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Found 12 results

  1. This mod is designed to simply the process of adding new professions, or editing the default ones. As well as simplifying the addition/modification of a profession's skills, traits and known recipes, it also allows for the creation of custom profession starting kits: both items in inventory and on the ground in front of them, and running a custom OnNewGame event for each profession. The 'special effect traits' (ones that don't edit skill levels) such as brave, lucky, outdoorsman, etc can be properly used by new professions without bugs and extra coding on the modder's part. Please
  2. Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just b
  3. Pann

    Referencing

    I am definitely new to modding, but have been working on a custom professions mod. My mod currently makes custom professions and then adds items to them based on the selected job. My question comes down to adding in items from a different mod? I can get it to load with base game objects, but I am not able to get it to load Hydrocraft items. Is there a resource that might point me in the right direction? I'm sure its something simple.
  4. For a small mod I was thinking of, I would like to up the character creation points to 10 and have every profession cost either 5 or 10 points, depending on what bonuses they give. I believe this will be far more balanced than the ++Points mod, allowing every character to have a job at character creation without taking a bunch of negative traits, but also not allowing players to create superhuman badasses. The only problem with this is that I have no idea how to change the value of a profession. Could anyone possibly help me with that?
  5. I am wondering if anyone would be willing to help point me in the right direction as to removing the default professions and adding only my own.
  6. Regicide (Competitive Zomboid) aka “Kill the King” I am part of a small gaming clan (HYPE Gaming) that really enjoys Zomboid, but feel it lacks a Competitive feel. We are working on a mod to make Zomboid PvP more structured for competitive play. The goal of this mod is to make Zomboid a “slightly” faster pace along with emphasis on team vs team gameplay. We have already began development but would like help from the community on ideas and some coding. Features We would like any kind of positive input along with more help with coding. Anyone willing to help or test please let me
  7. To make this clear, this is NOT talking about special, mutated zombies of any kind nor will it affect their behavior and stats. This would simply add more variation to zombie appearance and would affect loot drops and such depending on the variation. In the zombie apocalypse, not everyone is going to be at their homes in plain colored clothes when the outbreak spreads. People will be killed/turned at their workplace or while performing a specific service. These zombies had professions/jobs at the time of the zombie apocalypse. Once they turn, they will wear and hold (but not use) items that
  8. I see the option there to give my character free traits... but I can't figure out the names of the traits I want (the profession-specific ones) in terms of their coding names, and I don't know the format for spacing them or how that works. Anyone wanna enlighten me?
  9. Hi all, Long time lurker & player, first time post. Pretty much everything within my suggestions is based on modifying numbers within the mechanics of the game so (in my opinion), everything is completely realistic to implement. I have gone through about 25 pages of this suggestions thread and couldn't find a post to piggyback on, only smaller threads about individual facets of the character building system. If there is a relevant thread then apologies, but I did have a 'more than reasonable' look. I like the skill, trait and profession system as it obviously helps within the game
  10. This mod simply adds items to a players inventory upon starting a new game with a specific profession. Made by request of the community. Mod Features Fire Officer;Fire axe Police Officer;Pistol9mm Bullets Park Ranger;Matches, Tent, Campfire kit, Kindling, Water Bottle Construction Worker;HammerSawBox of nailsBox of screwsScrewdriver(Will include toolbelt container on next update) Security Guard;Baseball Bat (Possibly change to custom baton on next update)TorchBattery Baseball bat Vitamins It was suggested that each player spawn with a utility style belt to hold the items/tools they start
  11. b133d_4_u

    Project BLEACH

    Project BLEACH is my second mod ever. It will add many Zanpakuto to the game. I am currently having trouble with the coding so if anyone wants to help out, feel free to contact me. Adds: Reishi Reiatsu Shakkaho Sokatsui Soren Sokatsui Haien Zabimaru Zangetsu Tensa Zangetsu Tekken Ryujinjakka Shiden Tengumaru Tachikaze Suzumebachi Two new professions and traits! This will add the professions/traits of Soul Reaper and Arrancar to the game. By picking one of these professions you will start out with an Asauchi which you can use to create ONE(1) Zanpakuto of your choice. Each Zanpakuto has its
  12. I'm trying to figure out of my noobish coding skills (aka "guesswork") are what's causing PZ to crash on loading a save, or if there's something hinky in 2.9.9.17 regarding adding professions that's causing said crash (after the title sequence) when my mod is loaded. I assume that it's my fault, because I can get the 'Action Hero' profession mod to load just fine. So... what's wrong with my code? function DoProfessions() local model = ProfessionFactory.addProfession("model", "Model", "Prof_ParkRanger"); model:addFreeTrait("LightEater"); model:addFreeTrait("Graceful");endEvents.OnG
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