Project Zomboid

Project Zomboid

25 ratings
Build Your Own Occupation.
   
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1.897 MB
6 Aug, 2022 @ 6:38pm
7 Aug, 2022 @ 5:58pm
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Build Your Own Occupation.

Description
Tired of only being able to use predefined builds? Want to make your own?

Want to start as a fisherman that knows how to use a spear but is a complete klutz?
Want to start as a snapshot trapper that is claustrophobic?
Want to start as a baseball player with the best swing in the county?
Want to start as a homeless man who no one notices but knows how to forage for the best things?
Now you can!

This mod adds level 1-5 traits for every skill except for Fitness and Strength (Hard to balance those so left it to the vanilla traits). Now you have more options for what you want to be in the apocalypse. Picking a level in a skill will block the other levels in that skill, so the max you can have is LV5 unless you use this mod with an occupation other than the unemployed occupation, and while they can be used on the other occupations, it is recommended that you use these skilled traits with the unemployed occupation. Since that is what this mod is balanced towards.

No longer do you need to download a specific mod or learn to mod to get the start you want.

Skills are priced by cost multiplied by level. so for level 1 the cost is 3 points, level 3 will cost 9, and so on.
Some skills have a "Tax" on them for balancing, there are two Taxes. Power Tax and Entry Tax.

Power Tax means after level 2, you need to pay extra skill points to level that skill higher. Levels 1 & 2 for these skills are not taxed. From level 3 onward you need to pay 25%, 50%, and 75% more on top of the base cost to unlock those levels. You can still get level 5 in long blade, but it will cost 26 points.

Entry Tax means that it cost more to unlock level one for that skill, and afterwords further levels are base cost. electronics for example cost 4 points for level 1, but the cost for each subsequent level only increases by 1.

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Agility~
Sprinting: Multiplication.
Lightfooted: Multiplication.
Nimble: Power Tax.
Sneak: Multiplication.

Combat~
Axe: Power Tax.
Long Blunt: Power Tax.
Small Blunt: Power Tax.
Long Blade: Power Tax.
Small Blade: Power Tax.
Spear: Power Tax.
Maintenance: Power Tax.

Crafting~
Carpentry: Multiplication.
Cooking: Multiplication.
Farming: Multiplication.
First aid: Multiplication.
Electrical: Entry Tax.
Metalworking: Multiplication.
Mechanics: Entry Tax.
Tailoring: Multiplication.

Firearm~
Aiming: Power Tax.
Reloading: Multiplication.

Survivalist~
Fishing: Multiplication.
Trapping: Multiplication.
Foraging: Multiplication.
~~~~~~~~~~~~~~~~~~~~

For more options I recommend getting these two mods:
More traits mod.
More Simple Traits (MST) Mod
For more dynamic traits like starting injured or finding more loot in trash cans.

If anything feels like it needs to be rebalanced, like maybe reducing the max levels from 5 to 3, tweaking cost to points, or if I should add Fitness and Strength traits, please let me know in the comments.

Known Bugs:
If you add a skilled trait and remove it (Example Skilled01:Sneak), it will add duplicate of the other levels of that skilled trait to the traits pool.

Workshop ID: 2845718820
Mod ID: MYOO

Workshop ID: 2845718820
Mod ID: MYOO
7 Comments
removedclaw 25 Sep, 2023 @ 8:25am 
works nice but the traits dont save to presets, very balanced even with the +5 stuff
Kasa 12 Aug, 2022 @ 11:52pm 
And to that extent it works very well!
leon2356  [author] 12 Aug, 2022 @ 10:19pm 
@Kasa
Ya, that is a limitation with the mod, but really its just for making custom builds. If you want a forage based build your best just picking Park Ranger, but if you want to make a build focused on long swords, or long blunt, with this mod you can!

Really my goal was just to fill what was missing, or to let people have more customization with their builds.
Kasa 12 Aug, 2022 @ 10:10pm 
neat mod but it's lacking the features of base occupations, for example the ranger has a built in +2 search range that you can't duplicate.
tonyzur 8 Aug, 2022 @ 11:56pm 
this is the best, it's like cdda char creation in zomboid
leon2356  [author] 7 Aug, 2022 @ 12:45pm 
@YepThatsMyName
Thx for the feedback!

~Using Unemployed as a base, to make a Burgler using this mod would cost about 12, starting as Burglar cost about 14 and so I'm going to work on rebalancing that.

~The benefits you get from Sprinting are, I believe, much more than you get from Lightfooted, hence why I made it cost more.

~ to fix the other problems, I'm working on implementing a "Tax" on skills. Skills will either have a "Power Tax" Or an "Entry Tax". So, combat skills will cost the same up to level 2. After that, each level will have a 25%, 50%, and 75% base cost increase after level 2. You can still get level 5 axes, but it will cost about 26 points (You can get about 57 with unemployed with pick the best negative traits).

The Entry Tax will make a skill cost about 3-4x more for the first level, But each level after that will be the base cost. So Electrical will scale like this, Lv1=$4, Lv2=$5, Etc. This will up the cost of hotwiring. Got this idea after reading your comment.
YepThatsMyName 7 Aug, 2022 @ 10:05am 
Hey, cool mod! Defo will use it sometime.

Although I REALLY recommend tweaking a lot of the costs. Just using 3 points (1 electrical and 2 Mechanic) you can hotwire cars, which before required burglar which is -6 points.

And I can understand the other costs but:
- Tailoring is pretty good, the problem is it's hard to level up. Getting 5 tailoring for just 5 points is OP as hell. Bumping it up to 2 or 3 would be good.
- You should switch sprinting and lightfooted costs around. Sprinting is pretty easy to level up while lightfooted takes a while.
- First aid definitely should be costing 1. It's hard to get in-game without risking your life and the benefits aren't exactly massive.

And I would suggest reducing the max level to 3. Getting a level 5 skill right at the start is pretty overpowered, even if it might cost 5,10 or 15 points.