--SIMPLE ZOMBIES REBORN v1.0.5f--

Thanks for downloading this mod. More itterations will be coming soon. Feel free to leave me some
feedback and let me know what you might like to see for the future versions.

Sorry for the low qual screen shots. I'm not on my main machine.

INSTALLATION:
- Download/Install ScriptHookV
- Download/Install ScriptHookVDotNet
- Download/Install NativeUI
- Download/Install iFruitAddon2 (required for the Military Convoy phone contact support).
- Add the mod .dll files and the included SimpleZombiesReborn folder from the zip to the scripts folder. (Your GTAV/scripts)
- The main SimpleZombiesReborn.ini stays in the scripts folder for ScriptHookVDotNet compatibility.
- Save data, bridge files, and logs are stored inside scripts/SimpleZombiesReborn.

USAGE:
Once in game you can hit 'I' to bring up the inventory, and craft items with 'C', and show how to make the items with 'F'. Also you can hit F10 to bring up
the zombies menu.
All these keycodes are editable in the ini that is created after you run the game with the mod.
You can go up to a bodyguard and press 'E' to configure him / her. 
When in front of a vehicle with low engine heath, press left-mouse to repair it. 
Use Infection Mode to enable the full survival/apocalypse systems.
Military Convoy support requires the included phone bridge plus iFruitAddon2 installed manually.

CHANGELOG:
v1.0.5f
- Fuel system options: added fuel.enabled and an F10 menu toggle, so players can disable vehicle fuel management without turning off Infection Mode.
- Fuel balance: abandoned repaired cars now usually start with lower fuel; tanks above 70% are uncommon, and 80-100% tanks are rare.
- Fuel consumption and leaks: driving burns fuel faster, punctured tanks leak at a more noticeable rate, and older leak config values are migrated automatically.
- Fuel tank damage: tank shots no longer instantly disable vehicles or hide the fuel HUD while fuel remains. One stray shot is ignored, repeated near-tank hits can start a leak, and sustained fire can still rupture or destroy the vehicle.
- Vehicle repair state: full repairs from trainers or repair systems now clear leaked or ruptured tank state once tank, engine, body, and vehicle health are restored.
- Stamina timing: stamina drain now uses real script tick time instead of frame time, so sprinting drains at the intended rate on different PCs.
- Stamina balance: unarmed running drains faster, sprinting with firearms costs much more stamina, and simply walking with a firearm no longer drains stamina.
- Spawning while driving: raised active caps, spawn retries, and nearby traffic conversion so zombies and abandoned cars appear more consistently during travel.
- Tunnel spawning: stabilized covered road tunnels where GPS is unavailable, reducing zombie pop-in/pop-out and expensive road lookup spikes.
- Autosave stutter: reduced player-state autosave frequency and distance checks to lower micro-stutters during play.
- Shops: vanilla shop scripts stay disabled, preventing clerks and normal shopping from returning; zombie mod shelf looting remains active.
- Merryweather drops: guards now use a hostile relationship group and attack the player inside drop zones instead of behaving friendly.
- Localization packaging: bundled the full XML language packs and fixed merge priority so custom XML translations override built-in fallback strings.
- Input fix: keyboard Q + Space on the GTA radio wheel no longer triggers the controller inventory shortcut.

v1.0.5e
- Major survival systems pass across stamina, fuel, convoy support, localization, persistence, and spawn behavior.
- Reworked stamina drain to feel harsher and more believable while running, aiming, and shooting.
- Added exhaustion penalties so overextending on empty stamina can now slow or drop the player instead of allowing endless sprinting.
- Melee weapons no longer drain stamina just for being equipped, while firearms still penalize movement and combat endurance.
- Improved fuel handling, puncture rules, and damaged-vehicle survival behavior to avoid unrealistic instant tank leaks.
- Refined military convoy passenger behavior, idle arrival state, and support travel stability.
- Improved repair interaction flow and multiple edge cases around survival actions during combat or exhaustion.
- Tightened abandoned vehicle and zombie spawn validation further to reduce bad placements, unstable wrecks, and overlapping traffic setups.
- Expanded localization polish, shorter UI labels, and general menu clarity across the survival systems.
- Added another large round of bug fixes and long-session stability improvements across the rebuilt SHVDN2 branch.

