Project Zomboid

Project Zomboid

(B42) Immersive Roleplay Professions and Traits
126 Comments
UattO  [author] 22 Jul @ 9:20pm 
check the file
kArMaFPS 22 Jul @ 4:35pm 
I was able to fix the console errors by adjusting the mods better; I don't know which ones were causing conflicts. Can you tell me which traits in your mod are dynamic and/or generate some visual effect next to the traits to better identify them in the list?
UattO  [author] 21 Jul @ 11:18am 
This error is not present running the game with just this mod, have you received it using this mod with others?
UattO  [author] 21 Jul @ 11:02am 
@kArMaFPS Sorry buddy, the previous comment wasn't helpful, but this one is.
Is performance slowing down because you're using too many traits? Each trait has mechanics that run in the background, so using too many at once could cause some little slowdown on a less powerful computer, especially if it's very hot where you are. Maybe that's just it.
The initial loot can't affect the frame rate; it simply spawns in your inventory when you initialize your character and has no other mechanics that could cause a slow frame rate during gameplay.
I don't see any errors when I start the game, but I'll carefully check on my console to see if this error you reported is present. If I find it, I'll fix it right away, but I don't think that's what's slowing down your game.
Thank you so much for this detailed report.
kArMaFPS 20 Jul @ 8:11am 
Here we go, I hope this helps: java.lang.NullPointerException: Cannot invoke "zombie.characters.IsoGameCharacter.getDescriptor()" because "owner" is null

This error occurs because the game tries to access a character that hasn't been loaded yet, modifying, adding, or changing clothing, accessories, behaviors, and inventory before the character is instantiated (it might have something to do with what I told you; you might need to check the item spawning logic for professions). This is probably the error!
kArMaFPS 20 Jul @ 5:37am 
I've already tested it, and your mod drops my framerate from 244 to 140. I have about 100 frames less with the mod active, and I can't explain why. The errors stopped because I was using it with the evolving traits world (which has dynamic traits). I disabled it, and the errors stopped, along with the crashes. However, performance drops a bit with the mod active. It must be due to the items that spawn with the player related to each profession. No need to get mad, buddy. I'm just reporting something related to the mod, not criticizing it and saying it's useless.
UattO  [author] 19 Jul @ 10:36pm 
@kArMaFPS what are u talking about? It can't be my mod!
This mod has been tested and it is played by many people, nobody has this problem.
Please don't you report if you are too lazy to be sure that my mod is the problem, it is very simple: just start game with just this mod and add one mod at a time, so you can identify which mod causes conflict or error with this one.
Anyway I think you are using redundants mod, like dynamic trait or vanilla trait modification.
Please, if you report, do it with some logical information like mod list u are using, describe how and when the error is triggered, and something like this, because your report can never be useful like this.
kArMaFPS 19 Jul @ 4:48pm 
Your mod has been causing a lot of constant errors in the console, it turns red [error] in the modlist when the game is running, causing excessive frame drops, any solution so I can adjust it? Maybe some incompatibility?
MadScav 16 Jul @ 11:17am 
thank you boss
UattO  [author] 16 Jul @ 10:51am 
really? it is something never happened before, i will replace this bug and fix it asap, thanks for report
MadScav 16 Jul @ 10:06am 
hey it's a great mod but i think there's a bug with the lifestyle hobbies mod, and the naked dynamic trait... when my character have a shower or a bath, he gets the naked trait and sometimes don't lose it when finishing washing. and if i disconnect like that i just lose all my inventory, containers and weapons included, do you know how to fix it?
UattO  [author] 8 Jul @ 7:10pm 
thanks man
borrowdaledrew 8 Jul @ 6:56am 
will do, i'l be spending some time combing over the console logs and fixing up errors i find so if i come across anything i'l let you know :)
UattO  [author] 8 Jul @ 12:25am 
found it, i just discovered that it is a mod conflict, nothing more, so yes please, if you discover which mod is the guilty, let me know and i will add it as not compatible or, if possible i will make compatible mine
UattO  [author] 8 Jul @ 12:20am 
it is not the first time i ear about this issue, someone reported it many time ago, i remember that discovered what trigger the error but i don't remember what, we should take a look to the oldest reports
borrowdaledrew 7 Jul @ 10:58pm 
@Uatto
Most likely, If i'm the only one seeing it then no need to worry :)
If i ever discover which mods trigger this issue i'll post it here so other can see.
UattO  [author] 7 Jul @ 9:04pm 
i've never seen it with my personal modlist
UattO  [author] 7 Jul @ 9:03pm 
thanks, that's not a normal error, it usually has been triggered is another mod conflicts, maybe some start loot mod
borrowdaledrew 7 Jul @ 7:55pm 
@Uatto
I've been getting a fair amount of console spam regarding the removal of the starter pistol. I checking in the .lua file and noticed there wasn't much handling for null exceptions.

