Project Zomboid

Project Zomboid

Psychology Skill (B41)
15 Comments
WindLother  [author] 15 Sep @ 1:55pm 
@Nimarae I'll look into that, I'm having a problem with the new UI that is giving me a hard time, but I'll be sure to look after what you reported
Nimarae 15 Sep @ 12:53pm 
Cool mod, but the nicotine addiction level resets every time I reload my game, so it kinda blows all of my efforts (started both time on a multiplayer server with the smoker trait so it resets every time at 30, and I never fully cured the addiction because I never played long enouth so I don't know if it reapeares once at 0)
Gojita 14 Sep @ 9:08am 
@WindLother: Waiting... not patiently, haha.
WindLother  [author] 12 Sep @ 2:24pm 
I'm finishing the update along with the new UI, soon will be posted, had to work on some other things and could not attend this mod, by the end of this week the mod will be updated
Hex: Autism 9 Sep @ 8:29am 
A what now book.
WindLother  [author] 5 Sep @ 7:39pm 
@bay harbor

Thanks for checking out the mod! Glad you like it.

About the Desensitized trait it still works exactly as in vanilla, like, it prevents panic from zombie encounters. My mod doesn’t override that.

What you’re experiencing (severe depression / nervous wreck) likely comes from the addiction system (Nicotine/Alcohol) or from very high stress/unhappiness multipliers if Sandbox settings are left on default. By design the Psychology skill starts weak, so early levels won’t protect you much, and it takes progression (books, breathing, zombie encounters) before you feel resilient.

If it feels too punishing, you can adjust it in Sandbox Options

By lowering the multipliers for stress/panic/unhappiness.

Or Tweaking addiction gain/decay to make it less harsh.

So Desensitized still blocks panic, but depression/unhappiness come from other mechanics in the mod.
Autarch 5 Sep @ 3:29pm 
hey really cool mod, i did want to ask/check about the desensitized trait and whether that has any effects. I got severely depressed and nervous wreck every like 2 minutes or so
Gojita 4 Sep @ 1:36pm 
@WindLother: Try download & install "Killcount" and "Antibodies" mods, see what you can learn from it, I'm no modder so... Those mod do pretty good at adding a tab into the Character Info Panel, maybe you can learn something from it.
WindLother  [author] 4 Sep @ 1:10pm 
That's a good feedback, I'm really horrible in UI sutff and need directions about these things. I wanted to work more on the UI side and that brings new things to work on. Next update will come this Saturday along with the mind category
Gojita 4 Sep @ 12:21pm 
Some feedback from my server members and myself: the mechanics are fairly in-depth and add a nice layer of realism, but the presentation could be more user-friendly. Placing it in a dedicated tab within the Character Info Panel (similar to Killcount or Antibodies) would make it far more intuitive and easier to access than having it buried in the context menu. It might also help to remove unnecessary elements like the EXP bar, since that information is already shown in the Skills tab.
Gojita 3 Sep @ 6:58pm 
WindLother: Thank you!
WindLother  [author] 3 Sep @ 6:56pm 
Hmmm, I got you. It makes sense.
I will get the mind category as a parent in the next update
Gojita 3 Sep @ 6:55pm 
I know the mod is compatible, but my concern is that having multiple similar categories feels a bit unorganized and can be confusing for players. Since both your mod and Literacy deal with mentality/psychology-related skills, it would make more sense to have them grouped under one category. My suggestion is to create a simple addon for Literacy: for example, if used standalone, your mod would run with A.lua (keeping your original category), but if the addon is enabled, it would instead run with B.lua, where the category name is adjusted to integrate with Literacy.
WindLother  [author] 3 Sep @ 10:30am 
Yes, the mod is fully compatible with Albion’s Literacy Mod.

The Literacy mod creates its own skill (“Literacy”) under the Mind category. My mod creates the “Psychology” skill, and unless explicitly set with parent = Mind, it just sits in its own category by default.

This doesn’t cause any conflict at all — both skills can coexist without overriding each other. The only difference is visual organization.
Gojita 3 Sep @ 7:10am 
Does this sit in the "Mind" skill-category, same category with the "Albion's Literacy Mod"? In case it wasn't, please make it so <3

I like Albion's Literacy Mod & this one as well!