Project Zomboid

Project Zomboid

Nepenthe's High Beams (updated for B42.9.0)
100 Comments
doinkdoink 4 hours ago 
isnt showing in my dial, any ideas?
Beo! 9 Jul @ 6:19pm 
o7
Nimbex 22 Jun @ 10:47am 
o7
TheMan 19 Jun @ 10:47pm 
o8
John Dulanius 18 Jun @ 2:04pm 
Still no high beams in vanilla, enough with the salutes
Quilava 12 Jun @ 2:40am 
People love to hope on the " o7 " train isnt it? Given that the author still update the light to even have more distance with the mod, i will take every light mod i can get :cool_seagull:
Buddy 11 Jun @ 12:38am 
o7
Nepenthe  [author] 10 Jun @ 7:31pm 
Updated for 42.9 - normal headlights are the improved vanilla lights, and turning on high beams gives even more distance and intensity (configurable in Options -> Mod Options)
shrvm<3 10 Jun @ 7:02pm 
o7
Benzo-Kazooie 10 Jun @ 4:01pm 
o7
pimatstudio 10 Jun @ 3:17pm 
o7
maxhv1234 10 Jun @ 3:08pm 
o7
SNAKE 10 Jun @ 1:23pm 
<3
Loccatpowersdog 10 Jun @ 1:08pm 
o7
Cantarus 10 Jun @ 1:07pm 
o7 Thank you for everything you did. Won't suscribe though :)
Rogue 10 Jun @ 11:54am 
Thanks for the mod bro! We all love you
Mentat 10 Jun @ 11:37am 
o7
Avihs158 10 Jun @ 11:15am 
Thank you
Cyber_D 10 Jun @ 9:09am 
It was a good idea that resonated with both players and developers. Thanks.
Nepenthe  [author] 10 Jun @ 7:54am 
DemZo66w, GamestaMechanic... HunkZ of Kentucky only lasted a week before it was in the game!
GamestaMechanic 10 Jun @ 7:44am 
o7, possibly the shortest life of a mod out there to get implemented.
demZo662 10 Jun @ 7:15am 
o7
B.I.G. 24 May @ 8:30am 
Please, make the gamepad button support. You can use, for example, holding the button to turn on/off
Nepenthe  [author] 30 Apr @ 10:09pm 
@Gran no, the fog rendering is too deep in the java/rendering code.

(Also, turning on highbeams in fog is the worst thing you can do with your lights!)
Gran Trasero 30 Apr @ 7:27pm 
Is there any chance these could function partially as "fog lights" and slightly reduce the effect of fog within the light beam?
Zooz 25 Apr @ 6:54am 
simple yet effective mod and very detailed description, nice
Nepenthe  [author] 20 Apr @ 2:26am 
@pepewai thanks - that should be possible, I keep forgetting that is a thing!
Pepewai 20 Apr @ 1:06am 
@nepenthe If there's any way you can add the function to the vehicle radial menu then that might be the easiest option as far as controllers are concerned since from watching my friend do their half of things, that's 95% of how they interact with their vehicle controls. Just food for thought.
Nepenthe  [author] 19 Apr @ 9:07pm 
@pepewai Appreciate the feedback.

