Project Zomboid

Project Zomboid

Backpack wear
175 Comments
Jackd44  [author] 21 Apr @ 2:09pm 
I'm pretty busy the next 6 weeks or so with uni assignments so I can't promise to have a look anytime soon
aaaaaaaaaawdssss 21 Apr @ 1:46pm 
heres all my mods in this collection https://steamproxy.com/sharedfiles/filedetails?id=3386974788 see if you can find out
Jackd44  [author] 15 Apr @ 3:37pm 
well the problem is we have to find which mod. the best way to do it is to disable half your modlist and see if the tooltips work, if they do then the problem is one of the mods you disabled. so then you enable half of those mods you disabled and see if it works then. obviously the inverse is true, if the tooltips break with half your mods enabled, the conflict is one of the enabled mods

you just have to keep repeating this and narrowing your enabled modlist until you find the culprit
aaaaaaaaaawdssss 15 Apr @ 1:35pm 
it would be nice if it can work with the mods, i have alot of mods
aaaaaaaaaawdssss 15 Apr @ 1:34pm 
yeah the tool tip shows up, this is for b41
Jackd44  [author] 14 Apr @ 2:21pm 
could you check that the tooltips work as intended when running ONLY this mod? you can do this on a new save to not break your current one
aaaaaaaaaawdssss 14 Apr @ 6:36am 
i just checked i couldnt find anything that changes my text in tooltip
Jackd44  [author] 13 Apr @ 8:09pm 
do you have any mods that you're aware of that change any of the text in an item's tooltip? could be adding, removing or just changing the text in it, and worse, the mod doesn't have to be about tooltips, it could just be a tiny part of the mod

the problem with tooltips in zomboid is that they're hardcoded, which essentially means if 2 mods try to edit a tooltip, the mod last on your load order (i think) will be the one that successfully edits the tooltip. the first mod will change the tooltip, then the second mod will just undo all of it and put their own changes in (even if they don't actually change anything!)

it sucks. but, if my guess is right, that's exactly what's happening to you. if you're able to edit the load order try loading this mod last (or first, if that doesn't work) and see if that fixes it, otherwise you'll have to find the conflicting mod.
aaaaaaaaaawdssss 13 Apr @ 6:21pm 
i dont remember me getting a tooltip mod
Jackd44  [author] 13 Apr @ 4:18pm 
ok I'm gonna say it's a mod conflict, unfortunately I'm not aware of any currently, do you have any mods that change tooltips? I'd start there
aaaaaaaaaawdssss 13 Apr @ 2:14pm 
like nothing shows up when i hover my mouse over the bag only when i right click it shows the repair bag option thats it
aaaaaaaaaawdssss 13 Apr @ 1:53pm 
even the garbage bags and sacks all bags i dont see it
aaaaaaaaaawdssss 13 Apr @ 1:52pm 
i dont see the condition bar, its for all bags like the duffle bag, the hiking bag all bags
Jackd44  [author] 12 Apr @ 5:02pm 
it's working for me, what bag are you not seeing a tooltip on?
aaaaaaaaaawdssss 12 Apr @ 11:20am 
it doesnt show condition pls fix
aquelarrefox 2 Jan @ 2:08am 
i dont understand why they dont incorporate a system like yours in the b42, they incorporate other stuff un the same line or are in the plans
Jackd44  [author] 1 Jan @ 7:50pm 
ah well hopefully ill have them updated by the time you're back, gonna be super busy starting in march so ideally before then

and thanks :) i try my best
aquelarrefox 1 Jan @ 7:35pm 
i have no hurrie, i get alittle burn with the game, so i need 3 month holiday. The mayority of the mods i use for functionality (reas as tetris) are on b42. i bealive in your critheria, you are a good modder bro
Jackd44  [author] 1 Jan @ 4:44pm 
this will probably see an update before RU, i'd like to do some bigger changes for b42 RU but i can't see myself changing this mod too much

i do wanna get a proper feel for b42 before i try updating either though. problem is that i still think b42 needs some more love from the devs before i dive into it

tl;dr not until after b42 is a little more 'complete'
aquelarrefox 1 Jan @ 3:27pm 
hey master of steam hams, plans to port version for b42 for this and the restore services?
Bonk 21 Oct, 2024 @ 7:13am 
The "Insurgent Profession" mod has a patch
aquelarrefox 12 Oct, 2024 @ 8:45am 
i forgot the most op bag in game cose only spawn with player with insurgent mod, i have the patch
Jackd44  [author] 29 Sep, 2024 @ 3:07pm 
thanks :)
aquelarrefox 28 Sep, 2024 @ 6:39am 
I'm very pleased with the way the mod is working, impressive work.
Cowboy-Dingle 28 Sep, 2024 @ 2:53am 
Oh that's totally fine. I was just being cute about the Sling Bag thing. All bags is great..
Jackd44  [author] 27 Sep, 2024 @ 5:18pm 
yeah there's a sandbox option for it, but do be aware that it modifies the degradation rate of ALL bags
Cowboy-Dingle 27 Sep, 2024 @ 10:10am 
Is it possible to slow the rate of degradation? In Sandbox or Mod Options? Feeling like my sling bag is getting Worn too quickly. Love this mod though!
aquelarrefox 14 Sep, 2024 @ 6:05pm 
Yes it's a good point, to work with SS NPC should damage bags only fit npc in your group to avoid problems, so you can fix or replace their bags, but not on others.


