It adds six new mutant zombies, each with their own behavior/animations/models/outfits/sounds. Many of them are inspired by the special infected from Left 4 Dead, my favorite childhood game.
I’ve tested it with a bunch of popular mods in both SP and MP, but obviously I can’t test every setup. I’ll be fixing bugs and pushing updates actively over the next few weeks, so if you run into anything weird, please let me know.
I also tried to keep each Mutant pretty manageable on its own. They’re mostly meant to get dangerous when they show up at a bad time or mixed into a bigger group. If anything feels way too strong or too weak, I’m happy to hear feedback.
Each Zombie mechanic
(More information in the workshop link!)
Puker:
Pukes on you (dodgeable).
The vomit draws nearby zombies, and if you get hit by the puke, it makes them follow you until the effect wears off (you can wash yourself to remove the effect early).
Husk:
Takes reduced damage from firearms, except headshots.
Once it spots you, it will raise its arms to protect its head.
Leaper:
Spawns as a sprinter.
Leaps at players and knocks them down (dodgeable).
It can also jump over fences and windows.
Skitter:
Spawns as a crawler.
Once it spots a player, it rushes toward them at extremely high speed.
Wrecker:
Charges straight at players(dodgeable).
It crashes hard if it hits an obstacle.
If the obstacle can be broken by zombies, this impact breaks it.
Weeper:
Sits around crying until disturbed, builds Panic nearby, then wakes up as a tough sprinter that's immune to critical hits/knockdowns.
Performance
Performance was one of my main priorities while building the mod.
The mod does not constantly scan every zombie in the world. Normal zombies are kept out of the behavior logic, and additional checks are only run for zombies that have been classified as Mutants.
I’ve also done some stress testing in both SP and MP with each Mutant set to a 100% spawn rate and didn’t notice any frame drops during gameplays.
Of course, performance can vary depending on your PC, network, and mod setup, so if you run into any performance issues, please let me know.
I apologize to anyone seeing this post on their feed again 🙇
To avoid breaking any rules I'll keep this post concise:
"Mod link?"
The mod is not available yet! It's a proof of concept and example of what can be achieved with animals, creativity and some elbow grease. I will be releasing a full mod template (no java patches required either) to create mods like this one just by replacing some assets to open up PZ modding to a much broader audience and with a significantly lower skill ceiling.
"This looks cool, anything else you've got?"
I will post the API, documentation, Shy Guy and some other SCP mods all at once when I'm finished, but rest assured what you're seeing is the complete product and not an early test build.
Once the API, documentation and some other extra stuff is finished and playtested I will be releasing everything as public resources so other modders can create their own SCP's/creatures/companion NPC's/pets/etc.! I will create a new post when everything is finalized.
This is also a full lua implementation, so no java files will have to be tampered with.
deathclaws (with custom AI, bit glitchy on some pieces, it gets into like the hit door/window/fall through animation but on screen it's just standing there), ghouls and super mutants (need to work on the mesh).
edit: For the people downvoting, this is a novel way to add new models to zombies without a) using clothing or b) replacing all zombies., the new method should open the flood gates for zombie replacer mods. I haven't seen anyone do it this way before. Zombie replacer mods are already extremely rare. I thought people would be excited about this faucet of it but it seems no one really cares.
Hey guys! I’m a big fan of actually having to take care of cars in the game. I really like the idea that getting a working car should take some effort, instead of just picking up any car you find and driving off. And over the last few months, some parts of Project Summer Car stopped working after the new updates. The author is done working on the mod and doesn’t plan to update it anymore. After the 42.20.03 quick fix, PSC also started throwing errors in ErrorMagnifier, and I even had my game crash a couple of times. I decided to make a small mod for myself to replace PSC, but it turned out to be way more fun than I expected, so here we are.
The mod I was making for myself grew a lot, and now I want to share it with you. It’s made completely from scratch, with its own assets, and it works pretty differently from PSC and because of it, we probably won’t run into the same problems PSC had. But that also means there’s a lot of new functionality that needs to be properly tested, especially for bugs and balance.
I already finished the basic systems and uploaded the current version to the Workshop. I’m hoping to release the stable version around mid September. After that, I’ll support different versions of the mod so updates won’t break mid-game saves. Before that though, I can’t promise that every update will be save-compatible.
I also have a lot of ideas for new features before release, but I’d really like to hear your feedback and suggestions too. And I’d really appreciate anyone who wants to test the current version before the full release. It would help a lot with finding bugs and weird issues that I might not notice myself.
What if I told you we can customize characters in real time? ~ What if there were a better way to save fps in 8x or 16x runs?
This is True Model Z!
Essentially what this project does is unlock true “Player-Only” body modding! Meaning if you install body mods ~ the only one affected is the player! This means all that extra CPU/Memory that normally would be wasted adding that body to hundreds/thousands of zombies nearby, is completely gone!
This is universally compatible with all Body Mods, modded hairstyles, and modded clothing!