Project Zomboid

Project Zomboid

[Very Unstable - Testers Welcomed] Vanilla Weapons Expanded+
54 Comments
Chuckleberry Finn  [author] 1 Jun @ 6:28pm 
What occurs?
stoneyshae 1 Jun @ 2:35pm 
i think the fishing rod is bugged atm? unsure
Chuckleberry Finn  [author] 13 Apr @ 4:47am 
Unfortunately the game will do that when you alter the item's type. There isn't really an efficient way to convert them safely.
RunYouCleverBoy 12 Apr @ 10:17pm 
can u please make submod to covert all items to normal please?
i wanna get rid of mod, cause it making to many descriptive noise and mess in item categories, but i cant, cause almost all items will be deleted..
stalksetcup 22 Mar @ 6:35am 
I don't know if this mod is to blame for this or if it's a mistake by the official developers, but when you take a big stone in your hands, you can say "bye" to your game, because the game crashes along with the save
Chuckleberry Finn  [author] 16 Mar @ 5:04am 
Containers cannot be weapons due to how the game handles them.

The models for items are utilizing the on-ground versions. I don't have the expertise to modify each model.
RunYouCleverBoy 15 Mar @ 11:46pm 
idea- solid breafcases and weapon cases as weapon
RunYouCleverBoy 15 Mar @ 11:25pm 
alot of items arent have correct rotation ant pivot to hold. Looks ridiculous. i though you aint just added for them "weapon" stat
Chuckleberry Finn  [author] 6 Mar @ 7:58am 
Sounds good, the description has a link to the modding discord- I have a post for this mod there. :)
Psz3m3k 6 Mar @ 7:42am 
DM me if you need help with testing/balance or general feedback :)
Psz3m3k 6 Mar @ 7:06am 
Great mod idea :D
Chuckleberry Finn  [author] 10 Feb @ 9:56am 
Cool, let me know how it goes. :)
Unknownhost 10 Feb @ 7:00am 
Hey chuckleberry , gonna be running this mod as of tomorrow ( 11.2.25 ) trying to find the discord page but just getting the main channel. if i find anything ill keep a note and find a way to pass on
Chuckleberry Finn  [author] 24 Jan @ 12:05pm 
It's not a bug, but glad to hear your game is fine.
Josko 24 Jan @ 11:37am 
Not any explored part of the map, I started in Echo creek, and went to a farm house next to Guns Unlimited, thats where I removed the mod, ran all the way back to Echo creek and it was completely untouched from this bug
Chuckleberry Finn  [author] 24 Jan @ 11:19am 
This is a warning listed in the description, and it actually does this to any loaded/explored part of the map.
Josko 24 Jan @ 9:13am 
If you plan to use this mod, be warned, Don't ever add it to an existing save, don't ever remove it from an existing save. Doing so will destroy every car, water bottle, gas can etc in a whole 1 cell radius!!

The good news is that this only happends in 1 cell radius and not the whole map lol
Xon xina 22 Jan @ 11:36am 
ufile site i think
Chuckleberry Finn  [author] 22 Jan @ 11:34am 
The file location in the description shows where you can find your console log. Feel free to upload that somewhere.
Xon xina 22 Jan @ 10:22am 
give warning on game start i think
Chuckleberry Finn  [author] 22 Jan @ 10:18am 
Can you better describe your problem?
Xon xina 22 Jan @ 9:13am 
mod is broken
 Morgante ITA 22 Jan @ 9:10am 
Gonna check in a bit (if my modlist decide to work up again), but i'm sure that was the issue and most likely now they'll work :steamhappy:
Chuckleberry Finn  [author] 21 Jan @ 5:14pm 
Changed lightbulbs to handle having a larger conditionMax. :praisesun:
Chuckleberry Finn  [author] 21 Jan @ 4:31pm 
If it's the same issue I can fix it.
 Morgante ITA 21 Jan @ 3:42pm 
@chuckleberry Ok, since the last update you made i had a chance to test it with a really heavy load of mods, the only problem that persist (in regard to car parts) is about the lights. As long as your mod is on they get at 1%, even if you freshly take them out of a box or an appliance (making them break as soon as you look at them). If you could remove the light bulbs from the weapons list too would be a quick workaround (otherwise idk what the code problem would be, as the error alert mod won't spam any error note on side) :/
Chuckleberry Finn  [author] 6 Jan @ 6:58pm 
Old car parts won't be fixed from this - but at least newly removed parts won't be broken down.
Chuckleberry Finn  [author] 6 Jan @ 6:07pm 
- Forgot to apply the fix to mufflers. :steamsad:
Chuckleberry Finn  [author] 6 Jan @ 6:03pm 
@NalMac - If they add 3D physics to thrown objects I'd do it.
Chuckleberry Finn  [author] 6 Jan @ 6:02pm 
- Fixed issues with car parts receiving significantly lowered condition. :praisesun:
As it turns out it was my fault, my bad.
LumberingTroll 5 Jan @ 10:53pm 
Just tried this with a new game, every car I find has 6% condition tires.
LambVORTEX 4 Jan @ 11:21pm 
Over Five. Hundred. Weapons.
Pop in Firearms mod and you got yourself some Madness Combat action.
NalMac 4 Jan @ 11:16pm 
For items like empty cans or bottles it would be cool if they were throwable weapons rather than normal melee.
 Morgante ITA 4 Jan @ 2:53am 
@Chuckleberry after some more testing (around 14 new games with different mods combination and vanilla) came to the same conclusions as SetSail, at this point it could be beneficial to temporary remove the vehicle parts from the pool of the items so at least the rest could be safely used as weapons, and maybe work on a "separate branch" for the vehicle parts (just for now) till the problem is solved. :/
SetSailForDick 3 Jan @ 12:37pm 
@Chuckleberry Yeah it's on new games, I went through a couple of saves trying to troubleshoot where it came from. Cars can spawn in fine, but as soon as they reload (moving out of the region, save&load) then they go back to being broken. I tested it with multiple new saves, apologies for not specifying.

