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(Not CDC 2)
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!
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.
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)
- Health Plus
- First Aid Overhaul
- Antibodies
In term of trait-mods & load order you ask: single-trait mods, SOTO, Somewhat & Combat Trait (load last / overwrite 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.
Would pair very well the drunkard perk.
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.
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.
@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.
And what is "ymmw" mean anyway?
Negative version of it:
Weak back/pack rat: lowers it.
Nearly fucking got me killed when i reloaded my save.
>:(