Project Zomboid

Project Zomboid

Refined Hotwiring
106 comentarios
ShadowSWilliam  [autor] 30 MAR a las 3:25 
I'll definitely see what changed in Build 42 to break the mod, thank you everyone for notifying me! I'll also look into KI5 cars, just in case...
Night Fox 20 MAR a las 9:15 
any chance for a build 42 version?
Krizzy 13 MAR a las 14:36 
It doesn't work, I added it into existing save and I don't see the option to un-hotwire
RamiCrack_2013 8 ENE a las 15:22 
b42?
TheSovietGoon 16 NOV 2024 a las 23:31 
Yeah KI5 cars don’t work, please update
Spell Tuna Sub Backwards 5 NOV 2024 a las 20:51 
The un-wiring seems to not work with KI5's vehicles if there is a way to make it work that would be awesome
albion 9 AGO 2024 a las 16:24 
yes!
.⁧⁧alfpaca 9 AGO 2024 a las 16:17 
still works?
Kenpa 4 JUN 2024 a las 9:57 
Thank you for the effort and time you took to make this mod.
Agitatio 5 DIC 2023 a las 10:08 
@DeerHunter pressing ESC to cancel it works, like any other vanilla action.

@Crimson there's Expanded Hotwire if you want key crafting to be toggleable.
Sabbie 10 SEP 2023 a las 7:10 
Excuse me, did it request materials for the creation of a key?
Rhasmoth 2 SEP 2023 a las 20:07 
To add to Harakiri's comment and your response Shadow, the only reason I'm not using this mod any more is the lack of material requirements for key-crafting. My brother used to make his own lockpicks using files and strong, flexible metals like those found in old windshield wiper blades etc... I could see something like that working here, if you wanted to add files to the game. Could use thicker materials as starters, like scissors or screwdrivers (or scrap, of course).

All that said, I'm also kind of thinking the same way Crimson was. I'm looking at More Lock SA to give locks and key fabrication a lot more depth, and I'd continue using this mod if it only allowed removing hotwiring from vehicles.
Crimson 28 JUL 2023 a las 16:31 
Is there a mod to only un-hotwire without the whole making keys part? It's sort of op
DeerHunter 23 JUL 2023 a las 19:48 
Is there any way you can fix it to be able to cancel crafting a key? i was bit several times while crafting and had to log out to stop the action.
Survival of the Unfittest 13 JUL 2023 a las 12:54 
Not much compatible with "A Hotwire Nerf". Could you please check it? The prompt to undo the hotwire wont show up for some vehicles.
Kindred 11 FEB 2023 a las 4:26 
Okay thank you for the reply! I was trying to reverse engineer the whole mod itself but yea I can't seem to find a way as well for the vanilla hotwiring level requirements. There were no lines to fix it.
ShadowSWilliam  [autor] 11 FEB 2023 a las 0:53 
@Kindred Hello! Sadly, the mod doesn't support changing the vanilla hotwiring function, as that could cause compatibility issues with mods that rely on it. Un-hotwiring and Key crafting requirements can be changed in the Custom Sandbox option, and I might release a separate mod later that has the ability to change skill requirements.(Or someone else might beat me to it!)
ShadowSWilliam  [autor] 11 FEB 2023 a las 0:41 
@Harakiri The issue with using keys as crafting materials is that I haven't found an easy way to do that. Maybe I could make it require a padlock, but the current idea is to use Metal Sheet or Scrap Metal. I'd love to give jewelry a function, but I'm having trouble seeing an use for gold, melted or not. Maybe during un-hotwiring, to fix wires? Gold wiring is a thing, I suppose.
Kindred 9 FEB 2023 a las 7:35 
Hi. is there any possible way wherein we can make the hotwiring a bit harder? It's currently set at 1 mech, 2 electrical. We wish to change it to 6 Mech, 3 electrical instead.
Haras 4 FEB 2023 a las 14:53 
I had thought of making a mod like that, but I would need jewels and another key to make the key. What do you think? It would be interesting to think that you need raw material for the key and thus give a function to the jewels in the game.
ShadowSWilliam  [autor] 13 DIC 2022 a las 11:25 
@BlackWater821 Of course! It's on the list of things I'm working on, people have said before that they think a small sheet metal would be great as a requirement for key crafting. Thanks for the kind words!
BlackWater821 12 DIC 2022 a las 1:49 
Working good as of 41.78 MP. Any chance we got an option in the near future to define whether or not we need something to craft car keys or unhotwire, or blank it "default to mods setting".

