Project Zomboid

Project Zomboid

Yes' Improved Stealth v2 [B42/B41]
396 Comments
Yogg 4 Jul @ 4:09am 
Game changer!

Its a common sense stealth mechanic. Crouch + stealth skill = less sight/hearing.

Wish it was vanilla! Good job
Attox07 6 Jun @ 5:35am 
I had that same crashes as gormotha also with Airdrops.
gormotha 1 Jun @ 4:24am 
The crash in your most recent session is caused by conflicting or broken code from two mods, based on the console log:
🛑 Culprit Mods:

Improved Stealth v2

Random Airdrops

💥 Error Summary:

The crash originates from a Lua error related to the OnWorldSound event:

function: OnWorldSound -- file: b42Sneak.lua line # 312 | MOD: Improved Stealth v2
function: SpawnAirdrop -- file: airdrop_server.lua line # 626 | MOD: Random Airdrops

And the key Java runtime error:

RuntimeException: Object tried to call nil in OnWorldSound at KahluaUtil.fail

This means the Improved Stealth mod tried to call a function or value that doesn’t exist, possibly because Random Airdrops tried to spawn something that stealth mechanics couldn't properly handle (e.g. spawning NPCs or vehicles that generate sound events).
🧠 Additional Notes:

This is likely due to an unhandled nil value being passed into a sound-related function, possibly caused by a botched airdrop spawn.
Andagor 23 May @ 1:50am 
Very cool mod, interesting to play, commandos in zombieoid. BUT! It is very upsetting that NPCs and bandits do not seem to know that you are in stealth in the shadows)) they see and shoot.
I am talking about the most popular mods on the server with NPCs
[B42] Knox Event Expanded NPC mod and Bandits from the developer Slayer
RudyTheNinja 8 May @ 3:17am 
Does crawling add to the radius reduction, stacking radius reduction
Or does it just set it to crawl radius?
flonzi 27 Apr @ 3:06am 
I have no option in the sandbox settings to disable the moodle in b42
Rusty #DopeRust 23 Apr @ 3:45pm 
@yes, after further tests with your mod on my modlist, your mod somehow breaks this mod , features, especially the ghost one, the rest i can still activate, i use this mod to test mods before the gain a concrete place in my modlist.

Wanted to report you this, i dont have any error to show, but if you use both and test this above you will see i'm not lying.

Cheers.
Rusty #DopeRust 22 Apr @ 3:51pm 
@yes, firstly, thank you for the amazing mod, tha you provided the community of PZ with, awesome work, have been using it since the past build.

Secondly, there is any update on the icon/moodle that you were working, trying to implement according to your past statements? If not, there is any chance you make this compatible with the Moddle Framework B42 version and the Plain Moodles B42 version as well?

Or please make your icon/moodle, moveable, because its overlapping another mod i use, and i cant move it, only disable it, but i would like to use it.

Cheers.
FlufyFox 16 Apr @ 9:56pm 
it works on MP too ?
Caesar 🐌🐛 15 Apr @ 6:52pm 
Would it be possible to add compatibility with Fred's Night Vision in Build 42? (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3303590197&searchtext=fred%27s+night+vision)

Maybe so it ignores the "night vision" light source.
Ben_OnAir 14 Apr @ 2:30pm 
Does it impact also players detection?
Gootube 10 Apr @ 10:20pm 
When you enter stealth mode, does zombie vision setting matter anymore?
For example, does your stealth radius reduce even more for zombies with poor sight compared to normal ones, or the stealth radius is fixed for all types of zombies and only depends on your character?
RudyTheNinja 5 Apr @ 6:04pm 
Does crawling increase stealth or is it the same as crouching?
Ryan 5 Apr @ 9:05am 
@yes compatible with thief expansion?
Meyar 27 Mar @ 4:57am 
If the light moodle is to be believed, this doesn't appear to get on well with Fred's night vision. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3303590197&searchtext=fred%27s+night+vision
yes  [author] 17 Mar @ 3:48pm 
yes
williamasecas 16 Mar @ 8:31pm 
Question. Is it required to be sneaking the whole time?

