Project Zomboid

Project Zomboid

Somewhat Traits [B42 Compatible]
68 Comments
somewhatfrog  [author] 21 hours ago 
@John Dulanius just checked, I can see why, I made it against new versions. Will see if i can make it also support the old one. Thanks for letting me know!
John Dulanius 21 hours ago 
The two mods are CDC Rapid Response by Phil J Herman and CDC Rapid Response Settings - Rare by zervald

(Not CDC 2)
somewhatfrog  [author] 21 hours ago 
@John Dulanius can you please post which exactly CDC mod was used in B41 bug reports discussion and if possible what kind of cure, I will look into it!
Acrophobic as per description, being at ground floor have no impact on character, once character goes up the floors the stress starts to raise, amount per mod tick is based on current floor, being outside doubles the amount. Also glad to hear you are having fun! :spiffo:
John Dulanius 21 hours ago 
Thanks for the quick response, my friends and I enjoy using this mod

Could you explain the mechanics behind acrophobic? Also, my friend took the anti-vaxxer trait but was still able to use a cure from B41 CDC mod without any issue.
somewhatfrog  [author] 21 hours ago 
@John Dulanius weight loss/gain rate is unaffected, you still have to sustain required calories depending on your goal, the trait just makes it easier by adjusting calorie burn rate near unhealthy weight.
John Dulanius 22 hours ago 
Constantly losing weight with adaptive metabolism even when overeating and staying stuffed frequently? It was great at first but now I've dropped down to 70 and I'm underweight
somewhatfrog  [author] 3 Oct @ 4:56pm 
@SlySanity thank you! There is dedicated discussion for bugs please post there. But before you do: B42 does not have multiplayer support yet and this mod is written based on official releases of the game and its current features. What you experience is likely due to unofficial multiplayer.
SlySanity 3 Oct @ 4:35pm 
Hello! Great mod! However I'm running into an issue with bandaging. About 80 mods all of them working. I am also on 42.12.1 mp server. No issues when the mod isnt there; also tried only using core with the same results. Thanks for your effort!

Here is the error if it helps
function: new -- file: ISApplyBandage.lua line # 160 | Vanilla
function: new -- file: SWSomewhatTraitsCoreOverridesShared.lua line # 98 | MOD: Somewhat Traits Core
[23:30:01] [ERROR] [Zomboid/Error]: GameServer.mainLoopDealWithNetData > Error with packet of type: NetTimedAction for 387309570519085698
[23:30:01] [INFO] [Zomboid/Error]: GameServer.mainLoopDealWithNetData> Exception thrown
java.lang.NullPointerException: Cannot invoke "se.krka.kahlua.vm.KahluaTable.rawget(Object)" because "this.action" is null at NetTimedAction.start(NetTimedAction.java:79). Message:
Stack trace:
zombie.core.NetTimedAction.start(NetTimedAction.java:79)
zombie.core.ActionManager.start(ActionManager.java:38)
Rachel L 17 Sep @ 7:36am 
@somewhatfrog true smoke is also adding cough btw. But ah, i tought your mod was also making it dynamic, good to know i was wrong.
Gojita 17 Sep @ 1:58am 
@somewhatfrog: Will do — if I find anything I’ll post it in the B41 bugs. Thanks for the help, friend. I’m trying to replicate it myself but can’t, though others confirmed it happens to them, so there must be another cause. Players with this issue said removing either Weak Stomach or Ravenous prevents the “bug.” I’ll share more info and post in the discussion for easier follow-up once I know more.
somewhatfrog  [author] 17 Sep @ 1:52am 
@Gojita I asked to reproduce and create separate discussion. I could not reproduce it with the mods you have listed: I made a fresh character with Weak Stomach and Ravenous, triggered the effects of both traits and nothing happened. Look elsewhere. This extra information might help: Weak Stomach causes foodSickeness when you panic and stops the moment first sickness moodle appears, Ravenous causes Lower Torso pain when you are hungry and stops the moment first pain moodle appears. Please report possible bugs in corresponding discussions with steps to reproduce. Thanks.
Gojita 17 Sep @ 12:35am 
@somewhatfrog: Based on what you say, here is the mods in my server that I think *might* conflict with yours (just not sure how & why):

