DayZ
Reanimation Z
58 Comments
Angryman 19 hours ago 
Just for fun- add option - unpinned grenade to the zombies..... hands? With some chance :)
RedHunter 18 Oct @ 6:20pm 
nice seems interesting thanks for the reply will have a look more into it :)
Sylver  [author] 15 Oct @ 5:04am 
https://imgur.com/a/WAw5gtM

Check that link, that is a screenshot of Base44 running a virtual workbench for modding.
RedHunter 14 Oct @ 7:40am 
Oh im not accusing you im asking you how you made it wanna mod for dayz, because i use chatgpt usually so what ever i asked related to enforce syntax or dayz it keeps replying it does not know how or want to lol that why i said im curious
Sylver  [author] 14 Oct @ 4:57am 
You are incorrect, you need to ask it the right questions. I had it build a virtual enfusion workbench and import all known information regarding the game engine.

I can easily send you a screenshot of it anytime if you think im lying, however I do find the accusation rather insulting.
lekosama 5 Oct @ 6:57pm 
Here too. Same thing. All items fall to the ground and become a normal zombie. Another thing: the mod creates a JSON file, but doesn't create any folder to put it in.
Keep up the good work. Thanks.
Sylver  [author] 3 Sep @ 4:50am 
I have been very busy lately but I will try to put aside some time this weekend to fix it.
✅ DocRP 2 Sep @ 6:43am 
@Hourglass Remains
I have the same problem
Hourglass Remains 6 Aug @ 5:04pm 
@Sylver - My main server has a lot of mods but I tested this on a fresh build using only CF and Community Online Tools and I get the same result. All items dropped by the zombie and on the zombie become pristine.
Sylver  [author] 5 Aug @ 10:58pm 
What other mods are you using Hourglass? It is possible that something else that you are using could be creating a conflict.
Hourglass Remains 5 Aug @ 6:48pm 
Regardless of ("minItemDamage": 0.55, "maxItemDamage": 0.75) settings in config, all items become Pristine upon re-animation. Am I missing something or is this a bug/glitch?
Sylver  [author] 26 Jul @ 2:14am 
Lecture, the zombie can only take the items it natively has attachment points for. Everything else will drop on the ground.
Lecedre 26 Jul @ 1:49am 
How to set your json file so that all items remain on the zombie
Dr. Berry 25 Jul @ 4:48pm 
Perfect mod, just one thing. Things come back to pristine when the player converts into zombie, can you fix this?
Raven 25 Jul @ 2:28pm 
бу бу бу
Sylver  [author] 25 Jul @ 5:45am 
Type-O I didn't make it to be compatible so I don't know, You will have to test it for yourself.
Type-O 24 Jul @ 7:20am 
@Sylver is this compatible with expansion ? would like to use this on my server , looks amazing
Sylver  [author] 23 Jul @ 11:59pm 
Hendrix Halloway, yes I did buy the license for it which is why I said it cannot be packaged.

Also another reason I didn't want to allow repackaging is because if I release an update, most cases people will come to me to fix their problem if their version stops working instead of using the latest version.

Also in most cases, those who want to repack also want to modify things.
Hendrix Halloway 23 Jul @ 6:22pm 
The problem really isn't the fact that this is an AI generated mod in my opinion, as AI was made purposefully to help in all fields of work - and is often used as an assistant for improving code everywhere, along with the fact that enforce-script is available on some AI platforms, its entirely possible to generate a simple, working ai mod - but for AI code to work on an advanced level you need to also have scripting knowledge.

I would say use this tool to learn rather than rely on it, work with it. Amongst this - the code was generated, so why are you telling people they cannot repack it, unlike imports and retextures - you don't have ownership of this code, yes you generated it but it falls under public or personal use - unless of course you bought the commercial license for it.

