Project Zomboid

Project Zomboid

Evolving Traits World (ETW) [B41/B42] - alternative to "Dynamic Traits"
1,420 Comments
MusicManiac  [author] 9 hours ago 
@Waverly
More Traits dynamic submod for b42 will come eventually. Probably when I feel like doing a lot of modding for PZ again. I do have big plans for that, so eventually™.
@ANAS
Stay in normal wight range + keep good mental stats. Or just turn them off being dynamic and then remove them with debug. Sandbox -> ETW Systems -> Weight system
ANAS 12 hours ago 
how to get rid of hearty appetite and high thirst i just got them from nowhere
Very annoying
Waverly 18 hours ago 
Oh wait you made more traits too I'm blind
Waverly 18 hours ago 
1. Does this have any synergy with More Traits? (B42)
2. Will there be any synergy built into this mod or is it the job of the person who made More Traits to make it work with ETW?
MusicManiac  [author] 9 Sep @ 7:59am 
Not this mod.
tt_mcswag 8 Sep @ 2:30pm 
Umm... my guy woke up this morning nearsighted, and now needs glasses to see. Was it this mod that might have caused this? I don't think I have any other mods that can dynamically change traits, but I don't see any sandbox settings for nearsightedness.
MusicManiac  [author] 8 Sep @ 7:33am 
Mod ID: EvolvingTraitsWorld is the one that makes everything dynamic
Mod ID: EvolvingTraitsWorldMarkDynamicTraits is the one that marks traits that can be dynamic and supports other mods (marks dynamic traits in other mods)
ReeseyD 7 Sep @ 7:24pm 
@MusicManiac, Im relatively new to PZ, would that be the secondary mod ID? Otherwise ive already enabled the dependencies
MusicManiac  [author] 7 Sep @ 8:28am 
@ReeseyD
Make sure you have enabled main submod.
@M1ST0R
It might require an update. It's manual, unfortunately.
M1ST0R 6 Sep @ 11:53pm 
ETW submod that marks dynamic traits does not show the mark on da SOTO traits
ReeseyD 6 Sep @ 8:19pm 
Hello, I have ETW enabled, im not using any of the conflicting mods stated, however not getting the options in the sandbox options on my MP server.
MusicManiac  [author] 4 Sep @ 7:36am 
It's intended behavior, you get exp boost and any special mechanics that come with traits.
salvision 3 Sep @ 4:41pm 
One quick question, in my save im not getting the skill levels that comes with traits after gaining them. Is that a bug or a config that i didnt toggled or just how its supposed to work?
MusicManiac  [author] 3 Sep @ 8:10am 
Adjust sandbox settings (Systems -> Fear of Locations) to make it easier. Tooltip there also has info
DocTeegr 2 Sep @ 12:51pm 
Hello, I took the claustrophobic trait in hopes to lose it overtime but did not get how to lose it. How do I do it? (if at all possible)
MusicManiac  [author] 31 Aug @ 7:09am 
You just move stuff between containers/inventories. One counter is total weight moved, other is total items moved.
Apolo 30 Aug @ 8:05pm 
I know that there is a sheet but i simply cant understand how the items related to items transfer aka butterfingers and Disorganized
MusicManiac  [author] 30 Aug @ 3:20am 
Disable ETW in save and check if problem persists. (I can tell you it will persist as it this is not this mod issue). IF it does disappear and it's apparently ETW fault, join discord and make bug report there.
G†sus 30 Aug @ 2:52am 
Have a big issue with "food poisoning" It keeps ticking down rapetly as soon as I join the game.

effectivly putting a timer on my life to about a week.

Not drinking or eating anything weird, not scratched, perfectly clean and healthy. It also gives me the "out of shape" trait even though streanth is at 9 and fitness at 4-5.

