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Found a great car with different skins but you hate the looks? Are you a content creator who wants to check through all skins of a vehicle? I got you covered. Right click on a vehicle close to you and the option appears in the context menu. Supports cycling forwards and backwards through available skins and picking one by index. If a vehicle has no skins to choose from, the option will not be present.
HINT: I can not guarantee that the contents of the car including trunk and / or parts health will be the exact same after change. They should be but sometimes the game is a bit wonky when changing skins. There's nothing I can do about it. Better safe than sorry: always unload all compartments first.
Unlock a random door on a vehicle by right clicking it and shouting "Open Sesame!", just like someone locked the whole car and forgot a door. Well, things happen when you're on the run. This means one random door, not all or the driver's door.
Alternative text "Check for unlocked doors" can be enabled
The vehicle spawner gobbles up all the cars and non-cars - vanilla and mod - your game can possibly spawn, makes a context menu containing a neat list categorized by vehicle type (normal, burnt, wrecked) and first letter of the *real* car name. This means: if you have freshly installed a mod and Cheat Menu or others are not ready, this module has got your back. If the game can spawn it, it's immediately in the menu.
If you want the vehicles to be fully repaired there's an option, too. It's also disabled by default. If it's not checked the game will spawn the vehicle at about 70-ish percent condition like a lucky normal spawn.
A new addition is the option for adding a key automatically on spawn.
HINT: When no localized translation of the car name is available it uses the car id for grouping by letter, so if you see IGUI_... entries this means there's a translation missing. This not a problem on my side because it means the vehicle mod creator did not provide translations yet.
This is mostly for immersion and mods where you can see the character while steering the car. It looks wonky with equipped items, so they are remembered and re-equipped on leaving the car. This does currently not put them in bags or notices any changes during driving, so you can equip new stuff anytime but when leaving the car the items you entered with will be re-equipped.
The new update from 2021-10-31 will respect things that are equipped on hotbar slots. If an item is in the hotbar, it will be put back. If it isn't, a container is tried and only if this fails the item is put into the player inventory.
This will be more interesting in the coming weeks. Trust me!
HINT: Other mods managing inventory items at certain events could potentially interfere with this functionality. This module has been patched for compatibility with Superb / Subpar Survivors.
Get a key as simple as right clicking the vehicle when close to it and then creating the key via context menu entry. This feature will not show up with burnt or hotwired cars. If you have misplaced an existing key for the vehicle it will still work afterwards - no "lock change" will happen. If there's no key associated with the car yet, a new one is created.
This repair function works a bit different from the ones you know from other mods. The function takes into account the actually installed parts and repairs them, unlike other mods that fill up all slots in tuning and modular vehicles. This will mean: if there are broken or removed parts they will not be replaced.
Because some custom gas tanks have problems with being set to full amount via script the repair tool sets the gas tank to half full.
When the player stands on soil that can be picked up, has a shovel and empty sacks the Gravel Buddy will be available in the context menu. It will let you select small, medium and large areas for processing the tiles around the character.
The soil you stand on will decide what is filtered out and the rest will remain. If you stand on a gravel path in the middle of a park and activate the Gravel Buddy, it will only pick up gravel and nothing more.
All squares that will be harvested are highlighted in red so you can watch the progress.
The helper stops prematurely if you either move manually, press escape or there's no bags or shovel left.
When there's available bag space (either in offhand, on back or elsewhere) on an equipped bag, it will put the filled sacks into the container so you don't get crushed by the weight.
When you're done mowing down a horde and want to get the corpses out of the way, just stand at the spot you want the corpses to be stacked and let the corpse stacker do its thing while you drink your favorite hot/cold beverage.
Sometimes the stacker will stop despite not all of the corpses being stacked. This seems to have something to do with a corpse being between tiles and some tiles reporting false numbers for corpse count. I will investigate this further. In the meantime: just start at another place in reach and enjoy.
Important: There's no checks for Zombies or being attacked in the code. It's on you to make sure the location is safe. The stacking can be interrupted at any time by moving via WASD or pressing ESC.
Self explanatory. To remove shrubbery the character has to have access to a knife, axe or other tool.
This does not monitor exhaustion or other physical needs besides the character having an axe.
Axes are automatically equipped and when one breaks, another is searched. If you like chopping trees with stone axes, this is a great tool for you. Just pack your backpack full of them and enjoy the show.
Either remove a vehicle via right click menu or remove every vehicle in your cell.
With this you can unlock trunks of vehicles and unlock KI5's containers via context menu
Ever wanted to put all of the stuff in a grocery store onto the floor for easier pick up of shelves or disassembly? No problem. You can unload all containers in an area, the current room or even the whole building.
This follows the game rules, so some items are classified as "moveables", which can't be dropped like an item but rather have to be placed by the player. Examples are radios, walkie talkies, furniture like ovens and other stuff. Those items will be ignored and skipped.
If you want to grind carpentry, harvest nails or just clear an area / room / building of all moveables that can be scrapped, fret not: this tool has got your back. This follows vanilla rules, meaning you have to have the tools for disassembly with you. The relevant tools are equipped automatically when scrapping the object. I would suggest to start the disassembly action with hammer, saw, propane torch and welder's mask in inventory to get the most out of it.
Beware of level changes (especially from upper to lower level) because the game likes to crash when it is lagging and sped up. Normal speed is fine.
I have provided options for automatically picking up nails after scrapping, dropping electronics scrap (which for some reason is put into inventory instead of the floor by default) and automatic unloading of containers before scrapping them. You don't need to unload the containers yourself or via my container unloader first. Just enable the option for automatic unloading and enjoy.