Project Zomboid

Project Zomboid

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ra's Professions
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1.096 MB
6 Dec, 2021 @ 7:56am
24 Mar, 2023 @ 8:25pm
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ra's Professions

In 1 collection by razab
ra's Mod Collection
9 items
Description
Content:

This mod adds new professions and occupations and makes some changes to the vanilla ones. Each profession may come with special traits, skills, starting equipment, clothing and/or starting positions.

New professions:

01. Teacher
02. Botanist
03. Waste Collector
04. University Student
05. Delivery Driver
06. Librarian
07. Priest
08. Tailor
09. IT Professional
10. Architect
11. Veterinarian
12. Office Worker
13. Homeless
14. Gang Member
15. Mail Carrier
16. Pharmacist
17. Retired

The spawn points work by chance: There is a chance that your characters spawn at a location related to their occupations. There is also a chance that they spawn at a more generic location like a residental house.

I've tried to keep the professions balanced. No one starts with a katana or an axe and I tried to avoid overpowered stats.

As a basic principle for balancing, you can expect that choosing a profession will cost a bit less than manually creating the same build by choosing the respective traits for the "Unemployed" occupation.

The intention of the mod is to enhance immersion, realism and role-playing. In this respect, I had the initial outbreak as starting date in mind (but it is possible to use it with any start date and any sandbox options).





Usage:

When you choose your starting city, make sure to choose the ra's Professions version of it. For example, when you would like to start in Rosewood, choose "ra's Professions: Rosewood, KY". This is to ensure that each profession has its correct starting positions. (Besides that, the maps are the same as the original ones.)

It is still possible to use the vanilla spawn locations or any location from other mods but in this case, the professions will start at some default location and not use the profession-specific starting points introduced by the mod.





Compatibility:

- works with single player in 41.78; not yet compatible with build 42 (but I am already working on it)

- languages: English, German

- multiplayer: use at your own risk when playing multiplayer; I did a few test runs as a host and everything seems to work fine but I am not an excessive multiplayer by myself, so I cannot say a lot about the topic

- compatibility with other mods: just try; there could be undesirable behavior if combined with mods changing vanilla professions (mods which only add new professions should be fine though)

- mod version: 1.3





Bugs/Problems:

Feel free to report in the comments or in the discussion section.





Similar Mods:

There are a lot of other profession mods in the steam workshop, for example "Dub's Profession Mod" or "Bef's Professions and Traits". Have a look at them! Some of this mod's professions can also be found in other mods but they differ quite a lot in features like balancing, clothes, equipment etc.





Workshop ID: 2675128168
Mod ID: rasProfessions
Map Folder: rasRosewoodKY
Map Folder: rasRiversideKY
Map Folder: rasMuldraughKY
Map Folder: rasWestPointKY
Popular Discussions View All (2)
4
15 Oct, 2024 @ 10:18am
Discussion
razab
0
21 Mar @ 4:22am
PINNED: Bug reports
razab
125 Comments
razab  [author] 20 Dec, 2024 @ 5:23am 
@Klaarturo, thanks for liking my mod! My general idea is to update most of my mods for B42, including this one. But it may take some time. And there is no 100% guarantee for anything. But I'll definitely try!
Klaarturo 20 Dec, 2024 @ 5:11am 
Hopefully this mod will be updated for Build 42, it is one of my favorite mods. Please, when possible, I would love you to update it :)
razab  [author] 14 Nov, 2024 @ 3:19am 
퐁퐁돼지아빠 , Hi! Thanks for asking. You can use whatever you want from my mod for your own work. I am totally fine with it!
퐁퐁돼지아빠 12 Nov, 2024 @ 11:55pm 
Dear Senior Modder,
I’m a newcomer to the world of modding, and I’m seeking to study and learn by referencing your mod. I’d like to know if I may use some of your images or assets as references for my work. If you prefer I don’t use them, please let me know. I have no intention of using your work without permission.
If you’ve already expressed such a wish and I missed it, I apologize for not noticing. Should I use your work in my mod, I will clearly credit it both within the mod files and on the description page.
I respect your work greatly and hope for your understanding. Thank you.
razab  [author] 18 Aug, 2024 @ 8:33pm 
@CarltoN. afaik 'Occupations Expertises & Balance' makes changes to the vanilla professions. Chances are good that it is therefore incompatible.
CarltoN. 2 Aug, 2024 @ 6:47am 
is this incompatible with 'Occupations Expertises & Balance'
razab  [author] 18 Nov, 2023 @ 4:38pm 
@Limdood, all the values you mentioned at the beginning of your question are not changed by the mod
Limdood 17 Nov, 2023 @ 6:26am 
Many of the vanilla professions have buffed foraging radius, reduced penalties, or increased chance to find specific items.

Did you modify any of those values in your professions, or are they in general just combinations of traits/skills + start location and a few items?
Splashwettyy 27 May, 2023 @ 7:27pm 
if anyone wants to try an actual stealth run, do librarian with inconspicous, graceful, and gymnast. zombies will literally not be able to hear you directly behind them when sneaking
razab  [author] 26 May, 2023 @ 1:24pm 
@ApokalyptoJr from a technical point, it should work, even with "ra's professions rosewood" spawn selected. also did a quick test run and everything seems fine.

however, one smaller issue: if a map mod changes a vanilla building like completely removing it, it may happen that some professions spawn in unusual environments not fitting the profession anymore. this will happen when I made them to spawn in the vanilla building which has been removed by the map mod. they will still spawn at the same location and depending on what the map modder has decided to put there instead, results could be somewhat inappropriate.

rosewood expansion for example removes the vanilla rosewood gas station. iirc, there is one profession in my mod which could start there. so my above remarks apply here. the profession will then simply spawn at whatever building the creator of rosewood expansion has decided to put there.

but as said, technically the mods should work fine together.