Mods / Sonito's dynamic traits
Author: Sonito
Side: Both
Created: Oct 1st at 3:56 PM
Last modified: Oct 15th at 3:50 PM
Downloads: 3200
Follow Unfollow 227
Latest release (for Vintage Story 1.21.1, potentially outdated):
sonitodynamictraits 1.0.10.zip
1-click install
When updating from an old version to a new version that changes config , please consider backing up your config somewhere and deleting it , a lot has changed in configs
What it dooo :
Replaces the whole creation gui of the game with a mix & match traits system , No more classes ( I cannot stress this enough )
You get a point budget (20 pts - configurable), grab positives (they cost points) and take a few negatives (they refund points) until you’re happy.
Traits change stats: walk speed, max HP, hunger rate, damage, mining speed, loot rates, bow stuff, jumping, stealth… all vanilla attributes.
Not all of the attributes have been added tho , they are some I haven't added because i'm unsure if they work or not , like produceDropRate and woodDropRate but these can be added by anyone in the config files, if anyone wants me to add them to the default config I'll be sure to add them if requested
Config files are folder sonitodynamictraits
Updates :
1.0.10
- fixed a Player model lib bug where upon saving and reloading the traits would dissapear visually from the trait tab of a character
- fixed a bug where beefy and healthy would not stack the hp values if selected together sometimes , this should also fix any same issues with custom traits too
- fixed a bug where CO wasn't disabled in game when disabled in the config
1.0.9
+ added /allowchangetraitsonce player name for allowing an admin to activate a command on a player
+ added /changetraits to allow a player to change his traits
1.0.8
+ Added rustbound magic support
+ Added kemono support
- renamed config files (sorry i promise this is the last time i do it xD )
- reorginized all code and optimized some parts in looping the traits (no longer 0.5 sec lag after the creation of character )
- added and changed some icon images for traits to be similar color to others
- tweaked generated classes to be either -1 or +1 instead of 0 points by default
- fixed generated classes so they can be modifed and used directly
- fixed bugs with mouse wheel (finally)
- fixed bug where generated traits were all classed in negative traits , now defaulted to positive if the type was not specified bu the mod
- fixed bug where generated traits from classes didn't include modded ones
1.0.7
+ config moved into folder
+ added "SameGroupPosPointsPenality" and "SameGroupNegPointsPenality" configs , setting them to anything other than 0 will enabel them with that value
"SameGroupPosPointsPenality": 3 means each trait other than the first one in a group will cost 3 more points
"SameGroupNegPointsPenality": 1 means each trait other than the first one in a group will refund 1 less points
+ Groups can have descriptions in the config
+ You can now limit traits using groups via MaxChoices in the config (max traits in that particular group you can take)
+ Now the mod generates a file called sonitodynamictraits-traits-generated-from-classes.json that will put all your current traits that are linked to classes and make them usable by this mod , this is generated by disabled by default so you have to enable if you want these traits added , or you can also copy them in the main file
1.0.6
+ Config files changed , now seperate config files for vanilla traits and Combat overhaul traits ( you shouldn't need to delete old ones but they will not have groups)
Any changes made to vanilla traits in the CO files will overwrite them (done by default in the generated json)
+ Added Groups , By default the json generated has groups where traits can be huddled together for themes or functionality :), they are collapseable in the creation UI and there's a button to disable/enable them visually
+ Added new config option : "BlockSameGroupIncompat": false ; defaulted to false , if enabeld will block you from taking traits that belong to the same group
- Adjusted trait tab ui so elements are more centered
- Reduced default whole vessel chance from 100% to 45% Explorer
1.0.5
- made text smaller for visuallising traits and a bigger gap between them so they don't overlap
1.0.4
+ Added trait display as icons in the trait tab after the char is created
1.0.2
+ added combat overhaul support
+ Modified traits for combat overhaul attributes : Marksman , Beefy , Weak
+ New traits for combat overhaul attributes , Warrior / Coward, Discplined / UnDiscplined
- gave more space for the description of attributes (reduced chosen traits space)
1.0.1
+ added support for Player model Lib (still has some issues)
Why it was made :
I used to pick commoner because I couldn't do with the classes in vanilla , This is my way of making things more interesting for me when creating a character , instead of just going with commoner for every playthrough
Notes:
- This is absolutly inspired by Project Zomboid character creation system :D
- This will make the first charactor creator screen about 1.5 bigger :D (needed for many traits)
- The default config I made i feel like is pretty balanced , you can grab a trait or two with no negatives , if you want the realy "Strong" stuff you have to do with a few negative
- This will absolutely break anything that messes with charactor creation , so you know be aware ,
- I haven't tested all traits but they should be working fine since they are vanilla =D
- There might be a small one time lag after the creation of character around 0.5seconds, This is just to assign and calculate the traits
-
To-Do:
- Localization (french/spanish etc)
- Moar testing
- Fix that nav bar (first one) that moves with scroll wheel on every part of the gui
- Overwrite .charsel command so players can use it without crashing
- Xskills compat
Done :- Added player model lib support - my traits will load after it without the skin part
Edit : The traits don't display on the character "Traits" tab when relaoding a save with Player Lib Model , I haven't found a fix yet, but they are functional , just not displayed on that particular UI , its fixed
Add vanilla traits back? look here
you can add them to the config like this
{
"Code": "bowyer",
"Title": "Bowyer",
"Description": "Adds craft for crude bow etc",
"Points": 1,
"TypeOrd": 1,
},
--
You can change Title/description/points to whatver you want , just make sure Code is the same as vanilla trait
TypeOrd: 1 means it's in positive traits
TypeOrd: 0 means it's in negative traits
and this goes for every vanilla trait they can just be added the same way as other traits using their code , no need to include attributes as these are hardcoded for these traits in vanilla
here is the full list of vanilla traits :
focused
resourceful
fleetfooted
bowyer
forager <----------- Make sure to change the code for my forager to forager_c or something if you wanna still use it ,you can't have both named forager
pilferer
furtive
precise
technical
soldier
hardy
clothier
improviser
mender
merciless
tinkerer <----------- Make sure to change the code for my tinkerer to tinkerer_c or something if you wanna still use it ,you can't have both named tinkerer
farsighted
claustrophobic
frail
nervous
ravenous
nearsighted
heavyhanded
weak
civil
kind
I hope this helps,
I would have added it for default but it's against the concept of this mod haha, it's supposed to remove classes , no classes = no class traits :p
For icons , either add or patch images to assets/sonitodynamictraits/textures/gui/
if you add there bowyer.png then it will display as the icon for bowyer , it uses the code and not the title , if you don't put images I've put a default icon as a placeholder =)
I made a kofi tehe : https://ko-fi.com/sunday_
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.10 | sonitodynamictraits | 1525 | Oct 15th at 3:29 PM | sonitodynamictraits 1.0.10.zip | 1-click install | ||
|
I updated early for people who needed these bug fixes fast,
| |||||||
| 1.0.9 | sonitodynamictraits | 186 | Oct 8th at 4:41 PM | sonitodynamictraits 1.0.9.zip | 1-click install | ||
|
+ added /allowchangetraitsonce player name for allowing an admin to activate a command on a player
| |||||||
| 1.0.8 | sonitodynamictraits | 76 | Oct 6th at 5:25 AM | sonitodynamictraits 1.0.8.zip | 1-click install | ||
|
Additions :
| |||||||
| 1.0.7 | sonitodynamictraits | 77 | Oct 5th at 2:49 AM | sonitodynamictraits 1.0.7.zip | 1-click install | ||
|
+ config moved into folder
| |||||||
| 1.0.6 | sonitodynamictraits | 53 | Oct 4th at 7:48 PM | sonitodynamictraits 1.0.6.zip | 1-click install | ||
|
+ Config files changed , now seperate config files for vanilla traits and Combat overhaul traits ( you shouldn't need to delete old ones but they will not have groups)
| |||||||
| 1.0.5 | sonitodynamictraits | 60 | Oct 3rd at 1:44 AM | sonitodynamictraits 1.0.5.zip | 1-click install | ||
|
- made text smaller for visuallising traits and a bigger gap between them so they don't overlap
| |||||||
| 1.0.4 | sonitodynamictraits | 877 | Oct 2nd at 11:49 PM | sonitodynamictraits 1.0.3.zip | 1-click install | ||
|
- Added trait display as icons in the trait tab after the char is created
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| 1.0.2 | sonitodynamictraits | 37 | Oct 2nd at 12:58 PM | sonitodynamictraits 1.0.2.zip | 1-click install | ||
|
+ added combat overhaul support
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| 1.0.1 | sonitodynamictraits | 128 | Oct 1st at 8:38 PM | sonitodynamictraits.zip | 1-click install | ||
|
- added support for Player model Lib
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| 1.0.0 | sonitodynamictraits | 74 | Oct 1st at 4:56 PM | sonitodynamictraits.zip | 1-click install | ||
|
+init
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Love this mod! I was just thinking yesterday that VS really needed a zomboid style character creation system, especially since there are so many cool class mods but there are always like 1 trait im not a fan of. What is the likelihood of eventually paving the way for other modders to create trait pack add-ons, so we can have our modded "classes" in a modular fashion?
