Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
2,693 Comments
PHXΓ Apr 30 @ 9:10pm 
The names of the perks "Amateur electrician" and "Electrical-technician" should be capitalized and have no hyphen respectively (Amateur Electrician and Electrical Technician) so they match the syntax of the existing perks. Small nitpick I know.
Lexxx1on Apr 25 @ 3:17am 
After getting high fitness and strength i have to eat for 7-8 times and carry for 5 bottles, lol. Maybe is there a way to change it, its so damn annoying, also to take pills from Melancholic and Nervous Wreck
Armor breaker dragon Apr 24 @ 10:37pm 
啟用該模組後一旦感冒發燒會不到半天死去
Kurai Apr 24 @ 10:05am 
I keep getting sick and dying every time I choose the "Alcoholic" trait.

Is that the intent of the trait? Because I read that it can make you nauseous and dizzy, but not that it can make you sick and kill you.
silly goober Apr 14 @ 6:50pm 
i died of fever in day 0, does anyone know what happened? im really confused with this mod, can anyone explain it to me?
Mr.Jones2005 Mar 31 @ 3:37am 
Really enjoy the mod and has greatly improved my play time for my character. Huge thanks to PepperCat for the work that went into this mod. Didn't really know about the bloodlust trait till month 2 and couldn't figure out how to get rid of it even in debug. Found out there is no way to really get rid of it (even removed in debug it still is there at least for me). Found a nice work around of just disabling the mod after you accumulate all the dynamic traits. Really like the mod and hopefully we'll get a sandbox option in a future update. :)
≫ Dasfer Mar 30 @ 6:36pm 
drank 250ml of whiskey and died of overdose lol
Bonk Mar 29 @ 3:31am 
@Fabian bandit.gg This is unlikely the case here. Various items contribute to Overdose. Relax, and learn the nuances of the mod
Fabian bandit.gg Mar 23 @ 11:05am 
Nice, I just lost my character to this mods added "Overdose" mechanic because I drank one beer. Very good mod if you want to lose your character to some stupid crap :steamhappy:
VinnieTheGuy Mar 16 @ 9:30am 
I'm using ETW and SOTO at least until the Nervous Wreck stuff is reworked. Infuriating.
But I had a lot of fun with this is B41!
Poseidon Mar 2 @ 11:20am 
When using More Traits, Exercises create error messages
Jaie55 Mar 1 @ 10:27am 
Ngl, Overdose, Hearty Appitite and High Thirst are pretty fucking annoying
ElusiveAndroid Feb 26 @ 10:54am 
can i add it mid-save? also great mod!
Apoly-In-Short Feb 24 @ 9:16pm 
TIll you remove or add a setting to remove overdose feature i wont be using this mod.
Id suggest others to do the same if using the Narcotics mod.
polmoliner94 Feb 21 @ 12:49pm 
@Cinderwolf betablockers actually supress nervous wreck. But if you already are taking pills for depression it doesn't work. Brave will be activated once the hoursurvived will be long enough to activate it. If you got any issues you can change the values yourself, you got a guide at the end of the overdose discussion
Cinderwolf Feb 21 @ 11:51am 
Why would beta blockers not actually suppress the Nervous Wreck trait?
Why would Brave not be obtained at the 4k mark if we start without cowardly, agoraphobic or claustrophobic?
The admin if a server I play on says "oh well, reach out to the mod developer"...so well, here I am.
The Beast Feb 21 @ 11:26am 
Issue issue

