Project Zomboid

Project Zomboid

Rick's MLC Concussion
76 Comments
an ordinary human 2 May @ 12:29pm 
this mod seems broken - it is CONSTANTLY triggering hearing loss for no reason, despite no injury or anything, even when just standing in the starting house after spawning into the game :/
RicksMLC  [author] 18 Feb @ 10:40pm 
@Tnaz.v Soporte para usar protectoras auditivas con los mods "AuthenticZ" y "MufflesEarsSlot".

Support for wearing ear protectors with the "AuthenticZ" and "MufflesEarsSlot" mods.
Tnaz.v 18 Feb @ 6:59pm 
para que es esto ???

RicksMLC_Concussion_3rdParty
RicksMLC  [author] 20 Jan @ 12:26am 
@Mr.Dorito yes
Mr.Dorito 19 Jan @ 6:12pm 
is it safe to add to an existing save?
Jeilko 22 Dec, 2024 @ 8:52pm 
@RicksMLC thanks
RicksMLC  [author] 22 Dec, 2024 @ 2:01pm 
@Jeilko I hope to push it out today.
Jeilko 22 Dec, 2024 @ 10:26am 
please b42
Janek 10 Nov, 2024 @ 3:19am 
I'm not entirely sure what you need specifically. It could take some time, but I believe the names can be found in Brita's Armor Pack at "108600\2460154811\mods\Brita's Armor Pack\media\clothing\clothingItems" and KATTAJ1 Military Pack at "108600\3079948242\mods\KATTAJ1 Military Pack\media\clothing\clothingItems". They seem to contain the .xml files for the custom ear protectors, and it seems Brita's Armor Pack lists all the headsets in one of the addons images. KATTAJ1 only adds a single headset I believe.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2460154811 (Brita's Armor Pack)
https://sp.zhabite.com/sharedfiles/filedetails/?id=3079948242 (KATTAJ1 Military Pack)
ELTR101 7 Oct, 2024 @ 4:50pm 
@RicksMLC Yea, in multiplayer, you cant see each other fall. Also good point with the falling thing, ig it does make sense. just kinda bothers me but its fine if you cant do anything about it.
RicksMLC  [author] 7 Oct, 2024 @ 3:51am 
@ELTR101 Wouldn't that "remove a nasty consequence' which goes against the PZ ethos? :) The getting scratches is default behaviour (I didn't code anything special for it) so presumably the clothes scratch protection + thick skinned would reduce the chances of getting scratched? Also... I was unaware you can't see each other fall. I assume you are referring to multiplayer and when you fall down, other players don't see it?
RicksMLC  [author] 7 Oct, 2024 @ 3:48am 
@Janek - I am looking into it. Any chance you have the names of the ear protector items? :) IRL is a bit busy these days, but I hope to get into it soon.
ELTR101 6 Oct, 2024 @ 5:46pm 
Should be able to turn off getting scratches every time you fall when drunk, super annoying. (still funny though.) would also be nice if we could see each other fall.
Janek 30 Sep, 2024 @ 3:29am 
Any chance ear protectors from other mods such as brita's armor pack and kattaj1 military pack could be supported? ^^ There are some active earpros, which could negate the deafness effect, while not compromising the hearing as much as the normal ear protectors do.
RicksMLC  [author] 22 Jul, 2024 @ 3:00pm 
@Weshc It sounds like you have the Scent of Blood mod or some other mod which which uses sound to attract zombies to your location. Something you can try is adjusting the ear damage threshold in the sandbox settings, but it probably wont work out well as the "sound" other mods generate is so loud. If the threshold can't be set to make it work you can turn off the deafness by disabling the ear damage in the sandbox settings.
Wesch 22 Jul, 2024 @ 11:38am 
Character keeps randomly going deaf on and on keeps repeating very annoying
RicksMLC  [author] 24 Jun, 2024 @ 4:38pm 
@DukeNukem64x You are correct - This mod does not touch the Queasy/Nauseous/Sick/Fever moodles
PrincessNukem64x 23 Jun, 2024 @ 1:09pm 
Amazing mod. Only question I would have, is anything relating to alcohol touch the Queasy/Nauseous/Sick/Fever moodles? It doesn't look like it from the description.
Dr. Berry 25 May, 2024 @ 6:10pm 
FFucking amazing!!! Wow, I love this mod
RicksMLC  [author] 31 Mar, 2024 @ 4:02am 
@aamm07 yes it works in a a saved game. The Sandbox values will be the default values.
aamm07 30 Mar, 2024 @ 6:54pm 
does it work in a saved game (an already started save)
RicksMLC  [author] 29 Mar, 2024 @ 2:31am 
@tonyzur I have pushed the change for MufflesEarsSlot compatibility, as requested. Cheers.
RicksMLC  [author] 28 Mar, 2024 @ 4:05pm 
ta
RicksMLC  [author] 28 Mar, 2024 @ 3:31pm 
@tonyzur do you have the link for the mufflers to ears mod so I can check it? Ta.
RicksMLC  [author] 22 Mar, 2024 @ 6:51pm 
@tonyzur Thank you for your kind words.I'm glad you like it.
RicksMLC  [author] 22 Mar, 2024 @ 6:33pm 
@tonyzur The sound thresholds are... complicated to get right for what you are asking. The sound calculation for indoors uses the floor area to calculate the gain, so the sound is amplified or reduced depending on the room size, so there is no single number for indoors. You could try to set the Deaf Trigger Volume to maybe 2500 and see if that suits... it might take some fiddling to find the sweet spot for what you want. I'm sorry I can't give a better answer.
RicksMLC  [author] 8 Feb, 2024 @ 4:49pm 
Thanks @Tchernobill for giving me the heads-up. Modifying now.
Tchernobill 7 Feb, 2024 @ 12:23pm 
MoodleFramework (v1.10) can now be split screen compatible.
Use MF.getMoodle(*,playerNum) instead of MF.getMoodle(*)
RicksMLC  [author] 14 Jan, 2024 @ 1:02am 
@tonyzur - Ok I had a look at the muffles to ears description, and at a guess it is not compatible, as my concussion mod checks the "Hat" location and AuthenticZ's "HeadExtra". I suspect it would be a small change to make in compatible if it is needed.
RicksMLC  [author] 14 Jan, 2024 @ 12:53am 
@tonyzur 1: It applies to any sound in the game which goes above the thresholds, which are configurable in the sandbox options. Unfortunately this can also occur with other mods which use the sound system to attract zombies (like Scent of Blood) which leads to the unintended and somewhat hilarious situation where the player can be made deaf by changing a bandage.

