Project Zomboid

Project Zomboid

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Proper Vehicle Injuries for MP [B41 & B42]
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717.611 KB
21 Jul, 2023 @ 6:09pm
14 Apr @ 8:47pm
17 Change Notes ( view )

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Proper Vehicle Injuries for MP [B41 & B42]

Description
Check out my other mod, ComfySleeping!


Artwork Credit
Credits to Errorthy for drawing the thumbnail!


Purpose
The name says it all! Project Zomboid does feature injuries from vehicle collisions in vanilla, however, the experience in multiplayer is extremely inconsistent. This mod aims to fix this by having each individual player determine when they were involved in a car crash and make vehicle injuries consistent for multiplayer!

I created this mod to replace the vanilla system, along with adding additional customization so you can modify the chances of certain injuries, enable or disable the chance of breaking full limbs or even death!


Latest Update
Update 3.8.2
  • Fixed an issue where vehicles that cannot have airbags installed would cause issues on collision.

Features
  • Working Seatbelt support: PVI is compatible with Working Seatbelt, reducing injuries if seatbelts are buckled, airbags are installed, and potentially ejecting the player out of the vehicle!

  • Real Knockouts support: Car crashes can now knock the player out. Knockout chance is configurable per severity level and overrides Real Knockouts chance for car crashes only.

  • Helmets protect your head: Does what it says on the tin! Helmets offer head protection with the highest protection helmets being full-face helmets (like motorcycle helmets), and half-face helmets (riding helmets) give a lower injury reduction.

  • Multiplayer Support: Now you can share your collision related injuries with others!

  • Varying Severity Levels: Different speeds can cause different injuries, with different times needed to heal. The faster you go, the worse it'll be!

  • Zombie Hordes: Trying to make a quick get away, and slam into a horde? Congratulations, because it's not just other vehicles and buildings that you can collide with!

  • Full Limb Fractures: Makes that broken arm just that much worse, by breaking the rest of it!

  • Fatal Crashes: Going full speed and not paying attention? Hitting a pole or other objects from full speed can very well now spell the end of your character!

  • Customizability: Not a fan of how often certain injuries happen? Nearly all of the variables for this mod are available in the sandbox options!


Planned Features
  • Minimum injuries - Currently the injury count is entirely random aside from the general body damage the player receives (this is what lowers your healthbar on collision).
  • Server & Client sync - I've had several reports of laggy conditions in MP causing issues. I'm going to add a debug option and see if this helps with lag induced false positives.
  • Refresh bodyParts tables when a new player is created via Events.OnCreatePlayer instead of every time a crash happens.

If you have any other ideas that you think would be in line with the mod, feel free to add them to the "Ideas & Suggestions" discussion. These may or may not be implemented, as this mod is more meant as a small project to explore the world of modding and for me to tinker on in my spare time.


SANDBOX OPTIONS
Click here to see the sandbox options and their description/examples!

If the above link isn't working, keep scrolling and look for the pinned "Sandbox Options" discussion board.


FAQ (READ BEFORE COMMENTING)
  • Is PVI compatible with B42 IWBUMS?
Probably, TIS has said there were significant lua/script changes made, but PVI appears to work out of the box.

  • Does the load order matter when using PVI, Working Seatbelts, and Real Knockouts? 
No, according to my personal save and user reports, the load order of the three mods does not appear to matter.

  • Does this mod have any incompatibilities? 
Since this mod doesn't replace any Zomboid files, nor modify any of the vanilla game's code, there should not be any incompatibilities with other mods.

One thing to note however, vehicles with very high acceleration or braking power may falsely trip the collision detection, as when you speed up or stop extremely fast, it sees your high speed difference, and thinks you've crashed into something. This shouldn't be an issue for 99% of vehicles (vanilla sport's cars are not powerful enough).

  • Does this mod work in SP/Coop/Dedicated MP? 
Yes it works in all 3! It was built to work with MP, and because the code is handled client side, it should have no issue with either SP or Coop saves.

  • Is this safe to add to a current save? 
Yes it is safe to add and remove at will! All of the code in the mod is custom, meaning it doesn't need to hook in to or modify any of the vanilla game code. If the mod is enabled, you'll have the injuries, if not, then you won't!

  • I'm adding this to an existing SP save, how do I change the sandbox options mid save? 
Use a mod such as Change Sandbox Options to modify them.

KNOWN ISSUES
  • Poor internet connectivity to online servers appears to cause false positives and triggers injuries. This shouldn't affect servers you are hosting locally or in singleplayer.
  • Possible compatibility issue with hotwire nerf mod, may cause immediate stop of hotwired vehicle, causing false positives for collisions.


