Project Zomboid

Project Zomboid

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Thief Expansion
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16.542 MB
8 Sep, 2021 @ 7:07am
19 Mar @ 9:35pm
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Thief Expansion

Description
Overview :
Extend the existing occupation "Burglar" to "Thief".
In addition to the existing features, new skill and abilities will be added.
Confirmed to work with Build 41/42, Single-Play only.

Features :
  • Add a new ability "Stealth".
  • Add a new ability "Stealing".
  • "Stealth" and "Stealing" can be leveled up as skills.
  • "Stealth" and "Stealing" skill books (Vol. 1-5) will be added.

New Ability - Stealth :
  • You will be able to move while remaining hidden.
  • It can be executed from a dedicated icon or context menu.
  • To hidden, you need to break the line of sight from zombies or maintain a certain distance.
  • There is a limit to how long you can stay hidden, which is affected by your skill level, traits, and actions.
  • There is a usage delay (10 seconds, regardless of game speed), and it cannot be used continuously.
  • As your skill level increases, it becomes easier to hide, the duration of effectiveness is extended, and the delay time is reduced.
  • At higher levels (Lv. 8 and above), you may be able to attack while remaining hidden.

New Ability - Stealing :
  • You will be able to steal items from zombies.
  • It can be executed from a dedicated icon or context menu.
  • Various types of items can be stolen, but items above a certain weight cannot be taken.
  • To perform stealing, you need to stand very close to the zombie.
  • It is not guaranteed that you will steal every time; there may be cases where the zombie has no items, or you might fail or fumble (a major failure).
  • The types and probabilities of items that can be stolen are influenced by traits and location.
  • There is a usage delay (10 seconds, regardless of game speed), and it cannot be used continuously.
  • As your skill level increases, the range of stealable targets expands, the success rate increases, the fumble rate decreases, and the delay time is reduced.

Traits that affect new abilities :
  • Graceful : Increases stealth duration (large).
  • Clumsy : Decreases stealth duration (large).
  • Inconspicuous : Increases stealth duration (small) and makes it easier to hide.
  • Conspicuous : Decreases stealth duration (small) and makes it harder to hide.
  • Dexterous : Increases success rate of stealing, decreases fumble rate, and increases maximum weight that can be stolen.
  • All Thumbs : Decreases success rate of stealing, increases fumble rate, and decreases maximum weight that can be stolen.
  • Lucky : Increases the probability that zombies have items and the chance to steal useful items.
  • Unlucky : Decreases the probability that zombies have items and the chance to steal useful items.

Skills that affect new abilities :
  • Lightfooted : Increases stealth duration with each level up.
  • Sneaking : Increases stealth duration with each level up.

Options :
These options are available with Mod Options in B41.
  • Show stealth button : A button to toggle stealth mode will be shown on the screen.
  • Show stealth menu : A "Hide" command will be shown in the context menu.
  • Show stealing button : A button to attempt stealing will be shown on the screen.
  • Show stealing menu : A "Steal" command will be shown in the context menu.
  • Sound Volume (Stealth On) : You can adjust the sound volume when stealth is on.
  • Sound Volume (Stealth Off) : You can adjust the sound volume when stealth is off.
  • Sound Volume (Stealing Success) : You can adjust the sound volume when stealing succeeds.
  • Sound Volume (Stealing Fumble) : You can adjust the sound volume when stealing is fumbled.
  • Transparency during stealth : You can change the character's transparency when stealth is active.

Sandbox Options :
These options are available in Sandbox Options.
  • Meta > Thief Books World Spawn : Enables world spawn for Thief Books.

Known Issues :
  • The vanilla item "Smoke Bomb" will no longer function due to implementation constraints.

Future plans :
  • Bug fix (if exists)

Remarks :
  • Mod icon is illustrated by @Healing_fromV[x.com], special thanks !
  • The occupation name will change to "Thief" in this Mod, but since the system remains "Burglar", I think that the Mod related to "Burglar" will also work.
  • I'm looking for ways to add highlights or custom color to zombies in Lua. If you know how to implement it, please let me know.

Release Notes :
  • v2.3 - Added xp multiplier sandbox settings. (B42)
  • v2.2 - Compatible with Build 42.
  • v2.1 - Added sound options.
  • v2.0 - Major Update: Added new skill system & more eatures.
  • v1.0 - New release.
    Please refer to "Change Notes" for the older history.

