Project Zomboid

Project Zomboid

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Cerberus Bandits Integration
   
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471.333 KB
5 月 9 日 下午 9:14
10 月 3 日 下午 2:14
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Cerberus Bandits Integration

在 Jusblazm 的 1 个合集中
Jusblazm's Bandit Integrations
25 件物品
描述
Jusblazm's Cerberus Bandits
This mod provides Bandits wearing modded clothing from Cerberus Pack.

Because I wanted to make these bandit clans quickly, I wrote a script to generate random bandits from a predefined list of clothes (Cerberus with a few vanilla items like socks, underwear, and weapons). Due to the random-factor of the script some bandits may look weird, though I tried to refine the script enough to make it not as bad. This is especially noticeable with the booty shorts that don't hide boxers on males.

Clans added are meant to be seen and enjoyed, so by default they have a large window of settings. Feel free to modify to your liking, however be aware that settings will revert on every update*.
*If you really want to adjust the settings and keep them permanent, you can save your custom clan settings in your local Zomboid file. It should always overwrite the mod, since local is loaded last. For details on how to do this please visit my GitHub from the link at the bottom.

Updates
I plan to release a new update on the 2nd of each month. This update will replace the current batch of bandits with a brand new batch. This will not harm your saves, nor will it affect currently spawned bandits. Freshly spawned bandits will be wearing gear according to the new list. This will provide some, hopefully noticeable change to extended saves.

This mod has a slightly higher chance to break than my other integration mods, due to the fact that I had to extend some Bandits NPC functionality with equipment slots created by Cerberus. I put some securities into the extension for some predictable updates that may come, so that if Bandits makes my extension redundant, it hopefully will not cause issues. However, much like my other integration mods, if Bandits, the mod(s) this relies on, or Project Zomboid update and modify item definitions, this mod will likely break.

Future Plans
  • A handcrafted set of bandits
  • Lore bandits

Compatibility
Absolutely no mod conflicts with two caveats:
  • someone uses my naming convention for their own integration.
  • A unique ID generates a dupe (Wikipedia: the probability to find a duplicate within 103 trillion version-4 UUIDs is one in a billion)

Known Issues
Certain hair and beards clip through helmets, face masks, and balaclavas. This is a Cerberus issue.

GitHub Archive
I will be keeping an archive of each update's bandits.txt and clans.txt files, so that if there is a set you really like, you can continue to use them even after the mod updates and moves away from them.
GitHub Archive[github.com]

Permissions
I created a simple extension for Bandits NPC that allows bandits to wear the custom equipment slots provided by Cerberus. The item IDs and BodyLocations belong to TTAJ1bl4's Cerberus and Slayer's Bandits NPC reads the text files. While Cerberus has a free-for-all permission level, Bandits NPC has the default permissions of Credit where it's due, so I am extending permissions to the tightest form. Be sure to credit them for their hard work. [theindiestone.com]

Supported Languages
Full support for all 27 officially supported languages from Project Zomboid!

Credits
The Indie Stone for Project Zomboid
Slayer for Bandits NPC and Bandits Creator
TTAJ1bl4 for Cerberus Pack

[discord.gg]

Workshop ID: 3478899772
Mod ID: JusBanditsCerberusRANDOM
5 条留言
Alkanshel 10 月 3 日 下午 3:03 
Thank you, I figured it worked that way but wanted to make sure.
Jusblazm  [作者] 10 月 3 日 下午 2:26 
Slayer explained it to me that yes, if friendly is checked they will always be friendly. My RANDOM sets are all marked as friendly. You can freely change the settings and your changes will be permanent until you reinstall the mod. The Handmade groups (Cerberus doesn't have one yet) can/will be hostile by default.
Alkanshel 10 月 3 日 下午 2:21 
I appreciate you for updating these with new variants. I have a question though, With the default clan settings, there will be no hostiles correct? I guess I'm a bit confused on the friendly setting. Does that mean wanderers, defenders, and campers are all friendly?
Jusblazm  [作者] 5 月 10 日 下午 5:51 
A collection has been put together! Thanks for the idea that I overlooked :spiffo:
leaneag 5 月 10 日 下午 5:30 
It will be useful if you build a collection of your mods :beeped: