
Vintage Story Mod DB · Vintage Story mod
Sonito's dynamic traits
When updating from an old version to a new version that changes config , please consider backing up your config somewhere and deleting it , a lot has changed in configs What it dooo : Replaces the whole creation gui of the game with a mix & match traits syst
Quick answer
Which Sonito's dynamic traits release should I use?
Sonito's dynamic traits 1.0.10 targets 1.21.1. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Sonito's dynamic traits required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Sonito's dynamic traits 1.0.10 need?
1.0.10. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Sonito's dynamic traits without breaking your instance.
Built for Sonito's dynamic traits 1.0.10. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.10. It targets 1.21.1; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.10. It opens that exact file at the source.
About this project
What does Sonito's dynamic traits add?
When updating from an old version to a new version that changes config , please consider backing up your config somewhere and deleting it , a lot has changed in configs
What it dooo :
Replaces the whole creation gui of the game with a mix & match traits system , No more classes ( I cannot stress this enough )
You get a point budget (20 pts - configurable), grab positives (they cost points) and take a few negatives (they refund points) until you’re happy.
Traits change stats: walk speed, max HP, hunger rate, damage, mining speed, loot rates, bow stuff, jumping, stealth… all vanilla attributes.
Not all of the attributes have been added tho , they are some I haven't added because i'm unsure if they work or not , like produceDropRate and woodDropRate but these can be added by anyone in the config files, if anyone wants me to add them to the default config I'll be sure to add them if requested
Config files are folder sonitodynamictraits
Updates :
1.0.10
- fixed a Player model lib bug where upon saving and reloading the traits would dissapear visually from the trait tab of a character
- fixed a bug where beefy and healthy would not stack the hp values if selected together sometimes , this should also fix any same issues with custom traits too
- fixed a bug where CO wasn't disabled in game when disabled in the config
1.0.9
+ added /allowchangetraitsonce player name for allowing an admin to activate a command on a player
+ added /changetraits to allow a player to change his traits
1.0.8
+ Added rustbound magic support
+ Added kemono support
- renamed config files (sorry i promise this is the last time i do it xD )
- reorginized all code and optimized some parts in looping the traits (no longer 0.5 sec lag after the creation of character )
- added and changed some icon images for traits to be similar color to others
- tweaked generated classes to be either -1 or +1 instead of 0 points by default
- fixed generated classes so they can be modifed and used directly
- fixed bugs with mouse wheel (finally)
- fixed bug where generated traits were all classed in negative traits , now defaulted to positive if the type was not specified bu the mod
- fixed bug where generated traits from classes didn't include modded ones
1.0.7
+ config moved into folder
+ added "SameGroupPosPointsPenality" and "SameGroupNegPointsPenality" configs , setting them to anything other than 0 will enabel them with that value
"SameGroupPosPointsPenality": 3 means each trait other than the first one in a group will cost 3 more points
"SameGroupNegPointsPenality": 1 means each trait other than the first one in a group will refund 1 less points
+ Groups can have descriptions in the config
+ You can now limit traits using groups via MaxChoices in the config (max traits in that particular group you can take)
+ Now the mod generates a file called sonitodynamictraits-traits-generated-from-classes.json that will put all your current traits that are linked to classes and make them usable by this mod , this is generated by disabled by default so you have to enable if you want these traits added , or you can also copy them in the main file
1.0.6
+ Config files changed , now seperate config files for vanilla traits and Combat overhaul traits ( you shouldn't need to delete old ones but they will not have groups)
Any changes made to vanilla traits in the CO files will overwrite them (done by default in the generated json)
+ Added Groups , By default the json generated has groups where traits can be huddled together for themes or functionality :), they are collapseable in the creation UI and there's a button to disable/enable them visually