I mean, lets say i am sneaking + standing/moving through dark tiles. If i stand up is it changed to the default detection system even if i am still standing in a dark tile?
Roof Korean 14 Mar @ 2:57am 
nice mod ty! xp on backstab is a good sug ty for that 2
yes  [author] 6 Mar @ 7:22am 
yes
Wox 6 Mar @ 3:15am 
Can I enable the mod mid-game?
aquelarrefox 16 Feb @ 9:05pm 
A important question, that is deep in the Stealth stuff, is possible to mod the angle of vision of the zombies? I know it's not a direct value, but mine is possible a hexa mod?
retr0l0gy 2 Feb @ 9:26am 
i told him the same exact same damn thing and he dont listen
yes  [author] 2 Feb @ 7:03am 
yes
Vogt156 2 Feb @ 6:30am 
2nding Mikolaj's comment. Just some kind of indication would be really helpful
Mikołaj 28 Jan @ 12:31pm 
Could you please start using the changelog when you update the mod? Having to read through hundreds of comments to figure out what features are there is not ideal
PepperCat 26 Jan @ 7:29pm 
@yes: I definitely feels it better in general. NPC's are doing their things "normally", the only difference I have found in comparison of not using the mod is that standing animation. Everything else now seems like working fine. To be honest, nothing to worry about I think. I will keep testing but I think it is now all good :)
yes  [author] 26 Jan @ 6:44pm 
Update, decided to change a few things in how stealth is calculated, removed the pixelated icons and replaced them with new ones. There is a new icon displaying a middle ground between good and bad stealth. There is also a new sandbox option that allows to change the minimum distance a zombie can spot you. The "good" stealth icon (the blue light bulb) will now show when the distance is lower than the minimum. The minimum distance can be lowered during gameplay by half when you are sneaking near a wall and it is removed inside buildings (this is so zombies can't see through LITERAL pitch black darkness). Let me know if you find any issues or you just want something in particular
yes  [author] 26 Jan @ 12:47pm 
@PepperCat tbh I don't know what to do now, are you sure the standing thing isn't normal behavior? I'll keep playing but basically the mod is disabled as soon as it detects an npc and you are not sneaking
yes  [author] 26 Jan @ 12:45pm 
@BoB yes zombies vision decreases as the light goes away, also works when you hide in the shadows inside a building
yes  [author] 26 Jan @ 12:43pm 
go to options and go to the mods tab to disable it
Wesch 26 Jan @ 9:52am 
Why is the light moodle icon bigger and more pixelated?
and also why is the option to disable it in sandbox settings removed?
BoB 25 Jan @ 7:49pm 
@yes: Just wondering if the base game (day night cycle) has gradually decreasing light to dark, or if it goes in stages? Thus your mod would be in effect throughout the entire day rather than set times.
PepperCat 25 Jan @ 7:03pm 
They feel better when sitting but not when standing. Couldn't check other interactions
PepperCat 25 Jan @ 6:22pm 
Oh, wow, that was fast :o what was it? because in my own mod I may have to also do something? Don't think so but just in case
yes  [author] 25 Jan @ 6:17pm 
I think I fixed it, let me know how you find it
PepperCat 25 Jan @ 4:09pm 
An easy way to reproduce it:
1) Enable Bandits + Week One and go to any restaurant and observe the NPC how they sit, how they stand up, how they move. They are kinda "fluid" (Of course considering it is a mod handling hundreds of NPC's).
2) Leave the game, enable this one, observe them now, when they need to sit and stand up. The animation is like weirdly triggered, like if they wanted to sit down but can't complete (I assume that's because they are receiveng the "setUseless" value.
Kyrox 25 Jan @ 3:50pm 
I'll keep my eye out as I play more and see if I can distinguish any information as to what is the cause. The only thing I can say for now is that is happening during the daytime.
Kyrox 25 Jan @ 3:48pm 
@yes It's just random Zombies. They just stop moving and hold still. They eventually recover. I figured it was Wandering Zombies, or Starving Zombies causing the behavior. Honestly, it's more of a feature than a bug in my eyes. They hold still and just go brain-dead. I feel like the behavior is somewhat realistic. Once they see you, or are attacked they reset and move again like normal.

I could see a few instances where this would be weird, but... it's kinda interesting? I enjoy more diverse zombie behavior.
yes  [author] 25 Jan @ 3:45pm 
I'm trying to replicate the freezing on the npcs and I am not having any luck, I'll keep playing till I find it (im having a blast with this mod lol thanks for presenting me this). I am even going on a rampage and the military still follow me and shoot me. Could you tell me which npcs are the ones that freeze? like their profession, and what they are doing before freezing
PepperCat 25 Jan @ 3:02pm 
@yes @Kyrox: yeah not really sure why, but in B41, Bandits worked perfect, but in B42 they behave kinda weird. Not really sure if the Bandits B42 requires any additional validation or what, but 100% enabling this mod makes them stand still most of the time, they still work, and do some stuff but for example for sitting, they get kinda freeze for a lot of time until they are able to sit or get up
Kyrox 25 Jan @ 2:23pm 
@PepperCat Is this why some of my Zombies just stand still and basically freeze in place? Not using Week One, just running Bandits with Build 42.Also running Wandering Zombies / Starving Zombies.
yes  [author] 25 Jan @ 2:15pm 
@BoB what do you mean? The zombies gradually increase or decrease their vision based on light level in b42. Are you talking about this mod in b41?
yes  [author] 25 Jan @ 2:14pm 
@Kyrox let me make a bigger version for bigger resolutions
yes  [author] 25 Jan @ 2:13pm 
zombie:getVariableBoolean("Bandit") this is still present in this mod for b42 so I'll have to dig further
PepperCat 25 Jan @ 1:14pm 
I was playing in a modded run with this mod plus the Week One. And noticed that the NPC's were getting kinda "stucked" in their animation while sitting our doing other things. So I tried only Week One to see how it behaved, and it worked fine. Then added this one, and effectively the NPC acts kinda weird.
I remember that you added the compatibility for Bandits mod. However the Week One maybe has something extra to this? zombie:getVariableBoolean("Bandit")
Or maybe the B42 version of this mod is missing this validation in another place?
Kyrox 24 Jan @ 7:55pm 
The tiny little bulb thing you have to display light is like 16x16 pixels on my screen. I play in 4k and can barely even notice it exists. Any way to increase the size of the light indicator? I can't even barely see it
BoB 24 Jan @ 3:13pm 
Is it possible to add dynamic stealth by daylight amount? (im not sure if there is even varying degrees of light throughout the day in this game yet)
VII 22 Jan @ 6:04pm 
@Yes appreciate the response and the offer but i am more than happy to drop the night vision mod for now to save the headache and use one later on.there is the other night vision mod that uses stamina instead i might try that one if need be.
PepperCat 22 Jan @ 5:27pm 
What incompatibility with Surviving The Storm? @Wesch
That's my mod and as far as I know, it doesn't have any