Project Zomboid

Project Zomboid

Operation Genesis Code - Quests [Enhanced]
73 Comments
Blod  [author] 26 Jun @ 6:41am 
@Greenjack, Once I have some free time, I'll think about it. Just something I might do on the side when I feel like it, nothing more. Appreciate the suggestions though. :steamthumbsup:
Greenjack 25 Jun @ 4:26am 
yeah bro i can totally feel you, since 3-4 years passed and all we got is this crappy B42, instead of a way more involving process of fixing and adding stuff that the community wants and that makes mod for it, baby steps we would have had everything
Like for istance QoL mods (for repairing lightbars or reconditioning engine or change from cars and having more horse power and so on) but this game actualy keeps running bc of modders that fill those gaps
So i was wondering if you can and if you are able maybe you could work on some little stuff like mods that are incomplete/abandoned for istance, or cool features like adding that radar or sound system that we talked about in the Item GPS DZ12 that lets you see zeds around you
Blod  [author] 24 Jun @ 2:40am 
@Greenjack, I appreciate the kind words. Truth is, I could create more mods, but I don't invest serious time into non-lucrative work. Operation Genesis Code was created for fun during my free time, but like many mods, it didn't get the same attention as simpler, trendy ones.

I have the skill to add more features that requires Lua coding, but I'll only do so if the mod gains proper support. As for The Indie Stone, I wouldn't work with them. After more than a decade, the game is still incomplete, delivering content at that pace isn't something I'd engage in.

Besides, I already work in a far more rewarding industry compared to most game development roles. Truth is, unless a project is backed by investors with serious marketing and structured development, it won't see large-scale success. The gaming industry is tough, major studios dominate, and solo or small developers are often just drops in the ocean.
Greenjack 23 Jun @ 6:20am 
You're goddam right bro, i really i wonder what you could pontentially pull off the hat with ur modding skills and mind
Even if redundant you're amazing, IndieStone should have more ppl like you for real, the game would be so much better
Blod  [author] 20 Jun @ 6:24am 
@Greenjack, RNG has its place, but not when it comes to tools meant to support the player. I accept randomness for enemy spawns, it keeps things unpredictable and prevents players from memorizing exact positions, but for equipment or vital gear, I prefer certainty over chance. If it's not guaranteed, I'd rather give the player nothing at all. RNG on support items can easily lead to unfair disadvantages or worse, death.

Enjoy your time. Mods should make the game more fun and challenging, not frustrating, always with balance in mind.
Greenjack 20 Jun @ 2:54am 
oh that's even better cause i was referring at "Start with GPS" mod that basically pulls a random GPS and it's condition it's randomized too, but since i'm so unlucky i always get it damaged or almost broken and i struggle to find a repair kit
Anyway ur amazing for making that fix :)
Blod  [author] 19 Jun @ 11:56pm 
@Greenjack, You're most welcome my friend. The DZ12 comes in perfect condition, equipped with essential tools for extended use. Enjoy your time and stay safe. :steamthumbsup:
Greenjack 19 Jun @ 2:14pm 
omg Blod you're the GOAT really, you are one of a kind and i can't say any words to appreciate than a massive THANK YOU m8
Just the DZ12 was enough for me but since i always get it already damaged, spawning with repair kits it's even better
Anyhow thank you again bro :)
Blod  [author] 19 Jun @ 7:43am 
@Greenjack, Hello my friend, As requested, I made a small mod that adds a trait to spawn with the DZ12 GPS and its maintenance tools. Works independently from the Vortex Corps profession. Here's the link:
Start With DZ12 GPS - Custom Trait (itemGPS Required)

Enjoy your time:steamthumbsup:.
Greenjack 18 Jun @ 10:17pm 
Heyo Blod! I was wondering since ur mod has a scripted spawn with DZ12 gps device and since the modder of "spawn with GPS item trait" (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3020791459&searchtext=gps) seems to just ignore ppl, is it possible that you make like a small mod or script to spawn with DZ12 outside of using Vortex profession?
Blod  [author] 18 Jun @ 7:02am 
@adolf niggler, Hello my friend, Double-check and follow the mod load order (Installation Instructions) I provided. It works perfectly if followed exactly. The mod has been tested extensively under Build 41 and is fully functional with the correct setup.