can confirm things work fine on 1.21.5, even with heavilly modified traits using attr from other mods. I'm just patiently waiting for the xskills compatability, my group kinda stumbled onto the 'traits deleting themselves' bug. Weirdly, adding a dynamic trait of the same name as a crafting trait from a class causes them to not be deleted. maybe because they're initialized earlier and not being removed because of being invalid or something.
Sonito Been playing since 1.21.1 and still works fine 1.21.5. Also Sonito love your mods, life can sometimes be cruel so take your time !
Hey yea life is happening , Have you tried testing it in 1.21.5? I haven't but not sure why it wouldn't work
Any plans to update this mod for 1.21.5?
(also blink twice if your being held hostage by life)
@sonito OK I had to add you cuz I dont know how to just message people by username in the new discord UI XD (if we even can)
@adyKianna hum that's new , can you send me your modlist , contact me on discord if you want help directly _sunday
My friend and I are having an issue on his server where when we log in, our traits are reset to Only have Forager.
Also not sure if it's playing nice with Racial Equity, I'm playing one of the classes with a bigger stomach and as soon as i fix my traits when I log in, my hunger bar resets to default.
Do we have to add the Racial traits into the config like one would with the vanilla traits to put them back?
Also I am curious if there is a way to add custom traits for a server?
gloom classes merchant trait that adds another option in traders to change the stuff there selling isn't working
u.u
@ArmoredStone hey there, There's already groups and traits limits in the configs, as for other traits to add (Loggers etc) , I'm going to do that when i have more time but you can pretty much do that yourself with a json mod to add a trait and then add it in the config in my mod
Actually a better idea for my message below, maybe you have a "group" of traits labelled as "Occupation". And you can only take a specified number of those traits (chosen by the server).
Say the server's set limit of occupation traits is two. The player chooses a mining and smelting one, and all other traits in that group become unavailable. This would push players to trade with others that are specialized in those occupations
First time using this mod, and I love how it's laid out. I just wish there were more options. Here's a couple ideas
- Loggers: chance of extra seeds and sticks from leaves (since chopping logs could be cheesed by placing and breaking repeatedly)
- Cooks: chance for an ingredient to not be used when cooking? (Idk if the game can even register WHO is cooking to make this apply tho)
- Rancher: Chance for a slaughtered animal killed by a cleaver to drop raw meat beside it (depending on animal size)
- Farmer: Chance to drop an extra crop when harvesting
Also most of the negative traits won't impact players that just stay at base, so they can get well over a hundred points by taking all those negative traits and be a jack of all trades at base. I don't know how you'd fix that one though. Maybe a server enforced limit to the number of positive traits you can take? It would be very cool to see a whole community specialized in their own tasks
yea i'm not gonna keep playing catchup with player model lib overwriting my thing every update , please use a different version of player model lib for now
@Sonito Seems like the error might also be deleting our players traits as well? Having a few reports of people selecting 5-6 traits but when they open the trait menu it only shows 1 of the traits all the rest have vanished.
must be a new update that overwrites compatibility,player model lib isn't playing nice :'(
Shared with Maltiez on his discord post but wanted to share this error we are getting.
28.10.2025 22:59:18 [Notification] Placing MelancholicSapfo at 50964.849853515625 132.00006103515625 51245.19989013672
From what I saw the only custom fonts you used for linux were the 'noto-fonts-color-emoji' but even with those installed on my machine I have the same issues ase the others
> i'm gonna guess this is a problem with the fonts used
Would you know what these fonts would be? I couldn't find any references to fonts that weren't the defaults.
I don't have a linux system to test on , i'm gonna guess this is a problem with the fonts used I can offer an option to use other fonts from vintage story to see if it resolves the issue
I and another individual on Vintage Rift have been able to replicate the aforementioned GUI issue on linux machines.
Here's my view: https://ibb.co/93d8Yg8D
There are no other mods installed when I pulled this screenshot.
OS: Arch Linux x86_64
Host: X670 AORUS ELITE AX -CF
Kernel: 6.17.5-arch1-1
Uptime: 1 hour, 7 mins
Packages: 103 (pip), 4 (npm), 1424 (pacman), 35 (steam), 7 (flatpak-system)
Shell: zsh 5.9
Resolution: 2560x1440, 2560x1440, 1360x768
WM: i3
Theme: Dracula [GTK2/3]
Icons: Dracula [GTK2/3]
Terminal: kitty
Terminal Font: family"Source Code Pro" 11.0
CPU: AMD Ryzen 9 7950X (32) @ 5.883GHz
GPU: AMD ATI Raphael
GPU: NVIDIA GeForce RTX 5090
Memory: 20299.17 MiB / 63429.68 MiB
For those who are like me and wish the descriptions were a bit more... well descriptive, I have a modified part of the config for the traits to give them more detailed descriptions, making them appear more like how the base game described traits
I've done so for the core traits, and CO traits as well.
