Project Zomboid

Project Zomboid

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Extra Trait Effects
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1 Jun, 2022 @ 3:22pm
4 Jun, 2023 @ 1:20am
100 Change Notes ( view )

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Extra Trait Effects

Description
Ever felt some traits are just worthless?
Are you looking for an excuse to stop using the same traits?
Worry not, this problem is solved! Several traits have gained unique bonuses.
This mod is compatible with any mods that add traits, and Dynamic Traits. Ones that change descriptions might not work correctly.
If you ever want to get into technical details, you can always activate the sub-mod that expands descriptions to give in detail how everything works.
There are many sandbox settings (and even more will be added) to adjust the mod to your liking, so have fun!

Current effects:



  • Thick Skinned doesn't get injured by tripping and trees.
  • Thick Skinned has a 20% chance to not be injured by zombie attack.
  • Angler and "Fisherman" profession reduces your boredom, stress, sadness and panic while fishing
  • Fast Reader reduces boredom and sadness while reading books
  • Nutritionist now obtains herbalist's effects
  • Former Scout now obtains herbalist's effects
  • Iron Gut prevents death from food sickness
  • Inconspicuous gives +1 Sneaking
  • Graceful gives +1 Lightfooted
  • Resilient prevents you from turning into a zombie after dying, does not work on "Everyone's Infected" sandbox setting
  • Resilient is immune to corpse sickness
  • Resilient has decreased odds of being infected by a scratch and laceration
  • Mechanic (Amateur mechanic) now knows all three car manuals
  • Speed demon is no longer ultra loud when driving reversed, decreases sadness while driving
  • Runner gives +1 fitness
  • Runner lets you run for longer periods of time before getting tired, irrelevant of your fitness level.
  • Metalworker occupation gives +2 maintenance, as it was overpriced with little to no benefits (2 points less than Veteran)
  • Hiker starts with the knowledge of all cabins and campgrounds' locations on the map.
  • Park Ranger starts with the knowledge of all cabins, campgrounds and major cities' locations on the map.
  • Adrenaline Junkie deals more damage and restores endurance faster when panicked. Cannot lose panic after its initial gain for some time.
  • Fast Healer rapidly heals the injuries when they're unbandaged, works on bleeding too. Increased health regeneration.
  • Handy Repairs now give a repair stack every second repair. Repairman every third. Does not stack.
  • Both Handy and Repairman now give increased condition upon repair at a 2:1 ratio rounded up. Does not stack.
  • Eagle Eye has increased firearm range and faster aiming. Also, they have increased map exploration range by 2.5x.
  • Fast Learner now has 2x multiplier for the first level of every skill.
  • Brawler has decreased damage penalty from being tired and exhausted.
  • First Aider suffers decreased penalty to speed from being injured.
  • Wakeful lets you know when you are becoming tired, even before drowsy moodle.
  • Dextrous prevents item fall when tripping or vaulting a tall fence.
  • Outdoorsman gains happiness when in a forest.
  • Hunter can hunt for wild animals in deep forest if they have a gun.
  • Gymnast gives 1.5X EXP for Strength and Fitness when exercising.
  • Hearty Appetite gives you happiness when satiated.
  • Pacifist no longer suffers XP penalty for maintenance.
  • Pacifist gains increased XP for weapons the higher the skill.
  • You can quit smoking!
  • Are you feeling Lucky?



  • Hearty Appetite makes you sad while hungry
  • High Thirst now "stacks" thirst, where you cannot drink it off until slight thirst moodle. Additionally, your thirst is slightly increased.
  • Slow Reader increases boredom while reading at a rapid rate.
  • Claustrophobic and agoraphobic give you stress while inside/outside respectively, decreases the longer you survive.
  • Pacifist gives you panic while attacking zombies, scaled with hours survived and panic traits. Additionally, you deal less damage, decreases with amount of kills.
  • Pacifist loses all weapon skills at the start of the game.
  • Prone To Illness gets sick from corpses at a faster rate.
  • Prone To Illness gets fake infection from zombie injuries, even if they didn't infect.
  • Thin Skinned has increased odds of being damaged from trees, makes you take 2 injuries from everything and gives you severe health decrease when injured.
  • Weak Stomach now randomly catches sickness if eating too much food, making you deal less damage, decreases your carry capacity and normal (non-lethal) food sickness.
  • Smoker has 66% endurance regeneration and gives -1 fitness.
  • Slow Healer has increased healing times. Infections are caught faster, slow down healing massively and can kill you if left untreated. Slowed down health regeneration.
  • Short Sighted has decreased firearm range and slightly slower aiming.
  • Cowardly becomes panicked and stressed when in dark. Lost over time and the more you're exposed to dark.
  • Clumsy now has a 4% chance every five minutes to cause you to trip, while running or sprinting. Decreases with nimble and sprinting levels.
  • Underweight traits now make you start at low calories and Overweight traits make you start at high calories.

