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Mods y plugins para Project Zomboid

60.000+ mods disponibles Fuente: Steam Workshop ↗

Este catálogo incluye 60.000+ proyectos de Project Zomboid procedentes de Steam Workshop. Las entradas pueden ser para servidor, cliente o ambos, e incluir mapas u otro contenido generado por usuarios. Antes de instalar, comprueba la página de origen enlazada, la versión del juego y las dependencias.

[B42] MallStart : Crossroads Mall Spawn – Project Zomboid Mod

[B42] MallStart : Crossroads Mall Spawn

por 76561197984018498

I've covered wars, you know. Start inside the Crossroads Mall. Workshop ID: 2947722061 Mod ID: 2947722061/MallStart Map Folder: Crossroads Mall

1,194 descargas Detalles →
Survival Kit – Project Zomboid Mod

Survival Kit

por 76561198054767312

Added a survival kit with the "Survival kit" trait. Workshop ID: 2727084528 Mod ID: Survivalkit

1,337 descargas Detalles →
Undead Relent Super Duper Welcome Flyer – Project Zomboid Mod

Undead Relent Super Duper Welcome Flyer

por 76561198062782667

BEEDO BEEDO BEEDO Workshop ID: 3492377052 Mod ID: UR_SuperDuperWelcomeFlyer

1,828 descargas Detalles →
Propane Torch Stack – Project Zomboid Mod

Propane Torch Stack

por 76561198082409828

Now you can refill your propane torch with others. Workshop ID: 2898873494 Mod ID: PropaneTorchStack

1,536 descargas Detalles →
[WYD] VHS Skill Tapes: Metalworking – Project Zomboid Mod

[WYD] VHS Skill Tapes: Metalworking

por 76561198076948732

This is a rework of my skill tape series, with all new original code, and for the B41 skills, dialogue. The mod series serves to add VHS sets for the new skills added in B42. The VHS tapes can be found primarily in VHS stores, but also in homes and such in the game. B42 added six new skills to the game, including Carving, Glassmaking, Knapping, Masonry, the new version of Metalworking (Blacksmithing) and Pottery. This is the Metalworking (Welding) set. The series also recieved an adjustment, so it falls in line with the majority of the vanilla VHS series. Assuming your character has no skill buffs, watching a single VHS will award enough XP to complete tier one of the related skill. There are 6 VHS in each series. Watching the entire set for a skill will award enough XP to push complete tier 3, he default maximum for media based XP gains. Workshop ID: 3683576528 Mod ID: SkillTapesMetalwork42

2,001 descargas Detalles →
FIX Fluid Progres Bar [B42] – Project Zomboid Mod

FIX Fluid Progres Bar [B42]

por 76561198023137381

This modification corrects the position of the fluid transfer indicator in the fluid transfer window. Workshop ID: 3418882488 Mod ID: FIX Fluid Progres Bar B42 Mod ID: FIX Fluid Progres Bar B42

622 descargas Detalles →
HNServer Board – Project Zomboid Mod

HNServer Board

por 76561199277551726

HNServerBoard Original : https://steamcommunity.com/sharedfiles/filedetails/?id=2859492251&searchtext=server Workshop ID: 3071749229 Mod ID: HNServerBoard

1,742 descargas Detalles →
Exhaustive Power Rework [EPR Fork] – Project Zomboid Mod

Exhaustive Power Rework [EPR Fork]

