Project Zomboid

Project Zomboid

ra's Professions
149 Comments
"Tide" Nov 1 @ 3:44am 
Thank you again for taking my feedback so seriously!:steamthumbsup:
razab  [author] Oct 31 @ 1:39pm 
@"Tide", updated the mod and it should now work.

But note that debug mode is a developer mode and not the "official" way to play the game. So when you use debug mode with my mod, it might not be as polished and functional as it should be during normal gameplay.
razab  [author] Oct 31 @ 6:39am 
@"Tide", thanks for explaining! Got it now!

I'll try to fix the issue.

Btw you might have noticed that the ingame profession icons disappear after the you load a game. This is in fact caused by the very same problem. Nothing game-breaking but will be fixed too in the next update.

Thanks for reporting!
"Tide" Oct 31 @ 1:27am 
The old issue's been sorted out, so now I can pick mod-provided jobs when creating a new character for an existing save in the main menu. But, I still can't use debug mode to change the jobs of existing characters in the save to the ones from the mod.
razab  [author] Oct 30 @ 9:11am 
@"Tide" do you mean that you have the exact same problem as before??

Or are you now really trying to do something in debug mode (which is a developer mode and not really meant for normal gameplay...).
"Tide" Oct 30 @ 7:33am 
However,I still can not convert the existing characters into the profession provided by the mod through the debug mode.
"Tide" Oct 29 @ 10:54pm 
Thanks a lot!I like the mod very much.:steamthumbsup:
razab  [author] Oct 28 @ 2:13pm 
@"Tide", the most recent mod update should have fixed the problem you described. Many thanks again for reporting. Let me know if you think something is still not working properly.
razab  [author] Oct 28 @ 2:11pm 
@HYO_JOON, I updated the mod with your translation. Many thanks again! If you think something is not displayed correctly, feel free to let me know!
razab  [author] Oct 22 @ 1:31am 
@HYO_JOON, thanks for the translation! I'll include it in the next mod update!
HYO_JOON Oct 21 @ 4:22pm 
Hello! Thank you so much for creating this fantastic mod!
I've finished the Korean translation for it and would be delighted to share the file with you.
Would you be willing to integrate it into the official mod? That would be wonderful for the Korean community.
Thank you again for your hard work!

https://drive.google.com/file/d/1jHz-ImtdqlDu6LXHRCz8EEFPLjWar4Q1/view?usp=drive_link
"Tide" Oct 18 @ 3:37am 
Thanks a bunch for taking the issues I raised so seriously. Hope these issues gonna be sorted out later. As a token of my gratitude, I'm gonna send you some small gifts.:steamthumbsup:
razab  [author] Oct 18 @ 3:14am 
@"Tide", as a temporary work-around, you can create a dummy character, die asap when in-game and then choose "continue with new character". This works for me. But I'll definitely try to fix the problem you reported!
razab  [author] Oct 18 @ 3:05am 
@"Tide", update on my testing: I am now able to reproduce the problem when playing in sandbox mode! So it happens when you play in sandbox mode, die, choose "quit to menu" and then load your game so that you can create a new character in the world where you died previously??

I'll do some research into the issue and see that I can fix the problem.
razab  [author] Oct 13 @ 11:21pm 
@"Tide", thanks for providing more details. I tried again with both ways you described and can still not reproduce the problem. Both ways for selecting a new profession after character death work fine for me. :(

Do you use a lot of additional mods? In case you are using additional mods, my guess is that there is another mod causing the problems. Do you use any other profession mods, trait mods or mods changing anything in the occupation or character creation screens?

