Project Zomboid

Project Zomboid

240 ratings
The Last of Us Infected - Overhaul
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.543 MB
Jan 1 @ 11:19am
Feb 27 @ 11:58am
9 Change Notes ( view )

Subscribe to download
The Last of Us Infected - Overhaul

Description


What does this mod do ?
It is a fork of TLOU Infected from drenindok with his agreement to repost his mod and continue the work on it. The improvements take inspiration on the work of Monkey on TLOU Enhanced Experience that was recently broken. It uses the assets of Last of US: Project Fungi from Mereel with his agreement to reuse his work.


Custom infected sounds (MANUAL INSTALLATION)

Requires manual installation of the sound files ! Check the overhauled infected sounds page !
  1. Download the overhauled infected sounds mod. DON'T DOWNLOAD The Last of Us Infected that's in the needed mods for the infected sounds !!! MY MOD IS A REPOST AND WORKS WITHOUT IT.

  2. Go to
    C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\3046492205\mods\media

  3. Copy ZomboidSound.bank

  4. Go to
    C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\sound\banks\Desktop

  5. Make a backup of ZomboidSound.bank in the game's folder if you want to easy change back to the vanilla sounds of the zombies

  6. Replace ZomboidSound.bank with the mod's version of it




The Infected of The Last of Us
Runners are dangerous and fast humans recently infected by the Cordyceps fungus. They can quickly overwhelm you with their sheer speed and numbers. You may hear them talking and struggling from within, with the soul of the host likely still present but unable to control their body.
Stalkers evolve from Runners with the Cordyceps fully taking over the host's body. They are quicker and stronger than simple Runners, often ambushing you by hiding inside buildings. The human inside likely lost the battle against the fungi, and its cries of struggle are slowly being replaced by a distinctive clicking noise.
Clickers evolve from Stalkers into an even more dangerous state. Their inhuman strength makes them extremely perilous to approach; anyone too close could find themselves dead in mere seconds. The cries of struggle have long been replaced with a clicking noise, used to replace their lost eyes due to the Cordyceps eating through them. Fortunately, this alteration makes them slower than simple Runners and Stalkers.
Bloaters are seen as legends by many due to their rarity among infected types. If a Clicker manages to survive over the years, sustaining its body and the Cordyceps within, it evolves into a colossus with thick skin protected by Cordyceps patches. No one wants to contemplate what would happen to a person if they were caught by this creature, so approaching it is out of the question.

Stats of the infected:
Some of the stats can be modified in the sandbox options.
Zombie
Runner
Stalker
Clicker
Bloater
Walktype
Sprinters
Sprinters
Fast Shamblers
Fast Shamblers
Strength
Normal
Superhuman
Superhuman
Superhuman
Toughness
Normal
Normal
Tough
Tough
Cognition
Basic navigation
Basic navigation
Basic navigation
Basic navigation
Memory
Normal
None
Normal
Normal
Sight
Normal
Normal
Poor
Poor
Hearing
Normal
Normal
Pinpoint
Pinpoint
HP
100%
100%
200%
2500%


Remarks
Use Mod Options to improve your immersion by deactivating nametags or customize their placement !
For an even better The Last of Us experience, go check the mod Cordyceps Spore Zones from Braven. When installed, you can harvest cordyceps mushrooms on dead infected corpses.
Check out my patch for the Cordyceps Spore Zones adding durability of filters and oxygen bottles to masks and hazmat suits (vanilla and modded) by utilizing Susceptible features. You can even disable the Susceptible trait if you wish !

One issue in multiplayer that can appear is from grabby clickers as desyncs can appear. I suggest to deactivate this option while playing in multiplayer if you see players freezing while fighting clickers and bloaters.

