Project Zomboid

Project Zomboid

[B42] Vanilla-Like Traits and Occupations
139 Comments
this mod is awesome. one issue thats arisen since the latest patch is strong back weight buff resets itself every game load. i have to use the mod sandbox options to incrementally increase the bonus in sandbox settings by 1, then load into the game again while keeping the client open as a workaround.
Aleee May 25 @ 7:20pm 
works whit dynamic?
marley-star7  [author] May 25 @ 11:14am 
Well, they added a tailoring profession, lol.

I do plan on keeping this mod's development going but due to b42's ongoing development, I have halted it for now due the the understandable drastic changes a beta can and will keep making at a moments notice.
Don't get me wrong, It's great! They are adding alot of cool stuff! And I'd be silly to expect a beta to go otherwise. But I still don't want my time to be caught in the crossfire everytime I have to pivot a trait's/profession's mechanics, code, balance, or worse.

So I will be waiting until B42 is further down the line at least.
Token McFatkid May 20 @ 7:59am 
Please create a version that changes the description to "Move More Faster..." so that when I continue to always misread it every-single-time, I can at least be right and not *just* old.
Thanks!
/sarcasm
marley-star7  [author] May 13 @ 7:56pm 
@Helligkiet dw lol, neither is this mod technically :slugcatdead:
shhh
Helligkeit May 13 @ 2:50am 
It isn't (I made it)
marley-star7  [author] May 12 @ 11:00am 
There is a mod that makes them compatible, but I am unsure if its updated to the latest version.
公子·阳 May 12 @ 9:53am 
Is this module compatible with SOTO? I am currently localizing the module, and there are many similar features.
monobi Mar 31 @ 2:53pm 
Setting temperature tolerances as mutually exclusive is outside of the debug mode check that creates them so it causes 2 errors when loading outside of debug mode. Fine to ignore.
eggnoggins Mar 24 @ 5:19pm 
mar occupations results in crash on trying to create a new save on b41
soso Mar 23 @ 10:26pm 
also having errors with mar traits and professions, idk what's causing them.
poopsock Mar 23 @ 4:48pm 
i cant tell if its your mod, or someone else's conflicting with yours because error magnifier isnt showing up (also i dont know why). but it happens whenever i activated your mod. I went into the console and i dont really know what im looking for, if you could help me resolve this issue i would greatly appreciate it
marley-star7  [author] Mar 22 @ 6:15am 
@Lyzz
Genius
Lyzz Mar 22 @ 6:09am 
make a gif. upload it to the artwork section. use the artwork as workshop picture
Rusty Mar 19 @ 1:58pm 
My only ask is a compatibility patch for OSRS EXP Drops
Fumanyu Mar 9 @ 4:57pm 
isnt this just stealing
surratm Mar 4 @ 7:43am 
I think mason could be really fun if it had +2 knapping, also better since now construction worker has +2 instead *3 masonry
Dj2rocks Feb 24 @ 4:06pm 
The Strong Back trait is bugged (B42). After reloading a save, the carry weight bonus stops working.

Removing broken SB in debug mode further reduces carry to below default. Loading back into the save without SB then returns the carry to default. Adding SB back in will see the buff return, only to break again upon reloading the save.

Strength giving more carry with SB has the same issue. The default levels strength levels for when you gain 2 carry are 4, 6, 9, and 10. When SB is activated for the first time, it’s 3, 5, 7, 9, and 10. Reloading the save causes those carry increases to return to default.

Removing broken SB seems to also change the strength levels at which you gain +2 carry to 5 and 10.

There also isn't a +2 to carry weight when starting at 0 strength; it's just a +1 (6 carry weight without trait, 7 with it, and 5 when broken trait is removed).

Min/Max carry values are:

Default: 6/20

With Strong Back active: 7/22

With broken Strong Back removed: 5/17
marley-star7  [author] Feb 17 @ 11:03am 
@The Goat
the funniest comment i've gotten, congrats lol
The Goat Feb 17 @ 2:42am 
More'
SilverVixen Feb 7 @ 10:22am 
how well would this work with More Traits and Even More Traits? asking as i love this mod when i used it with Occupational Start Items and ik there wont be full conflict but instead overlap but im wondering how much of an overlap or if this mod was made with those in mind? also on another note great mod i love using it in 42
108_theunknowndude Jan 31 @ 5:51am 
Can't pick the new occupations, log says this error upon reloading with solely this mod and the library:
function: addMarProfessionTraits -- file: MarOccupationsMainCreationMethods.lua line # 14 | MOD: Mar Occupations

ERROR: General , 1738330851065> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in addMarProfessionTraits at KahluaUtil.fail line:82.
ERROR: General , 1738330851067> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in addMarProfessionTraits

Loading into traits and occupation screen throws this:

function: addMarTraits -- file: MarTraitsMainCreationMethods.lua line # 167 | MOD: Mar Traits