{
"Code": "healthy",
"Title": "Healthy",
"Description": "+35% healing effectivness, +6 health points",
"Points": -12,
"TypeOrd": 1,
"Attributes": {
"healingeffectivness": 0.35,
"maxhealthExtraPoints": 6.0
},
"IncompatibleWith": [
"sickly"
]
},
{
"Code": "beefy",
"Title": "Beefy",
"Description": "+15 health points, walk speed penalty for wearing armor reduced by 20%",
"Points": -18,
"TypeOrd": 1,
"Attributes": {
"maxhealthExtraPoints": 15.0,
"armorWalkSpeedAffectedness": -0.2
},
"IncompatibleWith": [
"skinny"
]
},
{
"Code": "fast",
"Title": "Fast",
"Description": "+15% walk speed",
"Points": -20,
"TypeOrd": 1,
"Attributes": {
"walkspeed": 0.15
},
"IncompatibleWith": [
"slow"
]
},
{
"Code": "marksman",
"Title": "Marksman",
"Description": "+25% ranged accuracy, +25% ranged weapon speed",
"Points": -20,
"TypeOrd": 1,
"Attributes": {
"rangedWeaponsAcc": 0.25,
"rangedWeaponsSpeed": 0.25
},
"IncompatibleWith": [
"shaky"
]
},
{
"Code": "strong",
"Title": "Strong",
"Description": "+15% melee damage, +15% ranged damage, +10% mining speed, +20% ranged distance",
"Points": -40,
"TypeOrd": 1,
"Attributes": {
"meleeWeaponsDamage": 0.15,
"rangedWeaponsDamage": 0.15,
"miningSpeedMul": 0.1,
"bowDrawingStrength": 0.2
},
"IncompatibleWith": [
"weak",
"skinny"
]
},
{
"Code": "tinkerer",
"Title": "Tinkerer",
"Description": "+50% Rusty Gear drop rate, +60% damage against mechanicals, -50% temporal gear cost to repair translocators, 30% armor durability",
"Points": -14,
"TypeOrd": 1,
"Attributes": {
"rustyGearDropRate": 0.5,
"mechanicalsDamage": 0.6,
"temporalGearTLRepairCost": -0.5,
"armorDurabilityLoss": -0.3
},
"IncompatibleWith": [
"inept"
]
},
{
"Code": "butcher",
"Title": "Butcher",
"Description": "+50% animal loot, 50% animal harvesting speed",
"Points": -14,
"TypeOrd": 1,
"Attributes": {
"animalLootDropRate": 0.5,
"animalHarvestingTime": -0.5
},
"IncompatibleWith": []
},
{
"Code": "forager",
"Title": "Forager",
"Description": "+60% loot from foraging, +60% wild crop drop rate",
"Points": -16,
"TypeOrd": 1,
"Attributes": {
"forageDropRate": 0.6,
"wildCropDropRate": 0.6
},
"IncompatibleWith": []
},
{
"Code": "explorer",
"Title": "Explorer",
"Description": "+60% drop rate from cracked vessel, 40% chance to collect cracked vessels, +10% higher jump height",
"Points": -16,
"TypeOrd": 1,
"Attributes": {
"vesselContentsDropRate": 0.6,
"wholeVesselLootChance": 0.4,
"jumpHeightMul": 0.1
},
"IncompatibleWith": [
"stayathome"
]
},
{
"Code": "delver",
"Title": "Delver",
"Description": "+25% mining speed, +30% ore drop rate",
"Points": -18,
"TypeOrd": 1,
"Attributes": {
"miningSpeedMul": 0.25,
"oreDropRate": 0.3
},
"IncompatibleWith": [
"speleophobic"
]
},
{
"Code": "jumper",
"Title": "Jumper",
"Description": "+25% higher jump height",
"Points": -8,
"TypeOrd": 1,
"Attributes": {
"jumpHeightMul": 0.25
},
"IncompatibleWith": [
"grounded"
]
},
{
"Code": "ascetic",
"Title": "Ascetic",
"Description": "30% slower hunger rate",
"Points": -14,
"TypeOrd": 1,
"Attributes": {
"hungerrate": -0.3
},
"IncompatibleWith": [
"glutton"
]
},
{
"Code": "stealthy",
"Title": "Stealthy",
"Description": "-80% animal seeking range",
"Points": -18,
"TypeOrd": 1,
"Attributes": {
"animalSeekingRange": -0.8
},
"IncompatibleWith": [
"loud"
]
},
{
"Code": "sickly",
"Title": "Sickly",
"Description": "-25% Healing Effectivness, -5 Health Points",
"Points": 10,
"TypeOrd": 0,
"Attributes": {
"healingeffectivness": -0.25,
"maxhealthExtraPoints": -5.0
},
"IncompatibleWith": [
"healthy"
]
},
{
"Code": "skinny",
"Title": "Skinny",
"Description": "-5 Health Points, Walk speed penalty for wearing armor increased by 15%",
"Points": 12,
"TypeOrd": 0,
"Attributes": {
"maxhealthExtraPoints": -9.0,
"armorWalkSpeedAffectedness": 0.15
},
"IncompatibleWith": [
"beefy",
"strong"
]
},
{
"Code": "slow",
"Title": "Slow",
"Description": "-10% walk speed",
"Points": 12,
"TypeOrd": 0,
"Attributes": {
"walkspeed": -0.1
},
"IncompatibleWith": [
"fast"
]
},
{
"Code": "shaky",
"Title": "Shaky",
"Description": "-15% ranged accuracy, -15% ranged weapon speed",
"Points": 10,
"TypeOrd": 0,
"Attributes": {
"rangedWeaponsAcc": -0.15,
"rangedWeaponsSpeed": -0.15
},
"IncompatibleWith": [
"marksman"
]
},
{
"Code": "weak",
"Title": "Weak",
"Description": "-10% melee damage, -10% ranged weapon damage, -8% mining speed, -10% ranged distance",
"Points": 18,
"TypeOrd": 0,
"Attributes": {
"meleeWeaponsDamage": -0.1,
"rangedWeaponsDamage": -0.1,
"miningSpeedMul": -0.08,
"bowDrawingStrength": -0.1
},
"IncompatibleWith": [
"strong"
]
},
{
"Code": "inept",
"Title": "Inept",
"Description": "-20% Rusty Gear Droprate, -40% damage against mechanicals, -10% armor durability",
"Points": 10,
"TypeOrd": 0,
"Attributes": {
"rustyGearDropRate": -0.2,
"mechanicalsDamage": -0.4,
"armorDurabilityLoss": 0.1
},
"IncompatibleWith": [
"tinkerer"
]
},
{
"Code": "stayathome",
"Title": "Stay-at-home",
"Description": "-30% drop rate from cracked vessel",
"Points": 8,
"TypeOrd": 0,
"Attributes": {
"vesselContentsDropRate": -0.3
},
"IncompatibleWith": [
"explorer"
]
},
{
"Code": "speleophobic",
"Title": "Speleophobic",
"Description": "-15% mining speed, -10% ore drop rate",
"Points": 12,
"TypeOrd": 0,
"Attributes": {
"miningSpeedMul": -0.15,
"oreDropRate": -0.1
},
"IncompatibleWith": [
"delver"
]
},
{
"Code": "grounded",
"Title": "Grounded",
"Description": "10% shorter jump height",
"Points": 6,
"TypeOrd": 0,
"Attributes": {
"jumpHeightMul": -0.1
},
"IncompatibleWith": [
"jumper"
]
},
{
"Code": "glutton",
"Title": "Glutton",
"Description": "+20% hunger rate",
"Points": 12,
"TypeOrd": 0,
"Attributes": {
"hungerrate": 0.2
},
"IncompatibleWith": [
"ascetic"
]
},
{
"Code": "loud",
"Title": "Loud",
"Description": "+30% animal seeking range",
"Points": 6,
"TypeOrd": 0,
"Attributes": {
"animalSeekingRange": 0.3
},
"IncompatibleWith": [
"stealthy"
]
}
],
{
"Code": "marksman",
"Title": "Marksman",