Im checking the NPC's mods, actually
Jackd44  [author] 14 Sep, 2024 @ 4:05pm 
i don't think so, the mod will only degrade condition of the bag(s) the player is wearing

also the npcs wouldnt know how to repair a bag either
aquelarrefox 13 Sep, 2024 @ 12:13pm 
the mod could work on superbsurvivors npc? (i still dont try, with items from bandits mod will not cose they are zombies indeep) or could be patched to work?
aquelarrefox 6 Sep, 2024 @ 6:56pm 
I hope someone look it, cose restock tools looks quiet good, in line with the b42 idea of stop decostructing all you see
Jackd44  [author] 6 Sep, 2024 @ 3:34pm 
i think it'd be possible, every item in the game (i think) has a condition amount so you could decrease it for non-weapons. i think you can hook functions up for things after crafting where you could probably detect the saw/screwdriver/etc that was used and take durability from it

i also just checked, the game also won't let you do crafting with broken items by default (if you set a saw's condition to 0, it won't let you use it to saw logs)

so i'd say yeah it's probably possible, i haven't messed around with crafting code at all so i can't say 100% though
aquelarrefox 6 Sep, 2024 @ 3:28pm 
A technical question, looking that you are one of much qualified moder to ask. Is It possible make a mod that degrade tool used (keep) in a crafting recipe? For example loss 1 condition when desansamble a radio. The idea is since the 2nd worst error in game after the one this mod solves witch is the infinite saw uses. You think it's factible or it's codded out of modding?
aquelarrefox 3 Sep, 2024 @ 7:00am 
Why the Greenleaf map needs a patch. Adds bags?
aquelarrefox 3 Sep, 2024 @ 5:34am 
ConvertBackpacks - Same bag different color Patch
Jackd44  [author] 3 Sep, 2024 @ 12:44am 
what mod is that one from?
aquelarrefox 2 Sep, 2024 @ 8:22pm 
i miss item in the patch:"Bag_NaturalDuffelBagDC" if you can add to the patch, with the common conditions values for the majority
aquelarrefox 2 Sep, 2024 @ 7:23pm 
I will recheck same bag patch, I find a bag witch didn't have condition
Jackd44  [author] 30 Aug, 2024 @ 11:20pm 
sounds good bossman
Bonk 30 Aug, 2024 @ 11:18pm 
The packer bag ought to be more durable, just saying.
Hey, Jack, I'll send you some patches later
aquelarrefox 29 Aug, 2024 @ 5:26pm 
i made the patch add me to send you
Jackd44  [author] 29 Aug, 2024 @ 4:06pm 
im at work right now but ill update the mod once i get home, thanks
aquelarrefox 29 Aug, 2024 @ 4:57am 
it will be faster if you make the patch: mod=ToadTraits, items id=PackerBag,Bag_SmallHikingBag. Both with the values of vanilla HikingBag
aquelarrefox 28 Aug, 2024 @ 9:57pm 
I find that more traits add at least one backpack, I will check for a compatibility, but it's a nonsense, a second hiking band with same model. It's one starting item.
aquelarrefox 18 Aug, 2024 @ 8:03pm 
ok, understable. thanks
Jackd44  [author] 18 Aug, 2024 @ 8:00pm 
sorry forgot to reply to that, been on a bit of a break from modding atm. not sure what i'm going to do regarding the tooltip override yet, i want to see if there is an easier way to make tooltips compatible with each other because adding new mod tooltips to the way i have it setup right now is not sustainable and i'd rather not add more mods to it
aquelarrefox 18 Aug, 2024 @ 6:38pm 
Could you check the tooltip override?
Jackd44  [author] 18 Aug, 2024 @ 5:17pm 
only "small" items (anything that weighs at or below 0.5) will spill from bags, and it'll only happen when their condition is below 25% (which is "worn" or a red condition bar if you've levelled your tailoring a bit)

if you got extremely unlucky then an item may have spilled right as your bag took damage, but otherwise it's meant to be a pretty gradual thing. also worth noting there is a sandbox setting to increase/decrease the chance, or to just disable it entirely by setting the chance to 0

the dropped items should be somewhere along your path though, to test, try standing somewhere safe and see if an item disappears from your bag and DOESN'T appear on the floor next to you?
USSWatercooler 18 Aug, 2024 @ 4:01pm 
Do items drop out of bags when they lose condition? I've been noticing items vanishing from my bags and I can't find them whenever I trace my steps, even with foraging mode on.
aquelarrefox 5 Aug, 2024 @ 4:52pm 
i found a minor issue with A_Looting Sucks Mod, the backpacks also get tainted status but the tainted text doesnt appear in the tooltip, probaby your override it, chack if its posible a little fix to preserve both tooltip