por 76561199113018152

Exhaustive Power Rework Get the power and water back by repairing six locations on the map that hold the equipment that runs the grid. MP compatible and safe to add mid-game. Overview The mod takes affter after the power goes out on the day your sandbox settings say. After that: - Drive to a facility. - Repair it's equipment and start it up. - Right-click a light switch or a tap inside the building and choose Connect Utilities. Nothing stays fixed forever. Equipment wears out, storms break things, and players can shut facilities down. Facilities The Louisville plant powers everything else, so it has to be fixed first (can be toggled off in the sandbox settings). FacilityCoordinatesAreas Louisville Power Plant12120, 1617Louisville Louisville South Substation14732, 4083West Point, Valley Station, Louisville Airport Muldraugh Electrical Substation10389, 10060Muldraugh, Rosewood, March Ridge, Fallas Lake Riverside Relay Station4832, 6279Riverside, Brandenburg Irvington Substation2210, 13914Irvington, Echo Creek, Ekron Rosewood Water Treatment Plant8044, 15360Knox County Towns and the countryside around them are on the grid. Deep wilderness is not, and never will be. Utility station buildings are marked as a new red map key - it even works with Map Legend UI and Map UI Suite installed! Having a hard time finding the facilities? Install TwisTonFire's Backup Notes and Symbols and add EPR's map markers. You can download them here - open the zip, drop TWF_WorldMapSymbols into your 'Zomboid/Lua' folder, load your save, open the in-game map, click the import button and select EPR Map Markers. Fixing Right-click the control terminal to open the repair panel. Each site has several broken pieces of equipment, and each goes through four stages. StageDurationRequirements Assessment30 minutesNothing Part Replacement6 hoursScrewdriver, wrench, welder mask, welding torch, spare parts Calibration90 minutesScrewdriver Startup75 minutesEvery piece finished Substations ask for around Electrical 7 and Welding 4. The water plant is the hardest job on the map, so it asks for around Electrical 8 and Welding 6, and is never found in good condition. Each piece sets its own requirement from how badly it is damaged, so a wrecked one can ask a level or two more. Spare parts run two to ten per piece, half again as many at the water plant. Tools wear out, so bring spares. Click to repair and your character walks to the equipment to start working on it. Repairs make noise, and the startup is loud enough attract nearby zeds for over an hour. Maintenance Wear: A running facility slowly wears down, and the towns it feeds start losing power at random as it gets worse. Service it from the terminal. Repair Quality: Runs from 0 to 100% based on your Electrical and Welding levels, and sets how fast the facility wears out. Storms: Lightning can knock a working substation offline. The water plant is safe from this. Sabotage: Players can take a facility offline on purpose and start it again later without redoing the repairs. A siren wails across every town it feeds while the shutdown runs. Load: Every site has a rating, six buildings at the Riverside relay up to twenty four at the water plant, and each building you wire in counts against it. A worn or badly repaired plant wastes capacity, so it carries more for the same buildings. Go over and it starts dropping the towns it feeds. Demand: The evening peak and a hard freeze both strain the grid, so a worn substation is far likelier to give out on a cold winter night. Locking: Whoever brings a facility online can lock its controls, so only they and the admins can shut it down. The lock clears if the facility ever stops running. Powering Scenery Generators: They are part of the map, so players can't carry them away, and they do not fill the building with toxic fumes (can be toggled off in the sandbox settings). Right-click one while carrying a screwdriver, a wrench, and pliers and having at least Electrical 3, and it becomes a working generator that you can fuel and switch on. Wiring a Building: After repairing a facility it will bring power to the street but buildings still require players to wire them up, for that, right-click a light switch or a tap inside and choose Connect Utilities (can be toggled off in the sandbox settings). The same right-click shows a Utilities entry with power and water status, which facility supplies the area, and its condition. Compatibility For information regarding mod compatibility and integration check this thread. Java Exhaustive Power Rework comes with an optional Zombie Buddy addon that fixes bugs otherwise impossible with just Lua (or at least not without sacrificing performance, stability and/or compatibility, which I rather not), such as fridges and freezers keeping food cold in every town, even without having power. It also allows for some improvements that can only be achievable with Java patches, such as rooms on a live regional grid staying lit even while players stand in a dark one, light dimming on specific situations, and scenery generators not producing toxic fumes. Differences A fork of Extensive Power Rework, rebuilt almost completely, you can check the differences between the original mod here. This mod will be supported during my free time. Please don't expect immediate updates or responses. Workshop ID: 3786970737 Mod ID: ExhaustivePowerRework Mod ID: ZBEPR

2,909 descargas Detalles →
Nano stealth equipment slot and backpack – Project Zomboid Mod

