Project Zomboid

Project Zomboid

Character Save
142 Comments
flyofk 8 hours ago 
Can this mod work without builds 41 and 42? I add this mod to multiplayer server and it doesnt work
DirtyCurt 20 Jul @ 1:34am 
Clicked save, then load immediately after (thought it would bring up another UI) and all my skills got halved.
Meyar 9 Jul @ 12:18pm 
Getting this error on load anyone know what might be causing it? I'm pretty sure it's some kind of mod conflict as when I load it doesn't load some items.

attempted index: item of non-table: null
function: loadItemContainer -- file: CharacterSave_SaveLoad.lua line # 295 | MOD: CharacterSave
function: loadChar -- file: CharacterSave_SaveLoad.lua line # 247 | MOD: CharacterSave
function: onMouseUp -- file: ISButton.lua line # 56 | Vanilla
java.lang.RuntimeException: attempted index: item of non-table: null
Akira 26 Jun @ 8:44pm 
!!! only tested in b41 !!!!
When using this mod, my Strength and Fitness stats don't stick after loading a save; they revert.
I found that character:applyTraits seems to set Strength and Fitness to certain values, though I'm unsure why.
Here's a workaround that worked for me (only basic tests conducted):

\2673317083\mods\CharacterSave\media\lua\client\CharacterSave_SaveLoad.lua
line:around 222

before:
character:applyTraits(updatedTraits)--is lua ArrayList same as Java ArrayList<String> ? seems to be

after:
local beforeStrength = character:getPerkLevel(Perks.Strength);
local beforeFitness = character:getPerkLevel(Perks.Fitness);
character:applyTraits(updatedTraits)--is lua ArrayList same as Java ArrayList<String> ? seems to be
if beforeStrength <= 0 then character:setPerkLevelDebug(Perks.Strength, 0); end
if beforeFitness <= 0 then character:setPerkLevelDebug(Perks.Fitness, 0); end

I'm new to modding and Zomboid mods, so please take this as a suggestion."

transration by gemini
Marcin 15 Jun @ 2:55am 
After loading character it changes maps settings ... as nature abundance.
gormotha 1 Jun @ 12:19pm 
Respawns everything right except traits. skills yes, investory and receipes, yes. Traits, no.
CampinKarl 1 Mar @ 11:48am 
my bad I'm an idiot, to everyone else who can't get it to export, read the instructions :lunar2019crylaughingpig:

you need to have the same name
it works like a charm in build 42

11/10 mod :steamthis: :steamthumbsup:
CampinKarl 1 Mar @ 10:27am 
Oh for some reason it also does not export to build 42 for some reason, works within 41
CampinKarl 1 Mar @ 7:43am 
It works great, but be wary that if you have personal notes on notebooks or papers, upon loading they will also turn into Empty Notebooks and Empty papers.

It's good I backed up at least, but that should be noted in the footnote above :mhwgood:
Javaugh 23 Feb @ 2:08am 
Yeah just thinking of using such a mod in the middle of an unstable release... makes me say the people losing their progress really just had it coming...
Aymira 16 Feb @ 10:55pm 
DO NOT USE THIS MOD. ITS CLEARING ALL YOUR ITEMS AND SKILLS. ITS NOT COMPATIBLE WITH 42.3.1!!!
Aymira 16 Feb @ 5:28am 
@Tchernobill update please! My character are fully empty right now
Aymira 16 Feb @ 4:41am 
Its just deleted all my items and all my skills!!!!!!!!!!!!!!! NOW MY 100 HOURS CHARACTER ARE EMPTY!!!! I have charactersave ini file its fill all of my old items but when i press load button its deleting everything else what i have!!!! 42.3.1!!!!!!!!!!!!!!!!!!!!!!
Altay995 15 Feb @ 8:33pm 
i think this mod is broken with the new 42.3 update, it reset all the other mods that i have with upgrades, like bag and container upgrades... it worked fine before, now it dont....
Hmmz1080 7 Jan @ 10:17am 
Hello, I wanted to test with a fresh character but nothing work. When I click the save button to save the fresh character nothing happens.