Thanks for mods, it really nice bro )))
albion 6 DIC 2022 a las 12:21 
thank you ^^
ShadowSWilliam  [autor] 6 DIC 2022 a las 12:16 
@albion Of course! I defaulted to using your github account for lack of a better option, but I've corrected it upon your request. Thank you so much for your help again!
albion 4 DIC 2022 a las 22:14 
hi there, thanks for crediting me — just a nitpick, but could i ask you to credit me under the name albion instead of my github username?
MacGyver 3 DIC 2022 a las 5:24 
Oh nice! I've been using this mod since you uploaded it the fist time its amazing!!! thnxs for taking the time to update it! <3
ShadowSWilliam  [autor] 3 DIC 2022 a las 5:01 
@Les Grossman Heya! This update features new Custom Sandbox options, so everyone can change the skill requirements of un-hotwiring and key crafting to better suit their playstyles. (Sorry for the delay, I'm still working on everything that was reported previously.)
MacGyver 2 DIC 2022 a las 15:35 
Hi! What's in the latest update?
Deathhead 6 JUN 2022 a las 10:42 
Do you mind if I put this mod in a modpack for my server? I'll credit you and link this page.
Stellar Harbour 21 MAY 2022 a las 11:11 
Why do you need so much time to un-hotwire?
Grumpy169 17 MAY 2022 a las 2:06 
this is a great mod, but i think a to un-hotwire should require pliers and duct tape to seal the connection. only a minor thing, but also something i think would be pretty useful, to hotwire should also require wire cutters or scissors or something sharp to cut the wires in the first place :)
Pervy Sage 27 MAR 2022 a las 18:24 
Keys should require some metal and tools make them right? Also I think maybe it's a bit too easy to make them. But it's your mod so balance is up to you.
PAPU 27 MAR 2022 a las 17:00 
I'm enjoying using the mod its cool, Sir William please consider my suggestion if we can add, when the vehicle is properly locked. The vehicle unit cannot be towed except for the tow truck or forcefully break in and managed to unhotwire or craft a key. This way we can protect our armored vehicle from the thief. Our precious vehicle, same in irl. :steamhappy:
Penumbrix 25 MAR 2022 a las 6:15 
Great mod,can you make it work with w900 and k15 semi trailers?,since you can not hop inside of them the option doesnt show up.
PAPU 23 MAR 2022 a las 1:02 
is this working in 41.68 MP? Looks good.
Egg 19 MAR 2022 a las 12:52 
Best mod ever !! Realöly yeah because in reallife you also woudl be able to exchance locks on vehicles with some skills
Vinnie 28 FEB 2022 a las 18:12 
Mod has been behaving well for now on 41.66 multiplayer. The only issue I can see is that newly created keys aren't properly named and instead have a debug string for a name: "IGUI_NameOfCar"
Haven't tested with every single vehicle but the few I've tried for Filibusters and KI5 worked fine.
Arjun 25 FEB 2022 a las 11:10 
Hello,in a pickup truck,it has been bugged for a few hours during MP Dedicated server.
tried relogging and restarting.
cannot insert or take out my key or start engine at all
The mechanics is in working condition and there is gas and air.
Please look into this.