ERROR: General , 1738330851213> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor54.invoke.
ERROR: General , 1738330851213> DebugLogStream.printException> Stack trace:
Lazy Invincible General Jan 29 @ 2:32pm 
just a head up (incase you have not already fixed it and steam is being dumb) eager fighter is also for somereason throwing a error when in melee combat with zombies (will post error next)
Kaoeutsu Jan 28 @ 4:18pm 
crashes when playing together with SOTO: https://pastebin.com/jtqFcfLv
Jan 21 @ 6:33pm 
gotcha thx
marley-star7  [author] Jan 21 @ 6:24pm 
@็FAZE epstein | cslotto
Should be, some traits that overlap thematics in both mods have would show both in trait menu but they should both functionally work fine together.
Jan 21 @ 4:53pm 
wait so is this compatible with dynamic and more traits?
Ans Resident Jan 20 @ 10:23am 
Why did you take the str+1 away from the demolition man?
marley-star7  [author] Jan 18 @ 9:48pm 
@Kaoeutsu, SOTO and this mod have some overlapping traits - occupations, however B42 version of the mod uses different internal names for these than SOTO so they should be able to be ran together and function fine.

Immersive blind trait will probably be ported over eventually assuming the shader stuff still works, but I wanted to take the opportunity of moving it over to do alot of things I wanted to before,
Focusing on this mod mainly rn tho,
Kaoeutsu Jan 18 @ 9:43am 
will immersive blind be updated to B42?
also, does your mod has anything that overlaps with SOTO? for example same traits or professions or does both mods complement each other?
Andrea Jan 16 @ 1:55pm 
I see and thanks, for sure I will try the Federal/FBI one.
marley-star7  [author] Jan 16 @ 11:10am 
@Andrea @Tilarium
Federal officer was named purposefully broad, I made it with the intent they could be seen as FBI or similar government employee but later found out FBI is technically not officer lol.
Will be renaming it next update to "Federal Agent" to fit more thematics
tilarium Jan 16 @ 10:11am 
One question.

Is there anything that sets a Kentucky State Police apart for the base games police officer?
Andrea Jan 16 @ 10:01am 
One question.
There is a Kentucky State Police occupation?
marley-star7  [author] Jan 15 @ 5:04pm 
@emopitis I don't use Rune but I'll try and see if I can recreate and get it fixed next update
emopitis Jan 15 @ 4:45pm 
@marley star7 Experimented with it and it was just your mod causing problems, if both on it lags the game when doing any melee. Not sure if you need the specific eager fighter trait, but 99% sure it is, since exp runes is just a exp notifier.
marley-star7  [author] Jan 15 @ 4:26pm 
@emopitis what seems to be occuring?
emopitis Jan 15 @ 2:19pm 
Seems to conflict with "Rune EXP" , most likely the eager fighter having a weird collision with the exp drop.
marley-star7  [author] Jan 14 @ 3:10pm 
@GarglingGlass Since as zomboid defines and uses butchering skill its mostly for preparing animals exclusively for eating, and I feel morticians while they know their way generally around preparing corpses, its for p much humans only and for funeral services instead of for eating.
So I gave them 1 trait point so it just provides the XP boost as it sorta does make sense. Any higher however I feel treads on butchers ground a bit.
marley-star7  [author] Jan 14 @ 3:04pm 
@LambVORTEX
Yea I kinda realized there was better thematics for the trait lol, I'm reworking the "Artistic" trait in the next update to be "Creative" as well as adding an negative trait version for it being "Uncreative",
so it instead functions sort as the crafting XP version of eager fighter/reluctant fighter (cruel / pacifist)
GarglingGlass Jan 13 @ 11:48am 
Yes, it make sense that a mortician could butcher. It should actually probably be even higher. You can't just go hacking away all willy nilly.
LambVORTEX Jan 13 @ 7:44am 
Artists don't know shit on how to bake a cake or craft a mace head. Could work with Lifestyles though.
surratm Jan 10 @ 6:54am 
I see artist at the bottom of the doc and i just wanna suggest the idea if a trait called "creative" that lets you start with a bunch if different recipes :3
marley-star7  [author] Jan 9 @ 1:26pm 
@Tesla Coyle, It was leftover from b41 version of the mod, balance traits hasn't been ported over yet either, and luckily it only breaks that section so I will just remove it next update.
Thanks for the report!
Tesla Coyle Jan 9 @ 12:56pm 
FYI, your comments in the sandbox-options.txt files throw exceptions. I don't know that it's effecting anything, but wanted to let you know.
marley-star7  [author] Jan 8 @ 10:45pm 
@pimatstudio
Aw shucks, thank you!
pimatstudio Jan 8 @ 5:16pm 
Wow!!! I've not yet tested these, but wow, the amount of work-thinking and really balancing it out is soo admirable, great work, simply great great work. Modding ain't a walk in a park, I can tell you that.
thumbs up!!
Mustang Jan 8 @ 3:54am 
@marley star7 both traits seems to affect combat exp.
American Jan 8 @ 12:24am 
Its just not showing up in the mod loader.
marley-star7  [author] Jan 7 @ 7:06pm 
@surratm
I like that idea, would encourage demolition experts to be the guys to actually do the breaking stuff, currently "better at destructions" just means faster destructions lol, as far as I'm aware however demolitionists are exactly "neat" with their demolitions, so It'd probably just be more scrap wood.