Project Zomboid

Project Zomboid

More Zombie Behavior
63 Comments
Morry  [author] 29 Jun @ 1:53am 
@Kaoeutsu I looked into it and I forgot that I never added the compatibility with bandits for B41. So it's only compatible in B42.

I added a table with earlier mentioned compatibilities from the comments section to the mod description. So there's a proper place to check compatibility
Morry  [author] 28 Jun @ 12:55am 
@Kaoeutsu Thank you for the report, I will try to reproduce the issue when I have time
Deathburger195 27 Jun @ 10:02pm 
I can confirm they work together! And the zombies slower actually mitigates the sliding to almost unnoticeable,
Deathburger195 25 Jun @ 10:54pm 
I want to use this with "The walking Dead shamblers" mod. Which makes the zombies slower and not lunge, do you know if there is a way they would clash? Or what order i should put them in?
Kaoeutsu 25 Jun @ 6:55pm 
NOT compatible with Bandits, at least not with Bandits V2 in B41 which was the version I tested. Bandits will move weirdly and not attack players and other zombies.
Morry  [author] 17 Jun @ 12:14pm 
@Ryan It's explicitly made compatible with bandits, I assume week one works the same.
Wandering zombies should be compatible
Starving zombies has the same author and probably works similarly, so I assume it is ok. But I haven't explicitly looked at the code

Incompatibilities will most likely occur with mods that also change animations of zombies
Ryan 17 Jun @ 7:41am 
@Morry any incompatibilities? is it fully compatible with starving zombies, wandering zombies & week one mod?
Morry  [author] 7 Jun @ 3:57am 
@SIMBAproduz
The sliding you describe happens because I cannot use the current movement system, because the game overrides my inputs in most zombie states. So instead I use an older method that moves zombies without taking rotation into account.

The "sliding" technically happens always whenever the mod changes any movement, but probably is most noticable when zombies are nearby. For now the best suggestion I have for you is to turn off both "Intercept" behaviors in the sandbox options. This should reduce the sliding significantly

I have requested a fix for overridden movement. But whether it gets fixed and when I don't know.
In the future, given that it isn't fixed already, I will look into making an optional java mod to fix it.
SIMBAproduz 7 Jun @ 1:30am 
The idea behind this mod is great, especially when it comes to the way the zombies spread out and no longer form those "drops". But unfortunately, what allows this also ends up breaking the experience for me. The way the zombies move by sliding when I'm close to them made it impossible for me to keep this mod active for very long. But I really appreciate the work you've done so far, really. If you'll allow me to make a suggestion, I don't know if it would be possible, but if the mod's effect only worked for zombies that were at least 5 to 10 tiles away from the player? Would that "solve" my issue? I wouldn't want to make the game as complicated as the idea here is. I would just like to have a slightly more organic and less predictable movement of the zombies, focusing on a more cinematic gameplay that isn't as overwhelming as you propose, with a sandbox option.
Morry  [author] 2 Jun @ 1:35pm 
@Illtor
I managed to reproduce the invisible zombies, but it doesn't seem to happen consistently. I'm not familiar how the split-screen works but it might be some kind of desync.

I moved all server files to the client for v2, as multiplayer doesn't exist in b42 atm anyway.
I'm not sure if this fixes the issue, but it's the only thing I can think of which might be the problem. Assuming this mod is is the cause of the issue
Acid Green 31 May @ 7:16am 
idea: bullet sponge behavior where zombies dont stop moving when getting shot
Illtor 29 May @ 4:33pm 
42.8

Running with the Bandits mods, as well as Melee Ragdoll if that helps.
In single-player I have no issue with your mod.
Morry  [author] 29 May @ 11:21am 
@Illtor I tested it and cannot reproduce what you're experiencing. What version are you on and are you using other mods as well?
Illtor 29 May @ 6:23am 
When playing local-split screen on the same computer with this mod enabled Player 2 cannot see the zombies until they are killed.
Morry  [author] 29 May @ 5:09am 
"Wandering Zombies" uses a different way to move zombies, there should be no overlap and the mods should be compatible.

"Definitive zombies" seems to overwrite sandbox values. Which this mod does not, it only adds new ones. So they should be compatible.
Cyrisa 29 May @ 2:48am 
Yes I wonder if this works with Wandering zombies's horde mode mechanic as well.
Mongrel Man 28 May @ 7:04pm 
Also is it compatible with "Wandering Zombies?"
Mongrel Man 28 May @ 7:01pm 
is this mod compatible with "Definitive Zombies: (B42)?
Morry  [author] 27 Apr @ 3:21am 
@Gootube
I haven't tried that myself so I can't say for sure.
This mod also overwrites animation files. So maybe if you set the loading order so "Fast Shamblers" comes after this mod, then I think it'll keep that mod's animation files instead. And then turning of the speed up, should hopefully give you the wanted result.

And regarding the "Move during attack", it is as you ask. There's no new animation, just extra movement. So it might look a bit jank.
Gootube 25 Apr @ 7:56pm 
Hi, I want to ask if this mod works with the mod "Faster Shambler".
What that mod does is: Replace walk and lunge animation files of "Fast Shambler" zombies with a sped up version, which results in "Fast Shamber" zombies moving faster for a fixed 20%
Can I make that mod compatible with this mod by turning off "Speed up during chase" in sandbox?

