Project Zomboid

Project Zomboid

Occupations Expertises & Balance
Počet komentářů: 550
ewpayne 26. kvě. v 18.18 
Burglar: Trying to pick the lock from a car with a paperclip. There isnt an option. Whats the proper way to do this?
Rick Grimes 17. kvě. v 8.53 
will it be compatible with Health Plus just in it they change alcoholism?
FlufyFox 7. dub. v 17.57 
is this compatible with SOTO ? thank you :3 looks really cool
drshahramanvariazar 4. bře. v 12.27 
wait bruh i thought it was made for build 42 not build 41 sorry
drshahramanvariazar 4. bře. v 12.26 
IT DOES NOT APPEAR ON MY MODLIST
drshahramanvariazar 4. bře. v 12.22 
what is happening?
drshahramanvariazar 4. bře. v 12.22 
this mod does not appear on my mod list ( i already have build 42)
[TRASH] rockslate17 27. úno. v 12.21 
@MecVans I am having the same problem and was about to ask the same thing! :steamhappy:
MecVans 8. úno. v 14.55 
Will this mod be updated in the future? I'm facing an incompatibilty with the mod Dynamic Traits and Expanded Moodles by PepperCat.

When I have both mods active on my save and read Strength and/or Fitness, the bonus exp just disappear when I gain any exp.

Of course I'm playing build 41, since there's no build 42 version yet for this mod.
tilarium 29. pro. 2024 v 12.31 
@Banjo As a person that was formally in the military I can confirm, we need to work to keep ourselves strong and in shape. Sadly for me, I retired from that job.... :D:
Banjo 29. pro. 2024 v 10.12 
@fontz3275 from what i understand, the veterans arent in the military anymore and so thats why you probably need to use your own trait points to keep your character strong and in shape because vet would need to not let himself slack after his service

i could JUST be wrong though, i know nothing of the military or vets, just an assumption
PixScale 27. pro. 2024 v 3.00 
I think that the Veteran Occupation should get a Strength + Fitness Increase, because don't they get trained their butts off mercilessly almost every day? Cuz almost every military veteran I've seen are buffed up out of their minds.
Wrzaskier 12. pro. 2024 v 13.55 
Can we get a version with only these new traits for each occupation without changing trait cost etc.?
TheGamingBeardsly 7. pro. 2024 v 13.56 
Does anybody know if there are conflicting mods with the books aspect of this one? When I read lvl 1-2 books it doesn't show that it has been read. Has anyone else experienced this?
F O X 17. lis. 2024 v 16.41 
is there an option to remove the additional skill books included in this mod?
Von Pingi 9. lis. 2024 v 15.14 
Well it was not meant for first aid overhaul. :bleach:
Tregedy 7. zář. 2024 v 1.28 
lot of server using first aid overhaul which make doctor unique skill obsolete which is quite...meh
Tregedy 7. zář. 2024 v 1.22 
i honestly think doctor skill kinda useless compare to nurse
Wyte Knight 31. srp. 2024 v 10.28 
Little update, it happen when a player that did read Fitness or Strenght disconnect. At reconnection, this player won't have the multiplier, but the book will still be considered as read.
Wyte Knight 22. srp. 2024 v 3.22 
Hello there!
A player on my server did read Strength 5-6, was able to gain 13k/30k XP, and then the multiplier disappeared.
Using inventory mods, the skillbook is still marked as read. Is the multiplier still effective in background? Does he need to force re-read the book? Or is it a known bug? I read the last 4 pages and saw no one talking about this.
TheCrimsonKing 17. srp. 2024 v 7.43 
@zenotekgaming, I've been poking through the code and it looks like the context menu code for crafting twine with long grass is missing at the moment.
zenotekgaming 23. čvc. 2024 v 22.00 
it's not letting me turn the long grass into twine from inventory. is it supposed to be done by crafting menu?
Quadeyes 28. kvě. 2024 v 11.08 
I can't seem to be able to use paperclips as lockpicks as a burglar. Do I need another mod to enable it?
solbadguy 25. kvě. 2024 v 2.42 
is this working again on multiplayer?
Puddings 8. kvě. 2024 v 13.23 
I wish you would add in the spearfishing occupation from Korbax's "Korbax' Spearfisher Occupation (and Trait)" mod