- Health Plus
- First Aid Overhaul
- Antibodies
somewhatfrog  [author] 16 Sep @ 11:45pm 
Rachel L this mod doesn't add new smoker trait or change the vanilla smoker trait itself it only checks for its presence and adds cough when exhausted and running.
Rachel L 16 Sep @ 5:21pm 
I think i found a conflict? Your smoker traiter and true smoker. they seem to work together, but you dont seem able to lose smoker if you stop smoking for a long time.
somewhatfrog  [author] 16 Sep @ 12:00pm 
@Gojita it is highly unlikely because of this mod. If you need help finding which mod causing it please open a discussion, I will try to help find the cause: first reproduce the issue and prepare exact list of traits used. Then add list of all trait mods you are running and mods which change how sickness/pain/infection works.
Gojita 16 Sep @ 11:44am 
@somewhatfrog: That’s all the info he gave me for now, I’ll try to follow up with him later. A few other players on my server are running into the same issue but just switched to different trait sets until this guy posted about it, which made everyone realize they had the same problem too.

In term of trait-mods & load order you ask: single-trait mods, SOTO, Somewhat & Combat Trait (load last / overwrite others).
somewhatfrog  [author] 16 Sep @ 11:17am 
@Gojita what other mods do your run? Neither of traits you mentioned can cause HP loss on their own.
Gojita 16 Sep @ 11:13am 
Ravous seem to be conflicting with Weak Stomach, not sure how or why tho, there's no error pop-up either. My players report that he have the 2 trait and start losing HP when they just spawned, from 100% to 1% (and not die), what could've happen?
somewhatfrog  [author] 11 Sep @ 8:01am 
@Rachel L I will add it to the list of ideas, thank you. I do think about making additional module with mixed traits in the future, those would cost 0 points but would include both good and bad effects and of course mutually exclusive with the traits which effects they cover to make sure it doesn't not become easy to cheese.
Rachel L 11 Sep @ 7:55am 
Didnt even knew you had these others.
Picking various traits to recreate this effect doesnt really work as they would be active all the time, not only when you are under the effect.
About it being complicated, i think even a "simple" version that only is active when you are the highest level of drunk would be fun already.
somewhatfrog  [author] 11 Sep @ 7:47am 
@Rachel L while it is technically possible, the "mixed" traits are rather exception in PZ and hard to balance unless the whole character creation is built around it. Mixed traits also require more complex implementation and this mod targets very lightweight functions for the traits to ensure good performance. The trait you described can be recreated by picking multiple existing traits, for melee combat buffs you can check my Combat Traits mod and Paniqeur Trait.
Rachel L 11 Sep @ 7:37am 
I dont know if this is possible, but i just had a idea: drunk fighter, you gain a small buff to damage with melee weapons, "damage resistance (basically a weaker thick skin I would imagine) and to the chance of not being grabbed. Each level of intoxication increases the buff a bit. (Something like 5%/10%/15%)

Would pair very well the drunkard perk.
somewhatfrog  [author] 11 Sep @ 3:12am 
Thanks everyone for the patience and sorry again if I have caused restarts on your servers in the past couple of weeks, I was too focused on polishing the mod and didn't notice that the amount of users grew far outside of just the server it was made for.
I will try to push future small updates together with popular mods (i.e. ki5/damnlib/common sense/craft helper etc) to minimize the additional restarts for most servers out there. Crucial updates like this one might happen at 10am UTC.

More info about this update can be found in the Change Notes.
somewhatfrog  [author] 9 Sep @ 12:32am 
@Blue Brittle is my favorite I am happy to see people enjoying it! :spiffo:
Blue 8 Sep @ 5:24pm 
@somewhatfrog that's awesome thank you, I use something like 10 of your traits frequently :yourFate: Some of them like brittle and injured are essential for my build
somewhatfrog  [author] 8 Sep @ 12:23pm 
@IceCold @Blue yeah sorry for that, I push updates during scheduled restarts of another server and was so focused on ironing the traits that I missed that there might be already other servers which run this mod.I do not have any more updates planed, so unless some critical bug is discovered there will be no updates for quite some time. Also just in case, there is ways to make server automatically restart whenever some mod is updated. Thanks for reaching out!
Blue 8 Sep @ 11:54am 
man have you thought about waiting to have several patches all at once and pushing an update like once a week or so, sometimes I can't log in back to server for long time until admin wakes up on other side of planet from me:griefer:
IceCold 8 Sep @ 11:49am 
Please stop updating this every day, please push the update once a week.. every day i have to restart my server because you're mod has been updated, i'm very tempted to remove it from my server.
Gojita 8 Sep @ 5:16am 
@somewhatfrog: Yes sir, I already did. Just a common feedback.
somewhatfrog  [author] 8 Sep @ 5:12am 
@Gojita the additions to vanilla traits made by this mod are essential to ensure there is less completely "free points" traits. You can always go to Sandobx Settings and add more points to the character creation screen and avoid this two negative traits all together.
Gojita 8 Sep @ 4:53am 
@somewhatfrog: I really like the changes you’ve made, but the problem is that when every trait-related mod alters the default/vanilla traits, it becomes hard for players to choose—since each mod has things they like and dislike.