If you're still encountering issues after correcting the load order, feel free to describe the problem in more detail. I'll help if possible.
adolf niggler 18 Jun @ 3:29am 
yeah bro i think u might be right abt it being on my end. whenever i check the mods loaded in game it says there is an error for SSR core and SSR quest system. whenever i run it in debug, it comes up with an error for a file called a_requires.lua
Blod  [author] 17 Jun @ 6:43am 
@adolf niggler, Hello friend, Something went wrong on your end. Are you on Build 42? If so, it won't work, the mod works on Build 41 only.

I've provided clear installation instructions, and they're simple to follow. The mod is fully functional; I've personally played and tested all quests many times, everything works exactly as intended.

Describe the issue in more detail so I can help you, if possible.
adolf niggler 17 Jun @ 4:22am 
the quest dosent work for me
Blod  [author] 12 Jun @ 2:07am 
@snoykiwi1995, Hello friend, the mission circle you're referring to is a feature from the "item GPS" , it's not included by default in "Operation Genesis Code". Even if you have that mod installed, you'll still need to manually enter the coordinates into the DZ12 GPS device.

Simply ignore it, because "Operation Genesis Code" provides a simpler method. Just head to the white circle near the "Insurgent" mod spawn point to start the mission. Right click on it, start the mission, then meet General Ironside (his coordinates are listed in the Journal, use the small numbers near your character equipment at the top-left of the screen to guide you).

Once you complete a key objective and debrief with Ironside, he'll give you a Mission Map, essential for navigating the rest of the quest.

Enjoy your time. A major update is coming this week.
snoykiwi1995 12 Jun @ 1:11am 
I don't have a circle indicating the location of the mission. Did I do something wrong?
Blod  [author] 3 Jun @ 4:27am 
@Tregedy, Hello my friend, All items found outside the complex laboratory are documents only, virus samples are located inside the "Complex Laboratory" only, as clearly stated in the mission instructions.

Regarding the "LV airfield", if you're referring to the "Improvised Airfield", search the lockers. One of them contains the document you're looking for.
Tregedy 2 Jun @ 11:51pm 
what is the item i supposed to find in LV airfield?i couldnt find any virus sample/kit or document there
Blod  [author] 2 Jun @ 1:02pm 
@[FHW] Ringolus, Hello friend, Just to clarify, Operation Genesis Code module is currently only compatible with Build 41. The mod will be updated for Build 42 once all required mods are updated and compatible with Build 42.

If you're using Build 42, the mod won’t function correctly, that’s why you’re not seeing the special profession or quest markers.

To change game version:
1. In your Steam Library, right-click Project Zomboid → click Properties

2. Go to the BETAS tab
From the dropdown, select: legacy_41_78_7 - legacy_41_78_7

Additional notes:
For dedicated servers, you must follow the Multiplayer installation instructions from the main SSR Framework mod page.

SSR Quest Framework
[FHW] Ringolus 2 Jun @ 11:56am 
I'm trying to start a dedicted server, only using this mod and the recomendations made by you. But it seems it's not starting correctly. There is no special profession and no quest marker when joning the game. Any idea where I have to look to fix it? If I try to start in single player it there.
Blod  [author] 26 May @ 8:16am 
@Greenjack, Thanks a lot, my friend, I appreciate your words.

A radar-enhanced minimap like Eris' map, but with proper downsides and balance like the Item GPS mod, would be an incredible addition for immersive mission play. A well-equipped and deadly operator deserves military-grade tools, and if such a mod ever gets made (or commissioned by someone), it would definitely benefit a lot of Project Zomboid players who enjoy tactical gameplay.

