Project Zomboid

Project Zomboid

Evolving Traits World (ETW) [B41/B42] - alternative to "Dynamic Traits"
1,165 Comments
Garydos 9 hours ago 
Spiffo bless you for the quick fix. Thanks!
Neosphaler 16 hours ago 
@MusicManiac Can understand that mate, won't miss it when multi b42 will be out ! Good luck !
MusicManiac  [author] 16 hours ago 
That gives me 0 information on what is allegedly not working
quilates_24 20 hours ago 
Hi, It seems that your mod has some incompatibility with knox expanded event
MusicManiac  [author] 25 Jan @ 4:37pm 
B41 version of the mod will not be getting any more updates except fixes. For B42 I do not have a roadmap, I mostly code what I feel like coding.
Neosphaler 25 Jan @ 3:32pm 
Hello !
First of all thanks for your work, I enjoy it a lot with my friend on our server, def a must-have for both of us now.

Quick question, do you already think about making Driving/Woodcutting skills compatible ?
Or is there an easy way I can apply myself maybe ?

Thanks again and have a nice one :)
MusicManiac  [author] 25 Jan @ 8:13am 
No, that's More Traits
F1tgal911 25 Jan @ 7:46am 
Can you lose the Burn Ward Patient fear with this mod?
MusicManiac  [author] 24 Jan @ 2:34pm 
Not my fastest patch but still :D
Don't forget to rate up and stuff <3
Or if you feel generous you can send me a coffee :D
Shiro 24 Jan @ 2:29pm 
Damn our boy is FAST, never saw a patch being written and published that quickly, thanks a lot
MusicManiac  [author] 24 Jan @ 2:20pm 
(Properly formatted changelog can be found here) [github.com]

v.9.2.1

General:
- Changed all audio from .wav to .ogg which cuts the size of sounds from 11 MB to 800 kB
Fixes:
- Fixed submod not showing up in mod list
Shiro 24 Jan @ 2:15pm 
Great mod, but I can't find the Mark Dynamic submod, it seems to be missing.
F1tgal911 24 Jan @ 2:02pm 
Same as Garydos, no more submod for marking dynamic traits. There are dynamic traits still, aren't they?
Garydos 24 Jan @ 10:51am 
Hey, nice new update! I don't see the Mark Dynamic submod right now, but luckily I remember what's what. Thanks for continuing to develop this amazing mod.
MusicManiac  [author] 24 Jan @ 8:39am 
v.9.2.0 - Sounds Fiesta
v.8.5.4 - for b41 version of the mod

Properly formatted changelog can be found here [github.com]
404_coffee.exe 23 Jan @ 3:20pm 
ah that answers my question sorry.
MusicManiac  [author] 23 Jan @ 3:18pm 
Compatibility with what? I haven't gotten any requests for compatibility since March of last year
404_coffee.exe 23 Jan @ 11:50am 
Have you added any more compatibility since march of last year?
MusicManiac  [author] 21 Jan @ 11:22am 
@Nadrak
No icons doesn't mean you don't have any debuff. Icons do not appear at 1%, they appear later.
Nadrak 21 Jan @ 11:02am 
I know. As I said, I had no icons, that means I was without any debuff, yet it was still dropping
MusicManiac  [author] 21 Jan @ 9:25am 
@Nadrak
If you have stress or unhappiness it contributes.
@James1k
Read tooltips in UI or sandbox.
James1k 21 Jan @ 6:04am 
How to get rid of an asthmatic?
Nadrak 21 Jan @ 4:20am 
Hey, I have a question regarding agoraphobia. According to the tooltip the value should decrease by being panicked or unhappy when outside. It seems the value is decreasing no matter what I do. I was sitting ouside without any debuff. The only icon I had was a slight windchill and the value was still dropping. How to stop it dropping?
MusicManiac  [author] 20 Jan @ 12:10pm 
Lmao. Ideally I wanna find some more fitting sounds and let players chose the sound in mod options, but it's low priority
Shadow 20 Jan @ 12:07pm 
ok so its not me developing some serious mental illness playing zomboid, got it.
MusicManiac  [author] 20 Jan @ 8:57am 
@Shadow, @zarviiK is correct. I never played Last of Us myself, but I use his mod and I loved the sound so I added it. If you don't like it, you can just disable it in mod options.
zarviiK 20 Jan @ 8:41am 
@Shadow i just took a look at this mod content and actually it is the same sample from my mod "The Last Of Us Level Up Sound", i could even say that its the exact file, just renamed... so yeah its similar
Shadow 20 Jan @ 7:11am 
ETW, i may be crazy or something but, does the mod plays a single similar to The last of us when you are qualified or gain a trait overtime?
MusicManiac  [author] 19 Jan @ 4:32pm 
Yes it does.
Blastmetal 19 Jan @ 4:28pm 
Does this mod also give you desensitized and brave as a gaine-able perk or are these excluded from this traits pack.
Art Tippet 19 Jan @ 7:49am 
@MusicManiac

I joined your discord server, thanks.
Apparently there is no need to translate the missing/modified parts because "UattO" has already done it.
I noticed that he published the updated version of the Italian translation in the "translations" section.

