Project Zomboid

Project Zomboid

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[B42/B41] Bandits Creator
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7.275 MB
23 Apr @ 1:19pm
2 May @ 2:11am
8 Change Notes ( view )

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[B42/B41] Bandits Creator

Description
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
Popular Discussions View All (6)
49
19 hours ago
(Unofficial) Bugs/Issues Thread
pointblank98
13
3 Jun @ 12:23pm
Clan Share
SilverVixen
8
12 May @ 11:12pm
bandits creator discussion
Darkdeplayer
279 Comments
Extazz 12 Jul @ 1:56am 
Does the local file saves always overwrite the mod options saves ?
I did a lot of tweaks to the bandits clans, how to make sure it applies to Bandits and Day one by default ?
warfossil1775 11 Jul @ 9:28pm 
Another w for slayer
AmoryBlaine 11 Jul @ 12:11pm 
are friendlies suppose to gather at your base?
Voidzzz 11 Jul @ 9:21am 
can anyone help me about the spawn Ai part where you can select the friendly, wanderer etc if this will affect the NPC? I just want to try it I only select defender, are they going to camp in a building and build their base there? I miss the superb survivor where you can command the npc and assign their places. I thought this mod would have it as well. Anyways, I hope in the future, this mod can do it.
Xherdos 10 Jul @ 7:45am 
"/Zomboid/Lua/bandits"

Exactly where? Like under User/Appdata or Documents or the location where the game is installed?
TheKaiser 9 Jul @ 10:28am 
I created the entire Wehrmacht
jzcolon613 8 Jul @ 5:32pm 
Do you think there is a way for you to make a separate mod consisting of just the clans from week one? So we can keep all those clans and edit them? Or is it just strictly for Week One?
charple hl2 7 Jul @ 5:54am 
It would be great if you werent locked to setting the minimum chance to spawn to 0.25 - I want to disable bandits for a run without manually having to go into the creator and change everything. And it'd be nice if there was a way to save and load preset bandit groups like we have sandbox settings.
brZ ★ 6 Jul @ 2:26pm 
Please create an option to prevent a clan from respawning after it has been eliminated.
InnocentDeadly 5 Jul @ 3:42pm 
how the hell do i reset it?