I personally disagree with those who complain about AI - but you should also learn with the tool instead of just relying on it. Otherwise - congratulations! This is your first step into modding!
Sylver  [author] 23 Jul @ 4:10pm 
No location marker, why would you need that? Goes against the game immersion and the overall point of the mod.
m1a1battletanker 23 Jul @ 12:07pm 
does this have a location marker?
Valdelis 23 Jul @ 9:25am 
"Got it, thanks for the info!"
Apocryphox 23 Jul @ 7:18am 
«Mark» Not all mod takedowns are DMCA-related. Steam has its own Workshop content rules and has removed mods without any legal process simply due to reports of duplicated functionality, conflicts with existing creators or even perceived cloning. They don't need to be legally right, they can act based on policy, reputation, or support requests. Anyone can file a DMCA, but you don’t need a DMCA for a mod to be removed. If something becomes controversial enough or overlaps too much with something established, Valve may take it down to avoid conflict, especially if the original author speaks up. That’s exactly why it’s worth being proactive and making his mod stand out clearly, to avoid that gray area altogether.
Sylver  [author] 23 Jul @ 5:02am 
That's a conflict with DayZ Expansion by the look of it.
Valdelis 23 Jul @ 1:40am 
Need help
Valdelis 23 Jul @ 1:40am 
I
NULL pointer to instance
Class: 'ReanimationSystem'
Function: 'RegisterPlayerDeath'
Stack trace:
ZombieReanimation/scripts/4_World/reanimationsystem.c:45 Function RegisterPlayerDeath
ZombieReanimation/scripts/4_World/playerbase_modded.c:10 Function EEKilled
DayZExpansion/Core/Scripts/4_World/dayzexpansion_core\entities\manbase\playerbase.c:841 Function EEKilled
DayZExpansion/Navigation/Scripts/4_World/dayzexpansion_navigation\entities\manbase\playerbase.c:148 Function EEKilled
DayZExpansion/PersonalStorage/Scripts/4_World/dayzexpansion_personalstorage\entities\objects\expansionpersonalstorage.c:73 Function EEKilled
DayZExpansion/Scripts/4_World/dayzexpansion\entities\manbase\playerbase.c:78 Function EEKilled
DayZExpansion/Hardline/Scripts/4_World/dayzexpansion_hardline\entities\manbase\player
Sylver  [author] 22 Jul @ 4:27pm 
No it's not allowed.
amylaurenrose07 22 Jul @ 1:29pm 
Can this be repacked? Doesnt say yes or no
-Vyrus- 22 Jul @ 10:45am 
A suggestion for your next update:
Now that we can edit the respawn time it occured to me during testing/tweaking the time that it might be cool if there was a way you could add a min/max variable in the config file for the reanimation time so we could set it to, for example, min 35 seconds, max 120 seconds. To keep a bit of surprise and unknown tension in there. Kind of like how in zombie flicks/walking dead you never really know the exact moment the guy will turn/reanimate. Just a thought. Mod is super stable and playing nicely with all my other mods/AI files so far.
luanp021 22 Jul @ 9:53am 
your creation or edited copy of the mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2608895186 ?
-Vyrus- 22 Jul @ 9:50am 
I just wanted to give you an update that after tweaking the new config file so reanimation happens after 60 seconds it has added a whole new amazing dynamic to my PvE AI warzone server*. I hope your mod stays because it works out of the box and now with the config file it's easy to adjust for my needs. Kudos. Very much enjoying the mod.

*I run expansion bundle, dynamic AI with expanded factions addon, more bots from enhanced bot spawning, AI warzone, more zombie horde G and zombie door kickers with max zombie count set to 3500.
SiX6SiX 22 Jul @ 9:11am 
as i said its extremely close to mine (even the way its written)
and i have like 3 random subs on my mod... thats now private. he may not of used any part of it (but to state he hasnt touched/looked at anyones straight away is abit hmmm) its getting worse out here!!
«Mark» 22 Jul @ 7:35am 
Anybody can dmca any mod on the workshop steam don’t care if anything is the same they don’t even look it’s not their job to decide who is wrong or right they are the middle man all they do is speak with both parties wait until both confirm they are happy if not the force the accuser to take the accused to court if they don’t do so in a short time less than 1 month if they choose or can’t take them to court in time the accused mod is listed back onto workshop and that person can’t dmca that mod again simple
Apocryphox 22 Jul @ 7:17am 
I never said the AI "copies code directly." But all AI work based on patterns and data they were trained on, and that can lead to unintentionally reproducing existing ideas or logic, especially in niche spaces like modding where the solution space is limited. While you're right that it mostly applies to copied code or assets, Steam Workshop takedowns don’t require a DMCA. Valve can and has removed mods simply due to conceptual similarity or community reports, even when no code was reused. It's not always about intentional theft, sometimes it’s about perceived overlap. I just wanted to raise this early, before it turns into an issue. Adding more original mechanics and being transparent about inspiration (even if unintentional) helps protect both you and the mod.
Sylver  [author] 22 Jul @ 7:11am 
Also in regards to making it different to ProjectBR, I already have plans and are working on implementing them, they just take time.
Sylver  [author] 22 Jul @ 7:07am 
Apocryphox you are incorecct about AI just taking patterns from existing information. Maybe some much earlier AI engines out there do that but I use Base44 which creates everything from scratch.

If you do not wish to believe me you can inspect the code in this mod and see for yourself.

