Project Zomboid

Project Zomboid

Brutal Handwork
SstarLit56 20 Feb, 2023 @ 9:34pm
A mess of ideas
I love the idea of this mod but admittedly haven't tried it yet. But I have ideas which may be of interest and free for you to use.

Having a free trait for left-handedness would be nice, as long as "primary" in context and such becomes the dominant hand.
I get overwriting that sort of stuff can result in immense jank or be impossible, but if it's pulled off, you could advertise the mod as "accessible and violent"

An option making dual-wielding a bit less viable for every average joe with a skill sounds fun, so non-ambidextrous people have to adapt to fighting with both hands, so not everyone is a dual-knife ninja at the beginning of the end.

Along the idea of unarmed combat, Im a firm believer that a shotgun or rifle would make for a good club, while it lasts. When ample ammunition shows to be insufficent, resorting to using a gun as a weighty clobbering tool sounds better than weakly shoving and taking the time to drop or put away the thing immediately
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dhert  [developer] 20 Feb, 2023 @ 10:34pm 
Hey there! Thanks for your feedback.

Originally posted by SstarLit56:
Having a free trait for left-handedness would be nice, as long as "primary" in context and such becomes the dominant hand.
I get overwriting that sort of stuff can result in immense jank or be impossible, but if it's pulled off, you could advertise the mod as "accessible and violent"

I have thought about adding a selection for a "Left" or "Right" handed trait before. This would impact a few things such as weapon damage/speed and such, but its negative impacts would decrease overtime based on skill. Choosing "Left" would make equipping "Primary" items put the item in the left hand and whatnot, or taking another "Ambidextrous" trait for like -3 or something (just spit-balling here) has no negatives. etc. There's a lot I can do here, and we'll see how far I take it.

Originally posted by SstarLit56:
An option making dual-wielding a bit less viable for every average joe with a skill sounds fun, so non-ambidextrous people have to adapt to fighting with both hands, so not everyone is a dual-knife ninja at the beginning of the end.

When Unarmed is fleshed out more, there will definitely be more disadvantages to Unarmed. Depending on your Traits, taking on 3 zombies or so as unarmed could mean you win at the cost of broken hands; stuff like that.
Unarmed will be getting its own skill as well.
Current Weapon skills we be expanded to add some additional perks and things too.

All of this would be configurable in the Sandbox settings as well, so you can tweak it how you want.

Originally posted by SstarLit56:
Along the idea of unarmed combat, Im a firm believer that a shotgun or rifle would make for a good club, while it lasts. When ample ammunition shows to be insufficent, resorting to using a gun as a weighty clobbering tool sounds better than weakly shoving and taking the time to drop or put away the thing immediately
This is a good idea, but is not something I am looking to do. Each weapon is defined in a script file, and you can't make them "on the fly" in code. So, I would need to create a copy of every weapon, change stats to make it melee, fix holding placements to make it a club, etc. This would also need to be done manually for modded weapons too, no method to simply make it compatible with everything.
There are some mods out there that can turn guns into melee weapons by defining this, and then "swapping" the weapon to the melee version. Brita's guns can do this when you activate CQC mode, though I think that may just be using a bayonet if available. Can also check out the mod "Gun Stock Attack", which replaces the push with an attack.
Jp 22 Feb, 2023 @ 4:39pm 
good mod
djvirus 23 Feb, 2023 @ 8:39am 
Martial artist skill and trait.
Isaac Hipkiss 23 Feb, 2023 @ 4:08pm 
Definitely brass knuckles! I doubt they'd be hard to work in either.
SstarLit56 24 Feb, 2023 @ 10:39am 
Originally posted by Isaac Hipkiss:
Definitely brass knuckles! I doubt they'd be hard to work in either.
im pretty sure the vanilla boxing gloves would be a good thing to make into something useful too
ShakerGER 14 Mar, 2023 @ 2:24pm 
Do you see a possibility to make it so you can be left handed? Things auto equip in the left and and so on? Would be worth your while.
{playername(-1)} 3 Apr, 2023 @ 5:01pm 
A collaboration with CQC mod for dynamic martial arts traits (boxing and taekwondo) would be great. ฅ^•ﻌ•^ฅ
Last edited by {playername(-1)}; 3 Apr, 2023 @ 5:03pm
Figgly 23 Apr, 2023 @ 3:47am 
Is there any interest in adding compatibility with the specific "martial artist" trait from the More Traits mod down the road? Honestly, it could be as simple as just changing the bonus it gives from "Short Blunt" to your planned "Unarmed" skill, as well as making its shove damage scale off of Unarmed instead of Short Blunt.

It'd still make Martial Artist a unique trait, in that it lets you use your unarmed damage for punching AND shoving.
Invader 21 Jul, 2023 @ 10:36am 
Please, consider adding a key binding option for Mouse buttons if that's a posibility. I personally tend to use "Left Ctrl" Key to toggle combat stance. It would be awsome if we could be able to assign "Right Click" or other mouse buttons for the modifier key.

I've wanted to use this mod for a long time, but the "Modifier Key" part din't allow me to properly get the right gameplay experience. Using any other key for the Modifier Key din't felt right.
Skärsęld 28 Dec, 2023 @ 6:25am 
i think you guys can add knuckle dusters or sometihng like that
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