Project Zomboid

Project Zomboid

[Reworked] Madax Weapon Pack - B42
324 Comments
󠀡󠀡󠁳󠀡󠀡 12 Aug @ 5:18pm 
is there any way to change the spawn rate of these? i have loot spawns set very very low but still come across these often and considerably more often than any other weapons
Freeman_49 7 Aug @ 5:35am 
and with knife i like jedai break windows
Freeman_49 7 Aug @ 5:34am 
whe thay are axes ?
Freeman_49 6 Aug @ 12:47am 
showel not work like a showel
rickhodge25 3 Aug @ 8:06am 
add a whip
清浅流年 2 Aug @ 6:51am 
Please fix the gothsamuraisword model. It seems a bit abnormal.
Lui 27 Jul @ 10:59pm 
How about the M48 kommando talon survival spear? it will look good in PZ.
кабэкав прафі 14 Jul @ 9:42am 
is it compatible with all mods?
yO 6 Jul @ 6:11am 
looks like i get a bit too much of weapons from this awesome pack compared to all the others, starting with vanilla ones. MLS is used to get extremely rare loot, and most of the weapons i find are these.
laptevdennis 28 Jun @ 5:53pm 
hey cud you add the jason voorches machete?
OxTailSafu 23 Jun @ 4:49pm 
If I may add one more bit of feedback as I noticed it just recently, it seems as though many weapons for whatever reason also have higher base attack speed. This was mainly with the axes as far as I could see, both one handed and 2 handed, but I can only imagine other weapons might fall under the same window.
OxTailSafu 17 Jun @ 3:44pm 
Otherwise, I do love the variety this mod brings and even if it is a tad unbalanced at times, I have a great deal of fun with it lol.
OxTailSafu 17 Jun @ 3:43pm 
Oops I missed your recent request. I definitely think, besides the weapons being a bit too common, their durability could use a slight nerf. Tbh, the strongest weapons I've noticed are the knives. There are so many knives that have such a damage range that I've seen rival vanilla 2 handed weapons, to the point that I've had to nerf them slightly on my end.

Some strong weapons I'd include would be the Aitormontero Bowieknife, I'm pretty sure that had a rather high damage range for being a 1 handed weapon.

I do also recommend removing the context menu repair options for these weapons, as they're made redundant by the vanilla methods of repairing weapons. Also, you probably shouldn't be able to repair the Katana :P
Null 13 Jun @ 10:16am 
if you need a hand you know where to find me. Take it easy brother.
EzeePeez  [author] 13 Jun @ 8:59am 
Barely but I am. Between work, streaming, and life I’m not sure what’s going on anymore…
Null 13 Jun @ 8:56am 
Enough with the compliments bro, you gonna make me blush like those fucking anime chicks xd. Anyways, good to see that you're still alive and kicking.
EzeePeez  [author] 13 Jun @ 8:46am 
Haha I try to keep your hard work alive man, it’s been some ups and downs but without you none of it would be possible.
Null 12 Jun @ 10:37am 
Maaan, i miss making mods. After next pz stable comes out i might just hop back to pz and start making melee mods again. It's amazing to see you trying to keep the mod alive since i abandoned it like 4 years ago :p
EzeePeez  [author] 10 Jun @ 9:31am 
I’m looking for anyone who has played with the current modpack to give some feedback or suggestions. Primarily I’m looking for how you feel about the weapons durability vs the vanilla versions. But I would also like feedback on specific weapons you think may need to be tuned, for instance last night I was doing a run and vanilla hand axe killed 65 zombies before breaking and my gerber tomahawk killed around 85 before breaking (at a higher axe and maintenance level so that may contribute to the higher number). But from some people I’ve spoken with I’m considering nerfing some weapons, specifically the katanas before sending the update.
EzeePeez  [author] 9 Jun @ 8:15am 
All models are fixed thanks to the easier method from EtherealShigure, should be able to push an update tonight after work. There are a few weapons that have weird placements of where they’re held halfway through the hand but that’s a tougher fix.
Rusty #DopeRust 5 Jun @ 10:24am 
@EzeePeez, in some way that is great news, it means that you are thriving out there, but the "hobbies" suffer on the other end, pretty understandble.

Patiently awaiting for the update/improves/fixes on the mod.

Cheers. :spiffo:
EzeePeez  [author] 5 Jun @ 1:42am 
I've had a huge IRL job change so haven't been able to do the work on the mod that is needed. I will get to it as soon as I can. The most recent update may have caused even more issues than there already were.
Crashdown 4 Jun @ 1:01am 
Just found a Z Hunter Machete, and the character holds it through his forearm?
Tvorog 13 May @ 5:06am 
Maybe this question was answered earlier, but it's working with saves?
Juca 12 May @ 4:43pm 
Bro if there was a Black-Purple Urban Katana, I will scout the whole map to get it!!!
elijahhouck1102 27 Apr @ 3:24am 
I appreciate your attempt at fixing the loot tables up = ) this kind of mod needs the regulation
BetaBoiii 18 Apr @ 3:31am 
or just a regular rapier/calvary sabre
BetaBoiii 18 Apr @ 3:31am 
i also think you should add a sword
two handed or something like claymore/zweihander (from dying light also)
BetaBoiii 18 Apr @ 3:30am 
OMFG KOREK MACHETE!!!! i love you bro
for those who dont know Korek Machete is a easter egg weapon in dying light 1
with Korek being a head of the optimalization team of techland
KaijuWrangler 13 Apr @ 10:14pm 
I own a A.P.O.C longsword so i was really happy to see it in game :steamhappy:
Loriethalion 3 Apr @ 3:44pm 
Any chance you might be able to add a couple weapons from Zombie Tools? The Spit and The Diphos? They would fit perfectly into the game. Hope you're having a good day :)
EtherealShigure 1 Apr @ 9:23pm 
Hello there! Ive Noticed the Dreaded B42 UV issue on Models
just popped in to point out, in a Large amount of the models. The Rendering bug affects these melee weapons & results in Large Holes / UV damage. this is likely caused by edits to the model without re-triangulating it after it is 'Final'