2) I am not familiar with the "muffles to ears slot mod" so I can't say that is is or isn't. When wearing ear protectors the player is given the "hard of hearing" trait if the player does not already have it, and when the ear protectors are removed, the "hard of hearing" trait is removed, so long as it was added by this mod and not an already existing trait (ie: no magic cures for hard of hearing)
473mL of G11's urine 13 Jan, 2024 @ 2:56pm 
also, is this compatible with the muffles to ears slot mod?
RicksMLC  [author] 4 Jan, 2024 @ 11:59pm 
@Aang741 I have posted an update to the Drunk handler to handle the strange case of the Item not being populated when eating something. I have not reproduced the error, but given the nature of the reported error message, this change will at least avoid it... please let me know if it is still an issue.
Reits 3 Jan, 2024 @ 12:06pm 
@RicksMLC Would that override work if I did something like:

if getPlayer():HasTrait("HardOfHearing") then return end

getPlayer():getTraits():add("HardOfHearing")

getPlayer():playSound("Tinnitus")

(I've also replaced the RicksMLC_EarDamage:RestoreTraits with remove hard of hearing)
Reits 3 Jan, 2024 @ 11:53am 
@RicksMLC I do know this...but I'm also that type of "modder" *sweating profusely* since I know next to nothing about lua outside of copy-paste, deleting lines and changing something here or there. I'll try to apply your override before uploading though.
RicksMLC  [author] 3 Jan, 2024 @ 6:04am 
@Reits - no worries mate. If you want to publish a mod which does the override that's fine (I can't stop you really, but it is kind for you to ask and I'm ok with it :) The only thing I watch out for when modifying vanilla or other modders mods is to use the override, and not copy the whole mod or whole .lua file. I have seen quite a few mods where whole .lua files are copied and only one thing is tweaked, but that means any newer changes would be "masked" by the mod. You probably already know this, so I am just adding this note for others who may stumble onto this conversation and might pick up something about modding.
Reits 3 Jan, 2024 @ 5:49am 
@RicksMLC I don't mind. I do know how to add the sound, but I wanted to try muffling the sound at the same time. So far, I've been able to get a decent result with a hard of hearing + tinnitus wav combo, but I don't really know how to dampen the sound further. Although it isn't too big of a deal. I also have a bit of tinnitus, nothing major, but it sucks when you start focusing on it. Would it be okay for me to just post the tinnitus version up for people who want it? It's fine if not, no pressure.
RicksMLC  [author] 3 Jan, 2024 @ 5:36am 
@Reits - sorry I think I mistyped your name in my last comment. Sorry.
RicksMLC  [author] 3 Jan, 2024 @ 5:21am 
@Relts - I have had tinnitus requested quite a few times. As a suffer of tinnitus myself, I don't really wish to inflict it on other people. If you want to add tinnitus you would write a mod which overrides the function RicksMLC_EarDamage.ApplyDeafTraits() to add the sound with something like:

require "RicksMLC_EarDamage"
local overrideRMLCApplyDeaf = RicksMLC_EarDamage.ApplyDeafTraits
function RicksMLC_EarDamage.ApplyDeafTraits(self)
overrideRMLCApplyDeaf(self)
getPlayer():playSound("tinnitus") -- you need to supply the sound file media\sound\tinnitus.ogg
end