I rewrote the file at my end to account for it using a dirty cheap if/then gate to solve the issue but you may want to look into it if others get errors.
UattO  [author] 1 Jul @ 2:00pm 
Oh right, there is still the old build 41 available, I forgot.

Don't scare about "unstable" in the build name, the 41 is not so stable :D

about dependencies...well, if you like roleplay you will enjoy every mod here, if you don't, avoid to use them, simple.
SIMBAproduz 24 Jun @ 8:33pm 
I really want to use this mod.
But the unstable build and the lack of real-time updates of the mod's dependencies scare me a little.
UattO  [author] 22 Jun @ 3:48pm 
KarmaFPS i'm working on it, an update will be available soon.
However the error should not impact on the game
kArMaFPS 21 Jun @ 5:18pm 
need improvements, this mod have any issues a starting new game, some errors.
UattO  [author] 12 Jun @ 5:13am 
Not, they has been removed from the selection list since b42 release by developpers.
Flagrantly Obtuse 10 Jun @ 10:12pm 
Really enjoy the mod but I'm not sure if this is caused by this mod or not, but does this mod remove Underweight and Overweight traits?
Barjuh 28 May @ 6:06pm 
Thank you 🔰
UattO  [author] 24 May @ 9:25pm 
The new update can trigger some problems and i have no time to fix it in this period, please be patient and wait for the fix, i'll do it asap
UattO  [author] 24 May @ 9:23pm 
Rick Grimes, hearing loss is already implemented in this mod, do not add the standalone with this one
gamberomadness 24 May @ 4:25am 
I love this mod
Does anybody know something similare for B41 MP?
Asset 87 23 May @ 7:44pm 
Hi will this mod work with guns cause hearing loss mod?
🔰 22 May @ 1:08pm 
okay so it seems that its fixable when changing the media/lua/shared/foraging. in line 3 just change forageSkills to forageSystem.forageSkillDefinitions. then it seems to work again (or at least the zones seem to load again and i can forage, havent tested if the values get applied correctly but looks like they should)
🔰 21 May @ 1:28pm 
okay so after more bug fixing in other mods and getting the game to run again, i noticed that its very likely this mod (or driving skill as its a requirement but i doubt it) that breaks foraging on the whole map.
🔰 20 May @ 5:37pm 
nevermind, seems to be either vanilla traits expansion or simple traits causing the issues.
🔰 20 May @ 5:29pm 
looks like new update broke the mod. every entry in the trait list is like 5-7 times in it and selecting stuff drops my fps from 144 to 7. selecting a preset that worked yesterday instantly crashes my game
UattO  [author] 11 May @ 8:35am 
It's not my mod and I'm not playing zomboid at the moment so I don't know if they've made any updates to Narcotics, but as I already wrote in the previous message it's enough to set the sandbox options of the narcotics mod to your liking if its basic parameters don't satisfy you.
Still Pond 10 May @ 11:14am 
The addition makes sense. As for the amount being spawned, that's an issue they're fixing at the moment. No lie, I found enough drugs to keep half of Brooklyn high off their minds in one mansion. It must have been Diddy's house. 8)
UattO  [author] 10 May @ 8:24am 
You can easily set the spawn of drugs from the sandbox options, I myself significantly reduce the spawn of these items precisely for immersion reasons.
I said that I would create traits regarding drugs and addictions but I couldn't do better than the narcotics mod so I simply implemented it, it is integrated as necessary so I could exclude the narcotics traits with others.
I don't think it reduces immersion to have traits that represent addictions or finding drugs in the world, but this is very realistic.
You just have to set the drug spawn lower (I recommend setting all the sandbox options of your mods in order to adjust the parameters to get an immersive world).
Thanks for the comment!
Still Pond 9 May @ 10:51am 
So just out of curiosity, why is the narcotics mod needed? I don't judge, but it added so many drugs to everything, that's so immersion breaking to imagine every, single, house, in Kentucky is inundated with heavy drugs.
UattO  [author] 28 Apr @ 9:56am 
is it a joypad conflict with driving skill mod?
M0_7 27 Apr @ 11:11am 
I ma sorry uatto it was the driving skill mod
UattO  [author] 27 Apr @ 4:58am 
Hi M0_7, i'm sorry but i don't think these errors are triggered by my mod, it is related to a joypad error.
M0_7 27 Apr @ 1:29am 
hi uattO i got these two errors