Neutral changes:
  • Underweight decreases strength instead of fitness.
  • Removed Herbalist from being able to be picked, as its effects were replaced by Nutritionist and Former Scout.

Note: You can disable negative traits' effects through sandbox

Starting Items:
  • Baseball Player starts you with a baseball bat in your inventory.
  • First Aider gives you a first aid kit with bandages, antidepressants, pain killers and beta blockers
  • Gardener and Farmer occupation gives you a bag with farming tools and seeds inside. Gardener gains 1 bag for 2 seed types, while farmer gains 3 bags for 2 seed types, aswell as 6 jars to store food in, and a bucket for water containing.
  • Mechanic trait and Mechanic profession start you with car maintenance tools. Trait gives you screwdriver, a wrench, and either lug wrench, jack or tire pump. Mechanic profession starts with all mentioned, and empty gas can.
  • Metalworker occupation starts with a suitcase that contains metalworking tools. Propane tank, propane torch, welding mask and 2 welding rods.
  • Fisherman will give you fishing rod, fishing line, paperclips to repair fishing rod with and worms as bait.
  • Carpenter will give you a hammer, saw and 2 boxes of nails.

Note: You can turn off starting items by checking the option off in sandbox.

Several traits also had their cost changed:
+Inconspicuous now costs 2 points.
+Smoker increased to 8 points.
+Illiterate now gives 12 points.
+Fast Healer now costs 2 points.
+Low Thirst now costs 2 points.
+Prone to Illness increased to 6 points.
+Pacifist increased to 6 points.
+Weak Stomach increased to 4 points.
+Cowardly increased to 4 points.
+Clumsy increased to 4 points.
+-Organized and disorganized points have been set to 4.
-Runner increased to 6 points.
-Eagle Eye now costs 8 points.
-Resilient now costs 6 points.
-Wakeful now costs 4 points.
-Dextrous now costs 3 points.
-Fast learner now costs 8 points.

Additionally, all occupations had their cost adjusted!

Note: You can disable cost changes by enabling a sub-mod.

Know how to use generators if you level electricity to three, because why not.
Note: You can disable this through sandbox settings.

Supported languages:
-English
-Russian (Hea)
-Polish (Tony)

Credit:
-Mx#6478 for helping with Dextrous
-Tyrir#9793 for helping with Hunter
-Вишня#2809 for helping with Thin Skinned saying affected body part

Workshop ID: 2815723409
Mod ID: ExtraTraitEffects
Mod ID: ETEExpandedDescriptions
Mod ID: ETENoCostChanges
Mod ID: ETENoProfessionCostChanges
Popular Discussions View All (4)
56
23 Oct, 2024 @ 9:33pm
PINNED: Bug Report
Aurora.
2
1
23 Jan, 2023 @ 10:24am
Bug Report (Incompatible with Brita/Arsenal 26 mods)
Marble
0
4 Sep, 2023 @ 9:33pm
NO TRAITS COST CHANGE sub-mod doesn't work
RudyTheNinja
451 Comments
Gojita 7 Jul @ 9:40am 
Not sure if this is a bug or an issue caused by this mod or the SOTO mod, but some players on my server are reporting a way to "cheat" the trait system.

I’m still unclear on the exact method, but according to them, it involves adding and removing a trait in a certain way that causes two identical negative traits to appear. The game then gives them extra trait points (as if they had two negative traits), but only one of the negative effects actually applies.

So in short: they gain extra points from duplicated negative traits without receiving the full penalty.
Fajdek  [author] 25 Apr @ 10:25pm 
Yes both mods shouldnt affect each other the only difference might be if SOTO affects prices of traits, if thats the case ETE has to be loaded after
Gojita 25 Apr @ 12:35pm 
Is it okay if I use both ETE and SOTO? If so, what's the priority?

ETE
SOTO

or

SOTO
ETE
Construct 14 Mar @ 11:17pm 
@Fajdek
Construct 14 Mar @ 11:16pm 
Will this mod be updated to B42 when B42 hits stable?
ugotspangled1705 24 Jan @ 5:24pm 
I set smoker to 5 days, tested by surviving five days with no smoking, and trait did not go away. Can confirm that option does not work as expected.
i am just noob 99 27 Nov, 2024 @ 6:57pm 
the brawler reset the boosted dmg add on the weapon when i am not being tired and exhausted like juggernaut trait any fix? Btw great mod i having fun great work >.<
Oween 7 Nov, 2024 @ 7:59pm 
Can you give us options to disable certain trait changes? I like the idea of some of these but there's also a lot I really hate about some of them like smoker is unusable with the coughing and fitness debuff (that's also not how being a smoker works you build a tolerance to coughing), slow reader is ridiculous with the boredom and weak stomach giving you food poisoning from stale food is also really brutal. I like where this is headed but you need to tweak a lot for balance.
Official Le Fishe 30 Oct, 2024 @ 8:36pm 
gotcha, thanks
Fajdek  [author] 30 Oct, 2024 @ 3:28pm 
satiated is fine, but well fed and above is not