v1.0.5d
- Finalized the 1.0.5d release packaging and aligned versioning across the SHVDN2 build.
- Tightened zombie spawn validation again to reject more rooftop, billboard, and similarly bad elevated placements.
- Tightened abandoned vehicle spawn validation to reject more overlapping, tipped, and unstable traffic pileups.

v1.0.5c
- Large stability and systems pass across the rebuilt SHVDN2 version.
- Fixed help text interaction reliability so repair, recruit, configure, and similar prompts respond on the first proper key press.
- Reworked bodyguard persistence and task restore so StandStill and Guard behave more reliably after loading.
- Fixed multiple persistence and autosave issues affecting player position, infection state, outbreak progression, guards, and saved survival world data.
- Fixed several cases where infection or outbreak state could return incorrectly after death or after restarting the game.
- Rebalanced infection terminal stage flow, countdown behavior, emergency antidote drops, and outbreak reset handling.
- Tightened zombie and abandoned vehicle spawn validation to reduce bad roof, mountain, bridge, and exploding spawns.
- Improved front-of-player streaming so zombies and abandoned vehicles stop popping in and out as aggressively while traveling.
- Increased zombie density more safely with a higher active cap and smaller, more frequent streamed waves for a fuller apocalypse atmosphere.
- Refined support vehicle spawning, pickup, dismissal, gunner behavior, and route recovery while reducing the most expensive scripted road-clear behavior.
- Further polished emergency systems, repair prompts, LS Customs behavior, and general long-session stability.

v1.0.5b
- Moved save data, bridge files, and logs into scripts/SimpleZombiesReborn to keep the scripts folder cleaner.
- Added automatic migration for older save data, logs, and convoy request files from flat installs.
- Removed the extra legacy version ini from the normal root workflow so only the main SHVDN config stays at the top level.
- Updated release packaging for the restored mod and its phone bridge support files.
- Refreshed versioning and documentation for the latest rebuild branch.

v1.0.5a
- Reworked forward culling so zombies ahead of the player stop popping in and out while driving toward them.
- Tuned zombie streaming to keep density high with fewer micro-stutters.
- Improved military support limo handling, boarding flow, and waypoint travel stability.
- Fixed convoy vehicles being added to the player's saved personal vehicle pool.

v1.0.5
- Replaced the unstable multi-vehicle convoy setup with a military support transport called through phone contacts.
- Added timed support travel with waypoint routing and mounted cover fire.
- Improved hospital respawn protection cleanup and closed-vehicle bite protection.
- Fixed more fast zombie vehicle damage and travel-related survival edge cases.

v1.0.4f
- Fixed several cases where the player could be forced out of vehicles by survival interaction logic.
- Reduced how often hostile survivors and Merryweather events can return after being cleared.
- Improved wipe handling so zombie or infection deaths restore the intended baseline pistol and bat loadout.
- Patched more Story Mode versus Infection Mode persistence issues.

v1.0.4e
- Infection Mode now behaves more like a separate game state from Story Mode.
- Disabled corpse looting, infection progression, and other survival-only systems while Infection Mode is off.
- Improved persistent world suspension when leaving Infection Mode.
- Fixed additional autosave timing issues in the restored rebuild.

v1.0.4d
- Fixed abandoned traffic vehicles not always being converted into proper broken apocalypse vehicles.
- Fixed repeated repair kit prompts appearing on random world vehicles and story vehicles.
- Story vehicles now correctly fall into the outbreak vehicle rules unless they are part of the saved survival profile.
- Improved infected spawn fallback logic so zombies can keep appearing in difficult road areas such as bridges and long travel routes.
- Rebalanced early infection symptoms so the first eighty percent of the infection is less punishing and less spammy.
- Government antidote phone alerts and crate logic now remain inactive until Infection Mode is actually enabled.
- Updated antidote pickup feedback to clarify that the item must be used from the inventory after recovery.

v1.0.4c
- Fixed Virox Antidote pickup issues with older inventory save data.
- Reduced repeated antidote pickup prompt spam in the help text history.
- Player death caused directly by infected now wipes the full survival profile and persistent world state.
- Improved crate failure messaging for timed survivor drop events.

