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Mods et plugins pour Project Zomboid
Ce catalogue répertorie 60 000+ projets Project Zomboid provenant de Steam Workshop. Les entrées peuvent être côté serveur, côté client ou requises des deux côtés, et inclure des cartes ou d’autres contenus créés par les utilisateurs. Avant l’installation, vérifiez la page source liée, la version du jeu et les dépendances.
iHoard - Leave nothing behind.
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Works in MP, can be removed mid save. Allows creation of a container with -20 weight, 10 weight reduction with 1 capacity. Accumulate Clutter with 20 garbage bags, a full roll of duct tape and a rubberband. Use it on the ground to fit more than 50 per tile, place a few in a first aid kit and have a mobile hospital. Intended for use with any and all mods that add more stuff to carry/organize. I did my best to balance with rarity of items needed. Workshop ID: 1134513576 Mod ID: iHoard
Simple Secure Locks (Now with Simple Lockpicking)
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Multiplayer door, window, and vehicle lock system for Project Zomboid Build 42 unstable. Secure doors windows and garage-style doors with keyed padlocks or combination padlocks. Keyed padlocks generate unique matching keys on first install, keep their identity when removed, support named keys, and can be copied through crafting with blank keys. Combination padlocks can be opened by any player who knows the code. With Lockpicking skill you can pick any type of lock. (inc. vanilla locks and cars too!) If you dont want spend time with Skill you can always try to break lock with hammer crowbar axe etc. or maybe you try to cut lock with Bolt Cutters? (need Strength and Welding for stronger locks tho) General Info - Lock doors, windows, player-built doors, and garage-style doors. - Keyed padlocks and combination padlocks for world objects. - Unique keyed locks: a key from another lock will not open yours. - Named keys, key renaming, blank keys, and crafting-based key copying. - Lockpicking skill, skill books, a practice lock, lockpick sets, and improvised lockpicks. - Vanilla locked doors, vehicle doors, and trunks can be picked when lockpicking is enabled. - Selectable 3-point Lockpicker trait starts with +2 Lockpicking and a lockpick set; Burglar starts at level 4 with a lockpick set. - Smashed or breached windows can still be passed through. - Admin-only missing-key recovery. - Lock inspection shows condition, effective door health, both front/back barricades, and total protection from each side. - Admin-only diagnostics report grouped lock copies, native state, blockers, reinforcement, credential health, and ownership without exposing combination codes. - Admin repair can rebuild a valid grouped lock or clean proven orphaned Secure Locks state while leaving ordinary barricades alone. Tamper alarms - Craft a tamper alarm with 1 Scrap Metal, 2 Electronics Scrap, 1 Electric Wire, 1 nonempty Battery, and a kept screwdriver. No skill level is required. - Install or remove the alarm while the Secure Locks padlock is unlocked. It arms when the padlock is locked. - Lockpicking, forced-entry, bolt-cutter attempts, and standard weapon hits can trigger the alarm. - Alarm broadcasts the vanilla house-alarm sound and attracts nearby zombies. - Alarm duration is controlled in sandbox settings from 5 to 300 real seconds. The default is 180 seconds (3 minutes). - Unlocking with the matching key or correct combination immediately disarms a ringing alarm for every player. - While active, the server emits noise at the protected door every five seconds to attract existing zombies. The alarm never spawns zombies. - Removing the padlock normally returns its installed alarm. Successfully cutting or forcing the lock, or destroying the protected door, destroys the alarm with it. - The entire alarm feature can be disabled in sandbox settings without changing existing lock behavior. - alarm goes weee wooo Sandbox controls - Separate percentage multipliers tune lockpicking chance, lockpicking time, forced-entry chance, forced-entry time, and installed-lock reinforcement. - Reinforcement multiplier scales both bonus door health and melee damage resistance. Setting it to zero disables both. - Tamper alarms have independent enable, trigger chance, zombie-noise radius, duration, lockpicking trigger, and forced-entry trigger settings. Lock tiers and loot Locks spawn as loot: stock brass locks, blue