Project Zomboid

Project Zomboid

Active Zombies (Singleplayer - Check Description for MP)
Feriath 25 Apr, 2023 @ 7:19pm
Less movement fix and observations
Less movement is a must tbh. I'll share my observations (so you have context) and a fix below:

I observed mod with debug zombie population tool. I play on 2.5x pop and no rally groups at Westside. Right now mod gives bunch of zombies (at least 30-50% of them) random commands to move every ~4 seconds (depends on FPS, can be 8-16 seconds on 40 and lower fps). The problem with that is if you use stealth or live on 2nd story of building - you basically invisible. Zombie can literally drop chase when you go behind a corner because they don't see you and received "move to X" command. It's ridiculuous to the point when I wanted to lure out zombie from a 1st floor at Twiggie's I needed to came back inside 3 times cause zombie dropped chase when I just straight walked outside. Second floor is the same - zombies given random movement only on base floor, I lived on Twiggie's 2nd floor for a month on 2.5 population West Point and never ever zombie came on 2nd floor, even tho I could see them roaming around below me in dozens.
tl;dr: Zombies wander around in chaos ignoring everything you do for only exception being if they have direct LoS of you.


Simple fix for those who seek it:
1. Close your game if it's running.
2. Go to and open "Steam\steamapps\workshop\content\108600\2962895113\mods\RoamingZombies\media\lua\client\roamingzombies_new.lua" with you favourite text editor.
3. Change

local interval = 400;

line to something like 1600. Should look like that after you done:

local interval = 1600;


That's what I'm using now, zombies wander around just fine, but not as much to the point where it's game breaking. With 1600 they will be given command to move every ~30-60 seconds instead of ~4-16 previously. You can change this parameter to however you like tho, but test it to see if it fits your style of gameplay. Just remember that it's fps dependant.
Last edited by Feriath; 25 Apr, 2023 @ 7:24pm
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Showing 1-7 of 7 comments
Naked Buffalo 26 Apr, 2023 @ 4:48am 
I would just turn their hearing to Pin Point, they will notice you then. Might as well make their sight Eagle Eye while you're at it. They already have issues noticing you on the second floor even in the base game. Also change Basic Nav to Nav and they will go 2nd floor much more frequently, especially if their memory is set to Long.
Feriath 26 Apr, 2023 @ 6:50am 
Memory and pin-point hearing won't help because it's not vanilla behaviour we trying to fix. How this mod works is it just running "zombies! go scatter around the chunk!" script every 4-16 seconds. And in only 2 scenarios it won't affect zombies - one being they have you in LoS, and second one is if they REALLY CLOSE to you, like 4 squares close to be exact.

With current default mod settings if you will lose LoS - there is huge chance zombie will drop chase, because there's huge chance it will receive "go somewhere else" command from mod in next few seconds. Pin-point hearing and navigation won't help because everything other than LoS is overriden by mod when it runs its script.
Naked Buffalo 26 Apr, 2023 @ 3:20pm 
"The problem with that is if you use stealth or live on 2nd story of building - you basically invisible."

I was basically responding to this sentence. Memory and pin point hearing will help with this, unless you start day 1 with max stealth skills. How do I know? Because the proof is in the pudding, I played with it/am playing with it and I don't feel invisible whatsoever.
How are you 4 squares close to zombies without being noticed in week one? It doesn't make any sense.
It seems like you're just testing it in debug and not really playing with it.

I will admit though that the code is probably neutering what the heli events are trying to do, since right after a fly over they will just receive new commands.
But actual play with it is fine and working as intended.
Feriath 27 Apr, 2023 @ 1:18am 
"Memory and pin point hearing will help with this, unless you start day 1 with max stealth skills."

Maybe, can't say for sure since I would need to test it. Memory part seems not really promising because again, if zombie not in LoS pursuit it will receive "scatter" command. Again, zombies were dropping pursuit when I was going around a corner in real gameplay, like 1 second before they were chasing me, gone around corner, script ran, chase dropped. Doesn't seem like memory would help, since basic memory is not "less than 2 seconds" either.
But even if those would work, why would I want to use it instead of just fixing interval, which mostly fixes my problems without altering other parts of gameplay?

"How are you 4 squares close to zombies without being noticed in week one?"

That part is just looking at the code. And yeah, it doesn't make sense to me at all in any week tbh cause all it help with is probably if you ran into the closet and 5 zombies banging on it, so they won't drop banging? :D

"It seems like you're just testing it in debug and not really playing with it."

Played with it, didn't make sense, tested it in debug to see what's the problem, fixed it for myself, shared with others since people was asking how to make it less frequent and I did exactly that for myself ;) Playing with it now with almost no problems and no changes to zombie settings.

"I will admit though that the code is probably neutering what the heli events are trying to do, since right after a fly over they will just receive new commands."

Not only that. Every other "scream/shooting" event is the same, zombies inside your chunk will ignore it in 5 seconds :) And not only events really, guns is the same problem, if you shoot shotgun for example (which is the same with events aka just triggering "loud sound at X location") or make any loud noise really - zombies will go to the sound, but now if they don't have LoS they will just stop in 5 seconds again, so guns a lot safer now too. Stopping really loud car and losing LoS too, etc etc.


Basically to really fix all issues truly we would need someone to write new code so zombies won't receive "scatter" commands if they already doing anything - like following some sound already, or pursuing "last know player location" when they lost LoS, or if they already moving at all really. That would truly fix it everything I believe :)
Appleshark 1 May, 2023 @ 6:44pm 
Thank you for this post.
Yrm1e 5 May, 2023 @ 3:35am 
Cheers
MilaYanska 26 May, 2023 @ 4:05am 
Zombies are just way too active for my taste. It seems no matter where I go, zombies would head in my direction even if I am sneaking or hiding. I am curious if numbers around 3000 or 5000 will make zombies less active, but still roam randomly
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