Project Zomboid

Project Zomboid

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[B41] 10 Years Later - Setup guide
By Dane
10 Years Later - Setup guide
The official "10 Years Later" guide to simply install the mods!
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Required
I recommend to use Mod Manager and add Mod Manager for coop/server setup

1) First step you need to choose if you want the full experience or the light experience



10 Years Later : Full experience | Vanilla map rework | POI | overlay
10 Years Later (light edition): Just overlay

If you use 10 Years Later you need to enable different pack of tiles :


Daddy Dirkie dirks tiles
throttlekitty's tiles
PertsPartyTiles
Dylan's Tile Pack
Melos Tiles for Miles Tilepack
Simon MDs Tiles
Fear's Funky Tiles
Skizot's Tiles







Quick setup (Less 3 minutes) | Solo
1) Go to mods and enable Mod Manager
2) back to main menu to load Mod Manager and click again on mods

The full experience enable these mods :



- You can replace 10 Years Later (HIGH) by (MEDIUM) or (LOW)
it depends on the level of vegetation you want

- You can replace 10 Years Later (High vehicle spawnrate) by (Vanilla vehicles spawnrate)
The high vehicle spawnrate version will spawn 100% of vehicles cluttering the roads for a more oppressive atmosphere

If you want the light experience in 10 Years Later (just overlay)



- You can replace 10 Years Later (HIGH) by (MEDIUM) or (LOW)
it depends on the level of vegetation you want

You can start a new game.

The 10 Years Later mod contains custom maps directly included, to personalize your game, you can activate them:

-Kingsmouth
-Ravencreek
-Riverside Forest
- Save Your Station (Original mod is required for this one)


Quick setup | Coop | Server

Full experience

Copy/past in your servertest.ini :

# Enter the mod loading ID here. It can be found in \Steam\steamapps\workshop\modID\mods\modName\info.txt Mods=10YL_RC;10YL_KINGSMOUTH;10YL_SAVEYOURSTATION;SaveOurStation_Core;SaveOurStation_KnoxCountry;10YL_MAPS;Diederiks Tile Palooza;DylansTiles;FearsFunkyTiles;PertsPartyTiles;simonMDsTiles;SkizotsTiles;tkTiles_01;melos_tiles_for_miles_pack;10YL_HIGH;10YL_VH # Enter the foldername of the mod found in \Steam\steamapps\workshop\modID\mods\modName\media\maps\ Map=RC10YL;KS10YL;SOS10YL;SaveOurStation_KnoxCountry_World;10YL;Muldraugh, KY # List Workshop Mod IDs for the server to download. Each must be separated by a semicolon. Example: WorkshopItems=514427485;513111049 WorkshopItems=2337452747;2599752664;2901328637;2837923608;2852704777;2740919036;2384329562;2879745353;2740919036;2820757649;2398274461



You can replace 10YL_HIGH by 10YL_MEDIUM or 10YL_LOW in "Mods="

You can replace 10YL_VH by 10YL_VHV if you want vehicle vanilla spawrate in "Mods="

Save Your Station
10 Years Later & Special Compatibility: "10 Years Later" (10YL) provides their own version of our "Knox Country" weather stations to use instead of ours. For this to work correctly, you need to ensure the correct Mod/Map load order (We recommend using Mod Manager for this): Save Our Station - Core 10 Years Later - Low/Med/High Vegetation (Optional) 10 Years Later - Kingsmouth, Raven Creek, etc. (Optional) 10 Years Later - Save Our Station 10 Years Later - Vehicle Spawnrates (Optional) 10 Years Later - MAPS (Optional) Save Our Station - Knox Country
Additional mods
You can add custom maps (Original map are not required)



It's important to place them before
10 Years Later (MAPS) - 10YL_MAPS

Don't forget to check if there are any additional dependencies on the custom maps

Save Your Station
10 Years Later & Special Compatibility: "10 Years Later" (10YL) provides their own version of our "Knox Country" weather stations to use instead of ours. For this to work correctly, you need to ensure the correct Mod/Map load order (We recommend using Mod Manager for this): Save Our Station - Core 10 Years Later - Low/Med/High Vegetation (Optional) 10 Years Later - Kingsmouth, Raven Creek, etc. (Optional) 10 Years Later - Save Our Station 10 Years Later - Vehicle Spawnrates (Optional) 10 Years Later - MAPS (Optional) Save Our Station - Knox Country
Mod load order explanation
Mod load order
Introduction
Load order can be important in some situations. The basic of it is that load order doesn't matter if no mods override each others or the same vanilla files. Maps is similar but it's the vanilla cells being replaced which matters so as long as maps don't share cells, there won't be any particular need for load order. Making sure mods don't override the same thing can be complex when you don't know much about modding, for this you can simply try to compare mods you activate and think if they replace features of the game, or if two mods do the same thing or impact the same things. But let's say you have two mods that can work together even tho they replace similar stuff, you can still get away with it as long as you know what you are doing. For this, the rules and tools below can help with managing that.
Overrides
1- Mods will override the mods placed above themselves 2- Maps will override the maps placed below themselves 3- Tiles will override the tiles placed below themselves
Suggested load order
1- Maps (some maps override existing tiles) 2- Tiles 3- APIs/Frameworks 4- Vehicle mods 5- Heavy mods 6- Smaller mods At the same time, make sure to load dependencies first
How to make your load order
1- You can use Mod Manager and Mod Manager: Enhanced Load Order to manage the load order. 2- An automatic tool on the Workshop exists which can allow you to automatically order mods by following basic rulesets: Mod Manager: Load Order Sorter Source : Sir Doggy Jvla from PZ Modding Community[discord.com]