Project Zomboid

Project Zomboid

Spiffo's Workshop
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rys Jan 4 @ 12:56am
How to port a b41 mod into b42
1: locate the pz workshop folder

C:\Program Files (x86)\Steam\steamapps\workshop\content\108600
or
D:\SteamLibrary\steamapps\workshop\content\108600

2: look for the mod id, you should be able to find it in the url

3: in the workshop folder, you want to look for a folder with the same name as the mod id

4: once you located the folder, you want to open the “mods” folder, and then the folder which has the name of the mod

5: once inside, if the mod is made for build 41, you should see 3 items, a folder named “media”, a text file named “mod.info”, and an image file, the name of the image file will depend on the mod

6: once you have found this folder, you need to create 2 new folders, name one “42”, and the other “common”

7: for the “42” folder, you need to copy the “mod.info” file, and the image file into it

8: for the “common” folder, you need to copy the “mod.info” file, the image file, and the “media” folder into it

note: make sure that you COPY the files, instead of MOVING them

Once you have done all the steps above, you should be able to use this, or any other mod in the build42 version of the game
:spiffo:
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Showing 1-9 of 9 comments
Jan 5 @ 9:43pm 
thank god ive been impatient waiting for someone to port spiffo ui cause of how excruciatingly obnoxious the inventory is acting in 42
Jan 9 @ 4:02pm 
also do note if anyone sees this the mods will work in b42 but still be pretty buggy or glitch out sometimes due to it not TRULY being ported correctly, this is just a quick fix port that you can do. so far ive tested out spiffo ui and vanilla vehicle enhancer, all working just fine but still giving me error reports.
Originally posted by :
also do note if anyone sees this the mods will work in b42 but still be pretty buggy or glitch out sometimes due to it not TRULY being ported correctly, this is just a quick fix port that you can do. so far ive tested out spiffo ui and vanilla vehicle enhancer, all working just fine but still giving me error reports.

If you want to truly port a B41 mod over to B42 you'll just have to manually go through each and every .txt script file due to the new stuff in base PZ scripts, and you have to very carefully go through the custom lua scripts.

Otherwise you may (and probably will) end up with a seemingly innocuous mod breaking half the game. So far I've seen a gun mod that completely breaks vehicle interactions, a cooking mod that breaks gas cans, gas stations and cars' gas tanks, and a simple ui mod that breaks your entire save.

So a few things to remember:
-You porting over someone else's mod from B41 to B42 is fine.
-You publishing your B42 port is not fine unless you have permission from the original author. (We just had a pretty blatant incident of someone straight up stealing content, then deleting comments before finally coming to their senses and deleting their stolen re-upload.)
-If your new port breaks your game/save, that's entirely on you.
Jan 10 @ 12:52am 
Originally posted by ★Rainmaker★:
Originally posted by :
also do note if anyone sees this the mods will work in b42 but still be pretty buggy or glitch out sometimes due to it not TRULY being ported correctly, this is just a quick fix port that you can do. so far ive tested out spiffo ui and vanilla vehicle enhancer, all working just fine but still giving me error reports.

If you want to truly port a B41 mod over to B42 you'll just have to manually go through each and every .txt script file due to the new stuff in base PZ scripts, and you have to very carefully go through the custom lua scripts.

Otherwise you may (and probably will) end up with a seemingly innocuous mod breaking half the game. So far I've seen a gun mod that completely breaks vehicle interactions, a cooking mod that breaks gas cans, gas stations and cars' gas tanks, and a simple ui mod that breaks your entire save.

So a few things to remember:
-You porting over someone else's mod from B41 to B42 is fine.
-You publishing your B42 port is not fine unless you have permission from the original author. (We just had a pretty blatant incident of someone straight up stealing content, then deleting comments before finally coming to their senses and deleting their stolen re-upload.)
-If your new port breaks your game/save, that's entirely on you.

Do you know WHAT exactly I need to edit in the lua scripts? I really wanna know how to port certain mods that are being left out of b42 currently for personal use, I dont care to publish it to the workshop whatsoever.
In the script.txt files it's just every new entry and item type you'll have to go through.

In the lua folders it's even more complex. It can be every function, some table.insert. Use the console.txt file that shows you the errors while you're porting. It's pretty good at showing you exactly where a lua file causes an error.
bUrnIt 4 Jan 10 @ 7:23am 
hey I've seen many not putting anything in common folder, everything in the 42 folder.
Is it because they use build 42 code in all their files and the textures/UI have no specific place to be.
This common folder Is for what ? anything not 42 ?
Last edited by bUrnIt; Jan 10 @ 7:31am
The common folder is for assets that B41, B42 and any future builds can use, such as your 3D models, textures etc. Since they'll all be cross-compatible.
Scripts and lua and all that good stuff needs to be in their respective folders, because B41 scripts and lua won't work in B42 mostly, etc.
bUrnIt 4 Jan 10 @ 7:33am 
Ah yes I figure it out as you were answering :) Thank you so much for your answer.
Last edited by bUrnIt; Jan 10 @ 7:34am
Jan 15 @ 12:23am 
Originally posted by ★Rainmaker★:
In the script.txt files it's just every new entry and item type you'll have to go through.

In the lua folders it's even more complex. It can be every function, some table.insert. Use the console.txt file that shows you the errors while you're porting. It's pretty good at showing you exactly where a lua file causes an error.
if your able to can you provide a comprehensive guide into porting a b41 mod into 42? im willing to go through hours or even days of suffering if it means i can at LEAST have a working mod (unlike working masks improved)
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