If you enjoy this mod and would like to support its development, you can do so through the services below. Your support helps keep me motivated and allows me to continue improving and updating the mod. All contributions will be used for development purposes, such as AI service subscriptions. [buymeacoffee.com] [ko-fi.com]

Workshop ID: 2596620950
Mod ID: P4ThiefExpansion
Popular Discussions View All (1)
0
3 Aug, 2022 @ 8:37am
PINNED: Translation file here
PePePePePeil
112 Comments
Black Saint 10 Jun @ 5:33pm 
Hi, this mod works with one week before?
Ryan 3 Jun @ 2:42pm 
is it a dynamic trait? can I earn this trait by leveling up skills?
Mikan 1 Jun @ 12:31am 
I'm very glad this is still being supported! I look forward to playing as Thief some more whenever Build 42 STABLE is released!
Quilava 22 Apr @ 8:15am 
The cat trait icon finally change after im restart the game, but still the first 2 question i need to know
Quilava 22 Apr @ 8:02am 
Is there way to get stealth/steal without the occupation? Im already have my favorite occupation and dont want to be call a thief :sad_seagull:, and does this work with already exist save?

Also im noticed the trait for this occupation in the video is a cat icon, but in game it still crowbar icon of burglar occupation, is it another mod?
Redacted 21 Mar @ 2:31am 
@PePePePell I am pretty sure it's a conflict with another mod. No reason to try just the mod in a loadorder by itself. Considering there is 11 pages of comments. It's just such a blank error, with no signs it's not working. It might be something like 'Enhanced Car Physics' or something that mess with the files (manual override files), because I think normally merging issues pop-up as errors.
But that makes no sense I know, it's just that I don't know what you used to make the stealth mode work, maybe there is a clue in that? Just top of my mind. If you have like a specific thing coming to mind, I might try targeting some specific/related mods to what uses the actual new mechanics. I don't think it's the vision cone either, since it simply works (and I run no mods altering that),
Redacted 21 Mar @ 2:31am 
...so it has to be something that intersects with the mechanic like a boolean or something that you use to cancel the 'PlayerIsSpotted' or whatever tidbit of script (function/method/class/interface) is called to be ignored when using stealth. Best bet it's a nesting issue caused by something that disrupts interfacing, which is why all the buttons work, and the mod loads like everything is fine, but then one specific thing is broken because some other mod is redirecting the 'vanilla' function elsewhere (i.e. noob modder who can't program object oriented and codes inefficiently altering the vanilla scripts, which you then call and it returns nothing). Maybe rings a bell?
PePePePePeil  [author] 20 Mar @ 3:51am 
@Redacted
Thanks for the info! The easiest way to check would be to create a new save with only the Thief Expansion mod enabled and see if the stealth feature works. If there are issues even then, it means something is wrong with this mod. Otherwise, it's most likely a conflict with another mod.
Redacted 20 Mar @ 3:13am 
@PePePePePell I haven't got the faintest clue really. Didn't get any errors or anything.
The UI seemed right etc, in appearance it all worked, but the zombies just spotted me.
Could be a mod, could be a conflict with the B42 bugs, I wish I could tell you more, because I liked the idea of trying a run with this stealth gimmick, but I've got to cancel my modlist for it, and starting up my game does take quite a bit of time so I'm not raring to manually go by each mod to see what I can and can't keep in the loading list. Just wanted to let you know that somehow stealth isn't neccesarily enforced like it's supposed too. Otherwise you allways have great mods so I'm not blaming you for it. Just a little bummed out back then. I'll try in the future on a stable version though.
PePePePePeil  [author] 19 Mar @ 10:10pm 
>ALL
Sorry for the late reply. :(

@L Rizz Hubbard
Yes, I am retired now, but my main character in UO was a Purely Thief in Asuka, named Wiv. And she had no offensive skills at all, she specialized in stealing and stealth!

@Redacted
Regarding the stealth feature, it is achieved with very specific logic. It is working as intended in my environment, but there may be a bug or something. If you have any other details, I would love to hear from you.

@Mr Ouyang
That video is from B41. We are waiting for a future update or True Actions to support B42, as some of the extended actions are implemented in vanilla!

@SinGi
Specifically meta speaking, zombies do not have items (Container) during alive(?), and the container and its contents are generated the moment they are defeated. Therefore, stealing from a zombie before it is defeated is done by “dynamically determining the item to be acquired from the item list according to the conditions.