ABUS Titalium locks, bright yellow Master Lock Magnum locks, and black Abloy Protec2 locks. Better locks are harder to cut and add stronger temporary reinforcement while installed. Also you need to manually unlock door via context menu if door is locked. - Colored inventory icons, placed lock models, and matching colored keys help identify lock tiers. - Blank keys spawn as loot and can also be forged, then used to copy padlock keys. - Copied keys preserve the original lock credential, tier color, visible lock ID, and receive numbered Copy names. Lockpicking details - New Lockpicking Skill and Skill Books. - Practice locks give safer training XP. - Lockpicking XP is awarded on completed attempts and additional XP is awarded on success for secure locks, vanilla doors, vehicles, and practice locks. - Interrupted or invalid attempts do not award XP. - Secure padlocks use lock-tier difficulty, so better locks stay risky even for skilled players. - Every target uses an explicit level 0-10 chance/time curve; sandbox chance and time multipliers apply afterward. - At level 4, a basic padlock defaults to 56 percent success in 26 seconds, while an ABUS defaults to 29 percent in 49 seconds. - Master Lock Magnum requires level 6 and reaches 42 percent at level 10; Abloy Protec2 requires level 8 and reaches 28 percent at level 10. - Vanilla door lockpicking ranges from 25 percent in 42 seconds at level 0 to 85 percent in 12 seconds at level 10. - Vehicle lockpicking is tuned separately: - Level 0: rough, about 18 percent success and 50 seconds. - Level 10: strong, up to 88 percent success and about 12 seconds. - Vanilla doors and vehicles get persistent random lock quality. Walking away and trying again does not reroll it. - Military, Army, police, prison, SWAT, bunker, checkpoint, and security targets get another 1.35x difficulty modifier. - Failed vehicle attempts make extra noise and can trigger an existing car alarm. - Successful vehicle lockpicking clears the alarm state before unlocking. Breaking, cutting, and reinforcement - Bolt-cutter breaking uses Strength and Welding requirements by lock tier. - Forced lock breaking uses a hammer or crowbar and is noisy. Axes and other weapons can damage the actual door. - Failed force attempts wear the lock down, gradually improving later attempts without exceeding that tier's maximum chance. - Removing and reinstalling the same padlock preserves its condition, so worn locks cannot be repaired for free. - Installed locks add temporary door health and reduce direct melee weapon damage while they remain installed. - Generic Brass: +500 door health and 30 percent melee damage resistance. - ABUS Titalium: +1000 door health and 40 percent melee damage resistance. - Master Lock Magnum: +1750 door health and 50 percent melee damage resistance. - Abloy Protec2: +2750 door health and 60 percent melee damage resistance. - Locked doors remain vulnerable to normal melee attacks. Player-built-door blockers briefly yield to the server-authoritative swing so vanilla axe and weapon damage reaches the reinforced door while safehouse interaction rules remain respected. - Destroying a player-built locked door clears the secure lock without returning the ruined padlock. Locked doors remain protected from the Disassemble shortcut. - Removing a lock removes its bonus without healing damage already done to the real door. technical notes - Lock state is stored on the world object and synchronized through mod data. - Door groups are handled so double doors, player-built doors, windows, and garage-style targets behave consistently. - Combination codes are kept in a server-side save vault instead of synchronized world data. - When moving a server save, also move Zomboid/Lua/SimpleSecureLocks or old combination codes will be missing. - Server and every player must use the same mod version. Supported languages: English, Turkish, Italian, German, Russian, Japanese, and Simplified Chinese. The game automatically uses each player's selected language. If you seen any bugs and stuff please contact or leave a comment. And don't forget sometimes breaking door or smashing window is easier then cutting lock. Workshop ID: 3759953037 Mod ID: secure_locks_b42
CK System SW
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Created by SW Team Workshop ID: 3504181725 Mod ID: CharacterKill
Workout XP x5
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All workouts, both with equipment and without, now gives 5 times the normal amount of Experience Points. Workshop ID: 2457769373 Mod ID: extremeWorkoutOmni
