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  1. Introduction Project Zomboid, one of the most renowned survival games, offers players a relentless post-apocalyptic setting filled with zombie threats and the struggle for survival. The addition of non-playable characters (NPCs) to this world makes the gaming experience even richer and more challenging. In this context, the integration of ChatGPT AI into NPCs presents an exciting opportunity to enhance player interaction with these characters, bringing substantial benefits and significant challenges. Benefits of Integrating ChatGPT into NPCs The incorporation of ChatGPT AI into NPCs promises several notable advantages. Firstly, dialogues will become more immersive. NPCs will be able to respond more naturally to players' actions and questions, increasing the sense that the game world is alive and dynamic. Moreover, the variety of responses will be expanded, reducing the sense of repetition, which is crucial for maintaining player interest in the long term. Another crucial benefit is the ability to adapt to the storyline. NPCs will be able to react more realistically to the player's actions, making the player's choices more meaningful. This provides a more engaging and personalized experience, where decisions have tangible consequences. Additionally, the integration of ChatGPT offers support for new players, making it easier to understand the game's mechanics and objectives, making the learning curve more accessible. CHATGPT has been used surprisingly in various mods, such as the one for Skyrim like this video shows to us: Challenges and Considerations However, the implementation of ChatGPT in NPCs is not without its challenges. Ensuring that interactions with NPCs remain realistic is a primary concern. NPCs must behave consistently with the post-apocalyptic world and the personalities they represent. Furthermore, it is necessary to protect against inappropriate behavior, ensuring that ChatGPT AI does not produce inappropriate or offensive responses. Another important consideration is the consumption of hardware resources. ChatGPT AI is computationally intensive, and ensuring that it runs without overburdening players' hardware is essential to maintaining smooth gameplay. The Role of NPCs in a Post-Apocalyptic Setting The role of NPCs in a post-apocalyptic setting is a crucial aspect to consider. NPCs must be able to understand the hostile environment, adapting to limited resources, and surviving constant threats. Their interaction with the player, including collaboration in searching for resources and information, is essential to increase immersion. Group dynamics, forming alliances and communities, as well as conflicts and group decision-making, are elements that enrich the game. The variety of personalities among NPCs, including altruistic, selfish, and neutral NPCs, adds depth to interactions and enriches the narrative. Additionally, the actions of NPCs must have significant consequences, affecting group dynamics and shaping the game world in a believable way. Conclusion The integration of ChatGPT AI into NPCs in the post-apocalyptic setting of Project Zomboid is an exciting innovation with the potential to transform the player experience. The addition of more immersive interactions, a variety of responses, and dynamic adaptation to the storyline will enhance the game. However, technical, ethical, and privacy challenges cannot be underestimated. By carefully balancing the benefits and challenges and ensuring that NPCs behave realistically and ethically in a post-apocalyptic world, Project Zomboid can set a new standard for survival games, providing players with an unforgettable and engaging experience. The successful integration of ChatGPT into NPCs promises an exciting journey into the future of the game and, with community support, may lead to ongoing improvements and an even more vivid and complex post-apocalyptic setting. This text was also generated by ChatGPT.
  2. I'm not sure if this was suggested before, but I think VoIP can help immersion a lot more with a few (and maybe not so easy to implement) tweaks: Attract nearby zombies by talking. It would add a new level of danger, and force players to be aware even of when they communicate, making looting more exciting. The radius of the sound could be related to the input volume, so that the player could shout, whisper or talk normally, with different results on the environment. Add radio effects to the voice This is purely for immersion and not so much for practical purposes, but I think being able to hear through a voice radio effect can help a lot in this department. Maybe add static depending on the distance from the other person, the quality of the device or even the battery remaining. As I said, a couple of changes, I'm not sure how hard to implement or if this was discussed before, but these may be interesting changes to improve immersion in MP games.
  3. Long story short, there appears to be some work going on with car interiors judging from some of the assets in the current game that simply don't spawn in the actual playspace, (and there may also be some devlogs I missed). With this said, I'd be interested in seeing some features related to those car interiors: Zombies inside of cars: Either buckled or unbuckled, buckled zombies being unable to move and easy to deal with (for example, near-guaranteed headstabs with knives and spears), unbuckled zombies being able to crawl between seats, smash windows to get out, slip out of open doors and windows, etc. Thus to loot some cars, you may have to lure a zombie out, or kill and remove them if they're stuck inside. If you're really foolhardy, maybe you could even leave a zombie buckled into the back seat opposite of the driver's side as a little road trip companion. Corpses inside of cars: Similar concept as above. Corpses that are either dead players, part of the world generation as environmental events, whether it be car crashes, survivors who've crashed or killed themselves with some loot in the car and on their person, etc etc, that the player has to drag out of the car to make use of the seats they occupy. Bonus points if these 'corpses' can be sleeper zombies that wake up when you start trying to mess with them or attack them with no aiming outline until they're awake (even when using it for all weapons), but are still able to be attacked. Loot inside of cars: Also pretty simple, loot inside of car seats or bags sitting on seats. After the exclusion zone was put up it's very likely that lots of people would have packed their necessities into bags and tossed them into the seats of their car. Guns, clothes, canned goods, non-perishables, toys, and just other everyday essentials and luxuries that people would want to take with them. Even if not in bags, loose stuff found inside of cars visible from the outside of the car would be awesome, and give more of a purpose to wrecked or low condition cars left on the side of the road, as well as serve as a nice little treat to get now and again when looking for cars with keys or gas.
  4. Illiteracy scrambles all literature text making it difficult for the player to know which book is which at a glance. This would add a nice touch to all those role play servers out there.