+ Added new config option : "BlockSameGroupIncompat": false ; defaulted to false , if enabeld will block you from taking traits that belong to the same group
- Adjusted trait tab ui so elements are more centered
- Reduced default whole vessel chance from 100% to 45% Explorer
1.0.5
- made text smaller for visuallising traits and a bigger gap between them so they don't overlap
1.0.4
+ Added trait display as icons in the trait tab after the char is created
1.0.2
+ added combat overhaul support
+ Modified traits for combat overhaul attributes : Marksman , Beefy , Weak
+ New traits for combat overhaul attributes , Warrior / Coward, Discplined / UnDiscplined
- gave more space for the description of attributes (reduced chosen traits space)
1.0.1
+ added support for Player model Lib (still has some issues)
Why it was made :
I used to pick commoner because I couldn't do with the classes in vanilla , This is my way of making things more interesting for me when creating a character , instead of just going with commoner for every playthrough
Notes:
- This is absolutly inspired by Project Zomboid character creation system :D
- This will make the first charactor creator screen about 1.5 bigger :D (needed for many traits)
- The default config I made i feel like is pretty balanced , you can grab a trait or two with no negatives , if you want the realy "Strong" stuff you have to do with a few negative
- This will absolutely break anything that messes with charactor creation , so you know be aware ,
- I haven't tested all traits but they should be working fine since they are vanilla =D
- There might be a small one time lag after the creation of character around 0.5seconds, This is just to assign and calculate the traits
-
To-Do:
- Localization (french/spanish etc)
- Moar testing
- Fix that nav bar (first one) that moves with scroll wheel on every part of the gui
- Overwrite .charsel command so players can use it without crashing
- Xskills compat
Done :- Added player model lib support - my traits will load after it without the skin part
Edit : The traits don't display on the character "Traits" tab when relaoding a save with Player Lib Model , I haven't found a fix yet, but they are functional , just not displayed on that particular UI , its fixed
Add vanilla traits back? look here
you can add them to the config like this
{
"Code": "bowyer",
"Title": "Bowyer",
"Description": "Adds craft for crude bow etc",
"Points": 1,
"TypeOrd": 1,
},
--
You can change Title/description/points to whatver you want , just make sure Code is the same as vanilla trait
TypeOrd: 1 means it's in positive traits
TypeOrd: 0 means it's in negative traits
and this goes for every vanilla trait they can just be added the same way as other traits using their code , no need to include attributes as these are hardcoded for these traits in vanilla
here is the full list of vanilla traits :
focused
resourceful
fleetfooted
bowyer
forager <----------- Make sure to change the code for my forager to forager_c or something if you wanna still use it ,you can't have both named forager
pilferer
furtive
precise
technical
soldier
hardy
clothier
improviser
mender
merciless
tinkerer <----------- Make sure to change the code for my tinkerer to tinkerer_c or something if you wanna still use it ,you can't have both named tinkerer
farsighted
claustrophobic
frail
nervous
ravenous
nearsighted
heavyhanded
weak
civil
kind
I hope this helps,
I would have added it for default but it's against the concept of this mod haha, it's supposed to remove classes , no classes = no class traits :p
For icons , either add or patch images to assets/sonitodynamictraits/textures/gui/
if you add there bowyer.png then it will display as the icon for bowyer , it uses the code and not the title , if you don't put images I've put a default icon as a placeholder =)
I made a kofi tehe : https://ko-fi.com/sunday_
Project description from Vintage Story Mod DB.
Pick your setup
Sonito's dynamic traits releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.21.0
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Sonito's dynamic traits versions and loaders
1.0.10
sonitodynamictraits 1.0.10.zip
15 Oct 2025
1.0.9
sonitodynamictraits 1.0.9.zip
8 Oct 2025
1.0.8
sonitodynamictraits 1.0.8.zip
6 Oct 2025
1.0.7
sonitodynamictraits 1.0.7.zip
5 Oct 2025
1.0.6
sonitodynamictraits 1.0.6.zip
4 Oct 2025
1.0.5
sonitodynamictraits 1.0.5.zip
3 Oct 2025
1.0.4
sonitodynamictraits 1.0.3.zip
2 Oct 2025
1.0.2
sonitodynamictraits 1.0.2.zip
2 Oct 2025
1.0.1
sonitodynamictraits.zip
1 Oct 2025
1.0.0
sonitodynamictraits.zip
1 Oct 2025
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.