Project Zomboid

Project Zomboid

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Nepenthe's High Beams 2.0 (OBSOLETE)
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11 Apr @ 8:36am
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Nepenthe's High Beams 2.0 (OBSOLETE)

Description
42.9.0 Update:

> Made vehicle headlights extend much farther.

All the core features of this mod are now possible via lua, so the java version is no longer supported.

Unsubscribe from this mod and subscribe to Nepenthe's High Beams (updated for B42.9.0) instead and continue to enjoy lighting up the countryside with your excessively bright headlights!



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High Beams 2.0! Bigger! Brighter! Better! Now with 100% more manually installed java files!

The original High Beams Mod took things as far as I could with pure LUA modding. I wasn't happy with the results I was getting as I pushed for even better lighting coverage, so I made the decision to create a version that replaces the VehiclePart.class Java file.


MANUAL INSTALLATION NEEDED!

Installation (Windows)

  • This mod is for B42 only. DO NOT install the java file to B41, it will break your game!
  • Optional but recommended: backup
    <Steam Install Folder>\steamapps\common\ProjectZomboid\zombie\vehicles\VehiclePart.class
  • Close Project Zomboid
  • Subscribe to the mod.
  • Once the mod has downloaded, go to
    <Steam Install Folder>\steamapps\workshop\content\108600\3461995683\mods\Nep High Beams 2\42\
  • Copy the zombie folder to
    <Steam Install Folder>\steamapps\common\ProjectZomboid . One file will be overwritten.
  • Start Project Zomboid and enable the mod.

Uninstallation

Replace the modified VehiclePart.class with the backup copy you made, or use steam to Verify Files which will restore the original java file.

FAQ

How do I use this mod?

You need to be playing B42, you need to have manually installed the java file, you need the mod to be enabled and you need a vehicle with at least one functional headlight bulb. Get in your car and toggle high-beam mode with the hotkey (set to '.' by default.) The headlight indicator will be blue when headlights are on and in high-beam mode.

What do the options do?

In Options -> Mods -> High Beams 2 you can change a few settings:

  • Activation Key: The key to toggle high beams
  • Always on: high beam mode is set to one when you get into a vehicle.
  • Length Multiplier: how much more distance do you want compared to normal headlights?
  • Intensity multiplier: how much brighter should the headlights be? Beyond 2 this mainly affects edge dropoff
  • Ignore Headlight condition: as long as your bulbs have 1% condition remain your high beams will be at full power.
  • 360° High beams: when high beams are active they light up everything in range in all directions.
  • 360° normal lights: using normal headlights they light up the are around teh car, which is helpful for reverse parking at night.
  • Debug Mode: Prints extra info to console.


Can this mod be safely added/removed mid-save?

Yes.


How do I use this mod on Linux or MacOS?

This mod should work on other platforms (Java: Write once, run anywhere!™) but the exact steps to copy the VehiclePart.class from the mod folder to the game folder vary. If you're on Linux I assume you know how to do this using the commandline or your file-manager of choice. If you're on MacOS this discussion on installing Better Car Physics may give you some hints. Steam Deck will probably be a bit in between Windows and Linux, but again the goal is to replace the original VehiclePart.class with the one from the mod.


Does this mod work in B41?

This mod is B42 only.


Does this work in Multiplayer?

Probably, but we won't know for sure until B42 multiplayer comes out. I do intend to move some of the options to sandbox settings so they can be controlled by server admins, but for now it's easier to have everything in one place.


Replacing Java files is scary, but I want brighter headlights. What can I do?

Use the previous lua-only version of High Beams.


Does this work with modded vehicles?

There should be no issues with any modded vehicles, and it works with every modded vehicle I've tested. Unlike the LUA version of High Beam this mod doesn't have issues with vehicles that are very large, very small or that rock back and forth lot on their suspension.


Is this mod compatible with Better Car Physics?

Yes, the java file modified by this mod is separate to the java files that mod affects.


Does using high beams while the engine is off consume more battery power than normal lights?

No. If I do add that feature I'll include an option to disable it, because realism can be good but it can also just take the fun away from games when your car battery runs flat on you.


Can I make the lighting smoother as I drive?

In Options -> Display & Performance -> Lighting Updates set the number of lighting updates to a value higher than 15 per second. This technically has nothing to do with this mod, but is worth knowing since you're probably paying more attention to the lighting while looking at the effects of this mod.





Workshop ID: 3461995683
Mod ID: NepHighBeams2Java
88 Comments
Sp1cy 12 Jun @ 9:25pm 
You're a fucking beast dude, thanks for making this mod.
mango 10 Jun @ 7:02pm 
o7
Weaver 10 Jun @ 12:37pm 
Looks like this is in the base game now Nepenthe, just wanted to thank you for your hard work on this mod. It was 10/10 to use, thank you! All the best in your modding future mate
TheyCallMeVincenzo 10 Jun @ 9:32am 
I believe this is now in the base game now.
crispybiscuits8 10 Jun @ 6:12am 
Reminds me of those bright ass headlights from state of decay 2, this is amazing thank you
AUTOKRATOR 9 Jun @ 10:08am 
Nepenthe laying down the suppressive fire. Nice work.
Nepenthe  [author] 7 Jun @ 8:38pm 
@Doom Girl the discussion was about adding a feature to this mod with a config option to enable/disable it, not making a new mod.

Check the options in the mod and you'll see I'm not trying to make anyone use my personal headlight preferences, the options can go to ridiculous levels. 360° daylight-level illumination with a range so high it extends out of the loaded world? I hate it, but I won't stop other people doing it.
Doom Girl 7 Jun @ 8:02pm 
@Nepenthe Sure, that's all very true, no argument but if you're going to upload mods you should at least give the same level of agency to players as the base game gives, if not more. Doing it this way is how we end up with 100 different mods that all functionally do the same thing just with different variables based on the preferences of those who made it.
Nepenthe  [author] 7 Jun @ 5:51pm 
@Doom Girl not everyone wants the exact same experience, that's why there are so many sandbox options and the game is moddable.

This mod isn't being forced on you, and having options (either in vanilla sandbox settings or mod settings) doesn't mean you need to set them to a value you don't like.
Doom Girl 7 Jun @ 2:02pm 
"No. If I do add that feature I'll include an option to disable it, because realism can be good but it can also just take the fun away from games when your car battery runs flat on you."

WOMP WOMP. Why play a highly immersive games rooted in realistic mechanics if this is your attitude. You getting cocky and running your battery flat because you weren't paying attention IS the fun of a game like this. Essentially this is just a cheat mod if it doesn't have any counter balancing.