Incompatibilities:


[ko-fi.com]

[discord.com]

[trello.com]


Workshop ID: 3128757602
Mod ID: TLOU_Bloater
Popular Discussions View All (3)
48
Mar 27 @ 11:26am
PINNED: Bug reports
Sir Doggy Jvla
31
Feb 28 @ 8:16am
PINNED: Feedback and ideas
Sir Doggy Jvla
231 Comments
Sir Doggy Jvla  [author] 4 hours ago 
@Stranger Bugs
Hey yeah your explanation is basically that, tho someone reported issues with it too I believe

Currently the rework has no release date. It is technically usable but I wouldn't suggest it. Also it's a completely new mod, it will be posted on an entire new mod page with a new mod ID and new system. Things will not work the same but I believe it can be added midsave
There's a lot of WIP stuff rn and it's not in an usable state with the recent animation stuff which are not finished and buggy
Stranger Bugs 7 hours ago 
Hey again Sir Doggy Jvla! Oh, now I understand you.

I think that feature works in this way (correct me if not): when I set 7 days (start) and 14 days (end) for clickers, that means at day 7 start growing the chance to appear in the game. In middle day (10.5) it reaches the mid "base chance" (0.5 * base spawn chance) and in last day (14) it reaches the full base spawn chance.

After try with hordes in the debugger, it seems clickers never appears with my config. However, if it is not your development, it doesn't matter ;)

I saw your trello and the git repository. It seems a huge work!

Do you know when will be available or if it is usable locally in its current state (replacing the current mod files)?

Thanks in advance man!! <3
Sir Doggy Jvla  [author] 17 hours ago 
Thanks for the support anyway :)
You're free to criticize the mod. A lot of stuff will change in the rework so you can check the Trello to check for features you might suggest and more to verify they are not coming in the rework
Sir Doggy Jvla  [author] 17 hours ago 
@Stranger Bugs
Hey for the start dates I haven't looked at how they work, I'm not the one who made those options, they are from the original mod but someone stated that they do work properly.

Do you understand how to use those settings properly ?
Stranger Bugs 19 hours ago 
Extra information:

- My build version is 41
78.7 (I think)

- I tried to use hordes created with debug mode and it spawns clickers only when use default values, not when I used values like commented before (obviusly I tested after that days in the game). :GhostScary:
Stranger Bugs 19 hours ago 
Hey Sir Doggy Jvla! I could enjoy this mod few days ago with default setup, thanks for your time!

First or all, I am not criticizing the mod, in fact I love your job. I am just lost and trying to make my experience the most realistic as possible.

Are the options "start date" and "end date" bugged when I set non-default values like, for example, 7 days (start) and 14 days (end)?

I tried to set that values for stalkers and clickers, but after that days I only have runners and when I remove zombies (in debug mode) or kill them (to force respawning), zombies do not respawn and still having only runners in not visited zones.

I wish I know more about how to debug, to test by myself the spawning stuff easily (using local logs in your mod maybe).

Thanks in advance and so sorry :CryingGhost:
Sir Doggy Jvla  [author] Apr 19 @ 7:38am 
If you want more detail on the futur of the mod, go check out the Trello of the rework ! It will be fully independent from this mod, a complete recreation and optimization of the original mod with hubdreds of bugs that will disappear + a fuck ton of new feqtures such as custom clicker animations ;)
Sir Doggy Jvla  [author] Apr 19 @ 7:36am 
Whenever a zombie spawns, it is given a tag that is linked to its zombie type (so infected type) and this tag is chosen depending on the weight for each infected types (I won't get in the detail but chatGPT can easily explain mathematically how to do that).

So setting the zombie population and infected proportions don't affect each others at all. The proportions can be given any number and it isn't mandatory to have a sum of 100 of all the proportions
Sir Doggy Jvla  [author] Apr 19 @ 7:36am 
@Lady Dimitrescu
Hey there thanks a lot for the support ! The original mod was indeed my standard go to to play TLOU in PZ and since I'm such a huge fan of this univers I wanted to improve it further so I've been hard at work on anything related to TLOU haha

Considering the zombie options for spawn rates. Consider the amount of zombies of the map completely independently from the proportions you set in the sandbox options for the infected types. You are right to setting the zombie pop to 0 means no zombies (tho that's not entirely true in the base game).
Lady Dimitrescu Apr 19 @ 7:14am 
Hey there, let me just say first this is an amazing mod with lots of potential and it became an standard for people that want a TLOU playthrough so thank you so much for that. My question is about the infected spawns and how it interacts with the zombie lore configuration. I think you should explain a little bit because it seems confusing. From what I understand if I put zombie lore all on zero there won't be any infected?