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)
69
12 月 1 日 上午 10:47
(Unofficial) Bugs/Issues Thread
pointblank98
17
8 月 28 日 下午 1:28
Clan Share
SilverVixen
11
11 月 18 日 下午 3:34
bandits creator discussion
Darkdeplayer
369 条留言
Yasuke-chan 12 月 4 日 上午 10:38 
@Tarious So...I am planning to get back into the game in B41. Is this mod still working properly? The last time I was here, it hasn't been updated since May. I see the same thing now.

For context, I am using the Bandit v2 mod.
Tarious 12 月 4 日 上午 4:01 
@Bloonspop

Yes, in singleplayer, if it's set to 1 - 13, they spawn from Day 1 to Day 13 after the apocalypse. In multiplayer, it's based on each individual player's time survived, so players who are on Day 1 to Day 13 of their lifespan will encounter that clan.

If you want them to spawn all the time, set the Start and End to 0 and 10000 respectively.
Glina Kishkoblud 12 月 1 日 上午 10:44 
spawn only wanderers, has anyone encountered this?
The one and only Mister King 12 月 1 日 上午 7:50 
on a dedicated server. i am having trouble adding custom bandit clans is there any possible way you could help?
Bloonspop 11 月 30 日 上午 11:16 
what exactly is timeframe? for the rednecks which by default spawn days 1-13, does that mean they can never spawn after day 13? how do i make a clan able to spawn all the time?
Tarious 11 月 30 日 上午 5:46 
@jazzhands

The latter.

Each behavior you enable will enable a corresponding 'type' of squad to that clan. If you enable Defender, they will have a squad-type who spawn in to defend buildings. If you enable Wanderer, they have a squad-type who spawn in and wander around.

They, unfortunately, can't use one squad to do both.
MasterShit 11 月 29 日 上午 9:13 
pls, add generator outfits
Stokes 11 月 29 日 上午 7:03 
in b41 mp i need to puts this mod in the mod list? or just the bandits mod?
Ark_Malan 11 月 25 日 上午 4:13 
is it possible to restore clans to their original settings and add presets? It's not a huge deal I just want to be able to restore original settings just incase I mess them up
Wertologist 11 月 20 日 上午 10:41 
Is it possible to make a tag for the bandit clan that either ALLIES them with the Zombies or at least makes them invisible? I'd like to make factions of special infected