Starting Traits
Amputation left forearm
High thirst
Clumsy
Axe man
fast reader
fast learner
strong

Can anyone help me?
FotisP68n 25 Aug @ 7:55am 
Ok, thanks for the quick response
MusicManiac  [author] 25 Aug @ 7:51am 
@Wheat745
Immunity system starts in red, as there's no way to acquire Prone to Illness (yet).
@FotisP68n
Should be, I specifically added some code here and there to stop NPCs from triggering my mod logic and firing errors (since they are not real players).
FotisP68n 25 Aug @ 7:31am 
Is this compatible with Bandits mod? It doesn't break anything?
Wheat745 25 Aug @ 4:03am 
Hi, just had a question. When I load in and go to the ETW tab, some traits, like asthmatic, start in the middle, so if I lose points I'd gain the trait, and if I gain them, I'd lose it, which makes sense. However, some other ones, like the immunity system, start right over at the left side in the red. This confused me a bit since I'd assume you'd start in the middle and gain prone to illness if you drop too far, but in my game it's positioned as if when I gain points i'll lose prone to illness, when I don't have the trait to begin with. I've been having a problem in my save where fever is impossible to survive so i'm wondering if this is a bug? Please let me know if the immunity system is supposed to start in the red, or if I'm just misinterpreting how the mod works? Thanks so much in advance!
MusicManiac  [author] 22 Aug @ 5:38am 
@skeleton-man
I don't think b42 multiplayer is out yet, no? In any case, I'm either waiting until it's out or doing b42 multiplayer problems later.
@KrombeePlays
There is, you gotta change mod data in lua console. You need to change player:getModData().EvolvingTraitsWorld.SmokeSystem.SmokingAddiction
skeleton-man 21 Aug @ 4:06pm 
any advice on how to make this work in b42 multiplayer for some reason it just doesnt wanna work maybe if you want we can try to work something out
KrombeePlays 19 Aug @ 3:41pm 
Just so you know, if you use debug to remove smoker, it will just gain right back, since the smoker meter is up high. Is there a way to adjust the meters?
KrombeePlays 19 Aug @ 2:52pm 
Ok thank you
MusicManiac  [author] 19 Aug @ 1:55pm 
I'd recommend adjusting some sandbox settings
MusicManiac  [author] 19 Aug @ 1:55pm 
You'd have to lose smoker first as it makes it very hard to lose other 2
KrombeePlays 19 Aug @ 1:24pm 
Hello, I'm having trouble with Claustrophobic at the moment. The meter keeps going towards claustrophobic (I'm trying to lose it) and I'm not sure what I'm supposed to do. I have just reduced my unhappiness completely, I am not uncomfortable, I am not hungry, I took some beta blockers, but can't seem to reduce my stress below Anxious. I do have the smoker trait, but it seems odd that someone with smoker + claustrophobic is stuck (if that's the source of my stress, and the stress causes claustrophobia).

I'm really not sure if anything I just said makes sense...
Uriel Simmons a.k.a. Lanski 17 Aug @ 6:52am 
@Tsetso This is not "a Product" in the broad definition.
You just being toxic for no rational reason and you gotta take the backlash now.

This is a mod!
If you don't wanna take part of improving by making constructive suggestions over complaining about it not being what you want, without even really telling what you'd like to have changed, since somebody might would agree and you might impact a development to the better, (there is literally a "SUGGESTIONS" section here) you might wanna just stay away from any mod at all.

... you could also have just asked for help, there would surely be somebody willing to.
Tsetso 17 Aug @ 6:02am 
No, actually you may not. And it's no my problem I need to point you to the problems of your product. I almost ruined my safe with this mod by having the Stressed moodle constantly at max level without an option to clear it out after removing the mod. Great job! Had to run the debug to fix the mess.
MusicManiac  [author] 17 Aug @ 4:30am 
So you said that there are 2 systems that you wanna reconfigure, and it takes you 100 hours to adjust settings on those 2 systems? Might I suggest games more suited for your cognitive level? xd
Tsetso 17 Aug @ 2:58am 
I'm unsubsribing. This mod is unmanagable. You have a ton of options and I need to spend 100 hours tweeking so I can have a normal gameplay. Yes it's nice to have the option to tweak but when the mod itself comes poorly configured I'm not willing to spend the time tweaking.