Don Pijote te la Mancha Feb 19 @ 6:01pm 
Skill Issue

↓↓↓↓↓↓↓↓↓↓↓↓↓
CVNDY Feb 19 @ 8:23am 
I lost my all character progress because of this mod. I just became sick and died in 2 minutes, and Im not using moar can openers.
Auro Feb 17 @ 10:00am 
@Bigphiss66 you have the answare to your "problem" just in the first line in the descrption of the mod.
polmoliner94 Feb 17 @ 3:43am 
Me gusta tanto el mod, que se me hace dificil jugar el juego sin el. Gran trabajo, en mi opinion de los mejores mods que puedes instalarte
Bealder Feb 17 @ 3:04am 
Thanks for the update, I am fan of this mod for quite a while. I always sort of liked Melancholic and NW as it added to the atmosphere. Also I didn't mind the regular meds and was able to keep it at bay in B41, however in B42 I have trouble finding beta blockers at usual places. Not sure if it is due to my low rarity setting or if the loot table was changed. I was hoping you could also add other means how to lose it, but I will try to test it as it is now and hopefully give a feedback.
Kyrox Feb 16 @ 10:33pm 
I love your mod and appreciate the hard work you put in to this. Thank you for doing all you do for us.
Bigphish66 Feb 16 @ 10:02pm 
so small problem, i load in after choosing my traits and the mod immediately gives five negative traits. I dont really know why, but ill continue trying to find out how to prevent or fix them.
Yandere Feb 16 @ 6:57pm 
Errors are popping up. The console indicates that this mod is the cause.
XOXANA Feb 16 @ 4:07pm 
empty guide ^^"
DoomGoat Feb 16 @ 4:03pm 
I really like how the rework looks from the description. Good job!
PepperCat  [author] Feb 16 @ 2:52pm 
https://steamcommunity.com/workshop/filedetails/discussion/2459400130/523083510998699031/ Melancholic and Nervous Wreck traits new behavior. Please check it out and provide feedback.
Köygöçüren Mantarı Feb 16 @ 5:10am 
The illiterate perk should be lost by watching tv I think. Then we should be a slow reader; then, by reading books, a normal one, finally a fast learner.
MariusJ Feb 12 @ 1:43pm 
I definitely lean more towards a negative trait rework, its quite frustrating to get stuck with a permanent debuff and no way to get rid of it.
Solj1n Feb 11 @ 11:12am 
Is there a way to get rid of hearty appetite/high thirst?
Morentz Feb 10 @ 9:25am 
"What would people prefer the most to come first"
Being able to remove Nervous Wreck/Melancholic by taking antidepressant/betablockers and avoiding being too Nervous/Sad for a period of time (like 2Weeks/1Month) would be a great improvement.

The mod is allready great
MecVans Feb 8 @ 3:04pm 
I'm sure it's not easy to have some time to have a look on the code, mainly when you have other things to do.

But, just to know, do you plan to update the mod for build 41 while there's no MP in build 42, or you're focused on just updating build 42 version?

I really wanted to use both mods, but this possible incompatibility just sucks.
DoomGoat Feb 8 @ 1:00pm 
I am personally more in favour of the negative traits rework - maybe a bit harder to get, but also hard to remove, with the option of getting them back if you are not carefull.
But I think there are also a lot of people who care about the overdose more.
PepperCat  [author] Feb 8 @ 12:33pm 
Thanks for understanding.
One more thing. Here's summer, not only that I'm not always in the PC but also, I'm not always modding when on the PC. So that's why it takes time.
What would people prefer the most to come first:
- Being able to completely remove Nervous Wreck/Melancholic and also some reowkrs to it.
- Sandbox for Overdose, Fractures, and other mechanics as those.
DoomGoat Feb 8 @ 12:27pm 
I think the mod maker already understood that a lot of people are unhappy with how nervous wreck and melancholic work right now, and spamming about it is not going to help anyone as they already said that this will be addressed when they have time.
I also hope this will be sooner, rather than later. But, after all the modder is the only one who can decide what and when.
PS: I really love this mod and the work you've done for it.
Xarven Feb 7 @ 11:59pm 
Got nervous wreck at the same time with desensitized. Im always between the last two stress stages, even when popping beta blockers like gummy bears. This run I also didnt choose smoker so thats also no option to reduce stress. Guess my run is over. Normally I would never choose nervous wreck. To handle it is pain.
MecVans Feb 7 @ 3:37pm 
Hey, I've found a bug (or maybe just an incompatibility), I'm playing with this mod and others, including "Occupations Expertises & Balance" By Onkeen. His mod add some new skill books, like strength. But, always that I read Strength and/or Fitness whenever I gain any exp, the exp bonus just disappear. When I disable this mod, the bonus exp works just fine.

I'm playing in build 41.
benferchu Feb 7 @ 1:31pm 
a que hora ponen para que sea en multijugador
pls
PepperCat  [author] Feb 7 @ 4:54am 
So I just explained everything about it and you just decided to ignore everything I said, repeat your comments and again, say "it is broken"? to be honest, I don't want to discuss something that is already discussed, explained and working by design. You may like it or not, but broken? it is not.
Akim Feb 7 @ 1:46am 
The Nervous Wreck trait is sadistically broken right now. Not for fun, not for realism.