For example, I enjoy SOTO because it adds vanilla-friendly occupations, graphics, and other content, but I’m not so sure about the changes it makes to the vanilla traits. The same goes for your mod—I like the extra traits more than the edits to the vanilla ones (just as an example).

That’s why I think it would be best if you split the mod into two versions: one with new traits plus vanilla changes, and another that only adds traits without altering vanilla.
somewhatfrog  [author] 7 Sep @ 11:46pm 
@Gojita welcome!

@Rachel L I am currently focused on ironing the existing traits and not planning to add new traits or drastically change the existing ones, every update is either a bugfix or a minor adjustment. Once this phase of development is finished I'll start working on the second optional traits module which might include the traits with the effects alike to the ones you have mentioned.
Rachel L 7 Sep @ 7:03pm 
Hoping to see one update one day that the changelog is "added strong back perk and weak back perk"
Gojita 2 Sep @ 2:48am 
@somewhatfrog: Roger that, thanks for the help bro!
somewhatfrog  [author] 2 Sep @ 2:48am 
@Gojita opposite, you load this mod and combat traits after everything else.
Gojita 2 Sep @ 2:40am 
@somewhatfrog: If that's the case, then I would load this mod + combat trait first, because it's add-only (not change as you said), then load SOTO after for SOTO to take over/refine the mechanics, or the other way around is correct?
somewhatfrog  [author] 2 Sep @ 2:32am 
@Gojita it doesn't change the vanilla traits mechanics it adds to them (you can read what it adds in Traits Descriptions discussion). As for Panic and Drunkenness changes, those are essential for this mod to function.
Gojita 2 Sep @ 2:22am 
@somewhatfrog: I mean, i like your new trait & it's function, but I would like to keep the vanilla & SOTO changes to it as well, is there away to to enable the addon trait only? Because your description said, some trait modify some mechanic of the vanilla trait as well (that's not even counting SOTO changes as well).
somewhatfrog  [author] 2 Sep @ 2:18am 
@Gojita set it to the maximum value instead. Another thing to keep in mind that the description for vanilla traits like Smoker will be shown for the last mod in the load order
Gojita 2 Sep @ 2:11am 
@somewhatfrog: Currently, only 1 conflict between this and SOTO are the lost/gain function in both mods. If I set to 0 (your mod), will it disable completely and use SOTO version of dynamic lost/gain instead?
somewhatfrog  [author] 1 Sep @ 1:38am 
@Gojita try and find out, this mod is an add-on, it doesn't overwrite or modify any functionality of the vanilla game (apart from drunkenness and panic mechanics), it only adds to it. Load it after other mods which overwrite character creation to make sure traits are present in the list.
Gojita 1 Sep @ 12:50am 
I mean, I love the additional traits from your mods, but I'm not fond of changing/altering the change from SOTO if you know what I mean.

And what is "ymmw" mean anyway?
somewhatfrog  [author] 1 Sep @ 12:44am 
@Gojita mechanics should work, make sure to load this mod after it or any mod which overwrites vanilla professions/traits. Though as said in the description ymmw
Gojita 30 Aug @ 11:39pm 
- Does this work/compatible with SOTO?
Charming Dazz 28 Aug @ 6:27am 
Oh my god, he's so right, I would love a positive trait that would increase storage space even further.
somewhatfrog  [author] 26 Aug @ 2:54am 
@Rachel L thanks! Those were in consideration and might be added in the future
Rachel L 24 Aug @ 9:03pm 
Suggestion of trait: strong back (or pack mule/animal) - increases the ammount you can carry on your "pockets"
Negative version of it:
Weak back/pack rat: lowers it.
Maxene 24 Aug @ 7:31am 
Survive is an understatement. No infection, but I'm worse off.
somewhatfrog  [author] 24 Aug @ 6:35am 
@Maxene sorry, it was a side effect of a bug fix. I realize that I could have prevented it from happening but it is hard to think of everything sometimes. Glad that your character managed to survive.
Maxene 24 Aug @ 6:24am 
Hey uh, thanks to the recent update, the fracture that I had fully healed (or somehow disabled/was no longer an issue?) SUDDENLY appeared.

Nearly fucking got me killed when i reloaded my save.

>:(