attempted index: onjoypadButtonReleased of non-table: null function: onReleaseButton - file: JoyPadSetup.lua line # 443 | Vanilla function: update - file: JoyPadSetup.lua line # 897 | Vanilla function: onjoypadRenderTick - file: JoyPadSetup.lua line # 915 | Vanilla javalang. RuntimeException: attempted index: onjoypad ButtonReleased of non-table: null

attempted index: removeFromUIManager of non-table: null function: onGainJoypadFocus - file: ISInventoryPage.lua line # 713 | Vanilla function: updatejoypadFocus - file: JoyPadSetup.lua line # 538 | Vanilla function: update - file: JoyPadSetup.lua line # 906 | Vanilla
function: on/Joypad Render Tick - le: JoyPadSetup Jua line # 915 / Vanilla

almost all ui function dose not work and I cant open my inventory any help will be appreciated
UattO  [author] 18 Apr @ 1:30am 
oh yes, i'm sorry because i love lockpicking mod, i'm looking for a way to use it with this mod, but the only solution would be a version with no burglar edit
Furizu  [author] 18 Apr @ 1:21am 
Yep, it was The Best Lockpicking, because it edits burglar. :(
Furizu  [author] 18 Apr @ 1:05am 
Yeah, the only mods (That I'm aware of, that aren't what you include) that modify traits in any way are scavenging skill, the best lock picking, and efficiency skill. I don't know what else could be changing it cause I made sure I used no other trait mods like that. I've been trying to isolate it to let you know, will keep trying.
UattO  [author] 17 Apr @ 11:58pm 
Anyway thanks for your report, i was forced to remove specializations because developpers broke everything about free traits, i reported this terrible bug but nobody cared me, so i prefered to realize another version.
If they will fix it, this version will become cooler then his previous version
UattO  [author] 17 Apr @ 11:55pm 
try to remove other mods that impact on creation method
UattO  [author] 17 Apr @ 11:54pm 
that is because another mod duplicate a function written in MainCreationMethod that allows traits to show their skills.
I'm pretty sure you are using this mod with others that modify the creation system or the MainCreationMethod file, you are pretty luck if this is the only error, my mod is not compatible with others that modify professions or vanilla trait!
Furizu  [author] 17 Apr @ 11:07pm 
Awesome, updated! Sad the specialization perks are gone now, but se la vie.
Personal Problem: A lot of my traits have the skills double listed and I can't figure out why, Load order or something, somethings wonky. (Ex Artistic Soul: Art +1 Art +1, but it only gives 1 like it should) My mod list is deep and I dunno what to do.
UattO  [author] 10 Apr @ 7:58pm 
A standalone version will be smaller and many works will not be available, but if you all want a version like this, I'll make it after I finish everything else, it will be something not so immersive.
What I would like to explain and what is perhaps not clear enough is that I add mods as addictions only if they are things that I would have developed myself, for example the drug traits, I was about to develop them myself but I didn't know better than narcotics mod so I added this mod directly.
If it was something implemented inside my mod no one would ask to remove such traits.