Project Zomboid

Project Zomboid

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SixthSense
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154.477 KB
2022 年 9 月 16 日 下午 7:29
2024 年 12 月 18 日 下午 12:45
7 项改动说明 ( 查看 )

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SixthSense

在 Tchernobill 的 1 个合集中
B42
23 件物品
描述
Adds a positive trait (cost = -4) that allows you to sense humanoids in the proximity.

Details
  • Uses a Moodle.
  • Works for solo & multiplayer.
  • Detects Zombies.
  • Detects Players. (Players detection can be deactivated from sandbox options)
  • Detects up to ~17 meters on the same level (same height).
  • Detects up to ~10 meters with one level difference. (mainly to counter the stairs ambush)
  • Does not detect with two or more level difference.
  • You can opt-in for it to be dynamic if you want from sandbox Modded Moodles options.
  • You can modify the trait cost from sandbox options with Balance Traits mod.

I realised too late there is already a mod doing approximately the same thing.

Here is A video by Arean featuring this mod.

Dynamic stuff
  • Disabled by default
  • When enabled, there can be up to 1-3 unlock conditions that all need to be met to earn the trait.
  • If skill levels (Lightfoot + Nimble) are set to 1-20, every time you level any skill, check will be made if you meet all requirements. If set to 0, this check is disabled to micro-optimize the mod load.
  • If days survived set to 1 or higher, every day at midnight there will be a check if all conditions are met. If set to 0, this check is disabled to micro-optimize the mod load.
  • If zombie kills are set to 1 or higher, every zombie kill there will be a check if all conditions are met. If set to 0, this check is disabled to micro-optimize the mod load.

Authors
Tchernobill - main mod
MusicManiac - coding of dynamic part of the mod

Ask for permission[theindiestone.com]
This mod can only be added to and extended with the express permission from the original creators. Having received permission, credit must be given to the original creators, both within the files of the mod and wherever the mod roams online.

If no permission is received you may not alter the mod.

Workshop ID: 2863908612
Mod ID: SixthSenseMoodle
112 条留言
Gojita 8 月 22 日 下午 4:07 
Great mod, just few questions:

- Can you add a toggle-able on/off setting for human/friendlies?
- What is the hotkey in the keybind menu is for?
Edge Cyber 7 月 16 日 上午 4:27 
Thank you,this mod is really helpful for me who is timid!:steamthumbsup:
Tanyu Darkblade 7 月 6 日 上午 10:00 
Hi there, so animals in butcher hooks are detected as enemies and if you remove the head, well, you crash...
Kingdark 5 月 23 日 下午 3:22 
Hi,
Do you think you could modify it, so the distance is immediately apparent instead of a color? Maybe hide that behind a barrier of x number of killed zombies or something similar. It also detects animals (rats) for some reason.
Rusty #DopeRust 5 月 1 日 下午 2:05 
@MusicManiac, @Tchernobill, firstly, thank you for updating the mod to the most recent build of PZ, have used this mod since the past build, glad its back.

Secondly, i can confirm the bug reported below my comment, and i have another issue to report, if you grab a dead body and drag it, the mod detects it as a living zombie.

Hope this is fixable.

Cheers.
jerkyturky 5 月 1 日 下午 12:56 
changing how much the trait costs in sandbox does nothing
Nox 4 月 7 日 上午 1:04 
Checked and confirmed, this mod detects bandits from "Week One" mod, but the problem is, even friendlies are detected and picked up as enemies. Turning off the detect human feature doesn't work for bandits and friendly NPCs.
Preman Kampung 3 月 15 日 下午 6:47 
uncheck trait works on human in sandbox option to disable detecting animal.
Proud Wingman 3 月 14 日 上午 5:18 
Yeah, theere needs to be a config or switch to disable the detection of animals and other non zombie stuff
tiitO~ 2 月 13 日 下午 1:06 
Detecting things like rats can be a hassle