  5. Ever since the map system has been implemented along with letting players mark down their map and write notes in it, many players have grown used to it, and have found their own creative ways of using it (me included), and certainly, lots of players have felt that there could have improvements to the feature. Of course, those are not needed, but they sure as hell would be welcomed. Changing Scale and Resolution of Markings Even though marking symbols and writing notes is already perfectly functional, being unable to change the scale of both icons and text can really be a nuisance when trying to keep a map clean and readable, hence why there are currently +150.000 players using the Map Symbol Size Slider mod, from capsgry. Not only that, but as soon as you zoom-in on the map, you'll realize how low-res those symbols are, which of course, would be even more noticeable if we could increase the size of them. It would be perfect if we could change the scale of symbols to our desire, and even better if they were of a higher resolution, thus losing less quality when scaled. There could have a setting in the game options so players can enable or disable those decals being compressed. Representing Physical Objects Zomboid can be one hell of an immersive game, even if we're not seeing through our characters eyes (at least, not literally), I'm sure that no player has ever managed to stay completely calm for the first time they witnessed their character panicking, probably while trying to barely escape of a horde while listening to their character's heartbeat speed up, get louder, while intense music players. The reduction of awareness from being tired, not being able to knock down a Zombie when exhausted, and the list keeps expanding. We always see our character doing specific actions, such as eating from the plate with their hands, forks or spoons, to grabbing a crowbar to unbarricade a window... but when we write down on our Journal? All we see is a GUI pop-up following Zomboid's layout in which we type text in, while the character stands still. Of course, there is absolutely no need for it, but I can only imagine how "into the game" I would feel if I could see an actual piece of paper, or ruled notebook page instead of just another GUI pop-up that I can perfectly see through, Down below you'll find a concept that I — who's very clearly not a designer — have made, that perfectly illustrates what I have in mind; As mentioned within the text, writing down on journals is a very common form of roleplaying, which only adds to the immersion. For example, any of DaFox's illustrations on "Lily's Journal", which usually shows a few illustrations followed by its inspiration being occurrences that the player lived through, and wrote down on its diary. Again, none of these could be considered a "must have" addition, but be honest, wouldn't they be a huge improvement to how immersed we can already get when playing? Hell, I would even suggest letting players draw on pieces of paper and maps, those could even reduce Boredness! Although, we all know what most players would end up drawing. Hopefully this suggestion can be taken into consideration, so we all can live as our characters before the unevitable.
  6. A similiar mechanic of "The Last of Us" to lure zombie hordes away from our path, if there are 20 Zombies that might see or hear you you could just throw a glass bottle on the other side of the road/inside a house/ on a window/ on the head of a zombie dealing damage, same for cans, rocks and maybe bricks(?) Having their own damage and sound area
  7. Hi all! Here I would like to give some small wishes that would not greatly change the existing mechanics of the game. Also, I don't think it's very hard to implement. Nevertheless, with it, without it, nothing fundamentally should change. I will touch on the topic of cars and a little on the topic of weapons. What I would like to see in the near future in Project Zomboid and what I think would be really useful (Important): Just one thing - a quick exit from the car, without closing the door. It seems to me, but this will save a couple of “milliseconds” so that after the character appears at the door from which he left, he could immediately move, without delay. And besides, it's just realistic, if, for example, you need to run out of the car, take / throw something away, do something very quickly, then why close the door with these loud sounds? No, the sounds are great, I have nothing against it, but that's not about it now. How do I propose to implement this? Well, you can make a keyboard shortcut, for example Shift + E. Like if the character is given the action to drain / fill up the car with gasoline - holding the Shift key will make him hurry up ;P What I would like to see in Project Zomboid someday (Doesn't matter too much): Just 5 things: Then, when the rendered states of open/closed doors/trunks and other things are added, make the windows of the cars transparent by half or so. So that the characters and the interior inside could be seen without opening/dismantling the doors. Possibility to switch high/low beam. The state of the brakes/suspension could be understood through the sounds of road bumps/braking/cornering. There was a decal of a tire track on the road during sharp turns with a handbrake at speed. With the same way, for example, how blood is displayed. The side lights of the car illuminate everything around them with red light within a radius of 1-2 cells when braking. And now I would like to talk about firearms. I will not talk about something global. I want to touch on the topic of "repulsion" with firearms. For example, I never considered pushing off with a pistol in my hands as something effective. It's slow and doesn't stun zombies at all. My suggestion is to make it maybe a little faster and add a stun effect to the zombie, like getting hit with a blunt weapon. So that, at least, a melee fight, when you only have a gun in your hands, does not end with an endless repulsion and the hope that the zombie will fall. It is necessary to give the character a head start in order, for example, to take a step / jerk after successfully repulsing a zombie with a pistol. Or, for example, the animation of hitting the back of the head with a butt of a zombie is too good to be left on stealth. Here, too, you can think of something. For example, to enable the player and the character to perform this technique even in a normal fight. I am not a developer, not a modder, but I know for sure that the game has already implemented a system of “interaction areas” in combat. If the zombie is too close - the character repels it, if it is at a sufficient distance, then it produces a normal blow. I hope you understand what I mean. So, why not use this “technology” in the moment, for example, close combat with a shotgun / rifle in your hands? If, for example, the zombie is out of the character's reach, he swings, starts hitting with the butt, and at the moment the zombie enters the combat area of the character's interaction, the character hits the zombie with the butt, stunning him and causing some amount of damage. And if the zombie is already in the character's combat area, then the character simply pushes him away, because this is the fastest and most logical way to move the zombie away from himself, but without stunning and damage. In my opinion, this should not be something effective in combat with large groups of zombies, but should be very effective, for example, in the case of a fight in a closed room with only a shotgun in hand. Well, or against single zombies, when you need to save ammo. That's all I wanted to offer. I think these are really small things and I don’t expect to see them in the next patches, but I think that just the same small things bring pleasure and immersion in the game itself. With love from Milove for Big Love (The Indie Stone)
