Project Zomboid

Project Zomboid

Banjo's New Professions & Traits
66 Comments
Banjo 9 May @ 8:51am 
hello fellow banjo
Kratos @bandit 8 Dec, 2023 @ 8:48am 
add exclusive trait for tailor occupation that allows player make 50% stronger patches
Little Caesar's 19 Nov, 2023 @ 1:32am 
Hi Banjo! I'm interested in your mod but can't quite seem to get it working for multiplayer. I've done a bit of troubleshooting to find out that the Mod folder is called Banjo_NewProfessionsAndTraits, rather than BanjoNewProfessionsAndTraits, so that may be causing the rest of the people issues but I still can't seem to get the professions working. Still working on troubleshooting as I speak, though, so I'm hopeful.
Desselation 4 Nov, 2023 @ 11:20pm 
Still marked as a URL error in modmanager, preventing other mods beneath it from working properly. When inserting the Mod ID instead, it then states that the mod attached to said MOD ID "BanjoNewProfessionsAndTraits" is not the same mod as the workshop ID 2027182254 and is "not installed".

Somehow the traits / professions still work but yeah.. has to be put at the VERYYY bottom.
kev_cat 3 Nov, 2023 @ 6:35pm 
does this replace the vanilla traits?
Greatcalzones 10 Jul, 2023 @ 1:45pm 
When enabling your mod via the Mod Manager, your Mod ID is set to the URL of the steam page (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2027182254) , not BanjoNewProfessionsAndTraits.
TancredTerror 6 May, 2023 @ 4:54am 
Hello Banjo !
On my serveur, Blade master disapear on player skills in game when server restart.
Do you know how i can fix this ?
Did you ever heard about something like this ?
I'm using Skill Limiter on my server
Banjo Oz  [author] 19 Mar, 2023 @ 8:46am 
Thanks, David! Will look at adding that next week and hopefully it will work for folks in MP at last.
David Hogins 19 Feb, 2023 @ 3:25pm 
Events.OnGameBoot.Add(initTailorProfession);

Events.OnNewGame.Add(initTailorProfession);

Events.OnCreateLivingCharacter.Add(initTailorProfession);
TTVbadluckbiggs 27 Jan, 2023 @ 3:19pm 
is this still not working in MP?
MusicManiac 20 Dec, 2022 @ 10:36am 
Yo, sent friend request, got some stuff to discuss
Banjo Oz  [author] 8 Dec, 2022 @ 11:01pm 
@Kieran514 Thanks for the kind words! I don't play multiplayer so am unable to test it, however I had a report of the exact same issue and we thought it was due to the mod description including a URL. I since removed the URL from the description, but if it's still happening that obviously wasn't the problem. :( Other suggestions by those who play MP would be welcome and I'm happy to fix this once I know what causes this.
Kieran514 8 Dec, 2022 @ 5:11pm 
This doesn't seem to work in multiplayer, every time I add it to a server, it removes itself from the mod list, then it says "url" in the mods area, and every mod that was below it in the load order gets removed.
I don't have any error logs for this problem, since it happens without even booting the server up.

I love this mod for single player, It really kicks ass, I hope this issue can be fixed.
Banjo Oz  [author] 30 Nov, 2022 @ 11:06pm 
@David Hogins My updated removed the "ongameboot" lines and seems to work. I will restore it if there is a reason to add it back though? Like I said, I don't play multiplayer so have no idea about that is needed for that.
David Hogins 29 Nov, 2022 @ 8:35am 
You keep both, "Events.OnCreateLivingCharacter.Add(init[X]);" and the original "OnGameBoot"
Banjo Oz  [author] 29 Nov, 2022 @ 1:22am 
I just updated this mod. Can people (especially those who play multiplayer) please test and make sure it works? Solo and MP hopefully?
Banjo Oz  [author] 29 Nov, 2022 @ 12:55am 
@David Hogins: to confirm, your version doesn't fix the second bug you mentioned, does it? To fix it, do I add "Events.OnCreateLivingCharacter.Add(initStylistProfession);" (for example) to the Stylist profession below "Events.OnGameBoot.Add(initStylistProfession);"? Or is that the wrong place or syntax? Or do I remove OnGameBoot completely and just use OnCreateLivingCharacter?
Banjo Oz  [author] 29 Nov, 2022 @ 12:44am 
@David Hogins: Thanks for the quick reply! I will see if I can make those changes today and reupload. Do you mind checking my work when it's up? I'm not able to play much PZ right now.