After you tried again playing with my mod and the problem occurs, you could try to copy the content of the console.txt from your Zomboid folder to the "Bug reports" section. So I can have a closer look.
"Tide" Oct 13 @ 10:51pm 
Of course the latest version of B42,maybe B42.12
razab  [author] Oct 13 @ 10:45pm 
are you on build 42 or build 41?
"Tide" Oct 13 @ 10:23pm 
When I create a new character on the character death screen and select the modded profession on the class selection screen, there is no response. If I return to the main menu and create a second character for this save file, the modded professions do not appear on the profession selection screen. Even in debug mode, I am unable to change the second character to the modded profession.:steamsad:
razab  [author] Oct 13 @ 10:15pm 
@"Tide", that's a way of accessing the occupation menu I am not even aware of although I own the game for several years! XD

Can you explain in more detail how exactly you access the occupation menu when the problem occurs for you? So I can try to reproduce.
"Tide" Oct 13 @ 7:27am 
In fact,I can choose the mod profession on the interface where the first character dies,but if I return to the main menu interface to create a second character for the same save file,the second character won not be able to choose the mod profession.
razab  [author] Oct 12 @ 7:54pm 
@"Tide", thanks for liking my mod.

I am not able to reproduce the problem you reported. For me, choosing a modded profession after player death and selecting "continue with new character" works completely fine. Do you play build 42 or 41 (and maybe multiplayer in b41)?
"Tide" Oct 7 @ 5:24pm 
The mod is really excelllent!:steamthumbsup:However,when I creat a new character after my original one died,the profession selection page will not display the profession from this mod.:steamsad:PLEASE FIX IT!Thanks a lot!
Frostyred Sep 11 @ 4:14am 
Since no ones commented recently, much appreciated razab! Doing god's work! :)
razab  [author] Aug 19 @ 5:35pm 
updated for build 42!
razab  [author] Dec 20, 2024 @ 5:23am 
@Klaarturo, thanks for liking my mod! My general idea is to update most of my mods for B42, including this one. But it may take some time. And there is no 100% guarantee for anything. But I'll definitely try!
Klaarturo Dec 20, 2024 @ 5:11am 
Hopefully this mod will be updated for Build 42, it is one of my favorite mods. Please, when possible, I would love you to update it :)
razab  [author] Nov 14, 2024 @ 3:19am 
퐁퐁돼지아빠 , Hi! Thanks for asking. You can use whatever you want from my mod for your own work. I am totally fine with it!
퐁퐁돼지아빠 Nov 12, 2024 @ 11:55pm 
Dear Senior Modder,
I’m a newcomer to the world of modding, and I’m seeking to study and learn by referencing your mod. I’d like to know if I may use some of your images or assets as references for my work. If you prefer I don’t use them, please let me know. I have no intention of using your work without permission.
If you’ve already expressed such a wish and I missed it, I apologize for not noticing. Should I use your work in my mod, I will clearly credit it both within the mod files and on the description page.
I respect your work greatly and hope for your understanding. Thank you.
razab  [author] Aug 18, 2024 @ 8:33pm 
@CarltoN. afaik 'Occupations Expertises & Balance' makes changes to the vanilla professions. Chances are good that it is therefore incompatible.
CarltoN. Aug 2, 2024 @ 6:47am 
is this incompatible with 'Occupations Expertises & Balance'
razab  [author] Nov 18, 2023 @ 4:38pm 
@Limdood, all the values you mentioned at the beginning of your question are not changed by the mod
Limdood Nov 17, 2023 @ 6:26am 
Many of the vanilla professions have buffed foraging radius, reduced penalties, or increased chance to find specific items.

Did you modify any of those values in your professions, or are they in general just combinations of traits/skills + start location and a few items?
Splashwettyy May 27, 2023 @ 7:27pm 
if anyone wants to try an actual stealth run, do librarian with inconspicous, graceful, and gymnast. zombies will literally not be able to hear you directly behind them when sneaking
razab  [author] May 26, 2023 @ 1:24pm 
@ApokalyptoJr from a technical point, it should work, even with "ra's professions rosewood" spawn selected. also did a quick test run and everything seems fine.

however, one smaller issue: if a map mod changes a vanilla building like completely removing it, it may happen that some professions spawn in unusual environments not fitting the profession anymore. this will happen when I made them to spawn in the vanilla building which has been removed by the map mod. they will still spawn at the same location and depending on what the map modder has decided to put there instead, results could be somewhat inappropriate.

rosewood expansion for example removes the vanilla rosewood gas station. iirc, there is one profession in my mod which could start there. so my above remarks apply here. the profession will then simply spawn at whatever building the creator of rosewood expansion has decided to put there.