v1.0.4b
- Added infection escalation that now depends on bite count.
- One bite progresses very slowly, while repeated bites sharply reduce the remaining survival time.
- Added Virox Antidote relief drops after infection.
- Government emergency messages now direct the player to marked antidote crates with a risky cure chance.
- Added emergency LS Customs reopen events that can appear every few in-game days and mark an operational garage on the map.
- Fixed survival loadout persistence after death and infection recovery attempts.
- Further reduced Merryweather weapon rewards and spare ammunition.

v1.0.4a
- Added persistent autosaving for guards, vehicles, placed props, inventory, and survival loadout.
- Removed manual save and load options from the main menu.
- Reworked the survival loadout into a separate apocalypse profile that restores automatically when Infection Mode is enabled.
- Fixed several issues with saved world data not restoring in the correct order.
- Fixed empty guard saves from restoring dead or outdated group members.

v1.0.4
- Added dynamic apocalypse pressure, noise-driven spawning, and zone-based danger scaling.
- Added government broadcast flavor messages during the outbreak.
- Increased front-distance spawning and improved horde pacing.
- Expanded survivor pacing and reduced loot abundance to make long-term survival harsher.
- Fixed several startup and menu initialization problems in the rebuilt version.

v1.0.3d
- Fixed a few issues with survivor and zombie startup flow.
- Improved general stability during extended gameplay sessions.
- Tweaked some internal spawn values for smoother apocalypse pacing.

v1.0.3c
- Fixed several menu and controller edge cases after enabling Infection Mode.
- Improved load order for a few restored scripts.
- Patched a couple of small issues with world cleanup and spawning.

v1.0.3b
- Added special infected variants including Brutes and Screamers.
- Infection no longer behaves like a near-instant death after a close hit.
- Added infection symptoms and an on-screen infection progress bar.
- Fixed zombie damage values being too punishing in close combat.
- Fixed several spawn balance issues where zombies appeared too sparse during long sessions.

v1.0.3a
- Restored the original multi-script apocalypse flow more faithfully.
- Fixed the F10 menu setup and Infection Mode activation path.
- Reworked several startup guards to prevent early native memory crashes.
- Fixed broken initialization order in multiple controllers and gameplay scripts.
- Fixed several missing rebuild references and decompiler artifacts in the restored project.

v1.0.3
- Initial Simple Zombies Reborn compatibility rebuild on the original ScriptHookVDotNet v2 architecture.
- Restored the F10 menu, infection toggle flow, and multi-script apocalypse startup path.
- Restored core survivor, loot, vehicle, inventory, and zombie systems from the original runtime model.
- Fixed numerous broken casts, output argument calls, and other decompiler rebuild issues.

v1.0.2d
- Fixed water bug where the player was not able to get water from ocean or lakes.
- Fixed resource limit where you could not craft weapon crates.
- Patched vehicle spawning so they won't always spawn in walls.
- Added some vehicle damage to windows and doors on certain cars.
- Added vehicle parts and repair kit required for fixing vehicles.
- Turned off vending machines.
- Fixed bandages so they will give both health and armor.
- Fixed ammo crafting so you don't craft as much ammo.
- Sorted ammo crafing menu by weapon group instead of weapon.
- Fixed small spelling mistake.

v1.0.2c
Inventory & Loot Patch
- Re-balanced the inventory llimits.
- Water gives more thirst.
- Packaged food gives more hunger and very little thirst.
- Removed the controller button for now.
- Loot crate drops are more rare. (20% chance)
- Military should not stay anymore even after finishing the loot drop.

v1.0.2b1
- Fixed script crash after saving guards.

v1.0.2b
- Fixed script crash after being in restructed area with survivors enabled.
- Fixed timer bar not appearing for crate drops.
- Changed keycode for recruiting survivors.
- Fixed ammo creation bug giving too much ammo. 
- Fixed survivors spawning too close to the player.
- Fixed some survivors not spawning.
- Fixed loot drop giving too many items.
- Fixed script crash after saving vehicle before loading vehicles first.