As for reposting, no worries, I understand. I'll update mine and you can take yours down but please confirm my "fixed" one works before you do, as I don't want people to not have a working version! Again, I appreciate the help.

For the record, I am not online a lot so it can be months before I am on Steam or working on mods, so my mods are never abandoned just "on hold" for very long periods sometimes! :) If I ever do abandon one, feel free to ask first and I would usually be cool with someone else taking over if I have no plans to continue. I'd never want a mod to be unavailable/broken just because something happens to me someday and I can't update it.
David Hogins 28 Nov, 2022 @ 11:38pm 
I think one of the things you have to do is to remove the link on the description (banjosmods.wordpress.com) , im not sure if thats it, but that makes so the mod doenst load on servers cause the mod ID is detected as a "URL" instead of the actual workshop number (2027182254). Maybe try adding more text after it, like "URL - by banjo" and see if that does the trick, upload it, add to a server, go in to "Mods' and check to see if you'll find the corresponding number or "Url" on the list.

Then there is another issue with the professions where dead players won't be able to access the professions again because the line "Events.OnCreateLivingCharacter.Add(init[X]);" is missing in every profession, adding that will make the professions appear again for new characters.

Sorry for reposting the mod without asking, thought it was abandoned.
Banjo Oz  [author] 28 Nov, 2022 @ 9:56pm 
@David Hogins Does this mean you figured out how to fix it for multiplayer? If so, thanks. Please don't reupload my mods without permission, though. If you let me know what needs to be changed to fix it, I am very happy to update the official one. I don't play MP so had no idea, and nobody else seems to know how to fix it before now. Again, thanks.
David Hogins 11 Nov, 2022 @ 9:16pm 
For those that want it to work on multiplayer try this

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2887478256
David Hogins 8 Nov, 2022 @ 8:32am 
Doesnt work on multiP at all
Treneg 26 Aug, 2022 @ 8:57am 
Hello, minor issue I seem to have discovered with your mod. Perhaps it is on my side but, for some reason, it's mod ID is actually a steam URL, and it kinda brings alot of problems to the table. Like 1, not being able to use it.
ldiotPhD 14 Jun, 2022 @ 8:55pm 
breaks mp mods
Juttaツ♡👑 9 Feb, 2022 @ 2:00pm 
dont work
Banjo Oz  [author] 18 Jan, 2022 @ 6:45am 
@Korhal Is the issue with loading only since the latest build? I don't play MP so can't test that and have to rely on feedback from folks like you. :)
Korhal 16 Jan, 2022 @ 11:52pm 
I can see the occupations in MP, yet all traits aren't shown. SP is working fine.
Also I can relate to Exicide. If any mod is above yours, it gets changed into "url" and wont load properly.

Ive tried it with two other mods, like ra's professions and a simple "Torch" mod.
Exicide 13 Jan, 2022 @ 5:59am 
Hey so how should I do this in a controlled environment without corrupting my server? (it's a Local hosted on main menu one) I think changing settings for this all of a sudden would cause all the other modded items to despawn.
Exicide 13 Jan, 2022 @ 5:20am 
@Banjo that makes total sense, I'll get on that right now :)
Banjo Oz  [author] 13 Jan, 2022 @ 5:04am 
@Exicide Thanks. If you can try just my mod and nothing else, then my mod and the two trait ones you mention, that would really narrow it down. I am happy to fix my mod but I don't want to do a ton of work trying to find out what is wrong only to discover the fault is with another mod instead! :)
Exicide 12 Jan, 2022 @ 11:32pm 
@Banjo I have like... 87 other mods lol. I haven't tried one with just your mod yet though. the only thing i can think of that may or may not be causing issues with your mod is something like More Traits or More Descriptions For Traits as I don't have any other trait mods.