  8. Immersive drunk speech Do you think you sound like a TV presenter when you drunk? Now what you say will depend on your level of alcohol intoxication! Configuration for multiplayer and singleplayer In game configuration Manual configuration You need to modify a file. Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua Append this to the bottom: iDrunk = { AllowYell = true, AllowWhisper = true, AllowFaction = false, AllowSafehouse = false, AllowAdmin = false, AllowSay = true, AllowGeneral = false, } Supported languages Russian [RU] English [EN] You can also add or adjust a special dictionary for your language. You can find the instructions in the github repository. Link at the bottom of the description. Useful links Steam workshop GitHub Discord
  9. Immersive Medicine Extension of default medicine Are you tired of the same type of meds? Are you surprised that in this world, all treatment consists of taking antidepressants and painkillers?I think I've found a solution for you. Meet: Immersive Medicine Blood transfusion system Do you think it's enough to monitor the character's default health? You're wrong. Now you need to monitor the blood volume in your body: Slight blood loss: slight fatigue and drowsiness; Moderate blood loss: cold sweat, thirst; Critical blood loss: blurred vision, feeling cold; Fatal blood loss: complete exhaustion - don't forget to bring an obol with you Does the last point sound scary? Put the white slippers aside! Either stock up on blood packs of your group in advance, or ask your friend. Just be careful: suddenly he is infected or his group simply does not suit you. Becoming a donor is easy. You need: a blood testing kit, an empty blood bag, a catheter for intravenous transfusion. And a refrigerator. If you overdo it and you need to store a friend or blood bags somewhere. To perform a blood transfusion, you need to select either the right or left forearm in the health panel Blood pressure and pulse systems Now your character has a pulse and pressure in addition to the blood system! To determine the pulse, you need to select either the forearms, neck or groin in the health panel. But I have a better solution for you - Sport Tester Knox Electro KE 3000 This wristband will show your pulse in real time! To determine the pressure of the character, you will need the Tonometer Nanasonic EW3039S! All you need is just press the button. Drugs and dosage forms I have a whole line of drugs in store for you. There are not many of them yet, but the list will be replenished: Alkagine - an analgesic non-narcotic agent; Bismuth subsalicylate - anti-ulcer and antidiarrheal agent; Morphine - an opioid analgesic; Butamirate - antitussive agent; Naloxone - an opioid receptor antagonist; HemoStop - hemostatic powder; Umifenovir - an antiviral agent; Nasivion - nasal drops; Erythropoietin - in sports, it is doping; You can find more information about the drugs here: Guide Morphine, naloxone... It sounds simple: take a syringe, stick a needle and let it run through the veins, what will come to mind? What if there are no syringes and needles in stock? Dosage forms Oral: tablets, syrups, liquids (to take the drug, you need to select the head in the health panel); Parenteral: intramuscular and intravenous injections (to inject the drug, you need to select a body part in the health panel); Topical: creams, powders (to apply the drug, you need to select a body part in the health panel); Nasal: drops (to apply the drug, you need to select the head in the health panel); Found ampoules of alkagine, but no syringes? - Just drink the contents! Just don't drink too much. You're not a doctor to prescribe a dosage for yourself. And how to find out the dosage and avoid an overdose? These are the questions you should ask yourself first! The first aid skill or trait "Pharmacist" will come to the rescue. With the help of them, you will be able to determine the maximum dose, know about side effects, and also identify unknown drugs. Traits Pharmacist - can identify drugs. Knows everything about the composition of medicines and indications for their use; Universal donor - can become a donor for all other blood groups; Universal recipient - can accept blood of all other blood groups; High pain threshold - able to tolerate very severe pain; Low pain threshold - very intolerant of pain; Opioid addiction - susceptibility to opiates is reduced by 40%, the pain threshold is increased. You won't live a day without opiates; Configuration for multiplayer and singleplayer In game configuration You can turn off the blood system - "Enable blood system" option (active by default). This means that the character will not lose blood, can become a donor indefinitely, and the blood type compatibility will not be checked. You can turn off the blood group system - "Enable blood groups" option (active by default) It is responsible only for the compatibility of blood groups. You can turn off the heartbeat sound - "Enable heartbeat sound" option (active by default) Manual configuration You need to modify a file. Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua Append this to the bottom: ImmersiveMedicine = { IsBloodSystemActive = true, IsBloodTypeSystemActive = true, IsHeartbeatEnabled = true, BloodVolumeReduceModifier = 25, BloodVolumeIncreaseModifier = 1, } Supported languages Spanish [ES] (Arko Piktuviry) (May be incomplete) Russian [RU] English [EN] (nurver) Chinese [CN] (SSSherlockkk) (May be incomplete) German [DE] (MichaelHochriegl) (May be incomplete) Italian [IT] (ronfino) (May be incomplete) French [FR] (Fingbel) (May be incomplete) Portuguese [PT] (Richard) (May be incomplete) Brazilian [BR] (Richard) (May be incomplete) Korean [KR] (Dr_teray) (May be incomplete) Polish [PL] (Kahned) (May be incomplete) Useful links Steam workshop GitHub Discord Also check out my new mod: Immersive drunk speech