Nano stealth equipment slot and backpack

por 76561198396076095

Are you still struggling with weapon molds? The whole body is hung with molded flashlights, guns, water bottles, tents, melee weapons, backpacks, which makes the character model ugly, especially the anime clothes. The invisible equipment compartment and backpack of B42 have finally arrived! Nano hidden MK1 equipment with 8 invisible universal equipment columns Nano hidden waist bag with a load capacity of 12 and a weight loss rate of 100 Nano concealed leg bag with a load-bearing capacity of 8 and a weight loss rate of 100 Nano hidden backpack with a load capacity of 49 and a weight reduction rate of 100 There are two versions inside!!! Production version: Production method: The minimum level for tailors is 8, which can be made with a short knife, electronic components, leather, thread, needle, and belt! Non producible version: compatible with airdrops, after all, hand rubbing black technology is a bit outrageous, which enhances immersion. Airdrop module: https://steamcommunity.com/sharedfiles/filedetails/?id=3523746065 This module is based on the B41 stealth equipment (lazy. jpg). Thank you to the original author. I only made some modifications to solve the B42 compatibility issue, and added equipment fields for the B42 exclusive weapon sword type and related tool types. Workshop ID: 3524474087 Mod ID: Nano invisibility equip Mod ID: Nano invisibility equip (no make)

964 descargas Detalles →
Lynx Pack Temp – Project Zomboid Mod

Lynx Pack Temp

por 76561199001285266

Temp reupload Workshop ID: 3470423862 Mod ID: LynxPackTemp

1,321 descargas Detalles →
[B41]More LZs – Project Zomboid Mod

[B41]More LZs

por 76561198006465244

03May2023 Update: In support of further Alpha Team deployments in the Kentucky Quarantine Zone, you and your team now have the option of inserting together on the Mall in Northeast Louisville. Extraction will not be possible. 26Apr2023 Update: Added Rooftop LZs for Downtown Louisville. You'll have a moment to yourself as you land on one of the many high rises and buildings in the downtown area before you must fight your way through the infested levels of the building... Just to make it out to the streets as you begin your fight for survival More LZs is a standalone addon for the Outside Spawn Points & Insertions mod. It started life as a way to give Panopticon more LZs but I figured I'd save him the trouble. It's fairly simple to use, when chosing your spawn location you will be presented with an abundance of choices, from completely random spawns all around the map, to slightly more focused town selections (similar to vanilla), to "Alpha Team" spawns that are a single point on the map (for anyone wishing to do ops with friends). If you'd like to suggest more Alpha Team spawns let me know in the discussion thread. A note on B42: Due to many map changes that have already happened in Unstable and the probability of more incoming, a new mod will be made with the same theme, starting with the outdoor spawns and bringing in the rooftop spawns when the map changes have been finalized. Thx Future plans: Raven Creek LZs Bedford Falls LZs Workshop ID: 2964109650 Mod ID: MoreLZs Map Folder: LouisvilleLZs Map Folder: LouisvilleRooftopLZs Map Folder: LouisvilleStaticLZ Map Folder: LouisvilleStaticRooftopLZs Map Folder: MuldraughLZs Map Folder: MuldraughStaticLZ Map Folder: RandomLZs Map Folder: RiversideLZs Map Folder: RiversideStaticLZ Map Folder: RosewoodLZs Map Folder: RosewoodStaticLZ Map Folder: WestPointLZs Map Folder: WestPointStaticLZ

983 descargas Detalles →
Project Summer Car-中文汉化补丁 – Project Zomboid Mod

Project Summer Car-中文汉化补丁

por 76561198219105536

summer project car的汉化补丁,需要本体模组作为前置模组,原模组链接:https://steamcommunity.com/sharedfiles/filedetails/?id=3564950449&searchtext=summer+car。 如果原作者要求下架,我会删除这个模组。 If the original author requests its removal, I will delete this mod. Workshop ID: 3685935613 Mod ID: ProjectSummerCar-CN

1,323 descargas Detalles →
[WYD] VHS Skill Tapes: Butchering – Project Zomboid Mod