v1.0.2
- Completely re-wrote the mod.
- Prison gates is now open (sometimes the announcer general dude still talks but I don't think that's changeable).\
- Inventory has item limits. (Don't worry I'll add a loot container soon)
- Zombies are pretty much the same, but the performance loss is completely gone.
- You can clear out restricted areas of zombies (airport, prison, docks, etc)
- Weather randomly changes after waking up from sleeping.
- Added ammo crafting on the work benches.
- Added full controller support (Dpad left to open inventory and to navigate to the menu).
- Added new buildable inventory items and resources.
- Added ability to lock / unlock doors and gates.
- Added the ability to save/load map, guards, and vehicles.
- There are two different types of air-drops (loot and weapons).
- Some craftable item models have changed.
- A LOT of bug fixes.
- Most in-game options are now in the menu for quicker access instead of the .ini file.
- Zombie damage is configurable.
- Fast zombies are a lot harder in hand-to-hand combat, and they will have a greater chance of tackling you.
- Survivor (guard) menu has changed.
- Fixed bug where guards sometimes won't follow you or the menu won't open for them.
- There is now a limit to the amount of survivors you can have in your group.

v1.0.1c
- Zombies are WAY more aware of their surroundings and they're a lot more sensitive to sound now.
- Silencers are now craftable and work with any weapon that can have one.
- Added customizable militia vehicle model to ini. Make sure you know the exact model name before entering it.
- Zombie hearing range has been increased (configurable in .ini file)
- Zombie health is now configurable in the .ini file.
- You can now create water from a bottle, beach water, and a camp fire.
- Added facial animations to runners.
- You can sneak behind zombie up to a certain point before they notice you.
- Added new "dirt water" resource that can be used to make clean water.

v1.0.1b
- Added fast zombies (enabled via .ini file). They will tackle you, and 
make sure that you don't stand a chance in close combat.
- Optimized a bit of the performance issues.
- Added ability to loot 24/7 shops.
- Updated script so it will not overwrite map (for now until I add car save/loading).

v1.0.1a
- Polished some distance calculations.
- Still working on optimizations.
- Fixed blip sprites appearing on map for non-blip objects.
- Added new banner to weapon crates.

v1.0.1
- Zombies eat dead body's.
- Optimized some of the performance issues (still looking into it).
- Added some debug warnings when models don't load properly.
- No longer using subtitles for showing that survivors are nearby.
- Changed repair vehicle button.

v1.0.0b
- Fixed invisible model bug when building walls, and stairs.

v1.0.0a
- Fixed map not loading after game load, it should work 100% of the time now. Please let me know if you continue to experience issues. Thank you!

v1.0.0
- Added new inventory items (stairs/doors/weapon container/flashlight)
- Zombies are now killed instantly by hits to the head from melee weapons (They have to be hard hits).
- Interactables are now treated the same with different interaction logic (this gives me more options in the future to add even more interactables).
- Car repair time has been internally shortened (still configurable).
- Hostile survivors will not spawn near you anymore (was noticing people having issues with them spawning in front of them).
- Just a side note: You can edit the distance you have to be from enemies when sleeping, so if you notice you're not able to sleep, then increase the range.
- Zombies will not spawn around the props you place, so if you build a camp they will not spawn nearby (you still have to kill the remaining ones).
- Game-spawned planes will not free fall from the sky, just like an apocolypse.
- Inventory items given from loot drops are a bit more scarce than regular, however weapons are still abundant.
- Bandages give a bit more health than before.
- Zombies can take a ton of bullets, and they WILL GARUNTEED get back up if not shot in the head. They will no longer play the writh/injured on ground animation even when riddled with bullets.
- New animal looting animation.

v0.9.6
- Fixed issue with save/load not removing out of date files.
- Fixed issue with save/load creating tent's that where removed in the last save.
- Fixed hunger sustainability not running out, and causing infinite hunger.

v0.9.5d
- Increased the distance that survivors will spawn.
- Re-wrote internal code.
- Updated version id to use string.
- Fixed zombie walk style.

v0.9.5c
- Fixed inventory script crash after loading zomibes.

v0.9.5b
- Fixed hunger not increasing after eating cooked meat.
- Added savable map feature that allows you to save what you've built.
- Added new feature that allows you to pickup previously placed items (works with saving feature).

v0.9.5a
- Added new way to build items. (Base-building hybrid, still in early stages).
- Repairing vehicles takes longer and you now how to hold down the button. (Time configurable in .ini)
- Performance has increased.
- Mod is a lot more stable.
- Fixed some issues with relationship groups (you should be able to shoot friendly's).

