Project Zomboid

Project Zomboid

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[B42/B41] Bandits Creator
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7.275 MB
4 月 23 日 下午 1:19
5 月 2 日 上午 2:11
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[B42/B41] Bandits Creator

描述
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.

Problems
  • After the game starts, some assets are loading in parallel for a short while. As a result if you open the Bandit Creator, it is possible that some of the clothing may be missing. Simply reload the creator again.
  • Sometimes the creator may load longer than expected and freeze the game for 5-15 seconds. Just be patient
  • Be mindful about screen resolution and font size. Creator adapts to resolution to a degree, but if the resolution is very low and font size is very big, you will experience problems.

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.

Here is a nice set of mod integrations.

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]

Bandits Compatibility

Mod id
Game version
Compatibile
Bandits2
B41
yes
Bandits2
B42
yes
BanditsLegacy
B41
no
BanditsDayOne
B41
no
BanditsDayOne
B42
yes
BanditsWeekOne
B41
no
BanditsWeekOne
B42
yes

Credits
Ravense - art

Workshop ID: 3469292499
Mod ID: BanditsCreator
热门讨论 查看全部(10)
67
11 月 2 日 下午 9:42
(Unofficial) Bugs/Issues Thread
pointblank98
17
8 月 28 日 下午 1:28
Clan Share
SilverVixen
10
10 月 23 日 上午 6:43
bandits creator discussion
Darkdeplayer
357 条留言
Mxple4Leafs 11 月 14 日 下午 11:53 
Any way I can delete bandit clans?
zomber 11 月 13 日 下午 1:38 
where do you go to customize bandits
Holden McCaughan-Bols 11 月 12 日 上午 11:16 
Warning: If you save your bandits under "local", they may be overwritten with a blank file if this mod crashes (which it eventually will).

Make backups of your locally saved bandits and clans each time you make a change (location written in mod description above).
LEGION 11 月 7 日 上午 6:41 
so i turned off wanderers and they're still spawning.
jlcarneiro 11 月 5 日 下午 5:16 
Good job!

One question: is it possible to disable clans without deleting them nor changing their spawning chance?

Something like a simple on/off switch for each clan... ;-)
Destroyer 11 月 5 日 下午 2:41 
this mod need some fixing....after you created your own custom bandit and you planning to add more, it just wont let you anymore afterwards
TurgidJuiceTree 11 月 5 日 上午 10:28 
is there a universal option to turn the assault AI completely off?
Andre 11 月 5 日 上午 8:19 
Suggestion: A way to remove the icon that shows a bandit is nearby; Make a bandit clan 100% chance to spawn, but only once that day (to create bosses); non loteable bandits
Lone Wanderer 11 月 3 日 下午 8:35 
Do i need to have this mod on my server to use Bandit Creation and use it in-game? Or can i do it from the main menu?
ETheDestroyer 11 月 2 日 下午 3:09 
is there a way to specifically spawn an npc that i created for example if i make a friendly npc do i have to run around the map trying to find said npc ?