Project Zomboid

Project Zomboid

Sense of Smell [B42 & B41]
60 Comments
Its Over 9000!!! 16 Jun @ 10:44pm 
There will be more settings and an increase in radius?
Symeon 15 Jun @ 3:10am 
How well does this mod play with Don't Feed the Zombies at a code level? I notice the Zombies certainly prioritise hunting you over seeking corpses. But if they can't pick up your scent, they'll wander off to devour corpses. Pretty neat.
Its Over 9000!!! 13 Jun @ 7:17pm 
This is the top one of the hardcore mods, thank you very much author
marshmallow justice 15 Apr @ 3:22pm 
Is scent spread Radius 'meters' basically 1 meter = 1 tile?
Unamelable 12 Apr @ 3:42pm 
Is there a way to engage "already spawned" zomboids?
I wanna play without respawning, and seems like this mod respawns even if sandbox setting is opposite.
marshmallow justice 13 Mar @ 1:13pm 
deleted my last comment, i figured it out! So the reason it worked on a new server was because i was a normal player that then became admin in that session.

But in our existing world, I was already an admin prior to adding the mod/on login. I found the sandbox option to make admins have scent and boom! Wonderful!!! It works great omg
marshmallow justice 13 Mar @ 5:21am 
does it conflict with any of these? Angry Zombies Break Fences, Tripping Zombies, Barricade Hurts Zombies, ForagingZ(?)

i had a world just earlier with wandering zombies and sense of smell and it was fine
i added a bunch of more mods, with these ones in them as far as AI related goes, made a new world and the zombies dont sniff me out and group around me when invisible anymore.
BoB 3 Feb @ 6:09pm 
Would be nice if u could add a blood multiplier. Positive numbers means the more blood on you the easier to be smelt, negative means the bloodier you are the harder it is to be smelt
Spoon 7 Jan @ 4:27am 
Hi, love the idea.
I think it could be interesting to add an option for smoke to attract zombies, as a way to attract them towards an established base with a generator and smithy, especially wood/coal fires, or campfires in the woods.
Phil J Herman  [author] 2 Jan @ 7:17pm 
@Mereng It is possible to add this using the existing suppression system though I think a very solid unhappiness modifier and a risk of infection by doing that would need to go with it. Essentially a "guts" item that can be pulled from corpses via a context menu. There are ways to suppress your scent and also it is affected by weather already so would be easy to incorporate.
Phil J Herman  [author] 2 Jan @ 7:12pm 
@VII Thanks for using the mod! I recommend it with zombies that can open doors! It also pairs well with CDC Rapid Response since the smelling and door opening zombies are much more likely to bite you. :)
Mereng 2 Jan @ 8:20am 
a general question. has anyone come up with a mod that allows you to bathe in zombie guts so that the character smells like a zombie and is not detected? at least for a while, and if it rains the zombie stench buff disappears and the zombies detect you?
VII 29 Dec, 2024 @ 2:40am 
loving the mod and loving the potential it has, IMO this pairs really well with wondering zombies mod.
Phil J Herman  [author] 28 Dec, 2024 @ 12:59am 
@sucgangclarence93 Not at the moment but I can see about adding that in the future. Rain/snow and fog will mask your scent however.
sucgangclarence93 28 Dec, 2024 @ 12:57am 
does this have an option where zombies can only smell during night?
smiledog 23 Dec, 2024 @ 9:10pm 
thanks
Phil J Herman  [author] 23 Dec, 2024 @ 4:57am 
Sense of Smell updated to B42!
smiledog 20 Dec, 2024 @ 3:18pm 
ok, that's great
Phil J Herman  [author] 20 Dec, 2024 @ 2:42pm 
@smiledog - it is next on my list after CDCRR. :)
smiledog 20 Dec, 2024 @ 1:57pm 
Will you update the mod to build 42?
FinVulStuff 14 Nov, 2024 @ 12:21pm 
do leather gloves also hide my scent?
Aly 8 Jul, 2024 @ 6:46am 
I thought I was experiencing a bug where the smell meter was stuck on overwhelming because the mod's not super easy to get into but here's what I think is happening. I'm pretty sure I just stacked my negative smell modifiers so high that I couldn't bring my smell back down. Multiple runs came to a tragic end after a wound followed too quickly by a road trip picnic.