SMB+CCR Explosive Tanks
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Explosive Industrial Tanks Turn Project Zomboid's tanks and flammable containers into real environmental hazards. ◆ Features ◆ - Industrial tanks, fuel pumps, map-placed fuel cans, and 3D containers react to gunfire. - The first hit punctures the container, producing a metallic impact sound and starting a silent leak. - Additional shots reduce the time until ignition; small 3D containers catch fire on the second shot. - Molotovs, fires, and other heat sources can also trigger an explosion. - Explosions shatter windows, trigger car alarms, spread fire, and leave scorched ground behind. - Nearby tanks can trigger chain reactions. - Recognized targets receive the vanilla red outline while the player is aiming at them. ◆ Recognized Targets ◆ - Vanilla industrial tanks. - Gas2Go and Fossoil tanks. - Gas2Go and Fossoil fuel pumps. - Fuel cans and kitchen gas cylinders placed throughout the map. - Propane tanks, gasoline cans, and small propane cylinders dropped on the ground. ━━━━━━━━━━━━ ◆ ━━━━━━━━━━━━ ◆ Multiplayer ◆ Compatible with both Host and dedicated servers. Client and server must use the same version of the mod. Version 0.4.10 includes automatic server confirmation and authoritative shot validation. ◆ Compatibility ◆ Developed for Project Zomboid Build 42.20.3. No other mods are required. Workshop ID: 3789668876 Mod ID: SMB+CCRExplosiveTanks
[RU] MainPack 1.1.3
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MainPack PZ Server2 Workshop ID: 3785608746 Mod ID: alicesWeaponSling Mod ID: SEG_Animalsdonotthump Mod ID: B42InsertBatteryFlashlightRadialMenuFix Mod ID: BagPackSR Mod ID: BuildingCraft Mod ID: CleanHotBar Mod ID: CleanUI Mod ID: DMB42 Mod ID: GanydeBielovzki's Frockin Shirts n Ties Mod ID: GanydeBielovzki's Frockin Splendor! Mod ID: FSRUS Mod ID: GanydeBielovzki's Frockin Splendor! Vol.2 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.3 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.4 Mod ID: GanydeBielovzki's Frockin Splendor! Vol.5 Mod ID: GanydeBielovzki's Frockin Stompers! Mod ID: GanydeBielovzki's Frockin Wiseguys Mod ID: grinbal Mod ID: GydeTraitMags Mod ID: IndestructibleMetalFences_SR Mod ID: InvisiblePatches Mod ID: J&GUNIUS Mod ID: Umbrella Corp Uniform Mod ID: Killboard42 Mod ID: KnoxAntidote Mod ID: LeaveAMessageNote Mod ID: NeatUI_Equipment Mod ID: NeatUI_Framework Mod ID: NeatUI_XPDrop_Fixed Mod ID: PackingTime Mod ID: Project_Cook Mod ID: Project_Cook_Pixel_Icon_Pack Mod ID: ProximityInventory Mod ID: PZCrossbows Mod ID: RealFirearms Mod ID: odz_fallout_riotarmorpack Mod ID: RipClothes Mod ID: SafeUserLogin Mod ID: SR_File Mod ID: ShowAmmoCount Mod ID: SpecialItems_SR Mod ID: SRHouse_B42 Mod ID: SunRiseVIP Mod ID: Tilepack_SR Mod ID: TrueActionsDancing Mod ID: UndeadSurvivor42 Mod ID: BB_WriteOnWorld Mod ID: Neon Vandals Uniform Mod ID: Trauma Responder Uniform Map Folder: SafeZone, KY
Carry Weight Multiplier [B42]
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Carry Weight Multiplier - Build 42 Carry more. This mod scales your character's carry capacity - and nothing else. By default you carry three times as much as in vanilla, and the multiplier is configurable in the Sandbox Options. What it changes - The player character's base carry capacity (1.0x - 100.0x, default 3.0x) That is the whole list, on purpose. See below. What it deliberately does not change Bags, world containers, vehicle storage, item sizes and item weights. Versions up to 1.3.0 scaled all of those; version 2.0.0 removed them. They fought the engine on every read. The game re-clamps container capacity to 50 for bags, 100 for world containers and 1000 for vehicle storage on EVERY single read, so most of what the mod wrote was discarded again - and loading an area overwrites capacity straight from the save, so containers reverted to vanilla whenever a chunk reloaded. Keeping that working meant sweeping every container near every player once a minute, which is exactly where the constant errors came from. Carry weight has neither problem, so that is what the mod does now - and it does it reliably. Configuration Everything lives on its own page in Sandbox Options > Carry Weight Multiplier: a master switch, the multiplier, and a maximum as a safety net. The maximum is applied as a multiple of the multiplier, so it never clips the value you chose. Good to know Your Strength