I'll have a better look into how splitscreen works and see if I can come up with a way to make it work, but the way controller support gets coded in this game is insane to work with.
Pepewai 19 Apr @ 6:48pm 
@nepenthe I checked again and you're correct, the keybind is working for the second player if we're both in a vehicle with our headlights on but only for player 2. As for the work around, I couldn't find the option in question to test it. The only options I see in the mod option section are brightness level, fix headlights and debug mode(which is on as it defaulted that way). I figured the split screen would be odd on the coding side of things and more reported it as a FYI. As much as I would like for it work correctly as I've grown addicted to this mod in single player, the limited view distance in split screen makes it less of a loss for it not working. If it can be fixed that would be amazing, but I'm not holding my breath on it :)
Nepenthe  [author] 18 Apr @ 8:35pm 
@pepewai split screen is really weird to code for, but I would have expected it to work for one of the players. If you enable the "always on" option does that provide a partial workaround, of having all vehicles enable high beams when someone gets into them?
Pepewai 18 Apr @ 11:48am 
Probably something of a niche case issue, but I wanted to let you know the mod does not appear to work correctly when used in split-screen co-op play. The mod loads and doesn't generate any errors, but pushing the assigned keybind doesn't toggle the hi-beams nor does the icon on the dash change. The mod does work normally if used prior to adding the second player, so it's likely something to do with how the split-screen changes the game.
Hirashu 29 Mar @ 7:45am 
@Nepenthe I think it was my bad and I just looked back. Forgot about my vision. I'm still learning haha Thank you!
Nepenthe  [author] 28 Mar @ 4:38am 
@hirashu also, make sure you're not just looking behind you as you reverse/slow down and failing to see the light up road in front of you.
Nepenthe  [author] 27 Mar @ 10:19pm 
@hirashu Try a different vehicle, or use the WIP version 2.0 and try a different light pattern. The lighting system is very janky especially with the very limited ways we have of interacting with it.
Hirashu 27 Mar @ 9:49pm 
its only working when I press W. When I press S I have no front light at all. hmm
Timou 23 Mar @ 5:25am 
Yeh sure.Sorry ))
Nepenthe  [author] 23 Mar @ 1:02am 
@Timou see "How does this mod differ from Brighter Headlights?" in the mod description.
Timou 23 Mar @ 12:16am 
Nepenthe  [author] 20 Mar @ 9:28pm 
@konte1m it should be off by default, though it doesn't cause any issues other than spamming the console with messages. I'll fix up the defaults in the next update.
konte1m 19 Mar @ 6:45am 
i'm not really sure if that's intentional but the debug option is on by default for some reason
Nepenthe  [author] 16 Mar @ 7:10pm 
@amroth I'll have that included when I next update the mod.
marshmallow justice 16 Mar @ 5:24pm 
Does anyone know an alternative to this for B41?
Amroth 15 Mar @ 6:24am 
@Nepenthe I just learnt something new, you can add this line to the modinfo file to make sure people don't accidentally make the same mistake I did:

incompatible=BrighterHeadlights
Wrath of the North 14 Mar @ 7:19am 
For the record, it's actually pretty easy to maintain separate S41 and B42 installs.
Amroth 14 Mar @ 4:53am 
...... Alright. I found the issue. It's my intelligence level. xD

Going through the modlist, I noticed that I had subscribed to a "BrighterHeadlights" mod many ages ago, which I guess went through all vehicle lights and set their intensity higher in intervals (which is such an inefficient way of doing this but okay).

I like that you don't use intervals and just do stuff with events. +1
Nepenthe  [author] 14 Mar @ 4:52am 
@Amroth you don't have brighter headlights installed by any chance?
Amroth 14 Mar @ 4:46am 
Ok, I rolled my sleeves, turned on debug mode and I'm in full bug chasing mode.

So far:
- This mod works totally fine by itself, no issues.
- Enhanced Flashlight doesn't seem to interfere, by itself at least.
- There is definitely a mod incompatibility somewhere, but it will take time to find out which mod forces car glow setting to turn on automatically, regardless of your settings.
Amroth 14 Mar @ 4:20am 
LMAO. I guess we're vehicles on foot.

I did another test with your observations in mind, activating both mods. High beams seem to be working fine this time, but I do still get the car glowing issue, even with the option unticked. Even after dropping all light sources from the inventory.

I enter a car > Turn on headlights (high beams or not) > 2 seconds later, car starts glowing.
Nepenthe  [author] 13 Mar @ 5:36pm 
@Amroth: fromn a quick look at that mods code, try not having a flashlight or lantern equipped when in a vehicle. But ideally the mod creator should add a check for being in a vehicle and not spawn light sources on the player's position when they are.