Project Zomboid

Project Zomboid

3,455 ratings
Dynamic Traits and Expanded Moodles [B41 & B42]
39
26
7
6
11
15
5
9
4
6
3
5
5
4
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.687 MB
Apr 16, 2021 @ 6:13pm
Apr 10 @ 6:48pm
136 Change Notes ( view )

Subscribe to download
Dynamic Traits and Expanded Moodles [B41 & B42]

In 3 collections by PepperCat
Alexa's Collection B41 - 41.78 - Snake compatible - 'Alexa Unleashed'
378 items
Alexa's Collection B41 - 41.78 - Snake compatible - Runners
325 items
Alexa's Collection B42 - 42.3.1
137 items
Description
Features

  • The player will be able to gain or lose both positive and negative traits during the game based on different conditions.
  • New traits, some dynamic, some statics.
  • Vanilla traits cost rebalance.
  • New moodles and new effects for vanilla moodles such as: fractures by being overloaded or possibility to pass out if too tired for too much time, etc.
  • Vanilla professions rebalance.
  • Some new funtionalities such as overdose.


WIP Documentation - Outdated, this is B41. For B42 there's nothing yet.

High level guide of Dynamic Traits (Still a work in progress but already with a lot of details) [docs.google.com]

Other Traits mods Compatibilities

Other Compatibilities

My mods :)

If you wish to support the development of my mods you can do it through Paypal:

[www.paypal.com]

Copyright 2022 [PepperCat]. This mod doesn't have authorization to be published in Steam, except under the account name PepperCat.

Thanks to Aurora for the poster imagen <3

Workshop ID: 2459400130
Mod ID: DynamicTraits
Popular Discussions View All (77)
26
Mar 4 @ 2:05pm
PINNED: Overdose Mechanic explanation
PepperCat
6
1
Jan 27 @ 11:03am
A humble request for options
homeworld
1
Apr 17 @ 8:04pm
Any fix for error on Bandits NPCs when they fight zombies?
binchito
2,697 Comments
kelenas_sarkeen 16 hours ago 
For traits that are reliant on a certain number of kills made, maybe consider linking them to the population-settings of the game? Ie, lower population settings = lower number of kills required, to compensate for the fact that there's less zombies around to kill?
Parker May 16 @ 1:59pm 
Anyone else with alcoholic lose all fatigue when drinking?
cznorton2 May 15 @ 2:04pm 
I was overdosed and i tried everything but i kept getting more sick and died
Freaky Froge May 14 @ 9:19am 
Hi,
Huge fan of the project, I had some issues with it personally but recently I decided to take the things into my own hands by creating a fork that adds sandbox settings to A LOT of systems for B41, would love to get in touch with you to see if you would be cool with me uploading me, or even to just add you to the authors even tho my fork is currently friends only.

Cheers
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. :)