skill and traits such as Strong, Stout, Weak or Feeble still apply on top of the multiplier, exactly as in vanilla, and injuries and moodles still take their bite out. The mod raises the base value the game feeds into its own formula rather than replacing that formula. Unlike container capacity, carry weight has no ceiling in the engine - verified in the Build 42 bytecode. The 50 people run into belongs to bag capacity, which this mod no longer touches. The slider stops at 100x by choice, not by force. Safe to add to a running save. Uninstalling needs no preparation at all: the mod stores nothing in your save, and the game rebuilds carry weight for every character it loads. Languages English and German. Mod ID: CarryWeightMultiplier Version: 2.0.1 Dedicated server The values are stored under SandboxVars.CarryWeightMultiplier and can be edited in <servername>_SandboxVars.lua. Carry Weight Multiplier - Build 42 (Deutsch) Mehr tragen. Diese Mod skaliert die Tragekapazitaet des Spielers - und sonst nichts. Standardmaessig traegst du das Dreifache, der Multiplikator ist ueber die Sandbox-Optionen einstellbar. Was veraendert wird - Die Grund-Tragekapazitaet des Spielers (1.0x - 100.0x, Standard 3.0x) Das ist die vollstaendige Liste, und zwar mit Absicht. Siehe unten. Was bewusst NICHT veraendert wird Taschen, Behaelter in der Welt, Fahrzeug-Stauraum, Item-Groessen und Item-Gewichte. Bis Version 1.3.0 wurde all das mitskaliert; Version 2.0.0 hat es entfernt. Der Grund: das Spiel begrenzt das Fassungsvermoegen von Behaeltern bei JEDEM Lesezugriff neu auf 50 (Taschen), 100 (Welt) und 1000 (Fahrzeuge). Das meiste, was die Mod geschrieben hat, wurde also sofort wieder verworfen - und beim Laden eines Bereichs wird das Fassungsvermoegen direkt aus dem Spielstand ueberschrieben, Behaelter fielen also beim naechsten Nachladen auf ihre normalen Werte zurueck. Das am Laufen zu halten hiess, einmal pro Minute alle Behaelter um jeden Spieler herum abzuklappern - genau daher kam der staendige Fehlerstrom. Die Tragekapazitaet hat keines dieser Probleme. Deshalb macht die Mod jetzt nur noch das - dafuer zuverlaessig. Einstellungen Alles liegt auf einer eigenen Seite unter Sandbox-Optionen > Tragekapazitaet-Multiplikator: ein Hauptschalter, der Multiplikator und eine Obergrenze als Sicherheitsnetz. Die Obergrenze wirkt als Vielfaches des Multiplikators und beschneidet den gewaehlten Wert daher nie. Gut zu wissen Staerke-Skill und Eigenschaften wie Stark, Kraeftig, Schwach oder Schwaechlich wirken wie gewohnt zusaetzlich, Verletzungen und Moodles ziehen weiterhin ab. Die Mod hebt den Grundwert an, den das Spiel in seine eigene Rechnung einsetzt, statt diese Rechnung zu ersetzen. Anders als beim Fassungsvermoegen von Behaeltern kennt die Engine fuer die Tragekapazitaet keine Obergrenze - im Bytecode von Build 42 nachgeprueft. Die viel zitierte 50 gehoert zum Fassungsvermoegen von Taschen, das diese Mod nicht mehr anfasst. Der Regler endet bei 100x, weil das eine bewusste Entscheidung ist und nicht, weil die Engine es erzwingt. Kann jederzeit zu einem laufenden Spielstand hinzugefuegt werden. Zum Deinstallieren sind keinerlei Vorbereitungen noetig: die Mod legt nichts im Spielstand ab, und das Spiel baut die Tragekapazitaet fuer jeden geladenen Charakter ohnehin neu auf. Workshop ID: 3782254402 Mod ID: CarryWeightMultiplier
[COS]Speedstar_Girls_Frontline (B41)
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Main Original Skin Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3541631769&searchtext= Thanks to @CreamPie for allowing make B41 Version! Workshop ID: 3563212256 Mod ID: Speedstar_Girls_Frontline_B41
Unarmed Combat Mod (MP)
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Unarmed Combat MP See Short Video Update: Added Spinning Heel Kick Hold shift key to perform a kick Frustrating but i had no choice but to re upload an older version of the mod This is the version that works with MP I updated it to make it work with SP but now its just messed up i believe the animset has SP and MP sytnax but its undocumented so yeah sorry for MP players but this mod isnt as good as the SP version I have no plans to update this further unless commissioned to do so Adds 3 Custom Kick Attack Animations Adds A Randomized Fist Attack Uses the vanilla punch animations (unused vanilla assets) You Lose Endurance while doing These Animations (Configureable via sandbox options) Works for both MP Only (See SP version of the mod) Can be installed mid game Note this mod doesn't add additional damage If you have endurance loss turned on then this mod makes the game more difficult -------------------------------------------------- Mod by Glytch3r Commissioned by SEDDOWS All my mods are commissioned including this one For custom pz mod commissions or update requests contact Glytch3r discord: Glytch3r#7331 / glytch3r https://ko-fi.com/glytch3r Please support my youtube channel: Workshop ID: 3380178463 Mod ID: UnarmedCombatMP