As for Operation Genesis Code, I've definitely considered adding a radar scanner item that displays enemy positions. If I do, it would be given to the player right from the start, no need to loot it.

The only problem, as you mentioned, is that most modders are migrating to Build 42. Even if someone does create such a mod, there's a good chance it won't support Build 41. I still stick with B41 too, I just can't play Zomboid anymore unless I have Operation Genesis Code running. Without objectives or a mission, the game loses its meaning for me.
Greenjack 25 May @ 3:20pm 
I checked every inch of steam workshop and every key word (like sensor, radar, sound, detection) and i just found that Visual Sound mod that you mention, i mean it really fits for the superhuman Vortex, but having OP stuff with devices and maintenance needs really hits me, like Eris map showing zeds on minimap, it's something that i would love to have but not like that always active, no downsides or balance
Operation Genesis it's an hardore challenge and so be it, but it would be good to have for a normal playthrough, you know like a reward feel when you loot military stuff and get night vision googles so enhanced night combat or exploration checked OR a device that shows zeds around you
Don't know if that makes sense, anyway modders are migrating (slowly) to B42 but i'm still on B41 cause i can't get myself into the new build yet and thanks for your support and dedication on this build, you're awesome m8:steamthumbsup:
Greenjack 25 May @ 3:20pm 
I saw how you play and you really know how to move out in the wilds and use ur resources at best:steamthumbsup:
Blod  [author] 25 May @ 2:22pm 
@Greenjack, You're right, neither a radar nor a sound-detection mechanic exists in the item GPS mod or anywhere on the Steam Workshop as far as I know. However, there is the Visual Sounds mod, which I personally use to track zombie movement. It fits perfectly with the idea of a superhuman Vortex Corps Operator sensing threats before they strike.

Regarding the distress signal, I was confused the first time I used it too :). I remember thinking, "Okay, I hear the noise... now what?" Then I saw a horde coming straight at me. My character barely escaped, took a bite in the process, but survived. I told myself, that was nasty... but lesson learned. Now I use it strategically to draw hidden zombies out into the open and clear them. It's especially effective for avoiding surprise attacks in dense terrain.

Build 41 is shifting into legacy territory. Once Build 42 stabilizes, a lot will change, but Operation Genesis Code will adapt, staying functional and compatible with both versions.
Greenjack 25 May @ 1:28pm 
oh i can't wait to see the new update ur going to pull off
Your gameplay is really immersive with tactics, feels like a real spec operative in a zombie apocalypse following his mission
As i told you the only "missing" part, that will make it perfect is that radar or sound option making it the most out of that military equipment, so knowing if those sneaky zeds are nearby you can either choose to go stealth or just lure them down with signal and just kill them all (actually first time i saw ur video i didn't read the tooltip and i thought that was how it worked, that signal was giving you hints that zeds were nearby and it just went crazy bipping with all the amount of b* hiding in the trees xD)
I like it so much for clearing but it would be awesome to have it even for the stealth operatives
Unfortunately those modders are not going to work for B41 still, going for B42 instead :(
Blod  [author] 25 May @ 1:05pm 
@Greenjack, hello friend, Thanks! The mod will soon receive a major update, adding quests, improving logic of all quests, and making the entire experience even more unique and immersive.

And yes, that was me playing :). The Operation Genesis Code module was inspired by those mods, especially to transform the concept of missions from vague and non-functional ideas into something real, logical, and fully playable.