I did definitely nuke an existing save by installing, but that's on me. As a funny side note, when the mod is added or removed it replaces a lot of vanilla items by removing them. It makes all of the currently loaded vehicles spawn without any parts, just a chassis. It also removes a lot of items rather than replacing them with the variants from the mod/vanilla respectively. Just providing some context in case it gives you any ideas or giggles.

It took me way too long to realize it wasn't TIS messing with the wear and tear on tires in the new build. I don't use cars enough
Chuckleberry Finn  [author] 3 Jan @ 3:13am 
Replacing items on existing games is a known issue -- and nothing can really be done to fix that.

If the parts are breaking on brand new games that's a different story.
Miko Niku 3 Jan @ 2:05am 
for now this mod is breaking car parts if you reload back into the game and they can't repair since the mod rewrite all of the car part into weapon condition.if you use a exist save and enable this the game will replace the original car parts with modded car parts.
SetSailForDick 2 Jan @ 5:52pm 
@Morgante @Winnie_the_Poo,
Can confirm, just came to the same realization troubleshooting my vehicle issues.

@Chuckleberry Finn, I would love to try this mod once you get that bug fixed. Love the thought of beating a zomb to death with a bleach bottle.
Winnie_the_Poo 1 Jan @ 3:35am 
@Morgante ITA
I am looking at the same problem and your comment has me thinking this mod is something we have in common at least! I'll start a new run with this mod off.
Shtrudel.182 1 Jan @ 2:46am 
Hell yeah
Chuckleberry Finn  [author] 31 Dec, 2024 @ 6:20pm 
It's probably not an error but an issue with making parts weapons. I was hoping to make pushing/shields eventually - but I may need to remove vehicle parts.
 Morgante ITA 31 Dec, 2024 @ 5:07pm 
I'm actually trying to find out with what of the mods I'm using on the B42 is incompatible, but as of now I've noticed that when I've this active every vehicle that spawn has a starting condition of 1-6% on most of the pieces (excluding the engine, gas tank, trunk [not the lid, the actual trunk], heater, glove box and battery, the rest is dead red). If a vehicle spawn miracolously with normal %, after a couple of minutes even if it's parked all the pieces get at that 1-6% making them essentially wheeled drinking glasses. The moment i turn it off the vehicle spawn normally. The error magnifier mod and the other one (needed to get error messages allerts) won't spawn a single error related to that :(
Eneg3 31 Dec, 2024 @ 8:58am 
With a few bug fixes, this may be a vital mod for future runs.
Lloyd 31 Dec, 2024 @ 6:37am 
Well thanks, I will keep trying but I have tried only with the mods that are required for activation, I have verified the integrity of the files and I keep getting the same errors :(
Chuckleberry Finn  [author] 31 Dec, 2024 @ 6:30am 
I'd have to retry myself, I didn't see an issue.
Lloyd 31 Dec, 2024 @ 6:27am 
no, I made a new game as I realized that in an existing game I might have problems, but in both cases it has the same problem.
Chuckleberry Finn  [author] 31 Dec, 2024 @ 5:42am 
Did you add it to an existing game?
Lloyd 31 Dec, 2024 @ 5:36am 
The mod is a great idea, I don't know if it happens to many but after reloading the game the vehicles are all without parts, they can't be repaired and neither with the cheats; if you add to that that the car parts can be used as a weapon they are generating errors in the game. I don't know if it will happen with any other object in the game.
deadheryk 30 Dec, 2024 @ 3:36pm 
thanks you for the fixes this mod is the best
Chuckleberry Finn  [author] 30 Dec, 2024 @ 12:40pm 
- Refactored models to rely on Static/WorldStatic if no WeaponSprite is provided.
- Added test suite module - to use with in-line command tool in debug.
- Various Tweaks.