If I were to make a suggestion, you could try to use the MoodleFramework to make positive and negative moodles to let players know how solvable/safe they are in their smell situation and whether they would just be better off waiting inside. Currently the only way to check how bad I stink is to step outside and let my crust waft for the zombies to smell. Either way this mod is terrific enough that it's worth all the extra work it's taken to make it fit into my modlist! Thank you for the amazing mod!

:cherrypie::cherrypie::cherrypie:
Phil J Herman  [author] 11 Jun, 2024 @ 12:36pm 
@Janlitschka I took a look at the code of that mod. It directly changes some things related to this mod, so there is a chance of weird behavior. I do not think you will see hard crashes or anything like that. It seems like zombies would track you and when they get close to you, then this mod will take over the logic. So it might provide an interesting play style where zombies come to your area, but then do not track directly to you. You may also see that this mod completely overrides the blind behavior or the other way around. I would recommend testing it and seeing if you are okay with the behaviors since it would be hard for me to do that and describe them.
Janlitschka 2 Jun, 2024 @ 5:24am 
There is a new mod called "Blind Zombies", does this work together?
Phil J Herman  [author] 21 Mar, 2024 @ 6:46pm 
@Bot 444 you can make adjustments to how zombies rally etc in zombie settings. The defaults settings are pretty poor in my opinion and make the game boring - I recommend everything to random for behaviors and making sure to spread out the rally groups, the default setting has them bunched in little gangs that are easy to avoid, it is more fun if they spread out, I think it is rally distance or something like this in the sandbox. I would recommend playing with those settings to get what you want as far as zombie behavior. No problem at all! It was a lot of fun digging into how Zomboid is put together :)
TOREID 21 Mar, 2024 @ 6:33pm 
@philjherman thanks for your reply thats really weird they would have a "smart" zombie in the game as it logically doesnt make sense if we are taking into account the zombies there trying to imitate from george romeros night of the living dead wonder if there is a mod that fixes that the idea of a leader zombie makes gameplay sense because I honestly dont know of a way that zombies would cluster up if they didnt have a "leader" again thanks for taking the time out of your day to explain this to me
Phil J Herman  [author] 21 Mar, 2024 @ 5:29pm 
@Bot 444 I understand that but the pathfinding is actually dependent on the zombie intelligence. The way this works in zomboid is that most zombies actually cannot pathfind too you and will do things like bang on windows/door randomly around you, hop between rooms looking etc, but there are zombies that are smarter and more capable these are the ones that other zombies "rally" to, you will notice zombies are often in small clusters, these are called "rally groups" they have 1 leader zombie and the rest start to follow them. So the problem you are seeing is that there is a rally zombie that pathfinds to you and brings their friends with them. There really isn't any way around that one - but then again, the sense of smell mod is meant to be quite unforgiving. Thank you for your input and for using the mod I really do appreciate it :)
TOREID 28 Feb, 2024 @ 6:45pm 
i went to sleep on a roof and due to my scent a horde of zombies when up the stairs broken down my door and attacked me while i slept I dont think zombies should understand that when a scent is on a roof they would either attempt to climb the wall or stand by the building and wait zombies dont have the IQ to think hmmm where are the stairs? idk if this can be fixed but it would make sense
Phil J Herman  [author] 28 Jan, 2024 @ 10:42am 
@WaKK0151 - Sounds like you are looking for the antibodies mod and may be on the wrong mod page! :)
Phil J Herman  [author] 28 Jan, 2024 @ 10:42am 
@Phys6 - So the Scent Spread Distance Multiplier is used as a modifier to overall strink or grow the scent radius. It is used as a multilpier against the scent scoring after all calculations are done. The reason you see no effect is that Scent Spread Max Radius is clamping the value before it is used, so what that means is if the radius value for the scent comes in above 25, it will get set to 25 instead. So if you want a large radius, you can set Scent Spread Max Radius to something higher.
Phil J Herman  [author] 28 Jan, 2024 @ 10:41am 
@Rukio - Nope, the approach is different here. This mod is designed with the idea that the zombies are hunting their food source. So what they smell is soft tissue, orifices and especially your breath where fat is breathed out - not the dirt/grim/blood build up. I may add further options later if I take another pass at this one, dirt/blood as camo would be a good addition, I could add a bool to flip it the other way too - never know! I will take it as a suggestion :)
Phil J Herman  [author] 28 Jan, 2024 @ 10:41am 
@Pervy Sage - When you are inside a building your scent will be supressed, but it is not down to nothing. A zed sitting against your house for example might detect you. Though a zombie that close will detect you anyway without smell. You also have about a minute or so, maybe less, before the scent starts broadcasting to deal with loading in. All that said, I like the idea of forcing players out of the starting house too...
WaKKO151 28 Jan, 2024 @ 4:43am 
Can someone suggest settings for "Virus Infection Recovery Effect" and "Virus Mutation Effect" ? Not sure what making it postive or negative does exactly. What does "Property Value" mean exactly? What happens if I place this as positive or negative? Which number would make it harder or easier? Thanks for making this mod.
Phys6 6 Dec, 2023 @ 8:48pm 
Could you explain the Scent Spread Distance Multiplier?