[WYD] VHS Skill Tapes: Butchering

por 76561198076948732

This is a rework of my skill tape series, with all new original code, and for the B41 skills, dialogue. The mod series serves to add VHS sets for the new skills added in B42. The VHS tapes can be found primarily in VHS stores, but also in homes and such in the game. B42 added six new skills to the game, including Carving, Glassmaking, Knapping, Masonry, the new version of Metalworking (Blacksmithing) and Pottery. This is the Butchering set. The series also recieved an adjustment, so it falls in line with the majority of the vanilla VHS series. Assuming your character has no skill buffs, watching a single VHS will award enough XP to complete tier one of the related skill. There are 6 VHS in each series. Watching the entire set for a skill will award enough XP to push complete tier 3, he default maximum for media based XP gains. Workshop ID: 3680648880 Mod ID: SkillTapesButcher42

1,990 descargas Detalles →
TrueMoozic - PinkFloydDS - VINYL B42+ – Project Zomboid Mod

TrueMoozic - PinkFloydDS - VINYL B42+

por 76561198382202648

VINYL PinkFloydDark - Pink Floyd - The Dark Side Of The Moon Full Album Workshop ID: 3659009768 Mod ID: TM_PinkFloydDark

1,733 descargas Detalles →
[B41] Sensible Balance: Food and Drink, Nutrition, and Water Weight – Project Zomboid Mod

