Project Zomboid

Project Zomboid

Nepenthe's High Beams (updated for B42.9.0)
106 commenti
rebekahthebanana 10 ago, ore 12:33 
@nepenthe Oh, perfect! Thanks so much, I love your mods.
Nepenthe  [autore] 10 ago, ore 11:21 
It gets removed every time the game updates, or validate game files via steam.
rebekahthebanana 10 ago, ore 11:05 
How do I remove the manually installed java version? It's been months since I've played and I don't remember what I did to install it.
Nepenthe  [autore] 9 ago, ore 18:57 
Also yes, remove the manually installed java version; it won't work with the current build.
Nepenthe  [autore] 9 ago, ore 18:55 
@mincemeuster did you adjust the values in the mod settings?
Mincemeister 9 ago, ore 16:48 
my lights dont seem to be as bright as in description, do i have to remove old manually installed file version perhaps?

been using this since it was released for b42
doinkdoink 14 lug, ore 8:09 
isnt showing in my dial, any ideas?
Beo! 9 lug, ore 18:19 
o7
Nimbex 22 giu, ore 10:47 
o7
TheMan 19 giu, ore 22:47 
o8
John Dulanius 18 giu, ore 14:04 
Still no high beams in vanilla, enough with the salutes
Quilava 12 giu, ore 2:40 
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 giu, ore 0:38 
o7
Nepenthe  [autore] 10 giu, ore 19:31 
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)
mango 10 giu, ore 19:02 
o7
Benzo-Kazooie 10 giu, ore 16:01 
o7
pimatstudio 10 giu, ore 15:17 
o7
maxhv1234 10 giu, ore 15:08 
o7
SNAKE 10 giu, ore 13:23 
<3
Loccatpowersdog 10 giu, ore 13:08 
o7
Cantarus 10 giu, ore 13:07 
o7 Thank you for everything you did. Won't suscribe though :)
Rogue 10 giu, ore 11:54 
Thanks for the mod bro! We all love you
Mentat 10 giu, ore 11:37 
o7
Avihs158 10 giu, ore 11:15 
Thank you
Cyber_D 10 giu, ore 9:09 
It was a good idea that resonated with both players and developers. Thanks.
Nepenthe  [autore] 10 giu, ore 7:54 
DemZo66w, GamestaMechanic... HunkZ of Kentucky only lasted a week before it was in the game!
GamestaMechanic 10 giu, ore 7:44 
o7, possibly the shortest life of a mod out there to get implemented.
demZo662 10 giu, ore 7:15 
o7
B.I.G. 24 mag, ore 8:30 
Please, make the gamepad button support. You can use, for example, holding the button to turn on/off
Nepenthe  [autore] 30 apr, ore 22:09 
@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, ore 19:27 
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, ore 6:54 
simple yet effective mod and very detailed description, nice
Nepenthe  [autore] 20 apr, ore 2:26 
@pepewai thanks - that should be possible, I keep forgetting that is a thing!
Pepewai 20 apr, ore 1:06 
@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  [autore] 19 apr, ore 21:07 
@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, ore 18:48 
@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  [autore] 18 apr, ore 20:35 
@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, ore 11:48 
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, ore 7:45 
@Nepenthe I think it was my bad and I just looked back. Forgot about my vision. I'm still learning haha Thank you!
Nepenthe  [autore] 28 mar, ore 4:38 
@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  [autore] 27 mar, ore 22:19 
@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, ore 21:49 
its only working when I press W. When I press S I have no front light at all. hmm
Timou 23 mar, ore 5:25 
Yeh sure.Sorry ))
Nepenthe  [autore] 23 mar, ore 1:02 
@Timou see "How does this mod differ from Brighter Headlights?" in the mod description.
Timou 23 mar, ore 0:16 
Nepenthe  [autore] 20 mar, ore 21:28 
@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, ore 6:45 
i'm not really sure if that's intentional but the debug option is on by default for some reason
Nepenthe  [autore] 16 mar, ore 19:10 
@amroth I'll have that included when I next update the mod.
marshmallow justice 16 mar, ore 17:24 
Does anyone know an alternative to this for B41?
Amroth 15 mar, ore 6:24 
@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