"Description": "+25% ranged weapon accuracy, +25% ranged weapon speed, +50% faster bow draw speed, 50% firearm and crossbow reload speed, +40% faster reload speed and damage with slings, 50% less aim drift",
"Points": -30,
"TypeOrd": 1,
"Attributes": {
"rangedWeaponsAcc": 0.25,
"rangedWeaponsSpeed": 0.25,
"bowsProficiency": 0.5,
"firearmsProficiency": 0.5,
"crossbowsProficiency": 0.5,
"slingsProficiency": 0.4,
"steadyAim": 0.5
},
"IncompatibleWith": [
"shaky"
]
},
{
"Code": "beefy",
"Title": "Beefy",
"Description": "+15 health points, walk speed penalty for wearing armor reduced by 20%, manipulation speed penalty for wearing armor reduced by 50%",
"Points": -18,
"TypeOrd": 1,
"Attributes": {
"maxhealthExtraPoints": 15.0,
"armorWalkSpeedAffectedness": -0.2,
"armorManipulationSpeedAffectedness": -0.5
},
"IncompatibleWith": [
"skinny"
]
},
{
"Code": "weak",
"Title": "Weak",
"Description": "-10% melee damage, -10% ranged weapon damage, -8% mining speed, -10% ranged distance, manipulation speed penalty for wearing armor increased by 20%",
"Points": 18,
"TypeOrd": 0,
"Attributes": {
"meleeWeaponsDamage": -0.1,
"rangedWeaponsDamage": -0.1,
"miningSpeedMul": -0.08,
"bowDrawingStrength": -0.1,
"armorManipulationSpeedAffectedness": 0.2
},
"IncompatibleWith": [
"strong"
]
},
{
"Code": "shaky",
"Title": "Shaky",
"Description": "-15% range weapon accuracy, -15% ranged weapon speed, -20% bow draw speed, 50% more aim drift",
"Points": 15,
"TypeOrd": 0,
"Attributes": {
"rangedWeaponsAcc": -0.15,
"rangedWeaponsSpeed": -0.15,
"bowsProficiency": -0.2,
"steadyAim": -0.5
},
"IncompatibleWith": [
"marksman"
]
},
{
"Code": "warrior",
"Title": "Warrior",
"Description": "+50% attack speed with swords, and axes, +80% attack speed with clubs",
"Points": -16,
"TypeOrd": 1,
"Attributes": {
"oneHandedSwordsProficiency": 0.5,
"twoHandedSwordsProficiency": 0.5,
"axesProficiency": 0.5,
"clubsProficiency": 0.8
},
"IncompatibleWith": [
"coward"
]
},
{
"Code": "disciplined",
"Title": "Disciplined",
"Description": "+50% attack speed with spears, javelins, halberds, and quarterstaffs",
"Points": -12,
"TypeOrd": 1,
"Attributes": {
"spearsProficiency": 0.5,
"javelinsProficiency": 0.5,
"halberdsProficiency": 0.5,
"quarterstaffProficiency": 0.5
},
"IncompatibleWith": [
"undisciplined"
]
},
{
"Code": "coward",
"Title": "Coward",
"Description": "-30% attack speed with swords, and axes",
"Points": 10,
"TypeOrd": 0,
"Attributes": {
"oneHandedSwordsProficiency": -0.3,
"twoHandedSwordsProficiency": -0.3,
"axesProficiency": -0.3
},
"IncompatibleWith": [
"warrior"
]
},
{
"Code": "undisciplined",
"Title": "Undisciplined",
"Description": "-30% attack speed with spears, javelins, halberds, and quarterstaffs",
"Points": 8,
"TypeOrd": 0,
"Attributes": {
"spearsProficiency": -0.3,
"javelinsProficiency": -0.3,
"halberdsProficiency": -0.3,
"quarterstaffProficiency": -0.3
},
"IncompatibleWith": [
"disciplined"
]
}
],
Sonito where are the recipe files and how do you modify them?
I have quite a few I would like to change to consolidate them, my idea being to have key skills for the classes that you can chose from to build your own multi-class, but you can only pick so many of them. While all the generic skills you can have as many as you want of.... but sence i'm only going to have so many of them avalable i want to murge a lot of them unless they are really powerfull.
I got no clue where the recipes are or how to modify them... x.x
no but what you can do is instead modify the recipes for technicalgloo to require tinkerer instead in the recipes files
requireTrait = "tinkerer"
That being said i might be able to include something like this in a future update , let's think
You already have multiple pre-established traits by other mods that you want to add to the trait menu , that's fine,
if the traits have exclusive crafts and you want to bundle them under one I could add a thing like at the end of the config
TraitBundles =
{
{
"codes": {"tinkerer", "technicalgloo"},
"replaceTraits":true,
"Title": "Tinkerer",
"Description": "Exclusive craftable 'tuning spear' to tame locusts, 'metal parts', better recipes for 'chutes', 'archimedes' screws, 'hopper's, 'axies', and 'angled gear'. -1 temporal gear cost to repair translocators, +25% damage against mechanicals.",
"Points": -1,
"TypeOrd": 1,
"Attributes": {
"temporalGearTLRepairCost": -1.0,
"mechanicalsDamage": 0.25
},
"IncompatibleWith": []
}
}
This would add a new trait that will just be the fusion of already pre-established traits , be it from my mod or other mods, you okay with that?
If i wanted to murge tinkerer and technical would this work:
{
"Code": "tinkerer", "technicalgloo",
"Title": "Tinkerer",
"Description": "Exclusive craftable 'tuning spear' to tame locusts, 'metal parts', better recipes for 'chutes', 'archimedes' screws, 'hopper's, 'axies', and 'angled gear'. -1 temporal gear cost to repair translocators, +25% damage against mechanicals.",
"Points": -1,
"TypeOrd": 1,
"Attributes": {
"temporalGearTLRepairCost": -1.0,
"mechanicalsDamage": 0.25
},
"IncompatibleWith": []
},
Hi!
I play in linux and the values i see for the traits make no sense, they are -1 or -2, or +1 or +2, but they do not relate to the values the windows players see.
Also, i got the Bowyer trait and it dissapeared from the list... I should have 72 positive points but i only have 62. The 10 missing are from Bowyer, as it has dissapeared for me (this has also happened to Windows players in the server i play).
At first, i thought i had the bug that made it so the trait didn't show up at reload.
Turn out, it is a hard incompatibility between XSkills and this mod. I means, i'm in the wrong for ignoring the Todo List but i'll still post it for other people asking or wanting to try.
There no crash or anything, however, if Xskills is active, it will reset all your trait. You can reapply them with command and they seems to work but you will have to do it every time you launch your game with both mod.