The Item GPS mod is one of my personal favorites, it adds the realism needed to make mission execution feel tactical. The DZ2012 GPS has all the right features that align with the operation's goals. And the distress signal, I like using that in the woods, it's perfect for luring zombies into traps or clearing paths. :steamthumbsup:
Greenjack 25 May @ 10:50am 
absolutely love it, and actually i lately noticed that the guy in the video it's you, sorry about that i'm so dumb xD
I saw it first here in this page https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3148355285&searchtext=secretz and i was just amazed by the concept of "secret operations", like all the loadout and stuff, and that Item GPS that you have
Shortly that item is amazing making the all known map and in game minimap balanced as long as you have that DZ2012 and enought batteries and also that "Distress Signal" made think about having a Zed Radar to complete this device or at least a sound alert that gives you hints when those sneaky b* are around
Blod  [author] 25 May @ 8:39am 
@Greenjack, You're very welcome. Good to know you're enjoying the mod. :steamthumbsup:
Greenjack 25 May @ 8:02am 
thank you so much for the answer , wish all the modder were kind like you :)
Blod  [author] 25 May @ 6:20am 
(Part 2)

Feet:
-Military Tactical Boots (Black) - KATTAJ1 Military Pack Mod

Accessories:
-Military Chest Pouches Large (Black) - KATTAJ1 Military Pack Mod
-Vortex Corps Tactical Backpack - Operation Genesis Code Mod (Will be improved)
-Military Utility Hip Pouch (Medic) - KATTAJ1 Military Pack Mod
-Military Holster Defender (Black) - KATTAJ1 Military Pack Mod
-Military Thigh Guards Defender (Black) - KATTAJ1 Military Pack Mod
-Military Shin Guards Defender (Black) - KATTAJ1 Military Pack Mod
-Military Pauldrons Defender (Black) - KATTAJ1 Military Pack Mod
-Military Elbow Pads Defender (Black) - KATTAJ1 Military Pack Mod
-Military Sheath Defender (Black) - KATTAJ1 Military Pack Mod
Blod  [author] 25 May @ 6:20am 
@Greenjack, Hello my friend, the character is wearing (Male):

(Part 1)

Head:
-Military Helmet Defender (Black) - KATTAJ1 Military Pack Mod
-PMK-2 Gas Mask - Brita's Armor Pack Mod

Body:
-Military Shirt (Black) - KATTAJ1 Military Pack Mod
-Military Jacket (Black) - KATTAJ1 Military Pack Mod
-Military BulletproofVest Defender (Black) - KATTAJ1 Military Pack Mod
-Military Thermal Underwear (Black) - KATTAJ1 Military Pack Mod

Hands:
-Military Grip Gloves (Black) - KATTAJ1 Military Pack Mod

Legs:
-Military Pants (Black) - KATTAJ1 Military Pack Mod
Greenjack 24 May @ 8:37pm 
Heyo Blod, just a quick question what's the character in screenshots wearing? Like KattaJ clothes?
Blod  [author] 5 May @ 3:59am 
@Tregedy, You’re very welcome. A big update is on the way for the "Operation Genesis Code" mod. I’ll be adding several dramatic and immersive side quests to deepen the experience. Stay tuned. :steamthumbsup:
Tregedy 5 May @ 3:41am 
yes,i want to start with some other items as i using a few other SSR scenario along with this one,so i sorta want to add some more starter items, been doing that using cheat menu but it just feel cumbersome
tks a lot for the help
Blod  [author] 5 May @ 3:13am 
@Tregedy, hello, you mean modifying the items the player gets in their main inventory upon character spawn?
Yes, that’s possible, you just need to edit the Lua script that adds items to the character’s inventory when a new character spawns.

File location:
\mods\OperationGenesisCode\media\lua\client\OperationGenesisCode.lua

Look for this line in the code:
inv:AddItems

This is where the items are added to the player's inventory upon spawn. You can replace or add whatever items you want here. Items from other mods can also be added, as long as you know the correct item ID.