  10. I got this idea from my personal experience with the game. See, when I'm playing with my first created survivor, and he dies, I forgive that initial immersion in the world, because the second survivor is still inside his home, even though the apocalypse in his city has started more than 1 month ago! This is not immersive, nor does it make sense. After all, this game is a simulation of an apocalypse. The second survivor must, as the name he describes suggests, be surviving! Whoever reads this agrees with me? Because of this surreal reason, I came here to propose that you, developers, or modders, create a Zed Story for the second survivor (and later), which suggests that he lives in a city that is really going through an apocalypse, this way, maintaining the immersion of the city and the game. I got tired of deleting my game because I was not immersed in the second created survivor. I want him to have a story, like having just had a car accident, and having a cut on his leg, making you rip his shirt to stop the blood. Or you're camping out near the city, hungry for your food to run out. This type of story makes you immersed that he spent 1 month surviving and suffocating as his first character, however, he does not do as well as his first survivor, and you need to continue seeing a dramatic and immersive story of a survivor , controlled by you. That's all I'm asking for. Enough is inside the house as if none of the dead were walking in your garden or eating your neighbors for more than 1 month! I also suggest that Lore's story about the second survivor be told according to his chosen profession. Some got suggested: If he is a policeman, for example, a story that would fit with him could be an accident in his vehicle, he just got close to the chosen city of spawning, in a neighborhood, he is bleeding slightly due to a scratch caused in the accident , or cut, and it is necessary to tear your shirt to stop the bleeding. If he is a lumberjack or forest ranger, he may be surviving in the woods, at a camp, near the road to a store or gas station in the chosen city. The food he collected and that helped him survive until then is over and he is a little hungry. Other stories that suggest how the second survivor is surviving the apocalypse when you start to control it: Inside a house with sheets on the windows and doors. Inside the gas station store. Inside a supermarket with an empty backpack. Inside a car at the entrance to the city, but the fuel ran out. Near a campfire, with rice. This fire may have been built near a city lake. or not having any food, just the campfire warming the survivor, and he starts to sit next to him, warming up. Inside a hospital, with a bandage wound. (I know you have a mod with a similar start, it's a good idea to dive in yourself) And it can contain as many different immersive scenarios as you developers want to add. Thanks for reading. Sorry about my English.
  11. This is a spinoff idea from two threads which have popped up regarding elements of the HUD (Help Guides for Simple Info-Trombonaught, and Unified world item picking- Faalagorn). The big idea in both of these: What if the HUD elements could be made even less visible by weaving them more seamlessly into the gameplay? Small ideas: Eliminate: Move Furniture This essentially duplicates the context-menu and inventory-menu ability to move around items, but is specific to world objects and includes the ability to rotate items. The proposal is to weave together furniture management and item management into a single system contained to context and inventory menus, and eliminate the furniture icon. See Faalagorn's thread for update on discussion. Crafting The spirit of these menus can be reimagined into a more useable and informative literature (inventory) item referred to generally as a Help Guide. See that thread for update on discussion of what that could look like. The proposal is to eliminate the crafting icon entirely. Modify: Health Proposal to repurpose and move this icon. This could be moved to the moodles side of the screen and display as the top moodle, which could also indicate overall health status. This would replace the "minor/moderate/severe" damage moodle and also include a "no damage" state (with a better name). Clicking the moodle would open health menus. Inventory Another "repurpose and move" idea. I believe we need on-screen "clickable" access to our inventory menus. However, I propose we add another function to the Inventory icon: The capacity moodle. Like what I suggested for the Health icon, Inventory can function to indicate your current load (fairly heavy, heavy, etc) with the addition of a "light load" neutral-state indicator. tldr; The new HUD would look like this: Two "equip" slots on the left, two permanent "menu/status" interactive moodles on the right. What do you think?
  12. Dear Developers, DISCLAIMER: I've written this letter with a certain degree of humor, but please understand this is a very, very serious issue. You've created a lovely game, and you've done a great job of adding in realism for the sake of immersion. I'm really proud of how far you've come & what you've been able to accomplish thus far. However, today I'm sad to report I've discovered an immersion breaking bug that threatens to unravel the entire game, and invalidate all the hard work you've invested. Your game is set in Kentucky, and you have liquor bottles named "whiskey" in the game. Do I need to spell this out for you? In Kentucky, they make bourbon. In point of fact, Kentucky is one of the few places on the planet where you can make bourbon because the ground water is filtered through limestone - which along with a few other brewing details is a crucial element of making bourbon as opposed to whiskey. Forget the part about zombies - this abomination is the real horror element of your game. I don't think it's hyberbole to say that even zombies wouldn't be caught dead in a part of Kentucky where there is no bourbon. What makes this situation even more aggregious is the fact that the region of Kentucky in which the game is set is right in the middle of the Kentucky Bourbon Trail. https://kybourbontrail.com/map/?gclid=CjwKCAjw2uf2BRBpEiwA31VZj6bpT8zOjffj2EIyZjOD6evp8FHSJgMTRB-xusfNPTVSkID_2zZtRhoC4yQQAvD_BwE I honestly don't understand how such a thing could have happened. You've taken time to add Southern touches like remoulade and modjeksa to the game, but somehow this crucial element slid right off your radar. Someone screwed up, and there is no excuse for it. In order to atone, I feel that the development team needs to spend a few days on the Bourbon Trail in Kentucky for research purposes, so that this gross oversite can be corrected. If you haven't done so previously, trust me when I say that doing so will be time well spent. It's not too late to fix this. It shouldn't take much work to replace the word "whiskey" with "bourbon." You're still in development, so I'm willing to overlook this unbelievable error...once. However, now that I've taken time to bring this to your attention, I hope that you will search your hearts, and make the only correct choice. Thank you. This message has been brought to you by the Kentucky Bourbon Zombie Gang. #zombies4bourbon #kentuckyzombiesmatter #bourbontrailzombies
  13. Hi, As you know, Project Zomboid is a exacting game, challenging, but when you have HQ, game is a little more easy, and the fire is not a real danger when you know how that works. So why not implement thunder and a chance to be hit by thunder, you or your base. (1/200, something like this, a little chance) Imagine that you run on a football ground or on a wide grass ground and be followed by many zombies. Suddenly, a zombie (or you) get electrocute, this starts a fire, burning the soil and everything around. There'll be realistic conditions, you can only be hit on a elevated point (like a building) or on a empty ground (construction site, field...). Thunder can hit cars and trigger alarm, burn wood houses, burn zombies... But chance needs to rule, you are not a target, you are just unlucky.