@Azraile,
It's simple really,
a trait is exposed to the game in form of a "code" or "id" , if the trait gives exclusive craft then adding it will add the craft to your character (either through normal classes or my mod doesn't change anything)
The .file is there for you to configure , including the descirption, you are supposed to have knowledge on these traits before adding them , I can't do that for you , same for balance
Ah i see..... do these traits that give crafting recipies or other skills work... because they don't have anything on them in the .file
the problem with that is that it's going to add to core traits and have some traits that basically do the same thing , i prefer letting people configure their own x) , Plus if i do that people are going to complaing that this isn't balance or this trait should have more than x% etc, don't have the time to balance all traits from all the mods in the world
I think it'd do yer a goodness if you had class-generated-traits enabled by default. I'm seeing a lot of people who want modded traits but can't read, and people who just want the vanilla traits wouldn't have a class mod installed anyways.
@sonito no changes when its the only mod loaded/no configs. I'm wondering if maybe its a font or something I'm missing on my linux but wouldnt you be using all existing in-game fonts anyway? 🤔
"the mod generates a file called sonitodynamictraits-traits-generated-from-classes.json that will put all your current traits that are linked to classes and make them usable by this mod , this is generated by default so you have to enable if you want these traits added , or you can also copy them in the main file and balance them as you want"
GlooMeClasses traits?
hey @seaseraphic
can you please try moving/deleting the config files for testing?
And also with just my mod alone if possible? I need to know what the culprit because i never had that
Appears to be working the theres something wrong with the text. None of the trait names display and the point value is unclear.
https://ibb.co/N2B1jr6K
I updated early for people who needed these bug fixes fast, and also to fix last version showing on this modpage (was 1.0.3 instead of 1.0.9)
- fixed a bug where beefy and healthy would not stack the hp values if selected together sometimes , this should also fix any same issues with custom traits too
- fixed a bug where CO wasn't disabled in game when disabled in the config
+fixed a bug where PML had traits removed visually in displaying the traittab
For people who are updating from PML last version on a existing save, please use /changetraits to reselect your traits
EDIT : Ow yea forgot the big one, PML now is fixed you can play with it it shows the traits once the character is created even after a load/save
humm, i have an issue on the mod page it doesn't show the last mod version to download i even delete the 1.0.3 version it still shows
@Orcasula playermodellib actually already has functionality for this in regards to what race you pick. It can give traits depending on your race.
EthelVril from the responses i had they would like to have traits that increase certain categories exp in xskills , but no it doesn't break it , you just loose the bonus exp you would get per class
I see to do is xskills compat, does that mean they break together or simply don't interact?
Hey everyone,
thanks for the kind words and all the interest you have for the mod and sorry if I answer in a robotic manner sometimes in the comments most of the time i'm just doing something else at the same time and trying to be efficient
I have finally defeated Player model lib compat problem after a couple days of frustrations and head scratching, will be updating with a bunch of new stuff next time,
Please put any other issues here i will look into them , if i forgot something please
For now i registered these issues :
Priority :
- Healthy and Beefy don't give both extra hp if Beefy is selected before healthy
- combat-overhaul-traits does not respect "Enable": false and it still forces perks into config.
- Fix a bug where Global SameGroupPosPointsPenality affects both SameGroupPosPointsPenality and SameGroupNegPointsPenality (Not reproduced yet)
- Visually show SameGroupPosPointsPenality/SameGroupNegPointsPenality effects in the traits selections
- Add new traits and attributes using json mainly (wooddrop , minning speed for wood etc , please give me other ideas )
Non-priority :
- Give new default values to rust magic and other compat mods and generally rework new values
- Text overlap in traits tab when using a traits titles over 10 characters
- Making a tutorial video to show how the config actually works
delete or update your old config file
Edit : @Ellinora_ same same , sorry i answerd on my phone quickly i didn't spend much time thinking about x) , I put this in the description
"When updating from an old version to a new version that changes config , please consider backing up your config somewhere and deleting it , a lot has changed in configs"
if you need direct help please contact me on discord, I will probably change the default values for those on the few next patches so people don't find this problem
Love the mod, but im having an issue where i cant open cracked vessels at all with the explorer trait. any ideas? i hope its just me being dumb lol
almost certain it's a mod compatability problem, but when using custom traits they get deleted when we reload the world. I would list the mods but it's around 70
1) you're supposed to config them yourself
2) if you have last version delete that config, either way make sure to change points to what you want and typed to either positive or negative (1 or 0) , that's the reason why they end up in negative the default config file just generates them with placeholder values for you to configure them
Edit : sorry wrote this on my phone and reading it it felt passive agressive af x) , Anyway what you are supposed to do for the configs especially those generated for compatibility is to change them ,i didn't put valid default values for them especially because i wanted people to do their own config for those since i don't play with those mods
1) are the rustbound magic points supposed to be 0? aint that big a deal cause of the config but just askin
2) when i choose a positive rustbound magic skill and remove it, it goes to the negative rustbound magic skill section
3) thank u for the new commands <3
Wooo updates :D
Legend
Fellow Project Zomboid enjoyer, thank you for making this mod! o7
probably gonna take a break from updating my mods until I do some interviews this and next week :')
I gotta eat
1.0.9 :
+ Added /allowchangetraitsonce player name for allowing an admin to activate a command on a player
+ Added /changetraits to allow a player to change his traits
unlike kemono playerModelLib does some stuff upon loading a char, i just haven't figured out where yet
They're supposed to be both affecting your char ,
I just tested in vanilla and they work fine both of them,
it's probably another playerModelLib incompatibiliy with PlayerModelLib , as i've said before there's some bugs to fix still ,
Hello! it's Awesome mod! this give us New experience!
but have some problem here :(
We're using PlayerModelLib in our server.
When I pick both Beefy and Healthy, they have MaxHealthup +15, MaxHealthup +6
but my health only effected by one of them.
this is normal? or their not suppose to be pick both?
Great!!!
no, compatible means it works with it, doesn't mean I developed features for it, it works as in you can choose traits mix and match despite having player model lib which changes creation for character, sorry but that is out of scope for the moment
I just looked at the mod description for Player Model Lib, it looks like there's a way to restrict classes to certain models and add traits to specific models. How does that work with this mod where you can add or remove traits without a class structure? Can you make certain traits model restricted in the configs like you can for classes in Player Model Lib? That would be awesome.
Would buffs/debuffs based on player size be accounted for in your trait or in PlayerModelLib? There are a lot of mods out there scaling your player size to be a dwarf or an orc or whatnot, it would be awesome to have there be pros and cons to changing your species. Currently it's pretty much just aesthetic.
Sonito oh yeah it is 40% now, just updated it, thanks !
Do you have kemono or player lib model ? if yes then yes it's normal , that's how the compat is done on it , even if you choose your classes they won't give you any of their traits
For me, the mod doesn't replace the class system. Is this normal?
I have to first choose my class and then choose my traits.
all possible attributes are already used in the mod , woodDropRate is added by other mods i think , you'd have to patch loot , i'm planning on adding them to the mod anyway
ok thank you, also, i would like to add other attributes like woodDropRate, do you know where/how i can find a list of possible attributes i can add?
No you can't , please wait i will implement a way to make it work with charsel or another command soon
is there anyway to change traits once the character was created? i know charsel doesnt work but is there any other way? maybe a save file i can edit?