The mod description doesn't tell you how bad the trait is. According to the .lua file this is how it works:

- For the first 7 days you have 0 chance getting the trait, as long as you didn't choose it from character creation.
- After that, the game goes through a Nervous Wreck check every in game hour. If you fail the check then you develop the negative trait.
- The chance of getting the trait is described by the formula Chance = Level of Stress / Hours Survived. A typical scenario after 7 days is that you maintain a moderate level of stress, which translates to about 1% chance turning perma nervous, every hour.
Akim Feb 7 @ 1:45am 
- Yeah you heard it, it's a permanent debuff, not even command console could remove it. The only option available to subdue it is by taking betablockers every 2 days. And even that has a trick. When you get NW, the mod set you on a clock of 240 hours. Every time you take one dose of betablock it sets the clock back 48 hours. As long as the value is below 48 you are free from NW. This value increases by 1 every hour, when it goes above 48, you regain the trait. So, when you take a betablock to remove NW, it won't work until you do it 4 more times.
- The effect of NW, you generate 10 stress every in game hour, and any stress from any source is increased by 30%.
To put it into perspective, I played 7 characters recently, 3 of them developed NW within 2 month. One got a fever and thought that was an infection, one woke up from a nightmare, and one HEARD a zed banging on a door.
Akim Feb 7 @ 1:45am 
I think NW is a really bad design. It is too easy to develop for a permanent debuff. And since it forces you to play carefully during the early game, it further stalls the pace in a already sluggish Build 42.

And not realistic either. During the pandemic I was on my verge of mental breakdowns, constantly. I didn't take any medicine, every time there is a panic attack I just grind it off in the gym. Now my career goes back on track and I made a full recovery. People are stronger than you think, especially for a lone survivor in Kentucky.

My recommendation:
- You should be able to remove it completely. like blocking it 30 days in a row then you get rid of it for good.
- The current rng design could use some tweaks. Maybe like Chance = Level of Stress / F(Hours Survived), where F(X) is a sigmoid function. By that we could keep the early game less stressful, and spice up the boring late game.
Snaptrap Feb 6 @ 8:07pm 
Necesita una buena actualización, siempre intento jugar con este mod pero hay algunos bus que estan pendiendes para solucionar
PepperCat  [author] Feb 5 @ 3:21pm 
The latest thing to consider is that the focus of this mod is that the player evolves in every sense, it gets better in combat, it get better in crafting, but it may also hit the psychological aspect of the player.
Normally a person who is depressed and anxious, takes medicine that helps with the symptomps but in order to "cure" it, it is most likely that that person requires therapy, and in the apocalypse there's no therapy. So that's why the decision to not be able of removing the trait. I will change it in the future. But I just wanted to clarify on why there are traits such as Melancholic, Nervous Wreck, Bloodlust.
PepperCat  [author] Feb 5 @ 3:18pm 
2) You read "Pills remove the trait for 2 days" and thought that ALWAYS will be removed by just taking a single pill
Let me explain this scenario:
Whenever the flag that says "this player is now a Nervous Wreck" is enabled, the internal counter will increase every hour by 1. At value 48 (2 days) the trait will be visible. HOWEVER, that internal value keeps increasing in the backend up to the equivalent of 10 days. What this means? that if you let that counter increase, THEN, in order to remove the trait you will need to take betablockers more often than a two days cadence to keep a higher rate in increase/decrease (remember, it increases 1 by hour, a pill reduces it in 48, if you take it every two days, it will pretty much be always at the same amount. At the beginning it may be worth to take them every day until removed, and then, go back to a two days cadence.
PepperCat  [author] Feb 5 @ 3:18pm 
So the trait is working as expected (I literally use both of them in my games) and I have proved that over and over again.
There are two possible scenarios here:
1) A mod incompatibility (which in particular with this specific trait I don't think so.)
Forsaken Feb 4 @ 12:49pm 
Hey,

Noticed a compatibility issue in b42 while using the "More Traits" mod when using the Gym Goer trait with "Dynamic Traits and Expanded Moodles".

- Steps to recreate :
- Download and active both More Traits and Dynamic Traits.
- Auto sort mod list
- Start new game and select "Gym Goer" trait.
- Do Squats (or any exercise from exercise window).
- See error list.

This will generate a long error list each time xp is gained through the exercise window. Would suggest having "Break on Error" unchecked.

This has been reported on both mods. Thank you for your hard work. Been enjoying the mod!
CryingD@rk Feb 1 @ 11:03am 
When used with More Traits b42 some of the traits' descriptions appear multiple times this should be fixed
Alekx Jan 30 @ 3:58pm 
Mods installed in order: Moodle Framework > Dynamic Traits > More Simple Trait Dynamic version

function: overdoseMoodleUpdate -- file: DTMoodles.lua line # 12 | MOD: Dynamic Traits and Expanded Moodles [B41]
function: DTEveryOneMinuteMain -- file: DTMainFile.lua line # 18 | MOD: Dynamic Traits and Expanded Moodles [B41]

Do you know why I have a error? Thank you!