Version Build 41.66 Stable
Spanton 18 FEB 2022 a las 14:20 
Maybe 1 small sheet metal, a pencil...a torch and a hammer?
Kafkatrap 16 FEB 2022 a las 0:02 
If the key crafting required a small metal sheet it would be a +10 in awesome mod points. Now it sits at a comfortable +9.8
>:(
Johnny2s 11 FEB 2022 a las 14:57 
@Spanton Fully agree, small metal sheet or similar would be legit.
Spanton 6 FEB 2022 a las 15:08 
This mod is awesome and works like a charm on our dedicated, love that we can replace ignitions now and craft keys when we can't find them, highly recommend...thank you for making this! =)

Suggestion: Crafting a key should require a small sheet of metal or some other resource, it feels a little op to just hop in any car and hit craft key once you reach the skill level...
CMDR Sweeper 3 FEB 2022 a las 15:24 
@ShadowSWilliam I did think of this scenario, so what I did was put the key in the glovebox but still nothing was different in the menu, which lead me to wondering if there was a problem with the mod, either load order, game version, or other mods.
Now I couldn't easily verify either where that option should appear as there was no information or screenshots (This is where it would be useful, if I can't see the mod options, I know that I need to troubleshoot it)
However I had hotwired that car before I installed this mod, and I was thinking it would be nice to unhotwire it.
I will try to unhotwire my Hummer, it is at least closer than the other car that I left on the other side of the map.
Now I just wish I had a lockpick mod for the cars so I didn't lose a window.
ShadowSWilliam  [autor] 3 FEB 2022 a las 14:32 
@CMDR Sweeper No, it doesn't add data to hotwiring. I assume it's because you have a key on you, so the mod goes "oh, they have a key, my functions aren't needed, therefore I shouldn't activate right now". Try putting the key in the glovebox and re-checking the radial menu, it should show up if you have no key on you. I completely forgot that there could be a scenario where a person hotwires a car but ends up finding a key to it later - so having the key to a car essentially disables the mod for that car, as long as you have that key on you.
CMDR Sweeper 3 FEB 2022 a las 14:12 
@ShadowSWilliam: I meant a little something more basic, what isn't clear that is that the context menu you are describing is to show up on the vehicle menu on the V key when you are inside the vehicle.
However, I do suspect this mod adds some data to the hotwiring that isn't on vanilla games as I had a hotwired car before installing this mod and it seemed to not let me get the option to unhotwire it, just start the car.
ShadowSWilliam  [autor] 3 FEB 2022 a las 11:29 
@CMDR Sweeper Good call, sorry about that! I'll get some screenshots as soon as I can!
The mod first looks for a key in your inventory, if it finds one, it doesn't add any options. Afterwards, it checks if the car is hotwired, and if it is, gives you the unhotwiring option. If you don't have the key, and the car isn't hotwired, it gives you the create key option. This is the case in the original code aswell in the parent mod, Harder Hotwire by raz, and I think it's due to the way the game handles checks. I didn't even think about this, so I think I'll test for hotwiring first, and key in inventory second. Sorry about the confusion!
CMDR Sweeper 2 FEB 2022 a las 19:21 
An interesting question, how / where do I see the changes this mod does?
I mean I have the key for a hotwired car I want to unhotwire, however where do I get to the option to trigger it?
I have 2 in Electrical and 4 in Mechanical so it should be good to go.
Maybe some screenshots of the menus so it is easier for people to verify that the install is okay and no conflicts causing issues for an example?
ShadowSWilliam  [autor] 31 ENE 2022 a las 10:55 
@BOT Eric That is an intended function indeed! If you have a key in your inventory, put it in the glovebox for a moment, and the option to create a new key should pop up. You may retrieve the key from the glovebox afterwards, or put the new one in there aswell to create another one. Your friend can take said keys out of the glovebox aswell, put it on their keychain, and they will be able to lock/unlock doors, start the engine, and everything else. If this doesn't work for some reason, please say so and I'll do my best to help out.
BOT Eric 29 ENE 2022 a las 18:11 
Can you have multiple keys for the same car and it works? Trying to see if this will pan out for multiplayer and you have friends who play together so you can drive the same car even if one of the person is offline.