Project Zomboid

Project Zomboid

Swanky May 27, 2024 @ 12:31am
Couple of tech & modding questions
So... started playing Zomboid more seriously after it sitting on my drive for a couple of months... having fun for the most part. Not one for setting up farms but I manage.
Hit detection seems a bit weird sometimes, especially with diagonal strafing (I have the outline on melee weapons option activated).
I noticed that you can set the game to 60fps... but not 72 or 144 because that's what my monitor can do, and because of it I have a ghosting effect when driving fast. Is there an .ini setting to set those values manually?

Anyway, I'd figured my first real attempt was kind of successful - 28 days after the start, I have set up a small farm northwest of Riverside along the river, I have two cars, a small farm, enough supplies to last a few weeks, 2 generators... but no idea how to power the generators because I never found a manual, or a sledgehammer for that matter.
I'm now thinking about just resetting the sandbox, and add mods.

Now, having modded other games (XCOM2, Skyrim, CP2077, Unreal...) I know that mods don't always work nice together. How can I tell if something is incompatible with the current game version, or with another mod? Are mods always dependant on game version in this game? Is there a way to circumvent game updates so that the run wouldn't die if mods are incompatible (similar to Skyrim using the SKSE executable, for example)?

Also, what are some nice qol mod recommendations? Necessary framework mods?
Thanks in advance everybody!
Last edited by Swanky; May 27, 2024 @ 12:59am
Originally posted by Armagenesis:
Originally posted by Quill:
Originally posted by Swanky:
Thanks, both of you, that helps a lot! :)
€ If I add a mod after starting a new character, do those mods get activated upon loading in or do I need to reroll? Asking for those mods mentioned above.
Some yes some no

It depends upon the mod
Just to add, the mods that won't work are map mods. You can actually make it work, but it involves changing the game files manually, which may be a hassle if you are new to modding the game.

Mods that add new items like weapons, food, or even vehicle can be added mid-game, but will only appear in areas you haven't visited.

And mods that add gameplay features like expanded helicopter event, horde night, or darkness is coming can work but might be weird.
< >
Showing 1-6 of 6 comments
Armagenesis May 27, 2024 @ 6:44am 
Originally posted by Swanky:
I noticed that you can set the game to 60fps... but not 72 or 144 because that's what my monitor can do, and because of it I have a ghosting effect when driving fast. Is there an .ini setting to set those values manually?
options.ini in C:\Users\Your User\Zomboid
But I'm not sure if manually changing the framerate will do anything.
Never bothered trying it myself.

Originally posted by Swanky:
How can I tell if something is incompatible with the current game version, or with another mod?
Most mod titles/descriptions will tell you if they are compatible with current version or not.
In general, mods that try to do the same thing usually will incompatible with one another.
Biggest examples are weapon mods and some map mods.
You can only install one weapon mod at a time and some map mods occupy the same cell in the game.
But for the rest, you can only do manual troubleshooting when a problem arise.

Originally posted by Swanky:
Are mods always dependant on game version in this game?
Yesn't. Some do, some don't.

Originally posted by Swanky:
Is there a way to circumvent game updates so that the run wouldn't die if mods are incompatible (similar to Skyrim using the SKSE executable, for example)?
To my knowledge, no.
But you have better version control if you use mods hosted in Nexus.
Though, in my experience browsing the mods there, it's less complete than Steam's workshop.

Originally posted by Swanky:
Also, what are some nice qol mod recommendations? Necessary framework mods?
Better Sorting, Fuel Side Indicator, Tidy-up Meister. That's it.
The rest are just extra, but these three are necessary imo.
Quill May 27, 2024 @ 7:22am 
Originally posted by Armagenesis:
Originally posted by Swanky:
Originally posted by Swanky:
Also, what are some nice qol mod recommendations? Necessary framework mods?
Better Sorting, Fuel Side Indicator, Tidy-up Meister. That's it.
The rest are just extra, but these three are necessary imo.
You forgot Mod Manager and it's Add Ons

Any form of Mod List for PZ should include Mod Manager
Swanky May 27, 2024 @ 7:52am 
Thanks, both of you, that helps a lot! :)
€ If I add a mod after starting a new character, do those mods get activated upon loading in or do I need to reroll? Asking for those mods mentioned above.
Last edited by Swanky; May 27, 2024 @ 8:16am
Quill May 27, 2024 @ 8:28am 
Originally posted by Swanky:
Thanks, both of you, that helps a lot! :)
€ If I add a mod after starting a new character, do those mods get activated upon loading in or do I need to reroll? Asking for those mods mentioned above.
Some yes some no

It depends upon the mod
Swanky May 27, 2024 @ 8:36am 
Thanks! Guess I'll reroll in that case. Shame, that test had a sledgehammer, 2 handaxes, generator manual and a car in excellent condition. :/ :D
The author of this thread has indicated that this post answers the original topic.
Armagenesis May 27, 2024 @ 6:59pm 
Originally posted by Quill:
Originally posted by Swanky:
Thanks, both of you, that helps a lot! :)
€ If I add a mod after starting a new character, do those mods get activated upon loading in or do I need to reroll? Asking for those mods mentioned above.
Some yes some no

It depends upon the mod
Just to add, the mods that won't work are map mods. You can actually make it work, but it involves changing the game files manually, which may be a hassle if you are new to modding the game.

Mods that add new items like weapons, food, or even vehicle can be added mid-game, but will only appear in areas you haven't visited.

And mods that add gameplay features like expanded helicopter event, horde night, or darkness is coming can work but might be weird.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: May 27, 2024 @ 12:31am
Posts: 6