Also when it comes to copyright, DMCA is only triggered if someone has created something and have intentionally taken snippets of code or stolen assets from another creator.
In a lot of cases, they can trace models and scripts back to the originator because of hash data that is embedded when the original mods were packaged.
Manly 22 Jul @ 4:58am 
Hell yeh.. Award given for pushing me towards AI generated coding for DZSA
Apocryphox 22 Jul @ 3:09am 
That’s why I think it’s important to bring this up. If I were truly bothered, I’d just report it but I’d rather give a heads-up and suggest improvements instead. To avoid issues, maybe consider adding features that clearly set your mod apart from ProjectBR, like as you already planned, a proper zombie sickness, death-dependent behavior, new models.
Apocryphox 22 Jul @ 3:03am 
But I’ve seen several mods get taken down from the Workshop for very minor reasons, even some that clearly improved the game. From my perspective, this mod doesn’t offer anything new that ProjectBR didn’t already implement. The core mechanic, a zombie spawning with the player’s gear, is already established in that system. Addons for ProjectBR even expand on it with timers and other features. Also, one point that shouldn't be ignored: according to the description, this mod was entirely generated by AI. While that’s interesting as a concept, it also raises questions about originality, quality control, and whether the generated output unintentionally reproduces ideas or logic from other mods. AI builds on patterns found in existing data, which could include other mods from the Workshop. That’s a gray area that could become an issue if someone files a report.
Apocryphox 22 Jul @ 3:02am 
When a mod reproduces a very specific mechanic, it can easily trigger moderation actions, especially if the original mod is still in use and recognizable. So it's less a "storm in a teacup" and more about how closely something aligns with what's already out there, and whether it respects the platform's content rules. I don’t mind mods reusing similar concepts, as long as they make sense for the game and bring something meaningful to the experience. Personally, I’m all for mods that expand gameplay and add depth.
Apocryphox 22 Jul @ 3:01am 
I personally never had issues with ProjectBR. In fact, I was still using it just a few days ago, and there are even a couple of mods that expand on it (like adding timers or extra behaviors), so it's not entirely abandoned from a functional perspective. That said, Steam Workshop guidelines don't just focus on whether the code is identical. According to their rules, content that replicates functionality or concepts too closely, especially without clear differentiation, can still be reported and taken down. It's not just about codebase, but about substantial similarity in how it behaves from the user's perspective.
HuffyMuffyGuffy 22 Jul @ 2:13am 
I was only asking as was more interested in the functionality as have ran Project BR in the past and was a good mod but had some issues so was curious if this might inherit said issues. @Apoc I wouldn't be too concerned about 'ideas' on the workshop, its code that matters if the mod does same thing but the code is totally different then there is no problem. No issue here, storm in a teacup. And nice to see the same concept being done again by an active modder as Project BR is no longer being updated. I'm not sure I trust that AI code tho lol :steamhappy:
Apocryphox 22 Jul @ 1:13am 
Well, your mod seems to do exactly the same thing as ProjectBR. If I were you, I'd be a bit careful to avoid potential issues. Just recently, a mod that added shipwrecks as loot events got taken down because the idea was allegedly stolen.

In your case, ProjectBR already has the same feature where, after a player dies, an infected will spawn with that player's gear plus some optional features. That’s basically the same core mechanic your mod offers.

Steam Workshop has clear rules against uploading content that copies or closely mimics existing mods without significant changes or permission. Even if the implementation is different, the concept being too similar could still cause problems, either with the original mod author or with Steam if someone reports it.

I’d recommend checking how close your mod is to existing ones and maybe adding some unique elements to make it stand out more. That way, you reduce the risk of conflict and give players a reason to use yours over others.
Sylver  [author] 22 Jul @ 12:38am 
I cannot really comment on ProjectBR as I did not know of its existence when I created this and have still not looked at it.
Apocryphox 22 Jul @ 12:33am 
What is the difference to ProjectBR?
-Vyrus- 21 Jul @ 8:24pm 
Awesome! Thanks for the quick response and update! Looking for the config file now as I update the server. You get my upvote! :)
Sylver  [author] 21 Jul @ 6:19pm 
This mod is standalone and was not based on any other mod.
It was also created 100% by AI. I did this to show how easy it is for anyone to create something functional with the current capabilities of AI.
madskillz 21 Jul @ 4:28pm 
Interesting mod!
HuffyMuffyGuffy 21 Jul @ 4:20pm 
is this based off Keep it dead - ProjectBR mod?
SiX6SiX 21 Jul @ 3:58pm 
extremely close to my mod. but im couple steps ahead. got the virus in place.
if the player dies and has the virus he will turn into the zombie and you can control the zombie.
;) the race is on/!!