Project Zomboid

Project Zomboid

'All In Zomboid Map Pack' Enhanced (OUTDATED)
300 Comments
Ullatec Oct 21, 2022 @ 2:57am 
I believe so, mainly because this was made before they changed how maps were added into the game.
Totsnuk Oct 21, 2022 @ 1:50am 
is AIZ Enhanced 2 dead as well? I tried using it and twd prison doesnt exist and im assuming everything else doesnt either bc none of the maps are readable.
ddraigcymraeg  [author] Oct 23, 2017 @ 7:48pm 
No. "AIZ Enhanced 2" is.
Eoin Lynne Oct 23, 2017 @ 7:37pm 
I thought this was the new mod?
ddraigcymraeg  [author] Oct 23, 2017 @ 7:31pm 
There is no lootable map in this mod. You need to play the new mod for it. Yeah, there is no 3d map like that either for this mod. I suppose I could ask blindcoder to add one.
I would just arrange to meet outside of a town, near an obvious intersection? and use the white map, or the 3d map if it is a vanilla region.
Eoin Lynne Oct 23, 2017 @ 7:23pm 
That doesn't help much, you can't see any land marks on that. We are just aimlessly wondering around calling out colored roofs we see to see if the other sees it too. With the base game we used https://map.projectzomboid.com/#0.5,0.233 to find each other, but that does not seem to work here as I cannot find any of the houses near me on that. Also I've not found the lootable map so that doesn't help either.
ddraigcymraeg  [author] Oct 23, 2017 @ 7:22pm 
See AIZ Enhanced 2 mod, it has a lootable labelled map in-game. For this mod, just look a the white map image above.
Eoin Lynne Oct 23, 2017 @ 7:14pm 
Is there a map online somewhere that one can use to figure out where one is at? Me and my friend have spent hours trying to find each other...
ddraigcymraeg  [author] Oct 4, 2017 @ 1:22pm 
For 38.x version of this map pack, please see AIZ Enhanced 2: http://steamcommunity.com/sharedfiles/filedetails/?id=1158053757
Ullatec Oct 2, 2017 @ 3:52pm 
Nice. Kindof still waiting for the vehicle branch to get moved over to the main beta branch tho before i go back into messing around.
ddraigcymraeg  [author] Oct 2, 2017 @ 1:28pm 
38.21 fixes all the spawn locations now. So you should be able to spawn at ALL MAPS ACTIVATED locations and otherwise and have all the custom maps loaded.
ddraigcymraeg  [author] Oct 1, 2017 @ 4:54pm 
Dev talked to me. It looks like in 38.20, you need to spawn either in "Kentucky", or in regular Muldraugh, West Point, Riverside or Rosewood (WITHOUT the ALL MAPS ACTIVATED tag), and all the maps will be activated. Custom spawn locations (WITh the ALL MAPS ACTIVATED tag) will NOT work. See post below for changing the "Kentucky" spawn location
ddraigcymraeg  [author] Oct 1, 2017 @ 4:54pm 
OK, map pack will load in 38.19, but need to select 'Kentucky' map. This will place you in New Denver, due to some legacy code from AIZ. But other maps will load.
Looking around, Man In The Purple Hat is correct. if/when I get time, St Lamb and Drayton can be moved west. Some connecting roads around California can be added too, to reconnect Riverside.

Will wait to hear back from dev about spawns in other maps within the pack. Quick fix would be to replace the spawnpoints.lua in Kentucky folder with the one from the map folder of the map you want to spawn in.
RagingLoony Oct 1, 2017 @ 6:31am 
Whenever I select california as a spawn I spawn in the middle of the ocean.
Ullatec Sep 28, 2017 @ 6:36pm 
@legion you guys running latest release or the beta/cars server? And what other mods do you have running?

I loaded up PZ the other day and ran about 6 mods that bugged out the game pretty good, and this was with current release.

It may well be this map mod tho due to how they changed how maps tie into the game now and this might need to be messed with again.

tbh i dont know if any of the maps in this pack overrun the new area, riverside? ,or not. I dont think so but that *might* be something.
EPOC16 Sep 28, 2017 @ 9:19am 
Trying to narrow down.... Since the update, all players on our server experience constant short freezes when moving. We believe this MAY be tied to this map. Does anyone else use this on a server and if so, do you experience a short freeze every few seconds or so?
Exivus Sep 9, 2017 @ 8:00am 
Thanks! Big help!
Ullatec Sep 6, 2017 @ 7:21pm 
Using cheat menu on solo would be good just so you can use a test bed to teleprot around, load up map chunks and then delete so you can get a feeling on what your gonna be doing on the live server.

Always make a backup of the live server before going through, just in case somethign gets messed up. ;)

Hope that helps. i dont think blindcoder wrote any tuts on it, ill have to ask him in a bit.