It could potentially have been a one off thing but I had to remove this one in particular for the server to work again. I have no idea what happened :p
Banjo Oz  [author] 12 Jan, 2022 @ 11:14pm 
Can anyone replicate Exicide's issue? It works for me but I want to fix it if there's a problem. Possibly an issue with a recent update to the game?

@Exicide: does it work if you only enable this mod? That is, does it crash alone or only when other mods are loaded?
Exicide 11 Jan, 2022 @ 1:52pm 
Hey, IDK what happened but I had to remove this mod, it wasn't hooking right or something I have no clue. This exact mod was getting renamed to "url" in my server's modlist and then wouldn't let any mods AFTER it load into the modlist thus disabling 90% of my mods. Just thought I'd give you a heads up
Krom 6 Jan, 2022 @ 11:16am 
Not sure about Underweight, but Model should start with Light Eater.
tilarium 25 Dec, 2021 @ 9:59am 
Might have missed it if someone else asked, but are the Chubby and Skinny traits dynamic where if I start with one I can work it off during the game progression.
TheWishingPig 14 Dec, 2021 @ 9:04pm 
models famously starve themselves to maintain their physique
Violen 8 Dec, 2021 @ 7:48pm 
Model's are not underweight.. Maybe by US standers lol.
Model's take care of there body's, if anything, they should be given the fit trait.
Dylanzada 22 Aug, 2021 @ 7:35am 
"The Model job should start out with underweight."
I agree 2, makes sense
Smarti 15 Aug, 2021 @ 11:25pm 
And so an interesting addition:spiffo:
Smarti 15 Aug, 2021 @ 11:24pm 
Please translate it into Russian
Big John 27 Jul, 2021 @ 4:26am 
"The Model job should start out with underweight."
I agree
UncleLukeNukem 22 Jul, 2021 @ 9:39pm 
The Model job should start out with underweight.
RubADuck 7 Jul, 2021 @ 8:17am 
Hey just wanna know, is there a way to make this mod working on a server build .40?
Singleplayer it works but MP it just doesnt work.
Dædalus 4 Jun, 2021 @ 9:13am 
Subscribed! Just a thought about stick fighter though (since I've done a few stick fighting martial arts IRL), you might want it to also give points to long blunt in addition to spear (since both thrusting and striking are very viable with sticks longer than your arm).
Banjo Oz  [author] 23 May, 2021 @ 1:43am 
@Khillian I've updated to give +2 in those stats instead of +1 for Survivalist. I may add the Herbalist trait too but it's a bit more fiddly because IIRC you have to create a "duplicate" trait exclusive to the profession and can't just use the existing one, due to an issue where the player can otherwise remove the trait and gain free points.
GarfieldCultist 20 May, 2021 @ 5:40am 
That sounds pretty good and would bring that one particularly into line with the stock professions. Maybe even consider giving it the Herbalist trait on top of that, as many of the stock professions do come with an extra goody on top of a few skill levels, like Burglars can hotwire off the bat, Park Rangers and Lumberjacks are *supposed* to have forestwalking, Cooks and Burger Flippers get cooking recipes, Veterans get desensitized, etc.
Banjo Oz  [author] 19 May, 2021 @ 2:40am 
@Khillian Maybe Survivalist should be +2 each for trapping, foraging and fishing?
Banjo Oz  [author] 19 May, 2021 @ 2:38am 
@Khillian I am more than happy to take suggestions to buffing my custom professions. I was definitely concerned about making them too overpowered.
GarfieldCultist 15 May, 2021 @ 7:35pm 
While I like that you erred on the side of underpowered, your professions themselves could use a bit of a buff. A good example is the Survivalist profession. Taking it puts you at -6 points, but if you look at the stock profession Park Ranger, it gets 1 axe, 1 carpentry, 2 foraging, 2 trapping for only -4 points, on top of the trap recipes already known.
GenEric1110 25 Jan, 2021 @ 9:50am 
does it work with the mod that gives items relatyed to the Profession you choose?