  14. This mod adds a lot of medicaments and medicinal items. Hello everyone. I want to introduce you this mod which add immersion medicine in vanilla Project Zomboid. Translations: English / Russian Innovations System of blood types (ABO) Blood type is assigned to you randomly after game started. Each blood type have a unique features. To find out your blood group look into the console or apply a blood type test Blood types chances: System of blood transfusion System of blood transfusion allow you to do a blood donation. All you need is empty blood bag and refrigerator for storage. Also you can do a blood transfusion from blood bag to player. You need a I.V. Starter Kit. But remember that you need to know the compatibility of blood groups. Otherwise, you will die System of advanced meds properties Each pills also have a unique features. Aspirin like painkillers, activated charcoal help you from poisoning, fluoxetine is a powerful anti-depressant, tetracycline help you from sickness and poisoning, nitroglycerine heals you a little. Overdose of drugs Each med. drug is very dangerous if you don't know measure. Be careful with your health. Otherwise, you will die Cautery Now you can cauterize your bleeding wounds with heated knives and gunpowder. Cautery stops your bleeding but it leaves burns. Pharmacology Now you can craft your own pills! You need to learn book of pharmacology for new recipies and find all required components. Ethnoscience Now you can make herbal tea! You need to have "Herbalist" or "Scout" traits (This traits give you a bonus to searching!) to find all required herbs for cooking. Also you can examine all ingame herbs. Basic information is avaliable for everyone. For advanced information you need "Herbalist" trait. v. 2.0: Here is the list of included meds SPECIAL THANKS DOWNLOADS
  15. tl;dr - weather effects currently present in the game also affect road quality, road safety, & the ability of a player to operate a vehicle safely; not only impaired vision from fog / thunderstorms, but also mucking up the operation of the vehicle itself (as tires/brakes can't handle mud/ice/snow well). Merging weather & vehicles / road safety would be awesome! Examples of hazards would be: Ice on concrete roads in late fall / early spring, when rainfall starts to freeze overnight & snow that's melted during the day freezes at night. Skidding on roads! I hope you're making your turns properly! Slip & slide all day every day, unless you're -really- careful and going -really- slow. Did you take speed demon? Oh boy, if your wheels spin out on you, you might be getting real close to Greene's. Heavy snowfall Limiting vehicles speeds, especially low-to-the-ground car speeds (like sedans). No snow plow service around town! Bonus points if snow also covers up cars' windshields & the like. Snow scraping time! Hopefully the zombies don't hear you de-icing the car.... Super-cold weather EDIT: per comments, winter tires to be able to move efficiently during the cold months? If it's notably cold for a few days (like in mid-winter in PZ) & a vehicle's low on gas, and the car hasn't been started for a few days, and the engine's old... you might have to find a friend to jump-start your car, because the gas lines (the route gas takes from the tank to your engine) froze from the cold & the engine won't start! Fun fact: while gas won't freeze itself, if your gas tank's pretty empty, water vapor builds up in it. That water vapor -can- freeze, and when it does, it makes your car unable to start. A week at a quarter-tank can screw you easy. Rain & mud on dirt roads / wilderness Did it rain recently, or is it raining right now? Time for some mud racing! All ideas are purely from living in suburban Chicago / rural Illinois for years & dealing with winter weather. What other ideas do you guys have for merging weather already in the game & vehicle operation together? Quick links: https://www.bellperformance.com/blog/how-to-thaw-frozen-gas-lines-in-a-car
  16. Hi, I think adding more corpse positions may make the game more realistic. When you kill dozens of zombies (making a field, litterally), it's a little bit frustrating when they all have the same position (on the back, hand on the chest). I think this will had more immersion. What do you think about ?