Sorry for all the spam there! Stupid 1000 character limit.
Ullatec Sep 6, 2017 @ 7:18pm 
OHYA, ok, go to map.projectzomboid.com Find the warehouse and zoom in. On the left hand side select, Map coordinates. You'll see 3 things there, coords, cell, and rel. Cell is the map area. So you put the mouse on the corner of that warehouse and you would probably see teh cell cahnge to 35x31. if you were to look at eather teh server cache or player cache, you would probably have a file called chunkdata_35_31.bin . That file would be the corner of the warehouse.

On the cord part there, remove the last # on each thing, so like 10608x9323 would be the file, map_1060_923.bin

I think the chunkdata is the perminante objects, while the map.(cords).bin are the items.

ddraigcymraeg would have to confirm that if he remembers.

So ya, use the webpage to find the cells/cords that you want to eather keep or delete. That is going to be your major tool.
Ullatec Sep 6, 2017 @ 7:06pm 
I think that came out wrong, few things going on irl atm. Basicly want to do solo player to find the blocks, i say use solo player so it doesnt destroy your online world. Using the solo player as a test ground.

There was a way to look at the online map to see the map block/files. Ill try to look at some of my subscribed mods in a bit to try to give a better explanation.

I live right by that huge fire thats wiping out the waterfall area right now, so its a bit chaotic for me to say the least.

And honeslty i cant remember what is held in .lotheader, .bin, and .lotpack. So i need to do a bit of research real fast to refresh my old age, lol. I do remember that zpop* holds the current zombie information for that block tho, lol.
Ullatec Sep 6, 2017 @ 7:00pm 
One way i guess would be to look at the mod/map directory with it in filename's in alphabetical order (the exsact name is elluding me right now). But in that view it will show all the area's the map does in order. LIke this file, map_1087_931.bin, the 1087_931.bin is the map cordinates that is being changed. So to keep the warehouse area you want, you need to find the area/cordinates that it is at and kill the rest.

I havent messed wiht mods for awhile but i think, cheat menu, and a coridnate display, and the map webpage are going to be your best tools for this. What *I* would do if i was doing this would be to start a new sandbox solo game with no or low zeds, turn on god mode. teleport to the area you want to get the block #'s that you want to save.
Exivus Sep 6, 2017 @ 6:39pm 
That makes perfect sense! No one has ever explained that so clearly to me. What would you recommend as a resource to selectively clear out the places we've explored except for our base? I believe I ran across a source on reddit awhile back to do it. So, for instance, if we established a base at the large warehouse in Muldraugh, could we theoretically delete everything else out of cache except for that (given we had pinpointed the exact files note to delete containing our warehouse)?
ddraigcymraeg  [author] Sep 6, 2017 @ 6:22pm 
Thanks Thrandisher!
Ullatec Sep 6, 2017 @ 5:41pm 
Maps are installed on the source. When a player visits a location it goes from the source to the server cache and then to the player cache. Anytime any player goes to a area it trys to pull from the server cache and if something is there it reads it, if not then it pulls from the source to server cache then the player.

So adding in maps after a area has been explored, needs to have the server cache blocks cleared for it to pull from the source. Does that all make sence?

Ullatec Sep 6, 2017 @ 5:41pm 
Opps, im a bit late. Yes and no to that Exivus. While it is posible to put this on after you have started a world, The areas you have already explored will still be same. You can go in and delete the zones on the server and all the clients will auto change to it.

One think i dont know tho is on how this works with the current beta branch or vehicle branch. I havent played much, ive been kindof waiting for the vehicle branch to be merged into the beta before getting back in.

Ive been playing this before the great source code lose and have been waiting for cars ever since then, lol.

Think of the maps in 3 differnt locations. 1. The source. 2. Server cache. 3. Player Cache.
Exivus Sep 6, 2017 @ 12:35pm 
Was that supposed to be a link? Sorry if I'm missing it or misunderstanding.
ddraigcymraeg  [author] Aug 28, 2017 @ 6:20pm 
@Exivus : It is possible. Please see the beginning of this thread re: Thrandisher comments. They should help with what files to back up on server with current game.
Exivus Aug 26, 2017 @ 2:15pm 
We're running a dedicated server off of Gameervers.com . We've already started our playthrough a couple of weeks ago on this server. Can we bring this mod and its maps midway through our playthrough? Is there any danger in that?
(-=Dr Ellis=-) Jul 30, 2017 @ 9:31pm 
THANK YOU!!!!!!!!!!!:thumbs:
ddraigcymraeg  [author] Jul 30, 2017 @ 3:23pm 
(-=Dr Ellis=-) Jul 30, 2017 @ 2:27pm 
I got this game from GOG, i am looking for a way to download this modpack outside of steam, ive been to the indiestone website & all over the internet. I cant seem to find it, Im hosting a public server, so this version is apparently the one im after. any help would be great.:spycon:
ddraigcymraeg  [author] Jul 13, 2017 @ 9:12am 
OK, You are not seeing that option, since in IWBUMS build they changed how custom maps are loaded I have read. I will need to take a look at how IWBUMS loads the maps when I get some time. But this is the cause of the issue, and why people are not seeing the maps in IWBUMS.
Nachoman Jul 13, 2017 @ 3:58am 
@ddraigcymraeg: Hi, I am also playing the IWBUMS 38.4 build and I am also seeing the same problem where part of the map is cutoff - that is, the rest of the map is just woods. In my case I spawned in Bedford Falls in the middle of the woods (the part where map is cutoff) and had to run southeast to see anything. The cutoff begins around Twiggys. Anything NW of Twiggys is cutoff/woods. Might be a IWBUMS issue. It is still cutoff even after your 07/12 update. Looking at your reply to a different comment, what do you mean by 'ALL MAPS ACTIVATED?' tag? How do you set/change this option? Thanks.
ddraigcymraeg  [author] Jul 12, 2017 @ 2:56pm 
@Lewshizz: Works for me in build 37.14. Others have verified that is does. This is an IWBUMS problem. Are you using a save from an IWBUMS build game? If not, Im not sure what is going on :/
You are using ALL MAPS ACTIVATED spawn regions? If you spawn just in Muldraugh w.o. that tag, you will only get vanilla.
[TFS] Lewshizz Jul 11, 2017 @ 3:39pm 
I'm not on an IWBUMS build and it still happens
ddraigcymraeg  [author] Jul 11, 2017 @ 1:06pm 
@Reknot: Thank you. Do custom maps just by themselves work in IWBUMS? I do plan to take a look to see what is going on and if it is fixable.
Reknot Jul 11, 2017 @ 1:08am 
@ddraigcymraeg Thank you for the pack, works good in stable. But I wanted to try the new IWBUMS features which indeed just spawns forrests. Thank you for replying to that so we all know. Hopefully all the maps will be updated at one point, will you maybe update the pack then?

