Project Zomboid

Project Zomboid

[B41/B42] Toughness Skill
96 kommentarer
TROPIXDAWG 13. okt. kl. 13:46 
so it does not effect your characters sadness levels?
Pasiego 11. okt. kl. 15:10 
My goat
SyKeS 10. okt. kl. 11:08 
fuckin sick
mtjoel 8. okt. kl. 12:25 
Finally Tuff Skill
anarko153 5. okt. kl. 13:23 
best mod on the workshop
Querubim 5. okt. kl. 6:56 
Best mod, hands down.
Goonrad 3. okt. kl. 4:14 
Bro jus get beat up by starving bandits its faster
FishLord  [ophavsmand] 1. okt. kl. 4:25 
Try disabling the global xp modifier in the vanilla sandbox settings.
killinger123 1. okt. kl. 4:24 
I dont think the sandbox exp multiplier setting works on this mod
I set the multiplier to 0.1 yet I still got lv10 at 1800ish kills
Unless I'm missing something
RikiGallegos 28. sep. kl. 21:28 
Realmente se oye interesante el concepto que se propone. El hecho de poder realmente desarrollar esa adaptación gradual por medio de la adaptación.
panegazer 25. sep. kl. 13:12 
Can't wait to fight some Leviathans
Fenc 24. sep. kl. 14:29 
also tozzen, the multiplayer mod is against tos, i wouldnt suggest using it
Fenc 24. sep. kl. 14:28 
could we get compatability for skill recovery journal? my character nearly starves to death because of how long it takes to transcribe the exp
Puro's Number 1 Fan 17. sep. kl. 22:31 
Kenshi
FleissigTozzen 15. sep. kl. 4:37 
Does this work with the Build 42 Multiplayer mod? We have it installed on our server but i don't seem to be getting any experience
|DT| Striker 14. sep. kl. 7:33 
мод не вызывает конфликтов с другими модами на черты?
[Ba-El] Radio 8. sep. kl. 14:37 
Ah I see, my apologies for the misunderstanding then. “Discomfort Limit” may be a phrasing that people would understand more easily in that case, if you were looking for alternative phrasing.

I’m glad the testing still found something useful though with the not-flat multiplier not working correctly.
FishLord  [ophavsmand] 8. sep. kl. 11:54 
The binary way you described is the intended way for it to work. If I remember correctly I believe I did attempt to implement it in the way you thought I intended it to work when I first made this mod, but I couldn't find a way to decrease the rate at which discomfort builds up so I just settled on having all discomfort be set to 0 if the percentage is under the threshold with the decrease modifier on the overall discomfort to somewhat replicate it.

It was a bit of a "good enough" solution but since the modifier doesn't seem to be working correctly as you described I'll need revisit it and either fix it or rework it.
[Ba-El] Radio 8. sep. kl. 10:01 
It is not working in the way you describe in this comment either.

Flat Discomfort Reduction currently functions as a binary. It either removes all discomfort, or none, with zero inbetween.

With a bullet proof vest (+25%) and 2 elbow guards (+10%) the discomfort total is 35% at skill 0. 35% at skill 1. 35% at skill 2. 35% at skill 3. 0 at skill 4 and above.

I believe you intend the discomfort total with this armor to be 35% at skill 0, 25% at skill 1, 15% at skill 2, 5% at skill 3, and 0 at skill 4. But currently it doesn’t behave this way.
FishLord  [ophavsmand] 8. sep. kl. 3:44 
I probably didn't explain it very in the description but that is how the flat reduction is meant to work. When I'm talking about the discomfort level there I'm referring to the combined discomfort percentage that all the uncomfortable clothes and moodles add up to, with each toughness level being a flat reduction on that overall percentage. I should probably go back and rephrase it.

I didn't know about the discomfort multiplier not working correctly however so thanks for spotting that. It was more meant to be a little bonus with the flat reduction being the main benefit of the toughness levels so I don't think I tested it that much. Panic and pain I did test quite a lot though so they should be fine.
[Ba-El] Radio 7. sep. kl. 18:16 
Did a bunch of tests but hit the character limit, submitted report in the discussions tab.

The short of it is that the discomfort function of this mod don't appear to be working correctly. The multiplier doesn't work at all in default settings and the flat reduction is actually a threshold, not a reduction.