So we just have to wait for you to integrate it calmly.
What can I say, thanks to both of you!
MusicManiac  [author] 18 Jan @ 4:18pm 
@Chellzoide
Mod can be enabled midsave.
@Art Tippet
Best way to contribute to translations is via Discord, I communicate with translators there.
Art Tippet 18 Jan @ 12:29pm 
Hi! @MusicManiac
Thanks a lot, I hadn't seen those settings, my mistake.

I wanted to ask you one last thing and I swear I won't bother you anymore.
To complete the Italian translation, do I do it via github?
Do I add the missing code strings to the appropriate .txt files or do I directly translate the strings that are inside the IT_OutdatedLines.txt file?
Chellzoide 18 Jan @ 12:21pm 
Will I get traits mid game if I add this to my save?
MusicManiac  [author] 18 Jan @ 11:42am 
Affinity makes your starting traits much harder to lose, and easier to gain back. So I guess it also partially applies, I guess.
MusicManiac  [author] 18 Jan @ 11:41am 
No, it's called Traits Lock System and it's in Systems page of Sandbox Settings. Just check tooltips, everything that's not self-explanatory has a tooltip.
Art Tippet 18 Jan @ 10:50am 
Hi @MusicManiac,
Going back to Legion's request,
I'm interested too. Do you mean by disabling this setting in game?

Sandbox_ETW_AffinitySystem = "Affinity System",

or

Sandbox_ETW_DelayedTraitsSystem = "Delayed Traits System"
MusicManiac  [author] 16 Jan @ 9:10am 
You can use Traits Lock System to disable losing positive perks and disable gaining negative traits, also each perk/system can be toggled separately but they all abide by Traits Lock System. That's the closest you can do.
Legion 16 Jan @ 12:01am 
Но при этом сохранить получение/утрату перков для некоторых трейтов. Допустим, трейт курильщика и ванильные дебаффы за ИМТ выше или ниже нормы.
Legion 15 Jan @ 11:44pm 
Можно ли настроить динамические перки таким образом, чтобы определённые перки можно было только получить, а другие только потерять? Допустим, негативные перки выбранные при создании персонажа могут быть только потеряны, а положительные могут быть получены и не могут быть потеряны?
Garydos 14 Jan @ 12:10pm 
Thank you so much for your continued work on this excellent mod!
MusicManiac  [author] 12 Jan @ 7:18pm 
Settings for that can be found in systems tab in sandbox
hexakis 12 Jan @ 7:10pm 
please add config settings for Agoraphobia. Right now you just get it for being outside near zombies and there aren't any settings. Removing the trait by debug doesn't do anything as this mod just adds it back immediately.
MusicManiac  [author] 10 Jan @ 5:31am 
@sock
you can disable traits being dynamic in sandbox settings
poopsock 9 Jan @ 4:37pm 
@Wyr the perk packmule from more traits just doesnt work at all.. I guess I could disable the perk from more traits and just up the carrying capacity for hoarder. but IMO i like the more traits mod and i think the ETW system is a bit too complex for me. i just like a few of the traits this mod adds in
Wyr 9 Jan @ 1:52pm 
@poopsock (what a name) you should be able to disable most of the features this mod offers in the settings, but in what way does it conflict?
poopsock 9 Jan @ 1:08pm 
Is there a mod or something so i can just use the trait's added? I really enjoy the maintenance trait but i think your mod conflicts with "more traits" and "traits purchase system". Sadly the perk mod by draco hasnt been updated and im not sure if it ever will since he hasnt commented on updating it at all.
Wyr 9 Jan @ 12:17pm 
Not saying you have to, but I'd appreciate it if you looked at the formula and found if it's working as intended.
It's possible I just got really unlucky, or if it's bugged, but either way I'd like to know that's the case, that way I can keep it in mind for future runs.
Unfortunately, after the month I sent them into town as the challenge was over, and with zeds being sprinters they didn't make it far.
Either way though thanks for the great mod, I've had a lot of fun playing it.
MusicManiac  [author] 9 Jan @ 3:31am 
No idea. That does sound too long though
Wyr 8 Jan @ 10:51pm 
On default settings, about how much time does it take to become "outdoorsy"?
I quite literally lived and slept entirely outside for a month, and unfortunately did not gain the trait after all that time, despite there being several major storms which I've read increases the rate at which you gain progress for the trait.
Had no roof either, and slept on the ground for 14 of those days, until I could make a good enough chair to sleep on.