Thanks again for the work. Have a great day!
ddraigcymraeg  [author] Jul 7, 2017 @ 6:03pm 
Sounds like you are playing on the IWBUMS build which doesnt work.
[TFS] Lewshizz Jul 7, 2017 @ 4:41pm 
Late response sorry, but single player, only the city I spawn in and the regular cities show up when I play, everything else winds up woods

ddraigcymraeg  [author] Jul 6, 2017 @ 7:08pm 
Ok, have an updated version of this map pack here, it is the very latest, and has all latest maps and more Surivors! NPCs than before: http://steamcommunity.com/sharedfiles/filedetails/?id=953754828
This is for SP/Splitscreen & private server only (not public server).

Added runtheball's listen server hosting instructions to this description.

Ullatec Jul 4, 2017 @ 9:32am 
Ya, they are changing how maps load up now. Im guessing its the thing i last posted. no longer have to splice em together or something magical like that.
ddraigcymraeg  [author] Jul 4, 2017 @ 6:45am 
@runtheball: wow, congratulations, glad you got the listen server to work! Thanks for sharing.
@nolanritchie: sounds like they are changing how custom map mods work. :( Or could be a bug in IWBUMS version.
runtheball Jul 3, 2017 @ 7:42pm 
I re-read the posts here and got it working. Here is a summary of all the steps I took to get it working (and I'm starting the game in Host mode):
Opened C://users/myname/Zomboid/Server and looked for a server that I had started earlier today [when I saw it only had the three default map spawn points, I backed out]. Opened the servername_spawnregions file and confirmed that all the maps were listed. There is also a servername configuration settings file - in that file I changed a few settings to the following:
Mods=amhghk
Map=Kentucky
WorkshopItems=866374030
I'm pretty sure thats all I changed in the configuration settings. The process of 'start your game, then edit the config file, then come back in and start again with the changed settings' does seem to be critical.
Of course when starting the game, in the Mods menu item in the lower left of the screen you need to actually have the mod enabled!
I hope this saves someone the trouble of piecing this all together.
nolanritchie Jul 3, 2017 @ 7:18pm 
I switched back to stable and it works. IWBUMS build will not show the mod maps In game tho
ddraigcymraeg  [author] Jul 3, 2017 @ 5:57pm 
@runtheball: a.t.m., no one I know of as gotten listen server to run. there is a link to indie stone forums on the bug/problem I have running it. You need to run dedicated.
runtheball Jul 3, 2017 @ 4:26pm 
I always play using the "Host" option, in case a friend wants an invite while I'm playing. This map pack is the only mod I use, and when I start the game I only have the default 3 spawn points available. I don't really understand the instructions you've provided, and am wondering if you could explain how to enable all spawn points for the less technically saavy?
ddraigcymraeg  [author] Jul 3, 2017 @ 10:07am 
The white lines are only for Grove Beach map. Its due to the map.
@nolanritchie: this is for the workshop version, or the version in the description? What do you mean the maps are not spawning? You mean they are not showing up at all (just vanilla?).
nolanritchie Jul 1, 2017 @ 2:44pm 
something seems to be wrong with this. maps are not spawning anywhere i try
Morj Jun 30, 2017 @ 11:10pm 
How to fix white lines on walls (screenshot https://ibb.co/iELhnk ) ? They appear only when I start game with all maps.
ddraigcymraeg  [author] Jun 23, 2017 @ 5:58am 
the white image has every town. there should be an image in the mod folder. Same with the latstes version of AIZ Enhanced, that I linked to in the description.