I'll test panic and pain later.
FishLord  [ophavsmand] 5. sep. kl. 2:29 
- I agree it would be cool if this skill was placed into a "Mind" category IF there were other modded skills in that category, unfortunately there is no way to change the category of the skill in the code based on conditions and so if I just always assigned the skill to the "Mind" category, for most mod lists that entire category would exist for just this one skill, which I personally thinks looks really bad.
FishLord  [ophavsmand] 5. sep. kl. 2:29 
Thanks for testing this on your server! If it seems to be working I can update to include the multiplayer tag. Regarding your player feedback:

- I've attempted to fix the incompatibility with the Skill Journal mod but unfortunately it seems to be caused by an issue on that mod's side. I'll give another attempt at patching it but no promises.
- I did consider renaming the skill to "Willpower" however the exact definition of that word in English means more the ability to resist temptation rather than resisting hardship. I know just "Toughness" can be vague as to if it's mental or physical but describing an individual's toughness most commonly refers to their mental state rather than physical, and people can always read the skill or mod description if they don't know what it does.
Gojita 3. sep. kl. 2:47 
Been running this mod on my server for about a week now, here’s my players feedbacks:

- Doesn’t work too well with Skill Journal (transcribe gets slow).
- Name feels off, should really be “Willpower” instead of “Toughness” (less confusing).
- Probably belongs in the "Mind" category, same place as Albion’s Literacy Mod.

Other than that, mod works as advertised. However, I'd not recommend this for any server owners out there, consider the state of the mod right now - which is somewhat WIP in my opinion.
Loccatpowersdog 27. aug. kl. 22:30 
Yes a bit of an odd interaction with Skill Recovery Journal it seems to pick up the skill XP but transcribe it INCREDIBLY SLOWLY tho all the other stuff will finish so it can be RPed maybe. I increased the total needed, maybe this is to do with it's XP function being tied to kills?
Construct 25. aug. kl. 5:42 
neat idea
RobCobBob 22. aug. kl. 22:05 
@Njghtcrawler Thanks so much for the in depth explanation, for anyone curious here are some example values I put in a calculator to get your desired kills for max level: 0.72=2,500 ; 0.36=5,000 ; 0.24=7,500 ; 0.18=10,000 :steamhappy:
FluffnTough_YT 22. aug. kl. 21:00 
I haven't seen any other comments mention this but I had would love to see, maybe as a separate mod, a tolerance buildup for each stat affected by this mod. I think there is a panic tolerance buildup in the game already but I'm uncertain. Anyway, I think it would be cool to have pain reduction based on how long your character has spent in pain and the same for discomfort and maybe temperature acclimation, just as examples. Great mod, btw. I think it's going to be a must have for my future runs.
Rusty 21. aug. kl. 15:26 
I set the maximum amount of zombies to 5000 instead of 1800. Other than that, good mod.
BrNhR - [SKINS] 20. aug. kl. 11:34 
This mod can be used on a current save? or i need a new one?:D
galkinzhenia 19. aug. kl. 20:58 
Hello. Conflict with mod -[B42] Ogrim Mod's - Universal Custom Firearm
blyad 19. aug. kl. 8:12 
1800 kills seems way too low
FishLord  [ophavsmand] 18. aug. kl. 5:39 
I'm not sure I can do anything about that unfortunately but I'll double check to make sure it's not being caused on this end.
Zozer 18. aug. kl. 0:57 
BBA is not infinite time to write on the journal, but it take so much time!
BBA 17. aug. kl. 6:51 
Hi, I found a slight bug with this mod and Skill Recovery Journal. Even after transcribing 100% of current toughness xp into the journal, it doesn't stop and instead keeps adding xp into the journal, making a kinda infinite xp thing. Not sure if it can be fixed in this mod's end or not.
Njghtcrawler 16. aug. kl. 7:30 
@FishLord Disabling the Global XP Modifier worked. The Toughness XP Modifier works properly now, thanks.
And for people wondering how the modifier works, whatever you put for it will be how much XP per kill you get. Ex. Modifier of 1 gets 1xp per kill, modifier of 0.5 gets 0.5xp per kill (and can go lower than 0.01). You need 1,800 xp in total to max out to level 10.
Average_Gamer 16. aug. kl. 6:26 
we bringing kenshi to project zomboid:beeped:
FishLord  [ophavsmand] 16. aug. kl. 3:43 
@Njghtcrawler try disabling the global xp modifier in the vanilla sandbox settings.
FishLord  [ophavsmand] 16. aug. kl. 3:42 
@Jbtegry the discomfort stat is just the discomfort you're already feeling being reduced, so yes you'll get less sadness from it. The flat discomfort reduction is how many uncomfortable things you can endure before the discomfort starts rising at all. The idea behind this was that as your toughness increases you can wear more pieces of uncomfortable armour all the time without having to worry about the discomfort creeping up.
Njghtcrawler 15. aug. kl. 19:05 
I was messing around with the XP Multiplier hoping to get maybe 10,000 kills for level 10 and it does not seem to work. I put it to min and then the max (on different saves), and it still gave the same XP per kill. I also checked the XP required per level, for level 1 at least, and it was also the same.
Really like the idea of this mod though, just makes sense. I read some of the comments below and Grit was the first thing that came to my mind when reading stats this mod effects. I only mention cause the name comments below, Toughness is good for me.
Jbtegry 15. aug. kl. 12:13 
Hello, sorry for my bad english.
What is the difference between the stat Discomfort and Flat Discomfort Reduction?
Does it mean that we get less sadness when our character get Discomfort?
Sovok 15. aug. kl. 11:28 
Great mod that adds something actually realistic - what do you mean you get depressed when wearing a helmet to SAVE your life? I would like to propose a few changes to how the xp is gained though (it's probably hard to do and that's why it's done how it is), I think it would be better if the xp for the skill was gained for what it affects - being in pain, uncomfortable or panicked
FishLord  [ophavsmand] 15. aug. kl. 4:52 
@Руслан Yes you can just be aware of potential conflicts with other mods, like the Daily Report Journal mod which apparently stops working if you add a new skill mid save.
FishLord  [ophavsmand] 15. aug. kl. 4:49 
@Gojita thanks a lot! I actually quite like some of your new name suggestions, particularly willpower. I'll consider renaming and also maybe moving the category in B41 version, but no guarantees.
Gojita 15. aug. kl. 4:48 
I haven’t played B42 yet, didn’t know that. In that case, another option could be putting it in the “Miscellaneous” category, like the Lockpick and Driving skills.

