Project Zomboid

Project Zomboid

ST Additions - Pry Open
18 Comments
9 Nugget, please. 20 hours ago 
Thank U! :summersun::summersun::summersun:
StarkTruffle  [author] 20 hours ago 
@9 Nugget, please. No, the only objects that risk damage are building/vehicle windows
9 Nugget, please. 20 hours ago 
yo, do the doors get damaged after these moves?
StarkTruffle  [author] 6 Oct @ 2:18pm 
@Rachel L I'd have to think about how I could make it different from other lockpicking mods available, but I can certainly try whipping something up
Rachel L 6 Oct @ 1:07pm 
Any chance we get something similar but for lockpicking? Without annoying minigames each lock has a random chance and the better your skill the higher your chance of opening?
Kinda like this mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2708926620
StarkTruffle  [author] 6 Oct @ 10:13am 
@ItsAlex What version of Zomboid are you using? Currently the mod is only available for the build42 beta, still working on getting the stable release version running.
ItsAlex 6 Oct @ 9:30am 
i downloaded it but its not showing up in my downloaded mods?? anybody know why?
miikrr 5 Oct @ 8:00pm 
thank you for your service
KemonoAmigo 5 Oct @ 5:59am 
Thank you. That's cool. I might leave Force Alarm off and bump the chance up a tiny bit, so if I'm unlucky enough to try to break into something with an alarm AND trigger the mod's one, well that's fair and that's life.
StarkTruffle  [author] 4 Oct @ 8:39pm 
@KemonoAmigo By default after failing to pry something open, there is a 12% chance for an alarm to be triggered (reduced by 1% for every level in Electrical). If Force Alarm is off, then it will only trigger the alarm if the building/car already had an alarm. If Force Alarm is on, it will force an alarm to be triggered even if the building/car didn't have one.

You'll only get an alarm when you succeed prying if the building/car already had an alarm (Planning on making an option to disable alarms when you succeed for the next update).

TLDR: Force Alarm only forces an alarm to go off when you fail both the success roll and the alarm roll.
KemonoAmigo 4 Oct @ 8:16pm 
I love the mod, but what exactly is Force Alarm? Is it that alarms will always happen every time we succeed?
Ki Charn Ro 4 Oct @ 6:07pm 
Damn if this mod eventually adds some different crowbar variants it'll be truly one of the all time best.
Love this mod so far! Works like a charm, and I like the idea of spreading its chances across multiple skills!
Timou 4 Oct @ 10:22am 
Thanks for a quick response. With this explanation I will try it for sure.
StarkTruffle  [author] 4 Oct @ 8:45am 
@Timou haven't played around with DBG too much but some differences I've found include:
- More skills are used for determining success rate, and skill/perks also affect other systems like noise radius, alarm chance and durability loss chance
- Gloves provide dynamic injury protection rather than a flat modifier, and works with hand protection values rather than just glove type so it should work with any clothing that item that provides scratch defense to your hands
- Durability loss is handled closer to vanilla, with a %chance to lose durability rather than losing durability with every use
- Optional pity system
Sh00t3mUp 4 Oct @ 6:51am 
Amazing This works! DBG hasnt updated his version for 42.12 and it currently doesnt worked. Ive tested this one and works as designed!
Timou 4 Oct @ 3:55am 
What is the difference?
[B41\B42] DBG Crowbar Unlock
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3555407625
Tyrant 3 Oct @ 1:42pm 
YESS FINALLY A PRY MOD