To find item IDs, check the files of other mods in:
\media\scripts\
Most items are listed in the .txt files there. :steamthumbsup:
Tregedy 5 May @ 2:31am 
is there anyway to change the items we got from the vortex backpack? like there a way to modify the coding for different items?
Tregedy 5 May @ 2:27am 
the mission have to start with you meeting ironside,so the insurgent spawn point was the recommendation
btw i also suggest using insurgent parachute start for a cool entry :3
Blod  [author] 5 May @ 2:25am 
@AshRoze, you're most welcome and enjoy your time. :steamthumbsup:
AshRoze 4 May @ 9:55pm 
Thanks for the reply, my friend!
Blod  [author] 4 May @ 2:28am 
@AshRoze, hello friend, Thanks! You can start the mission from any spawn point you prefer. The quest itself is flexible, you’re free to approach the objectives in your own way, not strictly by following the mission map. The reason the Insurgent spawn stands out is because the mission’s starting point is located nearby. :steamthumbsup:
AshRoze 3 May @ 4:49pm 
Incredible work on the mod but i have a question. Can i start the mission from a different spawn point or does it have to be the insurgent parachute spawn? Asking because i didn't see the option to spawn there.
Blod  [author] 3 Apr @ 5:40am 
@Crucified, hello friend, the problem likely comes from the map setup on your server or host settings.

(Build 41), try the following:

Go to Host > Manage Settings > Edit Settings, then under the INI list, select the Map tab. From there, make sure to add all the required maps in the correct order, exactly as listed in the Installation Instructions section of the mod description.

Also, you must start a new save. The mission is intended to work from a fresh world. Existing saves will not load the quest content and areas properly.
CrucifiedGod 3 Apr @ 4:26am 
Hello! My server seems to be having issues getting the map mods to generate properly. My load order is set as the description: 4 tiles mods->Load order->other mods. All the other mods including the quest mods are working, but I cannot get any of the map to generate the new areas/content. I’m unsure what I’ve done wrong
Blod  [author] 24 Mar @ 10:06pm 
@Tregedy, hello friend, the mod doesn’t modify any alarm behavior, it only adds quests, NPCs, and mission objectives using the SSR framework.

If you’re encountering alarms frequently, check your Sandbox settings under the "World" tab, there you’ll find "House Alarms Frequency".

Or it could also be that another mod in your list is affecting world events.

Or maybe… you’re just not very lucky. Harsh world, harsh reality.:steamsad:
Tregedy 24 Mar @ 10:23am 
though i have a question
why every mission building have an alarm lol
legit every replay i try to get to ironside,the building alway have blazing alarm
Blod  [author] 21 Mar @ 9:32pm 
@Tregedy, of course it’s fun, this mission is the reason I play Project Zomboid.

As for zombie modifications, I avoid anything that drastically changes their core behavior. I stick to random zombies (with a percentage mix of regulars and sprinters) and slower sprinters, which create the perfect balance for this mission.

I’ve also put together a carefully handpicked mod collection. With it, everyone can enjoy the same level of challenge and immersion I experienced while completing the mission multiple times. :steamthumbsup:
Tregedy 21 Mar @ 11:02am 
,it was fun mission indeed,the only blunder i made on my first run is that i forgot to remove the dimension zombies and death kneel day zeds so my character didnt even made it out the first forest lol
Blod  [author] 20 Mar @ 2:46pm 
@Tregedy, thanks for the positive comment. It’s great to know you’re enjoying the mod.

It’s likely not on the recommended list because it was released just before Build 42 dropped. The timing wasn’t ideal, and with all the attention on B42, the mod didn’t get the same visibility as others.
Tregedy 20 Mar @ 9:34am 
holy god darn why is this isnt on the recommended list
why was this went under my radar up till now
very polished made quest mod
been looking for something like this
tks alot for making this
Blod  [author] 14 Mar @ 10:04pm 
@little one, hello friend. I truly appreciate your comment, it means a lot to me.

I’m not sure of the exact reason, maybe it’s because most Project Zomboid players prefer a more casual experience, building/managing a base, gathering resources, and spending their time at their own pace. That’s the core of the vanilla gameplay.

This mod does the complete opposite, no permanent shelter and no leisure time, just a very difficult mission that forces the player to push through thousands of zombies. It’s a brutal challenge, and not everyone is up for it.