When I go to my current save and try to load that fresh character, nothing happens too
Omni 4 Jan @ 1:43pm 
Some things to note:
- Some containers will fill to full when loaded. Even if they were empty when saved, they will load to 100% completely filled. These include but are not limited to, Gas Cans, Propane Torches, Water Dispensers. This being said, a cologne bottle I filled with whiskey did maintain its 79/100 mL, and another flask kept its volume as well. So not all liquid containers behave this way.
- All Skill VHS are loaded as a useless 'VHS - Retail' which does not do anything. RIP Skill VHS.
- Many character values are not saved (only ones listed in mod description are saved). For example, health tab was reset, calories were reset to 50% of the max value, and etc:.
- Bags may change skins (Eg: Hiking Bag)
William 4 Jan @ 1:22pm 
can make a pach to Evolving Traits World? or Dynamic Traits? to save the information like pain level, tree cuts, etc...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914075159
mad-rooky 3 Jan @ 7:11pm 
@ Tchernobill Why do you recommend using the other mod for transfer between saves? Because the recommended mod isn't b42 rdy yet, just curious.
Also I have transferred a character and it works as expected, only that I have one more strength point as I should and the XP is in minus, probably that amount that it actually missed to the next level. All other skills seem to be correct.
mad-rooky 3 Jan @ 5:59am 
@Jester read the first line of the description lol
Jester of Rue 30 Dec, 2024 @ 6:58pm 
Question: Is it entirely possible that this would allow for someone to save a character in a multiplayer server. Then if they die, use it to reload that character? I only ask because I have one buddy of mine who is desperate to find a way to backup traits earned from the "Trait Purchase System" and doesn't want to spend hours upon hours re-killing zombies just to get the points back.
John DeWolf 26 Dec, 2024 @ 5:27pm 
Where is the character data saved?
Viriato 25 Dec, 2024 @ 12:32pm 
@William, thank you for the info ^ ^.
Azure Moonlight 24 Dec, 2024 @ 9:51am 
Only bug I've noticed so far is my fitness and strength default to 5 when transferring.

I saved a character in build42 that was at 2 fitness, 4 strength, then loaded in a new save. The traits are fine, other skills are fine, but fitness and strength are flat 5 points.
William 22 Dec, 2024 @ 3:19pm 
@Viriato

Changing mods in an existing world
Before adding mods to an old save, it is highly recommended to make a backup save!

Click the "Load" button
Select the save
Click the "More..." button in the lower right corner
Press the button "Choose mods..."
Enable / disable mods according to the instructions above
Click the "Back" button
Ready! The list of mods has now been changed in your save.

