Right now there are no concrete plans to upload a version to Steam Workshop. I want to eventually, but I've been quite busy with work and other things. When I have time I'll do my best to move it over.
Please add to the description that if the mod is installed on an existing game save, the changes will only take effect after the shops update at 7 a.m.
Hi, thanks for your mod! I tried both versions of your latest release, extracted them to mods/ together with the prerequisites, compiled using gmloader, but still doesn't take effect. Can you help me debug?
I'll do my best to help as much as I can. Before I start, I highly recommend using a mod manager such as Vortex or MO2, as they will handle the process for you and can save a lot of headache with disabling/enabling mods compared to manual install/uninstall.
As far as installation goes, everything inside the archive for my mods (the "mods" folder for both files) can be dropped directly into your "steamapps/common/ZERO Sievert" folder. I believe the frameworks and GMLoader are also installed to that folder, though I would double check on their pages just in case.
At that point you should be able to run it through GMLoader.exe.
Unfortunately this would still conflict with overhaul mods such as Tieba or EFZ. For maximum mod compatibility you'll want to use LazyDataLib over json framework. Converting them should be easy but tedious, here's an example that would make the first ammo that barman sells to require 699 rep and etc.// Editing existing barman's item level on index[0] which is the shotgun ammo. trader_set("bar", "items", 0, "level", 699);
// Editing existing barman's item level on index[30], which is the raw meat. trader_set("bar", "items", 30, "level", 699); You might be wondering how would I know which index sells which item? Well just take a look at the trader.json at the barman section and see that the first entry which is the index number 0 sells the shotgun ammo and the 31th entry which is the index number 30 sells the raw meat.
I've uploaded a new version compatible with LazyDataLib today. Main version is gonna stay Json Override Framework dependent because it will be much much easier to update, but I'll try to maintain LazyDataLib when I have time. (This is assuming there will be more items added to the traders in future updates of course).
Good work, it works as expected with either mods, I noticed that some changes are redundant and what or how do you sort them with?
FYI, putting comments like this also works trader_set("faction1", "items", 5, "level", 249); // shotgun ammo trader_set("faction1", "items", 16, "level", 249); // some other ammo trader_set("faction1", "items", 25, "level", 249) // this line of code also works the ";" isn't necessary
For sorting, I just used some simple regex to search for what I wanted to change. Example: "level" : 3[5-9][0-9]Then I copied down the index numbers manually beside the value I was planning to change them to, so it looked something like this: 350: 3,11,13,15,32,37,38,41,78,129 I didn't check in either EFZ or Tieba for redundancies, just copied the changes I made to vanilla, that way if other mods came out that added more to traders, it should work the same for those.
As far as adding comments to show which is what item, I'll keep that in mind for future versions or if I'm particularly bored one day
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As far as installation goes, everything inside the archive for my mods (the "mods" folder for both files) can be dropped directly into your "steamapps/common/ZERO Sievert" folder. I believe the frameworks and GMLoader are also installed to that folder, though I would double check on their pages just in case.
At that point you should be able to run it through GMLoader.exe.
For maximum mod compatibility you'll want to use LazyDataLib over json framework.
Converting them should be easy but tedious, here's an example that would make the first ammo that barman sells to require 699 rep and etc.
// Editing existing barman's item level on index[0] which is the shotgun ammo.
You might be wondering how would I know which index sells which item?trader_set("bar", "items", 0, "level", 699);
// Editing existing barman's item level on index[30], which is the raw meat.
trader_set("bar", "items", 30, "level", 699);
Well just take a look at the trader.json at the barman section and see that the first entry which is the index number 0 sells the shotgun ammo and the 31th entry which is the index number 30 sells the raw meat.
If you need a reference mod my Medic Headlamp mod utilizes LazyDataLib.
FYI, putting comments like this also works
trader_set("faction1", "items", 5, "level", 249); // shotgun ammo
trader_set("faction1", "items", 16, "level", 249); // some other ammo
trader_set("faction1", "items", 25, "level", 249) // this line of code also works the ";" isn't necessary
"level" : 3[5-9][0-9]
Then I copied down the index numbers manually beside the value I was planning to change them to, so it looked something like this:350: 3,11,13,15,32,37,38,41,78,129
I didn't check in either EFZ or Tieba for redundancies, just copied the changes I made to vanilla, that way if other mods came out that added more to traders, it should work the same for those.As far as adding comments to show which is what item, I'll keep that in mind for future versions or if I'm particularly bored one day
Good to know.