[B41] Sensible Balance: Food and Drink, Nutrition, and Water Weight

por 76561198045742109

Mod for Build 41. Fixes all food item nutrition discrepancies (calories, carbs/fat/protein) based off real-world (NCCDB) values. Optional fix for water containers. Optional file to make salt, pepper, etc. more common. Items reweighed, some had their 'hunger reduction' values changed, so some (like butter, salt, coffee) can be used more times before they are depleted. Some can dehydrate the player (dry or overly salted goods), strong alcohol dehydrates, more happiness from alcohol and less from sweets (the player is not a child). Player-created pickled goods in jars last much longer (120 days to go stale, 400 to spoil, vs 30 and 90 default). Added a penalty of unhappiness for boring, 'easy mode' foods like farming and eating raw cabbage should carry the unhappiness debuff - the game already applies this to plain unseasoned boiled pasta and rice which are far more palatable in real life to eat than a whole raw cabbage. Go and make some soup, it nullifies the penalty. Some items cannot be eaten directly (e.g. teabags, salt, also dried beans that are toxic unless cooked in real life), nutritional differences between rice/pasta in pot vs when placed in bowls corrected, wild foraged herbs can eventually go stale and spoil, can freeze milk (not sure why it had a "CantBeFrozen" tag, etc... Ensures compatibility with other related mods, even those which affect these items. Note when installing upon an existing save, the items that you already have will still have their old values. This sadly is a game limitation, discover more of the map or harvest more. Optional - Water Weight: Fixes the weirdness with the game's interpretation of water containers, e.g. holding a larger volume of water in a glass bourbon bottle somehow encumbers the player less than a plastic bottle holding less. Also changes the water containers such as cooking pots of water to be more cumbersome to carry around to simulate inconvenience (how do you fit that in your backpack anyway?). Overall, it rebalances the water availability (e.g. vanilla: plastic water bottle 10 units = 100 thirst recovery, nobody cares and everyone always picks the High Thirst trait. Modded: 5 units). Larger containers like the wine bottle are more cumbersome but you can store more water. This way the water scarcity aspect of the game should hopefully be taken more seriously. Optional - Food Spawns: Improves the ProceduralDistribution (container spawns) of various food items to enhance player immersion. Some items are now more common such as salt and pepper, which is expected, and vinegar and sugar, which makes the preservation mechanic more useful. Overall, the variety of food loot is slightly increased where appropriate. There is also more alcohol, and foraged herbs such as basil may appear in refrigerators, etc. Does not conflict with other mods, cooking-related or otherwise, adding to the ProceduralDistribution of items, and being vanilla items, chances are heavily dependent upon the custom settings for loot. I personally play at insanely low settings for food, but I have tested my mod at default ‘apocalypse’ settings as well. I can't imagine what the game looks like when you increase the loot above that. Optional - Fishing: As I was editing all the fish item values I could not figure out why nothing was changing in-game. The entire hunger reduction/calories/weight, etc. were all assigned through the fishing menu script files! For compatibility's sake, if you're using any fishing mod, this is likely to conflict, so I am keeping it separate. All the fish now restores an appropriate amount of hunger for their calories (vanilla: hunger restoration was very little so fishing was mainly a way to get fat), much lower encumbrance both raw or filleted, have more realistic world model size when dropped. 'Trash' items no longer just include socks or shoes alone, but twigs, plastic bags, dirty rags, scrap wood, unusable metal, and any other objects one may commonly expect to encounter whilst fishing. Fishing being an idle fast-forward session of the game is somewhat more difficult now as a whole, with general sizes of each fish caught being smaller to compensate for the increases in hunger reduction values. You also will encounter a greater proportion of bait fish when you catch something, however the bait fish (minnow) now has been expanded as a 'lure' to all the larger fish as in real life, not just the pike as in vanilla code. Save your tackle and use it as bait. It is a little bit more difficult to fish with a spear now, and generally the abundance for all sandbox 'Nature Abundance' settings is very slightly reduced. Winter also has a bit more of an effect on fishing. If you are fishing during dawn and dusk (4-6AM, 6-8PM as defined in vanilla code), you will receive a larger boost than before, so you can overcome the described increased penalties. Optional - Food Miscellaneous Recipes: Ability to craft cracker dough to make crackers. Requires no skill or previous recipe knowledge, and only requires flour and water. This is to avoid a scenario which I encounter on occasion where you are somehow going hungry if you don't have salt/yeast or recipe knowledge but you have bags of flour. This yields less hunger reduction and calories per 'unit' of flour than a bread. Future Plans: -Update the mod for Build 42 when the time comes. Extra Notes: In the vanilla game, you cannot use items as bait in traps if they have less than 5 hunger reduction, which is why a lot of the insects had -5 hunger when eaten. I have reduced this to an appropriate amount, however this does not affect trapping because these insects have a zero chance of catching animals anyway! I highly recommend this mod, Advanced Trapping, to fix this, - it will allow you to use bait with less hunger reduction and they will actually catch something. Permissions: Please do not mod-pack or reupload this mod anywhere else, just share the link to this page. I hope you enjoy this mod. If my mod is deleted you are welcome to reupload to Steam Workshop only. Thanks. Workshop ID: 3287678031 Mod ID: sensiblebalancefoodnutrition Mod ID: sensiblebalancefoodnutritionfishing Mod ID: sensiblebalancefoodrecipes Mod ID: sensiblebalancefoodspawns Mod ID: sensiblebalancefoodwater

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Sound Direction Indicator [42.20] – Project Zomboid Mod

Sound Direction Indicator [42.20]

por 76561198068703682

Gives you a VISUAL indication of the direction and volume of nearby world sounds. A coloured arrow flashes around your character pointing toward the sound; colour and flash rate indicate distance. This is an updated build 42.20 port of Nolan Ritchie's original Sound Direction Indicator. All credit for the mod itself goes to the original author. What was fixed Build 42 removed the old HasTrait("Deaf") string API in favour of the CharacterTrait enum, so the mod threw an exception on every single world sound and no indicator ever appeared. The trait checks now use hasTrait(CharacterTrait.DEAF / KEEN_HEARING / HARD_OF_HEARING). Also fixed: the arrow now re-aims as you move while it is on screen (the original had a dot-vs-colon call bug that silently disabled this), a leftover debug keybind on the Home key was removed, and the player reference is now resolved live so death and respawn no longer leave the arrow aiming from your old position. Accessibility If you play without sound, this is the mod that makes ambient audio cues legible. Deaf, Hard of Hearing and Keen Hearing traits all scale the detection radius as intended. Notes Do not run this alongside the older Sound Direction Indicator uploads or you will get stacked arrows. Workshop ID: 3774243294 Mod ID: SoundDirectionIndicator4220