It would be a perfect fit for this mod
Puddings 6. kvě. 2024 v 19.52 
@Annatar_BR I think you need the dynamic traits mod
Annatar_BR 5. kvě. 2024 v 20.50 
Hello, does anyone know if this mod allows for dynamically losing or gaining traits? Such as losing alcoholic and smoker and gaining brave or desensetised.
ewpayne 8. dub. 2024 v 15.38 
Professional Slacker does not appear at character creation, but does show up on character screen if you do select Unemployed.
Papybat  [autor] 22. úno. 2024 v 23.01 
@Ocelotopus There is no way to remove the skill book changes. Additionally, those books do not take up spawn slots from regular books, they are separated on loot tables and locations.
For more information, you can refer to the discussion tab about book distribution.
ocelotopus 22. úno. 2024 v 12.19 
I forgot to add, part of why I don't like the extra books is because it's made it much harder to find the books for the crafting skills, as they are now contending with 11 more spawns.
ocelotopus 22. úno. 2024 v 12.17 
I don't remember seeing it in the sandbox settings, but is there a way to remove the skill book changes? I personally prefer to not have the non-vanilla books (especially the agility books), but I love the added traits for occupations.
Honaaa 16. úno. 2024 v 15.13 
Mod makes every skill book unusable because when you read even something like first aid... It just removes the XP boost... Cool.
473mL of G11's urine 18. led. 2024 v 18.37 
could you make the trait cost rebalance a sub-mod? i'm using extra trait effects and would rather keep that mod's trait point costs but your mod's occupation features are REALLY interesting.
Professional Intern 18. pro. 2023 v 19.22 
Hello! So I saw somewhere in this comment section that there is support for Brita's weapon pack so that the police officer occupation can disassemble and reassemble shotguns and handguns. Maybe I'm doing it wrong, but it doesn't seem to work. I'm currently holding a screwdriver if that's what I need and none of the pistols I own or the shotgun type gun I have doesn't have any option that seems to be from this mod.
frankofantastico 15. pro. 2023 v 22.39 
How do you use the vehicle enhancer perk for the mechanic?
Papybat  [autor] 11. pro. 2023 v 17.37 
@Toucha
The mod will not work retroactively for characters that are not Unemployed or Security Guard as far as I know. This is due to the fact that those particular occupations needed a check after logging, but doing so for all would drastically alter the performance of the code. If you are not one of these, you'd have to start over.

For items, loot distributions etc... You can continue with the same world but bare in mind only the containers that havent been generated (i.e. unexplored map) will be affected. All already generated/looted containers should remain vanilla
Touka 11. pro. 2023 v 1.23 
Quick question, does the mod work retroactively? i.e. works on an already created character?
Papybat  [autor] 10. pro. 2023 v 0.04 
@ThunderCheetah
We cannot guarantee the compatibility with other mods, especially one that modifies the same systems as we do.
We advise to try it on a fresh save first and to backup your files before attempting it on your main game.
ThunderCheetah 8. pro. 2023 v 12.47 
Does this work with other trait mods like SOTO?
Papybat  [autor] 13. lis. 2023 v 6.11 
@SheAway
Thank you for your suggestions. We'll see what can be usefull in the next build of the game.

For Surgeon/pharmacist, the main idea behind this skill setup is to work hand in hand with other skills those occupations have. The doctor has short blade skills that can be beneficial as a surgeon and as a more home-oriented character. The Nurse is light footed, which is beneficial when foraging. The aim of this mod is not to remake the occupations entirely, but to make them stand out from each other while balancing them globally.

Keep in mind there is also the feasibility of each modification and their implementation in the game with minimal bug potential that has to be taken into account. All in all thanks for the suggestions.

Cheers.
SheAway 13. lis. 2023 v 5.58 
Doctor and Nurse
Pharmacist is a powerful trait, Surgeon is a useless trait in later game.
Perhaps a Surgeon will be a common trait in a Medical Worker.
Doctor can also be a Pharmacist.
Nurses have the ability to soothe the minds of those around them, and no a Pharmacist.
When the nurse sits down, she slowly lowers her panic, stress, and anger until it disappears.
Other characters can also slowly reduce their panic, stress, and anger while sitting around the seated nurse, but with minimum limits (similar to Fitness Instructor and Security Guard).
SheAway 13. lis. 2023 v 5.57 
Thank you for your reply. Here are some additional suggestions:

Fisherman
Increase the number of baitfish when harvesting nets?
Reduce the chance of damage to fishing nets?
Or shorten the fishing time?

Police Officer
The actual experience seems strong. Maybe gun parts can fix all guns but a little bit at a time might be more balanced.