  17. ---------------------------------------------------------Let Me Speak!-------------------------------------------------------- Note: Svarog and Aricane (owner of PZ-Mods) both had an unaltered copy of V1.2, the latest version before I had a PC failure that effectively erased this mod. If you like this mod, you have them to thank for its continued existence. This mod has something for just about everybody. Whether it be roleplay, immersion, Lua, singleplayer admin, etc, this mod has it all. What stemmed from a suggestion from here has become much, much more. Press T to open up the chat. As of V1.3, it supports Tiny Automated Version Checker. If you don't have it, I highly recommend you download it from its thread here. Steam Workshop Download Google Drive Download Features: A fully functional singleplayer chat bar. Admin commands. Admin command keybinding. A built in Lua interpreter. Conditional speech, with over 100 possible lines of dialogue. Admin Commands /lua codehere -- built in Lua interpreter. can also access methods from CheatCore /help OptionalTopicOrPageNumber -- displays help. just type "/help" without quotes to display page 1 of help. /toggleconditionalspeech -- toggles conditional speech /godmode -- toggles god mode /creative -- toggles creative mode /deletemode -- toggles delete mode (when enabled, press X to delete the object under your mouse) /heal -- heals you /refillammo -- refills your currently equipped item. /repair -- repairs held item /infiniteammo -- it toggles, well, y'know /infinitedurability -- toggle infinite durability for held item /noshotdelay -- no delay between shots /toggleneed needhere -- toggles the need. type "/toggleneed all" to toggle all needs on or off. /firebrush -- toggles firebrush. when enabled, click to create fire /zombiebrush numberofzombiestospawn -- toggles zombiebrush. when enabled, click to create zombies. Type one of the following (without the quotes) to disable: "/zombiebrush disable", "/zombiebrush off", "/zombiebrush toggle", "/zombiebrush 0" /levelskill codedefinedskillnamehere numbertolevelto -- level up skill. "/levelskill all" levels all skills /instakill -- toggles instakill melee /settime numbertimehere timeordayormonthoryear -- set the time /barricadebrush numberofplanks -- press Z to barricade the object under your mouse /teleport X Y optionalZ -- teleports you to the specified X, Y, and optional Z (height). /additem caseSensitiveName optionalCount optionalItemBase -- adds the specified number of items /keybind key command infinite optional parameters -- binds the selected key to a command. /unkeybind key -- unbinds the selected key. /keybinds -- prints a list of all keybinds to the chat box. /fly -- toggles fly mode To Do - Add a fully functional options menu. Installation: http://theindiestone.com/forums/index.php/topic/1395-how-to-install-uninstall-mods/ Special Thanks: Svarog and Aricane (owner of PZ-Mods), for providing a backup of the lost V1.2 version. This mod would've been lost forever if it wasn't for them. PZ-NOOB, for the amazing suggestion this was based on. This mod wouldn't be here if it wasn't for him. CzarUltra, for his contribution to the suggestion and the mod in general. He expanded the idea to something even more amazing. If it wasn't for him, there wouldn't be a chat bar at all, nor would there be admin commands or the lua debugger. Most if not all of the conditional speech lines were thought of or inspired by him. Mike280, for his contribution to the suggestion. His post was vital for outlining what kinds of things I should add conditions for. Changelog:
  18. Good evening. I have thoroughly enjoyed Ethanwdp's "Let Me Speak Mod", which is a coding masterpiece in and of itself. My one problem is that the Mod's Conditional Speech causes your character to curse like a sailor and constantly take the Lord's Name In Vain. I can't have this in my "Project Zomboid", so I made an alternate to the conditional speech in the default. This requires the full "Let Me Speak" Mod to function. To install this Mod, you must go into the Steam Workshop folders and look for: "(STEAM CONSOLE ROOT)\steanapps\workshop\content\108600\503791964\mods\Let Me Speak!\media\lua\client". Copy and paste my "LETMESPEAKCONDITIONS.LUA" over the one in the Mod. There you go! Now, your character will take Spiffo the Raccoon's name in vain and use euphamisms and/or Dixie-friendly words. As a bonus, I also added a few lines to the quote list. If you're okay with swearing but want a more lighthearted narration, this is also the way to go. Only one of the original lines have been cut out of the Mod ("ouchies"). They have only been censored. With this Mod, I hope more people will engage in the "Let Me Speak" Mod and use all the wonderful features it has to offer. The file is in the attachment below. Thank you. -TURTLESHROOM --- DOWNLOAD: letmespeakconditions.lua
  19. I know I've suggested this before but I don't think anyone understood my idea. Also I've expanded on it. Since the main point of single player on Zomboid is PvE, I was hoping you'd eventually add some more immersion by adding different types of weather and weather effects. For example, right now we have rain as a type of precipitation which adds other challenge of getting wet and adding those status effects, but it seems there's only two types of rain differentiated by sounds. I'd like more kinds of precipitation, such as: Hail: With the possibility of getting injured, losing HP. Snow: (Yes I know we have snow, I'm talking about snow falling from the sky, not the ground cover type.) With the possibility of inflicting frostbite and decreasing visibility. Fog: Decreased visibility outdoors. Also I'd love a way to control the temperature indoors, it makes no sense that while the power is still on I get hot indoors or too cold, can't I change the thermostat? I feel that varied types of weather could add more challenge to the game as well as more incentive to stay indoors on particular days. What do you all think?