https://pzwiki.net/wiki/Using_mods
Viriato 21 Dec, 2024 @ 5:03pm 
What I meant by its not working is that the "save" and "load" didn't appear on the new character I started in B42. Checked the save file and it said "no mods" and think that's because I turned your mod on after making the new B42 character so for some reason it didn't recognize the mod. Its all working now on new characters made with the mod already activated. Thank you.
Tchernobill  [author] 19 Dec, 2024 @ 1:59pm 
@Viriato please detail what you mean by "not working on my B42 character".
This means: Describe me all you did relative to this mod in your B41 save and in your B42 save, as if I was 4 year old.
Viriato 19 Dec, 2024 @ 1:56pm 
This mod is my favorite and really miss it in B42. You mentioned it is now compatible for both B41 and B42 but its not working on my B42 character. Already trying unsubscribing and re-subscribing to the mod, not sure what is wrong. Any suggestions?
tilarium 18 Dec, 2024 @ 2:00pm 
What if the traits don't exist anymore? Can I take one of my B41.78 characters with the underweight trait and load them into B42 while maintaining the trait?
Ayomira 18 Dec, 2024 @ 1:13pm 
thank you :steamthis:
Tchernobill  [author] 18 Dec, 2024 @ 11:43am 
Now compatible both B41 and B42.
So you can continue in B42 a character started in a B41 world.
Beau Fadiz 19 Nov, 2024 @ 5:17pm 
Have a bug with watch alarms, the alarm from my old inventory watch goes off with no way to disarm it
Tchernobill  [author] 12 Nov, 2024 @ 6:29pm 
you can deactivate the sandbox option ShowExploredCellsStat
I wonder if by setting Explorer trait before this mod in the load order you'll also NOT get any problem.
else you can ask them to not override a whole render function just to add a field.
Tim 12 Nov, 2024 @ 5:14pm 
How do we bypass the conflict with trait explorer? Can you add a separate character window just for this mod , like another tab?
Osama Bin Swagging 16 Oct, 2024 @ 6:15pm 
Very nice mod, thank you so much.
And yes, with trait explorer mod active you wont see the Save/Load options in character panel.
Osama Bin Swagging 15 Oct, 2024 @ 8:08am 
@luisfelipen7 How does it conflict? Like I really don't see how.
I'm not saying you lying because I believe you, I know how weird conflicts can get.
Could you just elaborate a bit?
luisfelipen7 12 Sep, 2024 @ 10:48am 
Great mod, but it conflicts with explorer trait, so everyone knows
devious 14 Aug, 2024 @ 9:16pm 
does this mod work
Tchernobill  [author] 14 Aug, 2024 @ 9:03am 
@Jold https://discord.gg/theindiestone mod_support channel
Lord Accokstorm 14 Aug, 2024 @ 7:14am 
The kill count mod is flooding with errors after loading a character everything else works though, cant disable kill count because its a dependency of evolved world traits, messy
Chop Chop 18 Apr, 2024 @ 5:18am 
Sad, it work but its flooding so much error. Same mods, same name, same spawn. Maybe because I have so many mods running. Hopefully on my next try it will work
Mentecatto 1 Apr, 2024 @ 11:49am 
I've noticed that your key ring is empty when loading a new player, you have to find your corpse/zombie and restore from that
Tchernobill  [author] 23 Feb, 2024 @ 11:11am 
@Trailblazer The save is associated to yuour character name. MP/Solo does not matter. So if your MP character name is Trailblazer and your Solo character name is also Trailblazer, the last save will override the previous one.
Trailblazer 23 Feb, 2024 @ 9:46am 
hi, does this save separate character saves for multiplayer & solo play ? ie if i save in SP then play MP with friends and save, would i lose my SP save ? or do i have to handle saves manually ? thanks
Wags 14 Feb, 2024 @ 10:42am 
Okay, I just understood the fine print. If you die, you need to name the new character the same as your old character, otherwise it won't load the file.

If you didn't know your old characters name (like me), here's what you can do on PC:
- Go to: C:\Users\<you>\Zomboid\Lua
- Look for a "CharacterSave_<fname>_<lname>.ini file.
- you'll see yours.
- create your new character that name, then click load.

Thank you, mod author!
Wags 14 Feb, 2024 @ 10:03am 
I saved my character. Five minutes later, I died. Is there no way to re-load to my saved game point? Isn't that the whole point of this mod?
Mentecatto 13 Feb, 2024 @ 3:32pm 
Awsome mod for players like me (beginner) who don't like the idea to not save. Yeah you can backup manually, but the savegame folder will become huge as you start exploring a bit, and the problem it's not even the weight in mb but the amount of files.. even with m2 ssd i can only copy at 2-2.3 mb/s.

Now i still backup sometimes, but less, because you can respawn in the same world with your original character.
Very good work
Shaolin Matador de Porco 20 Jan, 2024 @ 4:27pm 
This mod work with a local server save to a dedicated server?
JWAVer 16 Jan, 2024 @ 6:13pm 
So I'm trying to figure out how to get this mod to work. I've followed the instructions as closely as I can. I can only manage to get this to work on the same save file, but I'm unable to load it into a different or brand new game. Anyone have any suggestions that can help me figure this one out? Thanks.
SYNYSTERLY 25 Dec, 2023 @ 1:33pm 
thid mod might be goated.
RebelKillSwitch 9 Dec, 2023 @ 1:14pm 
also not loading armor/gear from KATTAJ1 Military Pack when equipped to character saved and loaded.