Farmer or Chef (Must have a Cooking Pot)
Can use water + sugar + vinegar + potatoes to make vodka
Can use water + sugar + vinegar + tomato to make ketchup
Can use water + sugar + tomato to make tomato paste
Can use water + sugar + strawberries to make fruit jam
Can make salt ?
Papybat  [autor] 12. lis. 2023 v 6.50 
@SheAway
I re-checked our notes on the engineer, we initially intended this one to be more of a jack-of-all-trades in terms of potential development, by giving it an additional starting skill in metalworking.
We initially rated the exclusive ability to make bombs as a higher tier perk, as it can be very powerfull for hoard clearing. Although the "point price" could be tuned. However, it is still a cheap occupation (+2 in mod versus -4 in vanilla) that can be altered with other traits easily.

Regardless of this information, adding a few recipes to ease the production of basic vanilla chemicals should not weight too strongly in the system that we use so it is possible to make this occupation shine just a little bit more.

As said before on this feed, the next build will likely make us revamp the system so it is likely that such changes only occur during this time. Bu thanks for the ideas, we'll surely use what we can use to make those occupations more standalone.
SheAway 12. lis. 2023 v 5.37 
@Papybat This is mainly because vanilla engineers' explosives are not really useful, and making him a part-time chemist and allowing some non-renewable expendable resources to be made would. This will make him more professional and useful.

Electrician:

Visible Generator Range
Workshop ID: 2972289937
Mod ID: GenRange

Generator Time Remaining
Workshop ID: 2883397918
Mod ID: GeneratorTimeRemaining

Mechanic:

Easy Lightbar Repair
Workshop ID: 2582648054
Mod ID: EasyLightbarRepair

Easy Heater Repair
Workshop ID: 2602450182
Mod ID: EasyHeaterRepair

Glovebox Repair
Workshop ID: 2812770464
Mod ID: bmacGloveboxRepair
Papybat  [autor] 12. lis. 2023 v 4.38 
@SheAway
Thank you for your inspiring message!
A lot of these are quite good ideas and we may take a look into it. We definitely would benefit from an extension of all those special perks, although we have to weight the true benefit of each of these before implementing anything.
For some others there are reasons for it, like lumberjacks 59% speed which is a vanilla perk that we did not changed. Same for the engineer which already had specific features on vanilla setting.

Thanks again for the ideas submission.
SheAway 12. lis. 2023 v 3.05 
1. Unemployed
Professional Slacker does not appear to be displayed as a separate Trait.
2. Police Officer
The description could be changed to "Firearm parts can repair weapons that use shotgun or pistol bullets".
3. Construction Worker
Maybe get the positive effect of faster building or dismantling? (similar to Burger Flipper).
4. Carpenter
Perhaps the ability to synthesize unusable wood and branches into wood-based panels? (as a plank).
5. Farmer
Maybe the ability to make jars instead of just jar lids?
6. Doctor
The Trait's name is incorrectly referred to as Pharmacist.
7. Lumberjack
Walk through trees at 60% speed instead of 59%?
8. Electrician
Perhaps the ability to view the generator's operating range and remaining time?
9. Engineer
Maybe get a recipe for some chemicals? (like glue and wood glue, soap and detergent, etc.)
10. Mechanic
Perhaps the ability to repair lightbars and heaters in vehicles?
Papybat  [autor] 5. lis. 2023 v 0.33 
@Niveksirrah
Hi, it was asked before indeed but dont be sorry. Answering old questions keep the feed alive too.

You should be able to salvage any weapon, but you should only be able to repair guns that rely on shells or handgun ammo. We tried sorting by ammo type to improve compatibility. So this should work with any gun mod including Brita's, as long as they dont mess too much with those ammo types.

You can refer to the 6th feb 2022 update for details
Niveksirrah 3. lis. 2023 v 14.34 
Quick question and I'm sorry if this was asked before, but The ability to salvage and fix fire arms as a cop, does that work with modded guns Like the ones from Brita's?
Papybat  [autor] 1. lis. 2023 v 2.39 
@ElSublimePeluca
We cannot guarantee any compatibility with other trait/occupation related mods.
We do know that some people use some of the mods you mentioned with ours, but we d not have a clear feedback on compatibility and long lasting stability.

I'd advise you to try on a fresh save first before trying on your main save.
ElSublimePeluca 31. říj. 2023 v 8.32 
Does this mod have any conflicts with more traits, more simple traits, common sense or the Snake's mod pack?