If you want some help with modding, I sometimes stream modding on twitch.tv/RicksMLC and can provide some help if you need it or have questions. There is chance I may know something :)
RicksMLC  [author] 3 Jan, 2024 @ 5:09am 
I apologise for not seeing these issues before today as IRL gets hectic, especially at this time of year. @Aang741 I have a possible fix for your issue which I can push, but I have not reproduced the problem myself. Do you have any mods which change the way food/drink are handled so I can try to reproduce it?
Reits 1 Jan, 2024 @ 3:33pm 
Hey there, I've tinkered with your mod a little for personal use, and was wondering if you'd consider applying the hard of hearing trait + a loud tinnitus sound instead of the current deaf trait (just need to add getPlayer():playSound("~") under the RicksMLC_EarDamage:ApplyDeafTraits() function). I don't know all that much about lua, but there's also a mod "hats muffle sounds" with a system that could probably be used to muffle the sounds a lot more when shooting without earpro on top of tinnitus (I've tried and failed to implement the lua from that mod, but you might be able to).
Aang741 15 Dec, 2023 @ 8:52am 
Hi @RicksMLC im getting a lot of errors with your mod when i drink or eat something idk whats wrong, could yo pls check it? thx

https://pastebin.com/9AZudd74
RicksMLC  [author] 17 Oct, 2023 @ 4:14am 
@UdderlyEvelyn No worries. I have not been able to reproduce the error yet, so It might be best if I remove the God mode check that I put into the RicksMLC_Drunk.lua on the last update to avoid the issue.
UdderlyEvelyn 16 Oct, 2023 @ 4:45pm 
I'm sorry I didn't follow up on the previous issue, I'm insanely busy as well both for PZ stuff and IRL..
UdderlyEvelyn 16 Oct, 2023 @ 4:44pm 
This is happening every few seconds when logged in as admin now:

java.lang.RuntimeException: __lt not defined for operand

function: StartCooldown -- file: RicksMLC_Drunk.lua line # 161 | MOD: Rick's MLC Concussion
function: StopStaggerTimer -- file: RicksMLC_Drunk.lua line # 175 | MOD: Rick's MLC Concussion
function: StopDrunkHandler -- file: RicksMLC_Drunk.lua line # 282 | MOD: Rick's MLC Concussion
function: HandleEveryOneMinute -- file: RicksMLC_Drunk.lua line # 217 | MOD: Rick's MLC Concussion
function: OnEveryOneMinute -- file: RicksMLC_Drunk.lua line # 268 | MOD: Rick's MLC Concussion
RicksMLC  [author] 9 Oct, 2023 @ 6:40am 
@Dapper Pan Man I will try to test this out soon. The "Firearms damage hearing" portion of the mod listens for sounds produced in the game, and operates on those sounds. I will have to find what sound Scent of Blood is making when unbandaging that deep wound. It should be interesting :)
RicksMLC  [author] 9 Oct, 2023 @ 6:39am 
@UdderlyEvelyn I posted a fix to the fix on 3 Oct. Please let me know if the issue still occurs. Also I will test out God mode soon, but IRL is catching up right now.
UdderlyEvelyn 25 Sep, 2023 @ 6:18am 
Oh and by the way, longstanding bug that you can even get concussions in god mode.
Here's the pertinent error info for the below:
attempted index: IsDrunk of non-table: null
function: HandleOnAIStateChange -- file: RicksMLC_Concussion.lua line # 115 | MOD: Rick's MLC Concussion
function: OnAIStateChange -- file: RicksMLC_Concussion.lua line # 168 | MOD: Rick's MLC Concussion

Obv can't post it all but this should be what ya need.
UdderlyEvelyn 25 Sep, 2023 @ 6:15am 
It's shooting errors since the update, conditions being admins running around to test other things (didn't know you updated) with god mode on - not sure if that's relevant or if it happens all the time. It tries to access something in a non-table.
Dapper Pan Man 25 Sep, 2023 @ 3:30am 
Possible conflict with The Scent of Blood mod and "Firearms damage hearing" portion. Getting deafened by a silent pulse the former mod does while unbandaging a deep wound.
JJman 31 Mar, 2023 @ 6:35pm 
Could you post a video