explanation. The ones that dont will be fixed soon.
Slayer  [créateur] Il y a 18 heures 
@Enforcedchip743 sorry but for now it works only for higher resolutions. I will work on the mod to support lower res.