@Fungusfriend,
This already works , my mod pull traits from every class mod and puts them into a json file "class-generated-traits.json" , you can either enable that file to get all those traits or modify it to only keep those you want
@Max_Warden
Pretty sure i put that to 40% now , do you have configs from old version?
This is great! Exactly the type of class mod I've been looking for. I'll definitely come back to it once it has more compatibility with other mods. In particular, I'd like to see this mod pull in the traits added by other class mods (like Mason from All Classes). It would also be cool if this worked with Trait Acquirer.
Say uh, how does one with explorer's trait crack vessels ? 100% pick up rate.
dont , charsel doesn't work with this mod yet(mentioned in description), also you can backup your save for things like this
would removing a custom class from my current world and adding this mod instead break my game if I use .charsel to switch myself to commoner? this looks so cool but I'm scared of messing up my save by removing the custom class mods I was using before!
Additions :
+ Added rustbound magic support
+ Added kemono support
Tweaks :
- renamed config files (sorry i promise this is the last time i do it xD )
- reorginized all code and optimized some parts in looping the traits (no longer 0.5 sec lag after the creation of character )
- added and changed some icon images for traits to be similar color to others
- tweaked generated classes to be either -1 or +1 instead of 0 points by default
Fixes :
- fixed generated classes so they can be modifed and used directly
- fixed bugs with mouse wheel (finally)
- fixed bug where generated traits were all classed in negative traits , now defaulted to positive if the type was not specified bu the mod
- fixed bug where generated traits from classes didn't include modded ones
"Also since I'm typing this, is there a reason the negative trait "Shaky" is the only trait with a odd number of points?"
No but you can configure as you like in the configs :D
and for sonitodynamictraits-traits-generated-from-classes.json i'm gonna investigate that , in the mean time please disable it
I'm having a problem with the sonitodynamictraits-traits-generated-from-classes.json file. While I can edit it to turn the traits on, when I go in and edit the "points" for each trait, they don't stay the changed values. I know editing the file is somewhat working, as the "enable" option works, but even after editing all of them, all traits cost 0 points.
Also since I'm typing this, is there a reason the negative trait "Shaky" is the only trait with a odd number of points?
+ config moved into folder
+ added "SameGroupPosPointsPenality" and "SameGroupNegPointsPenality" configs , setting them to anything other than 0 will enabel them with that value
"SameGroupPosPointsPenality": 3 means each trait other than the first one in a group will cost 3 more points
"SameGroupNegPointsPenality": 1 means each trait other than the first one in a group will refund 1 less points
+ Groups can have descriptions in the config
+ You can now limit traits using groups via MaxChoices in the config (max traits in that particular group you can take)
+ Now the mod generates a file called sonitodynamictraits-traits-generated-from-classes.json that will put all your current traits that are linked to classes and make them usable by this mod , this is generated by disabled by default so you have to enable if you want these traits added , or you can also copy them in the main file
my discord is _sunday for anyone having trouble with the mod or just want to talk about it =)
You are most welcome @Vanra
I'm glad you enjoy it 🤩
"if you mod could read present class mods, overwrite them (disable class choice) and populate config with their perks... "
This certainly could be an option to implement , i'm assuming you meant every class and not just the vanilla traits from the game , I could do that in this manner , add a new config file that generates based on available classes with all traits, the file would be named sonitodynamictraits-traits-generated-from-classes.json , this would have an config called enable = false ( might as well add enable for all of the files), you'd have to set it to true so that it adds all those traits
"And for the groups, you could reserve small space in UI to display name of group, or rather dicriptor following with perk limit. "
That's a pretty neat way of displaying them , I'm totally in !
"Annnd idea of increasing cost of each consecutive perk picked from group.."
Pretty simple to make also so I don't mind adding it as an option defaulted to false
I'm gonna probably move the config files so a folder so you don't have 3 sonitodynamictraits* directly in your config files
You know how to make girl happy Sonito 💜
Really like idea of groups. For sure can be useful to anyone wanting to add exclusive crafts perks!
Wishful thinking BUUUT amazing it would be if you mod could read present class mods, overwrite them (disable class choice) and populate config with their perks... Girl can dream 🫣
And for the groups, you could reserve small space in UI to display name of group, or rather dicriptor following with perk limit. For example:
group "CO"
Discriptor "specialisation limit"
Limit "3"
So now in UI player will see Specialisation limit above perk list and we pair perks with corresponding names, when player pick one it decrease number, until it reaches 0 which grey's out rest of them.
Annnd idea of increasing cost of each consecutive perk picked from group... Hmmm 🤔 like it 👉👈
im assuming you mean github? Eventually yes, I don't use it right now
would you be willing to make the git public by chance
Thanks so much!!!! I would've never in my life used the default class structure lol.
Love your mods and excited for any future additions!
I'm open for suggestions if any of you has other great ideas like Vanra
@Vanra
I was planning to add maxChosenTraitPerGroup but just didn't know how to make it clear in the UI that you can choose X number of traits in each groups and clarity is very important for me ,
right now BlockSameGroupIncompat does what you wanted in some extent that but you can only pick 1 from each group
Would you be okay with instead of maxChosenTraitPerGroup I introduced a config called sameGroupPointsPenality
where it increases points of other traits in the same group the more you choose? This would be much easier to understand from a user standpoint i think
I'm waiting for your ideas / answer :D
Does this work with Rustbound magic?
I did try to fix bugs on Player lib model but I couldn't find a solution to the tab-trait not displaying properly the traits you should have on reload, I will invest more time into it and try something else
New updates :
+ Config files changed , now seperate config files for vanilla traits and Combat overhaul traits ( you shouldn't need to delete old ones but they will not have groups)
Any changes made to vanilla traits in the CO files will overwrite them (done by default in the generated json)
+ Added Groups , By default the json generated has groups where traits can be huddled together for themes or functionality :), they are collapseable in the creation UI and there's a button to disable/enable them visually
+ Added new config option : "BlockSameGroupIncompat": false ; defaulted to false , if enabeld will block you from taking traits that belong to the same group
- Adjusted trait tab ui so elements are more centered
- Reduced default whole vessel chance from 100% to 45% Explorer
You got it , I'll reduce it to 45% , but it won't replace the config files if you already started the mod so you need to change it yourself in the config files for now :')
Sonito
It is a useful mechanic, if you pick them up whole you can sell them to the traders for profit. its just that the 100% bonus means you don't have a choice in whether you want to break them or keep them whole. the vanilla game malefactor class has a 12% chance to pick them up. so my humble recommendation is to simply reduce the 100% to something more reasonable between like 25% and 50%.
@Salty_San
I have no idea i just used that attribute without knowing how it's beneficial xD , it's me who is dense , it's a vanilla attribute but it seems useless as far as i can see testing it right now
I have encountered a small problem, there might be a solution to it and im just too dense to realise what it is, but if if the explorer trait makes it so there's always a 100% chance to pick up cracked vessels, then how am I supposed to break them to get the items inside ?
yea I identified with Player Model Lib the issue with trait display , they are still active just not displayed on character on relog , i gotta fix that
Noticed that while Player Model Lib is installed, the traits in the character panel disappear after relogging and don't reappear until you do another charsel and reselect traits. Additionally, the Class selection dialogue is still present with PML installed. Did a fresh mod loadout with nothing but Dynamic Traits and PML. From what I can tell, the traits are still applied, just not displayed in the panel. On my server, the trait text also overlaps with other traits. Doesn't happen single player, haven't been able to narrow down what's causing that one.