you can see this on the Mtech Extreme Knife for instance :) ( this will only be visible ingame! )

to remedy this Issue, in Blender, Simply Load the Affected Model, -> Click into Edit Mode, Right Click, Highlight all Faces, -> Select Re Triangulate Faces, & Re-Export the Models :)
OxTailSafu 29 Mar @ 2:20pm 
Ah that explains why I only found them attached to zombies then. Do you think that is something you can adjust as well then?

To be honest, is there a reason why the weapons still need additional repair options when, for the most part, they're identical to the recipes in the crafting menu?
EzeePeez  [author] 29 Mar @ 6:19am 
The durability and power of the weapons is a tough balance, with the introduction of 2 parts of durability to each weapon (sharpness + handle) I've been playing with those values and can definitely add those to things to be done. In regards to zombie attached drop rates, I don't think those are affected by the loot table settings as they are two totally different distribution tables. On that note the values of attached items I have never touched from the original Madax pack so I can look at that also.
OxTailSafu 29 Mar @ 2:51am 
I can definitely attest that the weapons appear to be rather common relative to vanilla weapons. Also, the quick repair option involving 5 adhesive tapes doesn't match the repair recipe that's in the crafting menu. From what I saw, it's normally 3 pieces of adhesive tape, so you're wasting more tape than normal.

Also, to add, I'm not sure how weapon spawn rates work but I found about 8 or so weapons with weapons set to extremely rare that were attached to zombies, not any containers in the span of a single week
Ariex 28 Mar @ 1:05pm 
This is an excellent weapon pack—thank you for all the hard work! I do have some constructive feedback: while the weapons are great, they feel slightly unbalanced. For instance, using the Gremtord42 axe killing 60 zeds while barely budging in terms of durability - While lvl 0 maintenance - and sporting only 0.3 weight when equipped... Seems just a tad too strong to say the least.

Would you consider adjusting their stats to better align with vanilla weapons? Durability, in particular, seems a bit off the charts compared to vanilla. Also, from my limited testing, these weapons appear quite frequently. So if balancing the weapons themselves is too much work, I would at least make them rare finds!

Thanks again for your work, very much appreciated!
farmer-panda-37 25 Mar @ 11:35am 
Hey man, it sounds like a hassle with every update, the way they dump a huge update every few weeks or so, nobody can expect perfection
Axvll 24 Mar @ 4:56pm 
No worries Ezee! Take your time! A lot of the other textures are working fine by the looks of it so no harm no foul! Again, great mod, worth the wait!
EzeePeez  [author] 24 Mar @ 2:18pm 
I will have to look at the textures again, they were the biggest obstacle of combining the two mods, not sure when I'll get free time for it but promise I will look at it
Axvll 23 Mar @ 10:39pm 
Sledgehammer model is broken, unfortunately. Hammers head is mostly invisible, and the handle has a couple issues. Otherwise I love this mod, one of my favorite weapon mods! :steamhappy:

Photo of issue: https://imgur.com/a/XJc9Q9i
farmer-panda-37 23 Mar @ 1:47pm 
this mod looks awesome ty for the hard work, i bet its a pain in the ass every single time the game get updated
Beathoven 21 Mar @ 10:04pm 
That machete looks like it got some model issue at the blade.
https://imgur.com/a/2gMdosI
Cline West 17 Mar @ 1:41pm 
How can I throw the Kuani at a zombie?
EzeePeez  [author] 11 Mar @ 4:48pm 
Apologies, 1 more quick update, I forgot to change out the models file so the one that was updated right now is the old one pre-fixes.
Rusty #DopeRust 11 Mar @ 4:45pm 
Hey @EzeePeez, firstly, thank you from the bottom of my heart for your hard work, your dedication and active development of this masterpiece, have been following you since the past build.

I'm gonna test it out in this build now, since i've been redoing my personal modlist from scratch, once again, since the build is unstable and requires alot of testing.

Currently i have 80 mods active, i will give feedback as soon as i have it.

One thing i should mention though, you forgot to include the build 42 tag on your mod, it would have much more attention(deserved in my oppinion).

Cheers.
EzeePeez  [author] 11 Mar @ 4:38pm 
Update is out, let me know what you run into. My actual play through lasted about 6 mo in game time on Apoc loot settings, nothing seemed too common but that's subjective. I had a lot of trouble with the model positioning and textures when dropped, at times they were fine, others they looked terrible so let me know what you experience.
GoSu 11 Mar @ 2:52pm 
Cool been looking forward to this update!
EzeePeez  [author] 10 Mar @ 6:36pm 
Update is delayed until I can figure out what happened to the textures since I last played with them. Unfortunately I don't have time tonight due to work early tomorrow to mess with blender.
EzeePeez  [author] 10 Mar @ 3:43pm 
Doing the final testing today because I haven't tested on this most recent patch but most likely pushing a big update today. Godspeed friends!
kitrino 5 Feb @ 3:47pm 
Does this work for B41 or only B42?