  20. So, first, a scenario to illustrate my point: I started a new Sandbox game, and it spawned me in the middle of the woods. No big deal, right? So I walked in large concentric circles, expanding out as I went. After an hour (real-time) of finding nothing, not even a berry bush or a single zombie, it begins to rain. Fifteen minutes later, at this point I'm wet, hungry, and tired - I realize my strategy isn't working. I decide to pick a direction and just walk. I head Southeast. Another 1/2 hr later (with my actual fingers beginning to fatigue) I'm now starving, soaked, and exhausted. I'm about to just give up. Suddenly, I come to a clearing, thank goodness. It goes in two directions; West & East. I head East. Another few minutes of this, and it curves northeast. another 10 min and it comes to a road; Northwest & Southeast. Hallelujah! There must be a town or structure around here somewhere. I go back to my strategy of heading Southeast. Half a freaking hour later, barely moving and unable to run, I am nearing total exhaustion (and my fingers are aching), and I'm desperate for food and water. Where is everything? I decide to try and find some berries, and head into the woods again. Some more time passes, fruitlessly. It's not looking good, I'm just wandering aimlessly in the forest. I'm completly out of options. I die - alone, starved, and perplexed. Is this a Zombie apocalypse? I wouldn't know... I never saw one in nearly 2.5hr of playing. As far as I know, I just woke up in the woods, like an amnesiac dropped from the sky. That just felt like a total waste of time, unexciting, and not engaging - but it doesn't have to be. I love that you can get lost in the woods, and think being miles from civilization (as far as you know) really adds to the immersion. However, it's not very realistic that you can literally die of thirst while it's absolutely pouring rain outside, and reach exhaustion when you have plenty of trees to sit under (or simply stand still to catch a breath). Suggestions from Observations: 1) Water Sources; There needs to be more access to water. While out in the woods, or even in rural areas, some streams or small ponds, or at least SOME kind of water source every now and then would be helpful. Realistic, even. If you've spent any time in the wilderness, or live in a small country town, you'll know water sources are much more plentiful than this game portends. Especially after a rainstorm. They may not always be GOOD sources of water, but at least they're an option. Heck, even being able to wring-out the water from the soaked clothing would be a nice option; it's a totally viable solution when you're desperate and dehydrated. 2) Resting; There definitely need to be more options for resting, especially when lost in the woods. I'm really looking forward to the new animations hopefully introducing some more methods for resting without beds or furniture. It's ridiculous that we can't lay down, or even sit down , and sleep for a while in the woods, to rest and regain stamina. It provides just enough cover to at least be moderately safe, to a degree, for a period of time, and rest up. Instead we just stand there, breathing heavy, with no relief, gradually dying of exhaustion. In the middle of nowhere. 3) Long Roads; The roads are just TOO barren. Walking for, what seems like miles, with no idea if you're heading in the right direction is not very fun - especially after an hour or more without seeing ANYTHING. That's not a game, and I'm not even sure it qualified as a walking simulator; at least those give you something to do. I'm not totally certain of how to solve this, though breaking up the monotony and adding some minor interaction aspects would be a start. Maybe placing some street signs that, at the least, let you know there's civilization somewhere; a speed limit sign, a mile marker, a billboard ad, a rest area sign, an 'X-Miles to Next City' sign, something. Also, maybe the occasional random item, pile of junk, wrecked/abandoned car, etc. Some way to possibly get some supplies, even if they may not be too helpful. Something is better than miles and miles of ABSOLUTELY NOTHING. Even seeing a few Zomboids would be a start. Anyhow, that's my long-winded two cents.
  21. New Dawn - Powered by AGN New Dawn is the longest running role play server here for Project Zomboid. We aim to bring an atmosphere of quality role play and push heavily for in depth character creation as well as heavy immersion in the server. With the admins, players of Project Zomboid, and our development team we have created tons of features that you will be taken care of as a player on our server. Server info: Server status: ONLINE Server location: North America (Works globally) Player slots: 64 New Dawn Team Admins: Dovima, MrB, Greyfox,Mindgate,Bill, Aussie Paul Developers - Nolan, TheRealJebus Mod Creator - Hydro We'll see you at: http://www.aggressiv...ng.org/newdawn/ ^ Apply your character for whitelisting on the website - Don't forget to read the rules ^ ____________________________________________________________________________________ Server Lore As an addition to our server, we've got lore to enhance the roleplay experience. http://www.aggressivegaming.org/newdawn/threads/day-zero-lore-trailer.5176/#post-20786 Ever want to know what it would feel like to experience the apocalypse before and after it started? New Dawn has pushed out a new lore concept that will introduce this idea! Thanks to Carver and his magical writing abilities, he was able to write a draft and final concept of lore we are going to release. Heres how it works: We are going to start our server with life before the apocalypse in good ol' West Point. Players are limited to West Point while we do this concept and it runs into feel fledged apocalypse. Players will be writing up applications for characters and roles to be had inside the town of West Point in 1991. There are some facts the server is going to use to help make sure we are sticking to occupations vs population levels and not saturate the server with over used characters. Carver has recently hit us with a teaser on the forums for the new Day Zero Lore. Along side it are a few posts to kinda paint a picture of what we are going to do! No Evil or Bandit Applications. Per the setting we are playing in for the start of this lore we are only allowing Neutral to Good characters in and for those who will DEVELOP their character into a well played bandit we will be making sure that they are kept balanced on the server. We will also be asking players each time to apply to create a new and unique character variation that isn't the same as before, we will turn down repeat applications. Variety is important to avoid a stale role play atmosphere. We are Accepting Applications for the New Lore: At this time we have opened up our application process for the new lore and admins will be prepping them and getting people to the point of a new standard of approval on the server. The application has gotten tougher. We are also changing the whole group application system a bit, so for those who are looking to create a family for this lore you are able to have a max of 3 people in your group application and each person is allowed one group application per lore. Whatever happened last lore is over with and here we are with a brand new start. So lets get on with it and start role playing on New Dawn. Stay Tuned for a Launch Date and more information! Link to Lore Teaser-http://www.aggressivegaming.org/newdawn/posts/20819/ Link to New