Unrelated to the bug, I can confirm that woodDropRate does not appear to function.
@Chumber big kisses for you
yea for sure I'll try that sounds interesting , I have still many bugs to fix for my other mods first then i'm on it :D
@SONITO you'll be the first to try at least. I would like to se a mod like that for sure. Imagine having your inv on trhe left side of the screen top to bottom, easily accessible and reeady to go:D
That means you accept the challenge?
Sonito and Salty out here doing the gods' work in this community. Bless you both and thank you! Definitely gonna be running this for my players!
I deleted the classes selection screen ,
so no class ,
no professions ,
this is only traits,
Only traits, this is the point of this mod ,
you can add the vanila attributes and make your own traits that basically have the same functionality of the class they were on.
So just for clarification: we can still add back our own classes with forced traits, and have this system on top of it to allow people to add/remove additional traits (where classes are basically "Professions" from Project Zomboid, where you have forced, exclusive traits and can then add/remove the normal ones?) Or is it not possible to have classes with forced traits AND this mod?
You have a github?
Sonito I recommand compat for Xskill.
yes I welcome mod suggestions for compatibility
Doesn't seem to work with Kemono, likely due to both changing how the character creation screen works. Will there be compatability at some point?
And as a small suggestion: could be have in config ability to set "perk groups" so for example in case of CO that has a lot of proficiency perks - add group tag to each one of them (for example combat proficiency") and give ablity to set in config maximum number of pers available to pick from group. So instead of rellying on exepmtions ( if pick A than cant pick B) we could limit to take up to 3 perks from group combat proficiency. I hope you understand what I mean >.< sorry english in not my native language 😖
Generally I want to limit amout of proficiency pick for my friends but not by making them exclusive OR to expensive >.<
Then that's a bug , i'll be sure to fix it as soon possible , it's probably being overwriting by my method that tries to add co traits to the config when it's detected , i'll be sure to fix that today no worries
Oh its just they didn't print into my config after loading game, cant find and thus remove or edit any of CO perks you added by default 😥
@Vanra
how come you can't adjust perks CO? You can just make a new traits for each proficency if you like
For example :
{
"Code": "swordsman",
"Title": "Swordsman",
"Description": "+50% attack speed with swords",
"Points": 20
"TypeOrd": 1,
"Attributes": {
"oneHandedSwordsProficiency": 0.50,
"twoHandedSwordsProficiency": 0.50
},
"IncompatibleWith": []
},
Can be made into
{
"Code": "onehandswordsman",
"Title": "One handed Swordsman",
"Description": "+50% attack speed with one handed swords",
"Points": 10
"TypeOrd": 1,
"Attributes": {
"oneHandedSwordsProficiency": 0.50
},
"IncompatibleWith": []
},
{
"Code": "twoswordsman",
"Title": "Two handed Swordsman",
"Description": "+50% attack speed with two handed swords",
"Points": 10
"TypeOrd": 1,
"Attributes": {
"twoHandedSwordsProficiency": 0.50
},
"IncompatibleWith": []
},
Here is the full list of attributes for CO :
armorManipulationSpeedAffectedness = "Armor Manipulation Penalty";
bowsProficiency = "Bows Proficiency";
firearmsProficiency = "Firearms Proficiency";
crossbowsProficiency = "Crossbows Proficiency";
slingsProficiency = "Slings Proficiency";
steadyAim = "Steady Aim";
oneHandedSwordsProficiency = "1H Swords Proficiency";
twoHandedSwordsProficiency = "2H Swords Proficiency";
axesProficiency = "Axes Proficiency";
clubsProficiency = "Clubs Proficiency";
spearsProficiency = "Spears Proficiency";
javelinsProficiency = "Javelins Proficiency";
halberdsProficiency = "Halberds Proficiency";
quarterstaffProficiency= "Quarterstaff Proficiency";
So I tried making my own config, didnt liked some perks being objectively to powerfull so I cut some of them and split melee and range bonuses to separate perks, and on top of that I split most perks into two tiers. (both negative and possitive)
But I cant find way to adjust perks for CO 😥 Since Id like to make each proficiency separate choice and not bundles. General goal for me is to create a bigger versitility of builds... but ballance is tough battle, so if anyone want to test out and maybe help here is the config
its in the to do list
Hey, is there a way to pick your traits after the world has already been created? .charsel didn't work, unless it's an incompatibility with PlayerModelLib, since it also messes with the character creation window a little bit.
@Adelion no you're good , I just put that comment along with the new section ^^
Sonito I'm blind :) xD , thanks!
@Willcario
I might have what you wanted, can you look at "Add vanilla traits back? look here" sections , its new :D
Next working on adding a file that overrides the config so other mods can patch it and includes their own traits in my list directly =D
Hallowedsoul08,
oh okay I see so xskillz adds skills by doing? like in skyrim? tbh i have no idea how it works but since its a popular mod people are bound to have it on their mods, I should play with xSkills a bit first before then ,I don't guarentee I can do it but i promise I will try :*
Sonito To Answer your question, it's not really redundect with this mod. You made a trait system instead of a class system which is inspired by project zomboid, xskills is skill related to a level up system, and a skill tree system, skills that allow me to get more logs, sticks, peat, clay, ore, etc etc, and it's earn by doing then it is to slot it in. I think your mod deal with a fixed rate increase.
Xskills is Skills, your mod is basically traits, two completely different systems.
compatability with this mod might be difficult unless reworked to work with the trait system, I.E. Hunter class traits could enabled the hunter class xskill ability to be less detected by animals so it's easier for you to strike them with a range weapon.
If you don't do aa compatability, I would like to see how well you do with implamenting a skill tree system that allow us to do tons of things as we level up so to speak, that goes well with this trait system.
Adelion,please look at the comment below for the class vanilla traits
@Nico_Nico_Nyx
If you add them to the config , yes , for example
{
"Code": "bowyer",
"Title": "Bowyer",
"Description": "Adds craft for crude bow etc",
"Points": 1,
"TypeOrd": 1,
},
--
You can change Title/description/points to whatver you want , just make sure Code is the same as vanilla trait
TypeOrd: 1 means it's in positive traits
TypeOrd: 0 means it's in negative traits
and this goes for every vanilla trait they can just be added the same way as other traits using their code , no need to include attributes as these are hardcoded for these traits in vanilla
here is the full list of vanilla traits :
focused
resourceful
fleetfooted
bowyer
forager
pilferer
furtive
precise
technical
soldier
hardy
clothier
improviser
mender
merciless
tinkerer
farsighted
claustrophobic
frail
nervous
ravenous
nearsighted
heavyhanded
weak
civil
kind
I hope this helps,
I would have added it for default but it's against the concept of this mod haha, it's supposed to remove classes , no classes = no class traits :p
Edit : For icons , either add or patch images to assets/sonitodynamictraits/textures/gui/
if you add there bowyer.png then it will display as the icon for bowyer , it uses the code and not the title , if you don't put images I've put a default icon as a placeholder =)
Sonito What about the class traits for class recipes? Can we get those through this trait system?