1.0
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just a pudding Workshop ID: 3770011083 Mod ID: Military_Tool_Kit_patch
Manage Containers [B42] - Русификация
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Русификация Manage Containers Этот мод избавляет от рутины ручной разгрузки лута на базе. Просто настройте, какие категории предметов должен принимать контейнер, и автоматически распределяйте добычу одним кликом! Что делает мод? • Умное распределение лута: Назначьте контейнерам категории предметов, и игра автоматически будет складывать в них соответствующие вещи. • Быстрая настройка: ПКМ по любому контейнеру → "Наст роить контейнер" выберите категории (еда, оружие, медикаменты и т.д.). • Гибкое управление: Простая передача выбранных предметов или массовая сортировка всего инвентаря одной кнопкой. • Защита важного: Предметы, добавленные в "Избранное", никогда не будут автоматически перемещены. • Полная интеграция: Работает со всеми модами, изменяющими категории предметов, делая сортировку еще удобнее. Ключевые особенности: Автоматическая сортировка лута, гибкая настройка категорий, полная совместимость с другими модами. Dear foreign friends, this mod is only a localization of the main mod. If you came here because of the preview or text on it, you can safely go to the modification page itself. Хочу перевод Поддержать переводчика Workshop ID: 3589805285 Mod ID: MANACONTARUS
不更新模组2
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别更新了烦死了烦死了烦死了 Workshop ID: 3390264537 Mod ID: ABetterContainersA Mod ID: ABB_E_RappelKitA Mod ID: ABB_CommonSenseA Mod ID: ACraftHelperContinuedA Mod ID: ARiskyInspectWeaponA Mod ID: APondA Mod ID: AProjectFalloutMasterA
Fast Reload Fix
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This mod was made for my personal dedicated server - Uploaded because why not! This mod uses sandbox setting Does not utilize mod options (yet at least) Customizable mod that allows you to fine-tune your firearm reloading experience. Whether you want to simplify reloading or make it more skill-dependent, this mod provides more flexibility to match your play-style. Features: Fast Reload Fix Active: Toggle the mod's features on or off. When disabled, all of the mod’s functionality is turned off. Magazine Reloading: Magazine Reload Module Active: Enable or disable magazine-related settings. Ignore Reload Skill for Magazines: Use a static reload value for magazines, ignoring the player's skill level. Static Magazine Reload Amount: Set a fixed number of rounds reloaded into magazines per action. Magazine Reload Skill Modifier: When player reload skill is not ignored, adjust the impact of the Reloading skill on the amount of bullets loaded into a magazine at once. A lower modifier increases the skill's influence. Pretty much same as above, but for shotguns! Shotgun Reloading: Shotgun Reload Module Active: Enable or disable shotgun reloading settings. Ignore Reload Skill for Shotguns: Use a static reload value for shotguns, ignoring the player's skill level. Static Shotgun Reload Amount: When player reload skill is ignored, set a fixed number of rounds reloaded into shotguns per action. Shotgun Reload Skill Modifier: When player reload skill is not ignored, adjust the impact of the Reloading skill on the amount of shells loaded into a shotgun. A lower modifier increases the skill's influence. (Shotgun Exclusive - Magazine unloading following the reloading amount) Unloading Settings: Enable Multi-Bullet Unloading: Choose whether to unload multiple shells at once or revert to unloading one round at a time. Multi-Unload Rounds: Configure how many shells are unloaded at once from shotguns. Added detailed sandbox option tool tips - Tried to separate each module for more flexibility I understand that the shotgun unloading portion does not match the first two sections. I basically started over about half way through and haven't made it to that section yet. When i have the time, I will finish the reload speed modifiers, and separate magazine loading and unloading