but as said, technically the mods should work fine together.
ApokalyptoJr May 26, 2023 @ 9:58am 
the description says that i need activate some of your version of a spawn area. for example, if i need to spawn in rosewood i need to activate the ra's professions rosewood spawn. will this conflict with map mods like rosewood expanded or am i just misunderstanding things?
razab  [author] Apr 3, 2023 @ 10:40pm 
@Triangle Man, Thanks!
Triangle Man Apr 3, 2023 @ 7:44pm 
Just want to say thanks for keeping this mod up to date! Nice to see a well maintained mod that doesn't require the user to spend hours playtesting so they can balance it themselves through 100 sandbox options. Very usable
razab  [author] Mar 10, 2023 @ 9:45am 
@RockyBrown, there are probably possibilities as you suggested but tbh, if I would add a prisoner then I would like to arrange things so that prisoners only start in prisons and that's where the problems I mentioned below come into play (i.e. doors of prison cells are closed; vanilla game removes all zombies in the starting building by default and only a few options for spawn locations). But afaik, there are also other profession mods which might have a prisoner occupation, for example here: https://steamcommunity.com/sharedfiles/filedetails/?id=2563469491
RockyBrown Feb 23, 2023 @ 10:13am 
@razab Perhaps around houses? Considering when criminals in USA have escaped prison they quickly try to get to a house so they can change apperance. But if you don't see a solution then there are plenty of options.
razab  [author] Feb 23, 2023 @ 10:02am 
@RockyBrown, I really like the prisoner idea and have already thought about it but it comes with some technical problems related to choosing appropriate starting locations. I therefore abandoned this idea.
RockyBrown Feb 1, 2023 @ 5:32pm 
Could i suggest prisoner as a starting "profession"? It could be good when you want strength and short blade skill for a start.
razab  [author] Jan 22, 2023 @ 9:35am 
@sword game enjoyer, sorry for my answer taking so long. So, Dynamic Traits makes changes to the traits and also to the vanilla professions. This results in some undesirable behavior when both mods are enabled (for example, Dynamic Traits makes it so that some of the profession-specific traits introduced by my mod disappear). Would therefore not recommend to use them both.
PiztoLice Jan 7, 2023 @ 10:18pm 
my favorite and current job right now, homeless
razab  [author] Dec 18, 2022 @ 3:46am 
@Сиреневенький, The mod does not introduce any profession with a skill of level 8. Maximum level in a single skill a profession can have is 3. For example, carpenter has level 3 in carpentry. A lot of professions have skill points in different categories. For example, architect has 2 in carpentry and 2 in metalworking, so a total of 4 skill points. However, no profession has 8 (neither in a single skill nor altogether). I guess your friend is either using an additional mod giving extra skill points or combining professions with certain traits. For example, the fitness instructor profession plus the trait athletic gives you fitness skill 10 by start (which is not a feature of the mod but already possible in vanilla game btw...). Maybe an explanation...?
Сиреневенький Dec 18, 2022 @ 2:40am 
Well, look, my friend in this mod has skills upgraded to professions, for example, up to 8 (I don't remember which profession exactly, but there are a lot of upgraded ones) And I have nothing pumped
razab  [author] Dec 17, 2022 @ 9:27pm 
@Сиреневенький, the mod does not add any new skills. If you can see all the skills as in the vanilla game (do you mean that with "standard skills"??), then this is how it is intended to be.
Сиреневенький Dec 17, 2022 @ 1:27am 
In the profession selection window and in the skills window in the game, standard skills are displayed, and the equipment works
razab  [author] Dec 16, 2022 @ 9:58am 
Сиреневенький, that's strange. I just checked the mod again and it works as expected for me. What exactly happens for you? You said skills are not shown? For example, police officer has +3 aiming. Does it happen that this isn't shown for you in the occupation menu or while in game in the skills window?
Сиреневенький Dec 16, 2022 @ 6:55am 
I turned off all mods except ra'professions and still does not work
razab  [author] Dec 15, 2022 @ 11:05am 
@Сиреневенький, that's probably a conflict with a specific mod you are using.