Another question is: Does "Move during attack" feature makes zombies look like they are "flying" (moving without taking steps) during attack animation?
Morry  [author] 20 Apr @ 8:03am 
For my context.
Were you running past a zombie? Because depending on the sandbox settings, this is intentional. With a max sped up zombie this can happen.
If you're running away from a zombie, shamblers should not be able to outrun you with the default settings.
Jakub_Puchaty537 20 Apr @ 12:51am 
Bro i was sprinting and zombie was bitting me XD
supercrysisrunner 18 Mar @ 8:40am 
These are TWD zombie level !!
Construct 14 Mar @ 1:21pm 
sorry for the confusion lol
Construct 14 Mar @ 12:57pm 
reinstalling it worked!
Construct 14 Mar @ 12:57pm 
the mod was behind a update for whatever reason
Construct 14 Mar @ 12:57pm 
Sorry morry! turns out my mod didnt update right!
Construct 14 Mar @ 12:43pm 
No, I'm on B42
Morry  [author] 14 Mar @ 2:16am 
@Construct Are you using build 41? Because I only added it to 42. And I'll add it to b41 this weekend.

If not, there should be a toggle with the options to speed up, slow down or none.
Construct 13 Mar @ 8:30pm 
@Morry I do not see a option to slow them down in the sandbox settings. Perhaps something is config'd wrong?
Construct 13 Mar @ 5:51pm 
Nice @Morry thanks alot dude.
Morry  [author] 13 Mar @ 1:59pm 
@Construct I added a slowdown option. It uses the exact same mechanics as the speedup but slows down instead. I'll probably add some way of editing the amount of slowdown/speedup later. But this also contains a fix for speed up in general so I wanted to get this out the door fast
Construct 4 Mar @ 12:56pm 
gotcha! thank you for that!
Morry  [author] 4 Mar @ 12:55pm 
@Construct In theory we could abuse the speed up mechanic to also slow down zombies, but it'll probably look even more janky than speeding up. I'm kind of busy at the moment but I'll hopefully have time to experiment with that this weekend
Construct 4 Mar @ 12:07pm 
basically they start jogging instead of sprinting after like 2 RL minutes of chasing you around
Construct 4 Mar @ 12:07pm 
@morry hey! im sorry if this is annoying, but I have a request: could you add a option that makes infected slow down after a long period of time? I like playing with sprinters, and I thought it would be cool to give them "endurance" and im having a hard time coding it myself.
Morry  [author] 16 Jan @ 2:19pm 
@twitch.tv/thefaith818 I updated the mod info so 41 requires starlit library, which is the replacement of ooAccessibleFields
The † Faith † 16 Jan @ 1:46pm 
41
Morry  [author] 16 Jan @ 7:13am 
@twitch.tv/thefaith818 Are you using build 41 or 42?
The † Faith † 15 Jan @ 5:32pm 
I can't enable the mod because it says I need ooAccessibleFields
Quilboar 29 Dec, 2024 @ 1:27pm 
Brundi's idea would be so cool
Morry  [author] 26 Sep, 2024 @ 11:21am 
@Brundi
I'm currently not saving any of those sandbox setting on a per zombie basis. So I'd have to overhaul quite a bit of code. Which I'm not planning to do at the moment.
But I am trying something similar for the intercept behaviors and the cognition value of the zombie
Brundi 25 Sep, 2024 @ 3:58pm 
Great mod, just to ask could it be possible to add option for random distribution of traits between zombies, so that for example not evry zombie use move with attack but only some of them?
PepperCat 1 Sep, 2024 @ 4:40pm 
Oooohh! was out the entire weekend so I didn't use the PC at all but I will test this as soon as I can! Thanks a lot for the update!
Morry  [author] 1 Sep, 2024 @ 8:02am 
I looked at your modlist, thecfg file and my own code again. And I found a few bugs that I didn't notice before because they do not happen / are barely noticeable on the settings I use. The exact changes are in the change notes.

I hope this fixes the issues you noticed
Morry  [author] 30 Aug, 2024 @ 1:53pm 
I don't see any reason why it should behave differently on another computer.

Do you mean there is no speedup at all?
Are there any errors being logged?
And if it's a streamer we're talking about, do you have footage of the issue in question?
PepperCat 30 Aug, 2024 @ 12:11pm 
And are you aware if for some reason, the mod could behave different in different computers? This is my modlist https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2470417629 and this modlists works perfect in my PC with my sandbox configuration, I see zombies getting the speed up all good. But for some reason there's a streamer using same modlist with same sandbox preset which is not getting same behavior. So, could this update be tied somehow to performance?
Morry  [author] 30 Aug, 2024 @ 12:01pm 
@PepperCat I mean a literal change in the animation state/statemachine of the zombie. E.g. lunge, attack, walktoward, climbfence transitioning into any other state for any reason.

I haven't found a way to force the game to check for an updated m_SpeedScale value. So if you know any, I'm all ears.
PepperCat 30 Aug, 2024 @ 9:44am 
I have a question about the "state change". When you says that, specifically what you mean? when that happens?
Morry  [author] 23 Jun, 2024 @ 8:26am 
While adding speed up for sprinters, I discovered that the way I check for sprinters does not work. So speed up wasn't actually disabled for sprinters.
So instead I added the sprinter animations to also include the speedup and fixed an issue with the 'no bump' behavior and tripping sprinters.