And if you ever rethink the name, some fitting options could be: Grit, Willpower, Fortitude, Endurance, or Perseverance. Since the skill focuses on reducing mental-related effects like panic and pain, “Mentality” feels like the clearest, easy-to-grasp term to describe its function. Unlike “Toughness,” which is also good but might be mistaken for character's physical prowess.

Again, thanks for this superb mod <3
Игрушка Папус 15. aug. kl. 4:44 
can i add this mod to an already created world?
FishLord  [ophavsmand] 15. aug. kl. 4:15 
It's in the survival category because in B42 (the version this is primarily made for) the passive category no longer exists, with strength and fitness being moved to the new "physical" category. I didn't want to make an entire new category for just this one skill like some other mods do as I feel it looks weird in the skills panel, so I decided the survival category was the best fit for it.

I know the name is a bit vague as it could potentially also imply physical toughness but I felt naming it something like "mental toughness" was a bit too verbose and didn't match with nearly all the other skills being just one word. Also as some other commenters have noticed I based this mod on the Kenshi skill of the same name. I think naming it Mentality would make it even more vague as the definition of it is just "a characteristic way of thinking", and the mod has already been released with multiple translations so I'm afraid I'm not going to be taking any suggestions for renaming the skill.
Gojita 15. aug. kl. 3:31 
@FishLord: Superb mod — exactly what I wanted!

Small suggestion: this skill might fit better in the "Passive" category instead of "Survival" (name only, not function). Or, if it stays in "Survival", maybe rename it to something like "Mentality". This would match the category better, make it clearer, and help tell it apart from "Strength" and "Fitness".
FishLord  [ophavsmand] 14. aug. kl. 9:30 
That was indeed a bug but I patched it out yesterday, maybe try forcing an update by redownloading the mod? I'll do some testing to make sure the bug has actually been fully patched.
Nate 14. aug. kl. 9:16 
I'm not sure if anyone else has ran into this, but the discomfort reduction doesn't seem to work for me. I got to toughness level 10 and have knee pads and elbow pads equipped. I have no other clothes that increase discomfort levels, but I was still getting the uncomfortable moodle. I then took off the knee and elbow pads and the uncomfortable moodle stayed active despite not having anything that should cause discomfort. I then changed the sandbox settings mid game and disabled the discomfort modifier completely which made the uncomfortable moodle go away. Before making this change, I had all of the settings at the default values.