@adres4t
it's all hardcoded , even the changed I made to character creation I had to rebuild the whole character creation window , not just add to it ,
Good news is you can do this with anything in the game (because it's open source thanks god for that) and you can definetly resize the inventory window ,
Would you like something like that? How about a mod to increase/decrease inventory size scale or height/width with a config ? pretty sure it's not gonna break anything if it's just UI
I can work on that if you want
Sonito Seeing that you know how to make that GUI window bigger, I have a question but first let me explain.
I use the immersive inventory feature regularly. Often, when I receive larger packs from mods that exceed the 36-slot limit, a slider appears. When this slider is active, I cannot scroll the quick slots bar anymore unless I hold the Alt key and move the cursor over the bar. This creates a problem that disrupts my gameplay. Is there a way to resize the inventory window to adjust it as needed, or is it hardcoded?
no sorry , the point is to remove the classes, this is the whole point of the mod is to play without classes
Looks cool is it possible to still have the class traits (tinkerer, clothier . . . . ) ?
@DanaCraluminum
Someone is rewatching Dexter lately x)
added :
-If the player's name is "DanaCraluminum" , the butcher trait defautl name becomes bay harbour butcher with a unique icon =) (might need to reset config file for this Dana :D)
How's that? :D
NyArcaneWrath,
Combat overhaul support is done , added some traits and modified some too , they only appear if you have the mod installed , even with old configs so you don't have to update anything
Rename butcher trait to bay harbour butcher
@Chumber
"Cultured thumbnail, based trait system. Definitely grabbing this if/when Combat Overhaul support is confirmed."
It is done !
@Vanra
It's already there ! the config file can already fully configure every traits values and even add new ones , all you have to do is add a new entry for the trait and the attributes it modifies , it will work out of the box with any mod that adds attributes :D , I already tried this with combat overhaul mod and it worked without any developping ,so if you wanted to add the traits that the crafts you can too you just have to add them into the config, for me I don't like exclusive crafts I prefer that the division of labor comes naturally rather than we have to wait for this person to craft this to do this, I'm more like Let's make it more interesting for this person to do this but not forbid everyone else from doing it , that's my stance on exclusive crafts :D
EDIT : added Combat overhaul traits as a defautl config (if you have it loaded )
@Aspiracja
Thank you =D
I really hope so you will create template to add new traits and fully modify existing ones <3
Really love the concept but I would love to see traits with custom crafts like Sweing kit, crop harvest, wood chopping, smithing - you know - production viability. As for now I can see mod caters to solo play and craps any form of building synergy with other players, with is tatally cool, but I would love to add and reblance traits to create need for cooperation <3
Absolute peak. This should be vanilla
Hallowedsoul08. I never tried that mod, isn't a bit redundant to have two mods changing your stats? I feel like you lose the point of this mod if you pair it with another mod that gives stats to the player, you should probably keep using xskills alone because this would break its balance, and xskills would probably break the balance of this mod as welll
Willcario. sorry the goal of this mod is to replace classes not extend them, if Iever add that it would be as an option disabled per default but I really personally don't care for classes at all
*Dies from Peak
do you think you could still keep the vanilla classes that come with their positive/negative traits and let the player build off of them? like the occupations from Zomboid?
and if that could also work with other mods that add classes, that would be even better, probably shouldn't be too hard to make it compatible, just need to give every class appropriate starting points, probably..
Now if only there was some form of compability with the Xskills mod. I would download this in a heartbeat.
That an amazing mod !
@Xephrock
Good news @Maltiez has done a great job with the traits they work out of the box with the config , I just added
"bowsProficiency":2.5 to my config for a trait and my guy started blasting arrows like there's no tommorow ,
So I just gotta modify my default config files so you guys get it without adding manually the entries,
I will balance things my way but you still have configs to touch up the points and values all right?
will add to both negative and positive traits that will utilize these attributes :
bowsProficiency: bowsspeed
firearmsProficiency : firearmsreload speed
crossbowsProficiency : crossbows reload speed
slingsProficiency : slings reload speed and damage
quarterstaffProficiency : quarterstaff attack speed
axesProficiency : axes attack speed
halberdsProficiency : halberds attack speed
clubsProficiency : clubs attack speed
macesProficiency : maces attack speed
javelinsProficiency : javelin attack speed
spearsProficiency : spears attack speed
twoHandedSwordsProficiency : two handed attack speed
oneHandedSwordsProficiency : one handed attack speed
-
armorManipulationSpeedAffectedness : manipulation speed penalty for wearing armor (I have no idea what is this @Maltiez help)
armorWalkSpeedAffectedness : walk speed penalty for wearing armor (Isn't this in vanilla already? , i'm not sure )
steadyAim : aim drift
@Xephrock
I will you got it
Edit : It is done
Please please please please PLEASE add combat overhaul support!
I'd absolutetly kill for the opportunity to make a specialised character with overhaul support, and I am certain many others would love it too!
@WindyDay , then you must have a mod that modifies the character creation
Do you have anything that modifies character creation in any way
I can't seem to see the traits menu.
Cultured thumbnail, based trait system. Definitely grabbing this if/when Combat Overhaul support is confirmed.
any plans to add ocupations? similar to project zomboid
@Ashleyyy33 ,
Maybe if you add the traits in the config , if the traits are coded like in vanilla then yes it would definetly work , but i have never tried that mod ,
I can look to make a new addition to the default traitlist when it detects combat overhaul , probably not today tho
Does this work with combat overhaul? i know that adds new traits n things and its a mod i often use
- Added player model lib support
my traits will load after it without the skin part
I have no idea I never used it
will this have a affect on xskills ?
PROJECT ZOMBOID WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
NyArcaneWrath,
I didn't know that was a thing to be honest, I'll think about it
Will there be a way to still choose what kind of class you are outwardly for dialogue reactions with npcs?
Also combat overhaul traits would be nice as well if you are inclined towards modded traits at least.
Hyped, thanks for making this! Been wanting something like this for roleplay servers for a while. It would be cool to be able to be able to add the custom traits from other class mods. Some folks have made really interesting ones. Obviously can't expect you to balance them too, but just being able to add them to the config and sort it out ourselves would be nice.
Thanks everyone ,
I still have to iron a few things but for sure , just give me what you have in mind in terms of compat and I will consider it or even work on it right now if it's not too hardcore x)
Maltiez , This I can work on https://news.kalataka.ru/playermodellib right now no problems ,
ShikiTochi,Thank you a lot :D If you have any in mind that can break with this please inform me
Project zomboid fans, assemble!
Can't wait to test this, awesome!
I could kiss you this is exactly what ive wanted for so long, thank you so much
So not to wait for ppl come to you asking for Player Model lib compatibility, I will ask you for it first.
Oooh I absolutely ADORE this! I hope we do see compatibilites, and potentially similar and more extreme varients of what's already in there to work with! Looking forward to seeing how this develops!
Me and my friend JUST discussed this yesterday about a mod doing something exactly like this, amazing work once again, def hoping to see compatabilties with other UI's in the future.
This is so BRILIANT! Been looking through all the class mods and couldnt find anything that suits my and my gf playstyle in coop world... I really hope at some point we will be able to add patches for moded traits like Combat Overhaul 🤞
<3
Project Vintage
YYYYYESSSSSSS I've been WAITING so long for this