Project Zomboid

Project Zomboid

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How to do/modify items to be weightless, yourself!
By Tzard Nickolas "The Lit" Romanov
Today class, i'll teach you how to (roughly) make *any* item(s) weightless! (since there's basically next-to-no guides or information about this topic *anywhere*....)
   
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1. The tools you need to do this.......
NotePad++ - https://notepad-plus-plus.org/downloads/

(for .txt editing, or you can do it via old Notepad, up to you)

and

Microsoft Visual Studio- https://visualstudio.microsoft.com/downloads/

(for editing the .info file)
2. What to do
1. On the desktop create a folder to whatever name your doing your mod on

2. And in that folder, create a "Contents" folder in it. (without the quotes)

!2.5. Find your preview.png image that corresponds with your mod (or don't it doesn't matter)

(( preview image I believe has to be 256x256 and has to be called preview.png))

!2.8. ((if you want to post your mod on the workshop, create a workshop.txt

type up this yourself *or* use this as a template (copy and paste it, then edit it)

version=1
title=(ForYourModHere
description=(TheDescriptionForYourModHere)
tags=
visibility=public

3. Now that your mod folder has a "Contents" folder in it, (and the .png and workshop.txt in it if you did it), now in that contents folder create another folder called "mods" (again without the quotes)

4. Create another folder that's called your mod's name is. (like step 1.)

5. in that folder create a "media" folder, (Once more without the quotes)

!5.5 use the image that you used for your preview and name it poster.png

((the size for it should be, I believe 156x156))

!5.8 create your mod.info file and in it do this or copy and paste it.....

1 name=(YourModNameHere)
2 poster=poster.png
3 id=(YourModNameHere)
4 description=(YourDescriptionForYourMod)

6. and within that folder create a "scripts" folder (once more without the quotes)

7. create either a Script1 or Random1 (keep in mind that you *can't* do two mods with the same name like this: (For example: If Mod A has a Script1.txt and if Mod B has a Script1.txt it causes errors/overwrites it, etc same goes if Mod A has a Random1.txt and B also has a Random1.txt, any mods who *also* do this/that will overwrite your mod or/their's so also keep that in mind)
3. What to do Con't
8. in either Random1 or Script1 do this:

module Base{
item (ItemIngameYouWantDone)
{
Weight = 0,
Type = Normal,
DisplayName = (TheItemDisplaynameIngameYouWantDone),
Icon = (ItemIngameYouWantDone),
}
}


(exclude the brackets in the TheItemDisplaynameIngameYouWantDone and ItemIngameYouWantDone)

8.5. where to find the items: (C:\Steam\steamapps\common\ProjectZomboid\media\scripts) or whatever drive your main game folder is on

what you want: you want the files which say items.txt, newitems.txt and those which say items_ in them those are *all* the items ingame

9. After your done, place your mod folder on the desktop into this location:
( C:\Users\(YourUserNameHere)\Zomboid\mods)

9.5 (and if you want to post it on the workshop, copy it *also* in the folder which says "Workshop"),

but please *ALWAYS* test you mods before you post them)

9.8 ((Author's Note: If you receive feedback or criticism, *always* take that into account (that you might've made an error, before you think it is the user's error) but if someone's *demanding* that you do something, (without them either asking you nicely or personally are paying *you* for a change in your mod) or is being an ♥♥♥♥♥♥♥ to you, be an ♥♥♥♥♥♥♥ right back to them, but whatever you do, don't be a lil' ♥♥♥♥♥ and close down your *ENTIRE* comment section because of them, because a) it makes you look weak, b) is what they want you to do and C) you will never know if your mod is working or not without user feedback and another thing: *Don't be hostile to those saying that they need help or are providing feedback or even criticism to you* it makes you look like a ♥♥♥♥ and no one wants to download a ♥♥♥♥♥' mod, because I sure as hell don't))

10. (Edit: do note you have to change script1 or random1 to script2 or random2 and etc if your creating new weightless mods because having two script ones will overwrite themselves and only one of your changes shall show.
Thank You For Looking at my Guide! ;)
I'd like to personally thank you for taking some time outta your day to even look at my guide!; So thank you, I hope it was very useful to you!
3 Comments
Leonhardt84 9 Mar, 2022 @ 7:13am 
fair enough, ill give you that. not many gamers know to do -debug as it is. but with this they can see both options :)
Tzard Nickolas "The Lit" Romanov  [author] 9 Mar, 2022 @ 6:55am 
you could do that too: but A) ((For me here atleast:
My debug was a pain in the ass for me to set-up/it make work for some reason)),
B)This was to show people how to do it manually, without relying on the debug and
C) it was also to show how to somewhat make "a mod" (like this).
Leonhardt84 9 Mar, 2022 @ 6:06am 
i mean, you could just do launch options and -debug . open game, load the world and character and right click the objects and click edit. Then you see the durability / weight and whatever. and you can make the weight 0 there.

i know this because heavy modding involves random debug launch once in a while.