I've set the Scent Spread Max Radius to 25.

I open the Zombie Population map.

When I change the Scent Spread Distance Multiplier from 1.0 to 5.0, I don't notice a difference in the size of the "Scent" circle.

What exactly does the Scent Spread Distance Multiplier do?
Rukio 2 Nov, 2023 @ 3:52pm 
Was hoping this mod would look into how dirty your character was. Giving you an actual reason to shower in game from the dirt and blood. Doesn't seem to be like that from the spoiler'd text. :zagcry:
Pervy Sage 16 Oct, 2023 @ 7:32pm 
Zeds outside your starter house can smell you the moment you log in and with the windows all closed? Makes sense. Not really.
Phil J Herman  [author] 5 Oct, 2023 @ 5:22pm 
@Blibberz haha a key to fart, I like it but would need to explore the mechanics of that more. Thanks!
Phil J Herman  [author] 5 Oct, 2023 @ 5:22pm 
@McStabbyTaco3000 I will look into that a lot of people have been requesting. Thank you!
Blibberz 5 Oct, 2023 @ 12:57am 
f key to fart
McStabbyTaco3000 2 Oct, 2023 @ 2:01pm 
Can you maybe add Excrementum compatibility?
Phil J Herman  [author] 22 Aug, 2023 @ 12:55pm 
@Avil Awesome! I appreciate you considering the mod. All the logic runs client side so you shouldn't see it cause too many issues unless it gets bogged playing the sounds on the server for some reason. If you wanted to stress test I would recommend turning farts on and to 1000000 on the chance, with the audio on, even if you are not planning on using, because it would increase the amount of sounds playing. Have all the players eat a bunch of chips during that stress test. Should be fun... I will reach out and see how it is going later today. If MP issues are discovered I can see about patching them if possible, depending on what occurs.
Avil 22 Aug, 2023 @ 10:45am 
Hello friend, I am the owner of the 5th biggest zomboid server, we are currently trialing your mod on a large scale, 50+ players. If you're interested in seeing the results and getting involved, hit me up.

a_v_i_l on dizzy
Phil J Herman  [author] 21 Aug, 2023 @ 12:20pm 
In the update, adjusted scent trail system for more realistic tracking, added a fart system, added a scent meter. Please report any bugs. Thanks!
Arthuria 21 Aug, 2023 @ 9:41am 
It works great with Definitive Zombies, with the rain the zombies hearing gets worse and because of that they can't "smell" you. It also kind of works with Braven's camouflage, but you need to be ahead of your scent, I use it to get to safety easier.
UattO 18 Aug, 2023 @ 4:58pm 
very nice mod, something to make more sense in a pro player longplay, thank you
ronvon 18 Aug, 2023 @ 2:35am 
ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha 🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣🤣🤣🤣😂😂😂😂😂🤣🤣🤣🤣🤣🤣😂😂🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣😂😂😂😹😹😹😹🤣🤣
Kevin Finnerty 17 Aug, 2023 @ 7:54pm 
What if you farted, add farts mod??
Dan 17 Aug, 2023 @ 3:23pm 
thank you, this mod is nice and challenging
Phil J Herman  [author] 17 Aug, 2023 @ 10:45am 
@Janfon1 The zombies have gone bloodhound. I appreciate the feedback!
Phil J Herman  [author] 17 Aug, 2023 @ 10:44am 
@doodad I appreciate the feedback! I have a couple good ideas to tune in the scent trail that I will be trying out. - So right now, when the player has a full stomach your scent will increase, that happens whether you are inside or outside. However, the reduction of scent from being inside is much higher than the addition from being stuffed with food. If you are stuffed, wounded, wet and in a building, you will be in trouble. If you are in good condition in a building, zombies in the building might be able to track you room to room with enough time.