to mimic shotguns. A few features i may add in the future Weapon Weight Impact Weather Impact Hand Condition Modifier Crouch/Prone Reload Modifier Panic ** This one is already in, however doesn't have the option to manipulate the impact of; or turn it on or off. Stamina Impact Fatigue-Based Reload Speed Modifier Condition Impact **Guns in worse condition reload slower. Vehicle Penalty ** Reloading inside a vehicle incurs a speed penalty. Mag Capacity and Reload Time **Adjust the speed based on the magazine capacity. Larger magazines could take longer to load, while smaller ones are quicker. Equipment and Gear Impact **Allow reload speed to be influenced by the player's gear and equipment, like backpacks or vests, which could either hinder or aid in the reloading process. Impact of Character Traits on Reload Speed **Traits affecting reload speed, such as Quick Learner or Strong. Customizable Reload Speed for Different Weapon Categories. Speed for Different Ammo Types AND/OR Reload Speed by Weapon Type I've not run into any issues with this mod working with other mods. Confirmed to be "working" with Britas and VFE If there are bugs - I will likely figure them out. However, please notify me if you find any and I will work to get them fixed. This is my first mod so it might have some issues. Inspiration for this came from the Fast Reload mod below. While it was not working, and seemingly abandoned, I drew inspiration from it. Credit where credit is due. cpt. Metal https://steamcommunity.com/sharedfiles/filedetails/?id=2916530733 Workshop ID: 3325375812 Mod ID: FastReloadFix
Captain Busket's Quick Weed Fix
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This mod is not my original work, but a simple correction to some sought-after recipe deficiencies. No longer requires cigarettes to roll joints. Can craft rolling papers from a few paper items. Workshop ID: 3003934094 Mod ID: CBQWFix
Realistic Shoes [B42]
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Expansion for Realistic Clothes to include shoe sizes. Currently a minimial functional version, not complete yet planned method for penalties for wearing undersize, oversize shoes did not work so I will circle back and work on it later. Highly recommend increasing clothing loot to common or abundant, even if people packed and fled, every house would still have tons of clothing left behind. -- Current Features Character Creation - players are assigned a random size Game Start - all shoes in character inventory are sized to fit character Loot spawn - When containers are populated shoe sizes are assigned but hidden Prevent Equip - shoes that are more than 2 sizes too small can not be worn Char Info - Shoe size is displayed on the character info panel Tooltip text - Shoe tooltips have an additional line of text about fit Context Action - right click on shoe to check the label and reveal size Context Action - Check all shoe sizes in container action Equipping - equipping shoes that are unidentified will identify them Move Speed - wearing incorrectly sized shoes will slow speed by 10% per size diff -- Sizes I wanted to keep the pool of sizes small but reasonable, no half sizes or wides Mens shoes are avaliable in 7 sizes, 7 - 13 Womens shoes are avaliable in 7 sizes, 3 - 8 You can wear shoes of the other gender fit is based on womens sizes labeled as 2 sizes smaller than mens -- Assignment Shoes are assigned gender in 3 stages - checking models to see if only one gender is provided, 100% will be that gender - scanning name for keywords like heels, 90% shoes will match that gender - random assignment Size is assigned based on a weighed pool so the more common sizes will spawn more often -- Future Plans Add option to character creation to pick size Need to account for crafted shoes Blister system for wearing undersize shoes for too long chance to trip or shoes to fall off for wearing oversized shoes add sandbox config Workshop ID: 3597829439 Mod ID: RealisticShoes
True Music Addon: Blainos TM
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TM made for flukey's community. Workshop ID: 2802067269 Mod ID: true_blainos_music
No Jumpscares! ( Obsolete )