At the moment the claustrophobic and agoraphobic is absolutely off. The weight system is somewhat good idea but puts too much problems for the gameplay.:steamthumbsdown:
MusicManiac  [author] 16 Aug @ 3:50pm 
Nevermind, it actually does. Uuuh, adjust some smoker system values to increase the rate at which u lose it at the moment I guess.
󠀡󠀡󠁳󠀡󠀡 15 Aug @ 9:16pm 
are you sure? im constantly at max stress when not smoking and it climbs almost immediately to max
MusicManiac  [author] 15 Aug @ 2:40pm 
Smoker doesn't take into account stress (or whatever stat not smoking maxes out), because it would be a closed cycle.
Fireblanket 15 Aug @ 1:03pm 
Smoker trait is really really really difficult to get rid of at the default settings. It looks like it will take about an in-game year. And yes, I know that being panicked or stressed slows down the decay a lot. But if you don't smoke, you're going to have like 150% stress all the time. And there aren't enough books in the game to keep your stress levels down. I'm not sure what the player is supposed to do to get rid of the smoker trait.
JustSomjay 14 Aug @ 2:34pm 
Nevermind, was bugged and fixed itself with a restart.
JustSomjay 14 Aug @ 2:33pm 
My trait menu is stuck at smoker and will not let me see the rest of the traits below it, I've tried to fiddle with the font size in settings but nothings changed, any recommendations?
Better Call Saul 6 Aug @ 11:41am 
thanks MusicManiac, I think the more traits dynamic submod is what I was missing.
MusicManiac  [author] 6 Aug @ 7:30am 
@Бамблби
I believe there would be a bit of conflict. Such as SOTO will award you the trait and my mod removes it because you didn't qualify for it yet. You can disable those traits being dynamic on my side then.
@Better Call Saul
More Traits are not made dynamic by this mod, I just mark what CAN be dynamic. Also, More Traits dynamic submod is probably borked for b42
Better Call Saul 5 Aug @ 12:34pm 
Only running the follwoing mods in order: More traits, moodleframework, killcount, ETW, ETW-mark dynamic traits
Better Call Saul 5 Aug @ 12:32pm 
Can't get this to work in B42 with the more traits mod. Both mods will work, but can't get the traits from more traits to actually evolve on my character, or show up in the sandbox setting's screen.
Bumblebee 23 Jul @ 6:03pm 
@MusicManiac When using the Simple Overhaul: Traits and Occupations (SOTO) mod, do I need to uncheck the boxes and set the condition values to 0 in the settings? So that this mod and yours work normally. Is it possible to leave nothing untouched and your mod will work smoothly with Simple Overhaul: Traits and Occupations (SOTO)?
Bumblebee 23 Jul @ 5:07pm 
@MusicManiac Does this mod only work with vanilla abilities? Does it interact with abilities from other mods?
Jerry The Terrorist 23 Jul @ 3:46pm 
Oh I will don't worry haha

I run a server and I want to disallow players from picking these traits, but I like the idea of leaving them able to be earned, nbd if it can't be done.
MusicManiac  [author] 23 Jul @ 10:28am 
Spread the word ;)
As for disabling traits at character creation, just don't pick any? No need for sandbox settings
Jerry The Terrorist 23 Jul @ 7:06am 
I just want to say, this mod is so awesome. I hated dynamic traits and it put me off to using mods like this over my 1k hours of playtime. This mod totally changed my view on a trait system. 10/10, love how customizable it is. Thank you so much!!!
Jerry The Terrorist 23 Jul @ 6:46am 
Is there a way to disable traits at character creation but have them able to be earned in game?