2,514 descargas Detalles →
General Arms Law Giver MKII – Project Zomboid Mod

General Arms Law Giver MKII

por 76561197975693310

There's no way for me to spin this one as lore, because it has zero balance! The MKII Law Giver, based on the 95 movie version. Usual custom, low poly textures and model by TwoSix, and original firing sound from the movie Single, Full Auto and Rapid Fire. Custom 70 round mag, using vanilla .44 magnum rounds. on Rapid Fire, you will drain those 70 rounds in seconds. High durability/low jam chance, as the rate of fire on full destroys the gun or jams 5 times per mag, lol. Spawns everywhere guns spawn, at a rate slightly lower than the vanilla D-E. Anyway, enjoy! any issues, just hit me up. Workshop ID: 2834775602 Mod ID: ts_lawgiver

1,234 descargas Detalles →
True Music: Radiohead - The Bends – Project Zomboid Mod

True Music: Radiohead - The Bends

por 76561198063385655

A complete collection of every song on the album 'The Bends' by the band Radiohead. Workshop ID: 3036802828 Mod ID: thebends

1,502 descargas Detalles →
MiSans 简体中文字体-粗 – Project Zomboid Mod

MiSans 简体中文字体-粗

por 76561198378453005

【僵尸毁灭工程】小米中文字体 高清适配 全界面支持 模组作者:中国青年汉化制作组 适配版本:Build 42(主流稳定版 / 测试版均支持)兼容汉化:中国青年汉化模组(本制作组出品)、僵毁主流简体中文模组 模组简介 针对《僵尸毁灭工程》原版中文字体模糊、部分第三方字体适配差、长时间观看易视觉疲劳的问题,制作了这款小米中文字体模组,还原小米字体的清晰舒朗与适中字重,完美适配游戏内所有中文显示场景。本模组与本人制作的「中国青年汉化」模组深度兼容,也支持工坊主流简体中文化模组,让中文玩家的末日生存体验更贴合视觉习惯。 核心特点 ✅ 高清无锯齿:优化字体渲染效果,高低分辨率下均无模糊、锯齿问题,小字清晰可辨 ✅ 全界面适配:覆盖游戏菜单、物品描述、任务提示、聊天框、UI 弹窗等所有中文显示区域 ✅ 深度兼容:完美适配「中国青年汉化」模组,与工坊其他主流简体中文化模组无冲突 ✅ 视觉友好:小米字体适中字间距 + 舒朗字重,长时间游玩不易眼累,适配多尺寸显示器 ✅ 轻量无负担:模组体积小,不占用额外运行资源,不影响游戏帧率与加载速度 安装与启用方法 创意工坊订阅本模组后,进入游戏「模组管理」界面,启用本字体模组; 若使用汉化模组(含中国青年汉化),请将本字体模组调整至汉化模组下方加载(僵毁模组加载顺序由上至下); 如需调整字体大小,可在游戏「选项 - 显示 - 字体大小」中按需选择,修改后返回游戏主界面即可生效; 订阅 + 启用后,新档 / 旧档均可直接使用,无需额外修改游戏文件。 注意事项 请仅启用一款字体模组,同时启用多款字体模组会导致显示冲突、乱码; 若出现中文乱码 / 显示异常,优先检查「字体模组在汉化模组之后加载」,重启游戏即可解决; 本模组为非官方玩家自制内容,仅作游戏体验优化,遵循《僵尸毁灭工程》模组制作政策与 Steam 创意工坊规范; 若适配新版本后出现显示问题,会及时更新修复,欢迎在评论区反馈问题。 更新日志 V1.0 初始发布 完成小米中文字体全游戏界面适配; 实现与「中国青年汉化」模组深度兼容; 优化 Build B42 版本字体渲染适配。 本模组为《僵尸毁灭工程》中文社区免费分享内容,禁止商用、二次修改后倒卖,欢迎各位玩家交流体验、反馈问题! Workshop ID: 3657331838 Mod ID: MiSans

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[COS] Widow – Project Zomboid Mod

