Project Zomboid

Project Zomboid

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Rick's MLC Concussion
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File Size
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1.969 MB
18 Nov, 2022 @ 2:16pm
20 Aug @ 1:43am
28 Change Notes ( view )

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Rick's MLC Concussion

In 1 collection by RicksMLC
Rick's MLC's Fine Collection of Hand Crafted Mods
12 items
Description
Did you hit your head?
A simple mod to implement concussion when the player sprints into walls.
There is also a chance to get concussed if you trip while running, sprinting or in a car crash.

Includes a moodle, which will appear if the MoodleFramework mod is installed.

You can experience deafness for a short time when things get really loud (eg shotguns inside buildings). Enabled by default. Disable with Ricks's MLC Concussion -> "Firearms damage hearing" sandbox option.
Workplace Health and Safety: Wearing ear protection will negate the deafness effect and give you hard of hearing.

Some players have been afflicted by Spamming Deafness. If you experience sudden and continuous deafness indoors, there is now an Option | Mods | Rick's MLC Concussion which enables/disables ear damage.

Multiplayer: Chance to concuss another player is based on weapon skill (small blunt/long blunt). Concussion time is based on wielder strength.
Note the sandbox options do not affect multiplayer concussion time.

Drinking alcoholic bevereges will now affect when walking, running and, if you drink enough, standing still.

Accidental Discharge. Tripping or getting concussed while holding a loaded firearm may result in Accidental Discharge of the firearm. This may result in hearing damage and/or serious injury. See the sandbox settings for the various chances.

Many thanks to NoMis and rail_fanner for the idea and specification for this mod: I just do the typing and move the mouse a bit.
Many thanks to Agitatio for the suggestion to add concussion to tripping.
Many thanks to apOstl3Ofa1nz for providing feedback and advice for this addition to the mod.
Many thanks to my lovely wife for suggesting that "Accidental Discharge of the gun is not enough. You should shoot the player too."
Many thanks to @tomislavjurich for suggesting adding deafness to the accidental discharge.
Many thanks to @cruelmoose for suggesting Car Crash Concussions.

Languages supported:English and (possibly badly translated): Spanish, Korean, Portuguese, Simplified Chinese

Workshop ID: 2890281039
Mod ID: RicksMLC_Concussion
Mod ID: RicksMLC_Concussion_3rdParty
83 Comments
Proximitive 20 Aug @ 9:54am 
i thought it was a bug when we were suddenly losing sound. Then i finally notice the deafness moodle on the side

just a suggestion you should add muffled ringing noise or tinnitus everytime we get deaf.
ok cool :btd6thumbsup:
RicksMLC  [author] 20 Aug @ 1:47am 
@Enemal, @tf2 pomson enjoyer #FREESCHLEP, @an ordinary human: Hi all. I have pushed an update to the mod so you can disable the ear damage portion if you experience Spamming Deafness. If you do experience Spamming Deafness you can In Game Esc and choose: Options | Mods | Rick's MLC Concussion -> Enable Ear Damage and disable the checkbox. This will turn off all hearing damage for now. Please let me know if you have any issues with it. Oh, and if you do experience the issue, please let me know if the comments the X and Y coords of the building so I can try to replicate the issue. I have not encountered it yet.
Enemal 15 Aug @ 6:15am 
Yep, me too on the hearing loss. It always happens when inside. The clue to solving this must be there. Perhaps in the muffling of sound? This is an old issue.
IDK I was high up in the winter with some relatively small mods (more traits, killcount, cryogenic winter) so idfk
RicksMLC  [author] 10 Aug @ 1:01am 
@an ordinary human @tf2 pomson enjoyer #FIXVACPLS Odd... I have not experienced it in my playthroughs. The mod triggers on sound in the game, so there may be a dodgy sound coming from another mod, or the vanilla game has some odd sound values set (ambient sounds?)... somewhere. They may even be set as loud sounds, but not actual audio associated. An example of this is "Scent of Blood" mod which uses the hearing mechanic to attract zombies by emitting a "silent sound" which zombies can hear, but no audio so the player doesn't hear it. I will have to add some feature to turn on a diagnostic to work out where the sound is coming from. In the meantime, as a workaround the player can wear Hearing Protectors to prevent the hearing loss, but this does apply the Hard of Hearing when wearing them.
+1, constant hearing loss randomly
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