Rules-http://www.aggressivegaming.org/newdawn/forums/rules.217/ Link to Application-http://www.aggressivegaming.org/newdawn/link-forums/application-form.215/ ____________________________________________________________________________________ So, what else can you expect from this server? Custom Features! -Free Base Back Ups -24 hour World Back ups -Automatic Offline Robbery Report System (submit a report with the appropriate information and we will know who robbed you offline automatically. We will also return items back that were stolen, WORK IN PROGRESS, We are trying to create a tool that will DETECT without a when you are being robbed while you are offline no promises there though) -Support System (Got bitten while experiencing lag? Held your W key too long and ran into fire of off a building? Submit a Support Ticket an admin will assist you in game.) -Custom created Wiki for PZ and Hydrocraft (manually updated each patch) -Character screen - See what character you have created, their status, location and times logged on and off last (this page is used to gather needed details to submit an offline robbery report) -One click approval (Issues information to player while simultaneously adding them to the whitelist and moving their thread.) -Server Monitor - Admins can watch the server and all of its events real time from our custom page, this includes item placement/removal, coordinates of players as well as realtime viewing of local and global chat. An awesome community - Players from 10 different countries. Our server has a very friendly and outgoing community which is welcoming to new players. As you can see above New Dawn does nothing but want to provide the community of Project Zomboid a place to enjoy the game and role play with like minded individuals and our team here is extremely dedicated to just that. In-depth roleplay! We take our roleplay very seriously and do our best, to keep the standards high, to get the best possible experience for everyone, experienced and inexperienced alike. Everyone's welcome! - Frequent events! It's not just up to the players, to keep the server interesting! The admins do their part too. Which is why we have frequent events and various mini-events on the server. We will keep you entertained! - New to roleplay? Fear not! On NewDawn there's room for improvement. Even if you aren't an experienced roleplayer, you're free to apply and develop your skills. There's a lot of help to get too, both to new players and to experienced players. - Tough environment! The zombie apocalypse isn't easy! NewDawn combines a rough environment with roleplay, making surviving an actual challenge, which also makes room for character development. Loot is hard to come by! - We've got PVP! No killing on sight, but PVP is allowed! We've got some strict rules, that prevents players from just going around killing everyone, with no motive. Even so, living in a post-apocalyptic world is risky, so don't get too comfy. Anything can happen!
  22. Looking for some peeps who have been wandering around trying to find people to play coop with, I have a brand new server that can hold up to 8 people, its private so the general public cant just pop in and grief everything that everyone has worked hard to build. Voice will be required so everyone can communicate easier and ill have a teamspeak setup for easy access. If anyone's interested in joining me for surviving the zombie apocalypse leave a message down below. The server is based in Atlantic,Ga, I also have a few mods installed eceryone should know Hydrocraft plus a few others that add to realism and some just to help out like cremation to get rid of all those pesky bodies after a killing spree. This is an 18+ server, Im looking for a completely mature group to play with.
  23. Greetings fellow Project Zomboid enthusiasts! As I’m sure some of you will be glad to hear, we have founded a dedicated PZ roleplaying community. Project Zomboid is game which greatly caters to immersion and roleplaying. Yes, at first, to some less knowledgeable on the game - its graphical fidelity may put off. Yet, once you begin playing, it truly is an experience to be had by any apocalyptic survival fan. We believe, what we have created is the way Project Zomboid is meant to be played. The playstyle that will bring the most potential authentic entertainment. We, as a group of friends, have often roleplayed on private servers in the past, yet we decided to go to the effort to not only create a better, more diverse and public experience but also a friendly out-of-character community. We have spent the last month or so, hard at work on the community, each serving our own important roles. We will be officially launching on the 4th of June. Plus, to further the hype and narrative stories which will be told in due time; we will be launching with an Outbreak Event. You read more about it here: http://zomboidrp.com/thread-82.html So, what are you waiting for?! Sign up, submit your whitelist application and join us in the epic fall of Kentucky!http://zomboidrp.com Our TeamSpeak 3: 185.16.85.83:9045 We will also be streaming the launch at: https://www.twitch.tv/djhato [Credits to the following users for helping with the initial launch]: Bun, Redsky, Austin, Ryan, Dan, Polaroid and Natje. All of you have received the “Patient Zero” award on the forums for your assistance, which we appreciate beyond immeasurable lengths! If you wish to see what and where these people helped out, check this page out:http://zomboidrp.com/awards.php?view=2
  24. I don't know about you, but if society as I know it were to fall apart, one of the first things I'd be packing is a pen and a notebook. In the event that you have to leave everything you've ever known behind, and go fates only know where, trying to evade death at every turn... something has to keep your mind occupied when you're holed up in a gas station crawl space for the night. So I suggest a collection of travel logs to be found on zombies throughout the end of the world. A paragraph here, a bloodstained chapter there, no complete stories, simply a diary from when they first knew it was all coming to an end until their death. What they were thinking, who they missed, what they wished they hadn't left behind. Hopes, fears, love and loss. Can we perhaps create a forum category to submit these and maybe [how exciting would this be?] see our submissions in game? Can we talk a dev into writing a few [hundred?] out to give us something to read around [Or feed to] the campfire?
  25. One thing I felt that could greatly improve the immersion of the game is changing ambiance according to not only the weather, but the changing seasons which were so awesomely added with Erosion. The outdoor ambiance is wonderful, but I thought it would be neat if in the spring you hear more birds and bugs, in the summer more insect noise, in autumn the rustling of leaves and migratory birds, and in winter a chilly wind. Or you know, whatever your interpretation of the sounds of the seasons are for Kentucky. =) I would be happy to supply the ambiance sounds if someone knows how that could be coded into a mod. There is a cool website http://www.ambient-mixer.com/ where you can mix sounds, the only downside is you have to pay to have a downloadable version of the sounds. I'd be happy to mix the sounds and pay for them if someone knows a way to code them into the changing seasons. =) Thank you for reading! Let me know if you think it's a good idea.
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