Translations
PVI has translations for the following languages:
  • English - Translated by Fluffy89
  • Brazilian Portuguese - Translated by Sknurt
  • Simplified Chinese - Translated by Phoenix

Thanks to all who have provided or helped translate the mod into various languages! If there are any translation or spelling issues in any of the available translations, or you would like to translate the mod, please let me know!


MOD PERMISSIONS
[theindiestone.com]

Feel free to include the mod in modpacks/workshop collections here on Steam. You are however NOT AUTHORISED to do any of the following:
  • Redistribute OR re-upload to any platform
  • Modify Proper Vehicle Injuries' code


MOD-ID & WORKSHOP-ID

Workshop ID: 3007922923
Mod ID: ProperVehicleInjuriesMP
Popular Discussions View All (5)
38
20 Mar @ 6:15am
PINNED: Bugs & Issues
Fluffy89
11
13 May, 2024 @ 4:01pm
Simplified Chinese Translation File
Fluffy89
7
13 May, 2024 @ 4:00pm
Translates
Sknurt
124 Comments
Fluffy89  [author] 23 Aug @ 11:57am 
I deeply appreciate the high praise, thank you :)
zreaz 23 Aug @ 11:28am 
That is very helpful.

We are blessed to have mod developers like you. Actively helping, giving helpful tips and such to fine tune our experience.

I will be sure to reach out if there is additional assistance needed. Again, thank you very much.
Fluffy89  [author] 23 Aug @ 11:20am 
zreaz, you're welcome! :spiffo:

PVI definitely isn't perfect so I try to help people tune it as best as I can to fit their mod setup or preferences.

An interval of 10-15 should fix the majority of those false positives. I'd recommend lowering it slightly, playing for a while to test how it feels, then adjusting as you see fit from there.

If further tuning is needed than just the interval value, you could try slowly raising the 'threshold' sandbox option too, it controls the minimum difference in speed needed between checks to consider a change in speed as a collision.

Don't hesitate to reach out in the comments if you need more help getting things setup to your liking :)
zreaz 23 Aug @ 10:59am 
Thank you for such a quick and informative response.

I will be sure to do what you suggested, and we will be sure to tone down our extreme driving, so this doesnt persist.
Fluffy89  [author] 23 Aug @ 10:45am 
zreaz, it might be Proper Vehicle Injuries, and apologies for any frustration it's caused.

In the background, PVI constantly checks how fast you were just going compared to now, and once that difference gets high enough, it determines a collision has happened. Sometimes this causes false positives, especially so with very aggressive braking, drifts/sharp turns, and especially so with modded vehicles with higher braking and acceleration compared to vanilla vehicles. Mixing hard braking and sharp turns/drifts also tends to amplify this behaviour, since together they cause any vehicle to stop or significantly reduce its speed in a very short period of time.

One way to combat this sensitivity of PVI is to lower the 'interval' sandbox option. This will make PVI check your speed more frequently, making this sort of 'whiplash' injury less common.
zreaz 23 Aug @ 6:11am 
Hello. I have been using this modification for my self hosted server with my friends.

While driving in a vehicle, turning too hard or "drifting" causes scratches around the groin area and such. This is pretty frustrating, considering I have to manually heal them each time this happens. Would this be an issue on my end or is it something with this mod? Without it, this does not occur.

Thanks.
kArMaFPS 15 Jul @ 7:14pm 
I'll test PVI against Working Seabelts. Working Seabelts is more invasive, as it adds mechanics that don't exist with seatbelts and airbags, which could completely break vehicle physics. I'll run the tests in debug mode and send a report. I didn't mean to sound rude, I apologize.
Fluffy89  [author] 14 Jul @ 10:23pm 
Comment 2/2

Also, as an aside, I'd appreciate it if you kept things civil and avoid just throwing blame at me when reporting a potential issue. I can't help if you don't provide me information about what is going wrong, or even tell you whether its an issue caused by PVI or not. The first comment being 'interferes with physics and collisions ... update your mod and fix your code' comes off as incredibly rude when I have literally no idea what is causing the issue you're experiencing, or whether its actually an issue with PVI or not.
Fluffy89  [author] 14 Jul @ 10:23pm 
Comment 1/2

kArMaFPS, I haven't gotten any reports of PVI in specific being broken as of late, doesn't mean its perfect though. PVI doesn't have mod conflicts with any of KI5 or Filibuster's mods, so they shouldn't be an issue. If a vehicle is overly touchy/powerful then that can cause injuries, but that's not an incompatibility with either mod.

Do some testing, debug mode will be helpful as it lets you get a stacktrace when things crash. If you get a stacktrace, open a discussion page on whichever mods page that the stacktrace says is causing the crash, and provide that stacktrace.
kArMaFPS 14 Jul @ 7:56pm 
Something isn't working quite right, I can't tell you exactly what.