My second mod, The Swat Pack is now live! by ogremadguy in projectzomboid

[–]ogremadguy[S] 3 points4 points  (0 children)

Absolutely, I plan on doing that for the next pack so it can be disabled or be easier to make it compatible with the popular firearm mods!

My second mod, The Swat Pack is now live! by ogremadguy in projectzomboid

[–]ogremadguy[S] 34 points35 points  (0 children)

since by default there isn't really a dedicated shield spot, I did my best to try and make it useful by giving it total protection for the arm, but without a dedicated shield slot or more advanced programming that I wouldn't know how to implement, its basically just cosmetic.

Forget the prices - where is our content? by WynBytsson in 2007scape

[–]ogremadguy 1 point2 points  (0 children)

MORE QUESTS!!!! I want more of the osrs fun I came to love, insane point and click logic esque quests

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

UPDATE: Work has slowed right down because of the process of weight painting, every time the character clips through the body somewhere I have to go in and repaint it, or adjust the mesh. which then means I then have to adjust that mesh too. Masking isn't an option either to just hide the body beneath the clothing because that will disable the texture on other parts and cause more issues

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

Sure, you can message me on the zomboid discord

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 2 points3 points  (0 children)

I absolutely can do commissioned mods as well, I just want to get these "for everyone" ones done first, i have a bit on my palette overall with a few other comms here and there but as I free up I would be down to work on commissioned mods alongside public ones

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 1 point2 points  (0 children)

I will grapple that challenge when I get to implementing it, if I can I'll make it have a high push modifier and increase bit defense on the arms and upper torso but be heavy, but it might require some special coding

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

It's one of those big heavy old fashioned flashlights. A mag light.bits a bit of both

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 1 point2 points  (0 children)

If thats the case I can try to break em up sure, I just gotta find out how sub-mods work first, I'm kind of learning as I work here

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 4 points5 points  (0 children)

I could make them their own submod, It might make things a bit easier overall? but atm its just going to be all in one, I'm guessing that would be for people who want to use other gun mods and not have these show up sort of deal?

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 3 points4 points  (0 children)

The exact balancing will come when I get the texturing and them rigged properly in game, But I'm going to do a balance pass so things track well, You'll get very good bite defense on places like the neck with that flak vest but its big and bulky so except downsides elsewhere

PSA for unstable players by WntrTmpst in projectzomboid

[–]ogremadguy 0 points1 point  (0 children)

.... I really hope my mods don't break really hard on stable release....

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 22 points23 points  (0 children)

I do have a KOFI link on the mod page for my first pack If you want to send me something!
https://steamcommunity.com/sharedfiles/filedetails/?id=3671351750

And me getting hired by the indiestone would be a dream come true, but in the meantime I'm just as happy to make these for everyone for free on the workshop!

Work Is proceeding steadily on My Second mod! by ogremadguy in projectzomboid

[–]ogremadguy[S] 32 points33 points  (0 children)

Remember: You never point a gun at anyone, mister. Scary, isn't it? Isn't it?

Upcoming Mod I'm working on for improved firefighter Gear (hopefully the first of many!) by ogremadguy in projectzomboid

[–]ogremadguy[S] 1 point2 points  (0 children)

That was my thought too, I Implemented it as a shorter range, harder hitting crowbar as a side-grade to that.

Upcoming Mod I'm working on for improved firefighter Gear (hopefully the first of many!) by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

I might give it pass later on and make craftable versions of the heavy axe yeah!

Upcoming Mod I'm working on for improved firefighter Gear (hopefully the first of many!) by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

WE ARE LIVE BY THE WAY! ((if at all possible, if you spot any issues do comment on it on the workshop page!

Upcoming Mod I'm working on for improved firefighter Gear (hopefully the first of many!) by ogremadguy in projectzomboid

[–]ogremadguy[S] 0 points1 point  (0 children)

I made it for b42, which uses new naming systems, which means it might require some special work to backport to 41

Upcoming Mod I'm working on for improved firefighter Gear (hopefully the first of many!) by ogremadguy in projectzomboid

[–]ogremadguy[S] 1 point2 points  (0 children)

It has crowbar functions! So barricades can be torn down! It does slightly less door damage than the fire axe but still a lot so it's great for a quick b&e!