[COS] Widow

por 76561199178116693

How Do I Use It? - You can go to the link below to see how to use it. - Link Recommended mode - Fashionoid - Gear Transmog - Hide All Attached Items - Clipping animation Fix How to use COS mode in build 42. - Navigate to the path where the mod is installed. - Create a 42.0 folder. - Create a common folder. - Paste the media folder / mod.info / preview.png into the 42.0 folder. The recipe code writing method has been changed in 42Build. Since COS (Costume) mode has approximately over 200 modes, converting to 42Build's recipe code is an extremely laborious task. In 42Build, you cannot create costumes in (42 build) the crafting tab. There are two methods: Spawn items in cheat mode. Select items in the clothing selection screen when creating a character. Like My Mode? - Join Our Discord If You Want Commission

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MoonTPMA_SB – Project Zomboid Mod

MoonTPMA_SB

por 76561198075628243

Actually my first work in blender, so this is my conversion of Triceratops Playermodels mod This mod change shape of Trice Outfits to looks better on characters with smol ass. This mod in wip state, a lot of stuff to do, but at least its on playable phase, so you can test it out, if you want. Okay first, Trice addon use TriceBody and wont work without it, but we don't wanna big booty, so you have to subscribe to my mod here https://steamcommunity.com/sharedfiles/filedetails/?id=3005576256 This mod has same id with TriceBody so you no need it anymore for playing with trice. Your Mod load order should be like this: MoonMimic Triceratops PlayerModels Triceratops Playermodels Addon - Zombies MoonTPMA Smol Booty You may need to restart a game for changes to take effect Workshop ID: 3047787790 Mod ID: moontpma_sb

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NoMoneyWeight – Project Zomboid Mod

NoMoneyWeight

por 76561198127512332

Original mod here Mod reworked for my server Only money is no weight Workshop ID: 2853839435 Mod ID: NoMoneyWeight

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[B42/41] We'll Meet Again | Hex's Death Sound – Project Zomboid Mod

[B42/41] We'll Meet Again | Hex's Death Sound

por 76561198851263296

Description This addon replaces the default death sound effect. Fun Fact: Immensely popular during WWII, this song gained further iconic status through its ironic use in Stanley Kubrick's film Dr. Strangelove. Credits: Vera Lynn Please Support! My only motivation to keep modding is seeing your likes and comments on my mods! Check more of these stuff! https://steamcommunity.com/sharedfiles/filedetails/?id=3031323702 Send Requests Here! Did you find something out of place in my mods? Or is a sound mod so loud/quiet? Or do you have any mod requests? Feel free to write them in the thread. https://steamcommunity.com/workshop/discussions/18446744073709551615/3824174193412928774/?appid=108600 Due to how death music replacement mods work, I highly recommend setting the reanimation time to something longer than the default in the zombie sandbox settings. (0-12 hours is plenty enough to avoid the problem described below) Otherwise, your zombified character will get up and the music will "move around", and play in your left/right ear/speaker. - Tags: sound, music, audio, replace, replacement, audio, death, level, ui, true music, classic, old, sad, slow, guitar, instrument, mod, addon, workshop, project zomboid, pz Workshop ID: 3463854906 Mod ID: Hex_DeathSound_WellMeetAgain

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Side Sling Bag – Project Zomboid Mod

Side Sling Bag

por 76561198037201596

Wear your Sling Bag on your back, or slung across your side - or why not both? Hey, quick question. A sling bag - you wear that slung across your side, right? Back. You wear it on your back. Why? Because that's where bags go. It's called a SLING bag. And I'm slinging it. Onto my back. That's not- Zip it up! Features - Right-click the Sheet Sling Bag -> Wear -> choose "on Back" or "on Side" - "On Back" shares the same slot as a regular backpack, but uses a custom-sculpted model made specifically for this mod - "On Side" slings the bag across your body using the Satchel attachment point, using the same model as the sling bag you already know - Both positions are separate equip slots, so they don't conflict with a backpack worn at the same time - No vanilla files replaced - pure addition, safe to enable/disable Sling your sling bag. My All Mods Workshop ID: 3773775496 Mod ID: SideSlingBag

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