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This mod is now obsolete This mod is now obsolete, if you want to remove sounds, go to Game Options and into Audio and there is a "Jump-scare SFX Volume" You may use code in mod to help give yourself an idea of how to make custom Jumpscare sounds. This mod worked by overwriting the base game's sound effects and replacing it with a singular audio file that had no sound thanks to audacity. ---------------- The mod will no longer be updated due to being Obsolete, you are free to however view it's grave. And be glad we are no longer in a time where we need a mod to remove cheap jumpscare sound effects, least I view jumpscares as cheap. Former Description Tired of that violin making you crap yourself and getting yourself bitten? Well after recent events of getting FNaF'd Jumpscares due to desync, I decided to DELET it... And by delete I mean I made it so it plays a "silent" sound file. I tried to test it and I'm assuming it works, it's kind of hard to work out what triggers it since half of time it happens randomly especially when you've already seen a zombie prior and such. Workshop ID: 2746780920 Mod ID: JP_NoJumpscare
Days Gone Main Menu with Music (B42)
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TO MAKE THIS WORK ON VERSION B42.15 PLEASE FOLLOW RYUKU THE AUTHOR OF MMF'S INSTRUCTIONS: B42.15 NOTICE Unfortunately, due to changes in B42.15, you now need Reflection Enabler. Reflection Enabler link: https://steamcommunity.com/sharedfiles/filedetails/?id=3682136459 I understand installing a Java mod to play custom music in the main menu is overkill, but, that's the way it is at present. When/if this changes, I'll update the mod to support a non-Java solution. ----Description---- B42 version! B41 version HERE A Days Gone themed main menu! Replaces the game's original main menu with a 16:9 art image, my custom PZ/Days Gone logo and the theme song from Days Gone. -RESET YOUR GAME TO SEE ALL CHANGES Check out the other standalone mods in this series: - Shaun of The Dead Main Menu with Music - Speed Demon Main Menu with Music - A Journeys End Main Menu with Music - Dead Island Main Menu with Music - We are F*cked Main Menu with Music - False Hope Main Menu with Music - Hope is Lost Main Menu with Music - Left 4 Dead Main Menu with Music - The Last Of Us Main Menu with Music - The Walking Dead Main Menu Remix - 28 Days Later Main Menu with Music - An Alternative Main Menu - Dying Light Main Menu with Music - DayZ Main Menu with Music - Refashioned Main Menu Remix - Xirszo Main Menu Remix - MaDeInCCCP Main Menu Remix Want a cleaner main menu? Then check out my other main menu mods: - Main Menu Watermark Remover (B42) - Main Menu Credits Disabler (B42) Serious massive thanks to Ryuku for his support and help with most of the UI coding! Workshop ID: 3488802263 Mod ID: DaysGoneMM_B42
Simple Silencers - Spanish Translation
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Traduccion completa del mod Simple Silencers al Español para B42. Workshop ID: 3666997298 Mod ID: simple_silencers_spanish
KRBK_Intro
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KRBK_Intro Workshop ID: 3159226955 Mod ID: 3888882121
Gyde's Trait Magazines [B42] - Русификация
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Русификация Gyde's Trait Magazines Находите и изучайте черты характера через специальные журналы! Все журналы имеют уникальные, но соответствующие ванильному стилю названия и дизайн. Что делает мод? • Система журналов черт: Изучайте новые черты характера через чтение специальных журналов • Гибкая настройка: Полная кастомизация через настройки песочницы • Работа с отрицательными чертами: Чтение журнала может удалить отрицательную черту и добавить положительную • Переключение черт: Возможность включать/выключать черты повторным чтением • Реалистичное размещение: Журналы появляются в тематических локациях (школы, полицейские участки) Ключевые особенности: Гибкая система изучения черт, тематическое размещение журналов, полная интеграция с ванильным геймплеем. Dear foreign friends, this mod is only a localization of the main mod. If you came here because of the preview or text on it, you can safely go to the modification page itself. Хочу перевод Поддержать переводчика Workshop ID: 3594058270 Mod ID: GYDTRAMAGRUS
More Aviator Colors
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Adds 5 new colors for aviators that can be found in the world Workshop ID: 3316031879 Mod ID: Aviators
KS_HONGSWOOD
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ks 1 server made by Hong Workshop ID: 3582220097 Mod ID: 3582220097
Spawn Point CHS
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共计汉化了92个出生点. Workshop ID: 3422295433 Mod ID: SpawnPointCHS
Project Zomboid Guides
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