v0.9.0
- Added animal spawns with blips.
- Optimized zombies, I'm getting a lot better frame rates.
- Fixed global spawn limit not actually clamping the amount of zombies.
- Fixed stamina bar not running out fast enough.
- Fixed zombies not being attracted to flares when not near player.
- Fixed internal distance calculation to get closes target in range of zombie.
- Fixed world not being completely cleared once infection starts.
- Fixed stats not resetting after death.
- Optimized some things.
- Re-added fov to zombies.
- Made campfire spawn further away from the player when creating it.
- Fixed peds playing human like sounds.

v0.8.5a
- Fixed guards fighting under non-combat tasks.
- Fixed guards not teleporting to player sometimes.
- Removed zombie vision calculations due to lag.
- Added global spawn limit (configurable in .ini).
- Fixed countdown timer not re-appearing after next loot drop.
- Changed some internal values for mod optimization.
- Added function to restore player health after sleeping.

v0.8.5
- Fixed follow task not letting peds enter vehicle, and still
letting peds fight.
- Added tents that allow you to sleep for a certain time (configurable)
- Fixed timer bar for loot drops not dissapearing at times.
- Added tasks options to global guard settings.
- Added configurable group separation range to global guard settings.
- Hunger now damages player.

v0.8
- Separated follow and combat tasks in ped task menu.
- Added new configuration options to ini.
- Removed snowballs and extinguishers from loot drops.
- Added ability to trade weapons with peds.
- Added simple hunger and stamina bar (configurable in .ini).
- Added line of sight and hearing to zombies.
- Hostile peds will stay on turret of insurgents.
- SOON TO COME: Adding reactions to player when hit. Adding configurable range to enemy spawns.

v0.7b
- Using natives to calculate distance to increase performance.
- Fixed survivor events not resetting properly after death.

v0.7a
- Fixed load save with ini and inventory (files where getting overwritten unpurposely).

v0.7
- Added menu option for teleporting guards to player.
- Fixed bug where peds randomly leave group.
- Added a toggle button to enable / disable all options in
zombie menu.
- Fixed event peds not being deleted at far distanes. (good for performance)
- Changed description of survivor events button.
- Added a save and load inventory option.
- Fixed peds who didn't fight zombies, they will now always fight but you are the priority target.
- Fixed excess cars that where spawning in the world.
- Added NEW DROP ZONES!! w/ particle effects.
- Fixed survivors dissapearing after death.
- Ini file and inventory no longer need to be deleted every update (they will automatically be overwritten with the new settings).

v0.6.5
- New ped options! (still no teleport to player option just yet)
- Zombies are now spawned off screen to keep solid frame rate and 
to keep visuals more appealing.
- Friendly survivors will not attack you unless you're acting like a hostile (shooting you wepaon near them, or inturrupting a gunfight).
- Loot drops coming soon!!
- Fixed radio not playing bug.

v0.6
- Fixed crashing when trying to repair vehicle.
- Added new Resources for crafing a Flare.
- Flares can distract zombies (but if you get to close to the flare the zombies will 
notice you).

v0.5.5
- Zombies are super optimized and there's little to no lag during gameplay.
- Added new feature that allows you to repair broken down vehicles.
- Spawned zombies have been changed to spawn in hordes.

v0.5
- Peds are now (in addition to being created by regular peds) spawned in the world. (changable in .ini) This allows for greater numbers of zombies.
- Added new menu for survivor peds (unfinished just for testing atm).
- Added broke down vehicle spawns in the world. (they shouldn't get in the way too often when driving).

v0.4.3.1
- Fixed map editor peds getting deleted.

v0.4.3
- Zombies are no longer spawned randomly, instead they are created from existing peds 
(don't worry it should effect MapEditor peds)
- Zombies have been extremely optimized (please let me know if you experience crashes)
- Added a new survivor type [Friendly], you can recruit them as bodyguards and drive around the 
wasteland guns-a-blazin.
- Re-wrote the way hostile survivors work. They will never drive directly to you, but they can eventually find you if you stay in the same area for awhile.
- Zombies WILL attack body guards and other peds in the world, but they do not yet turn them into
zombies.

v0.3
- Added new animation for looting.
- Added blip changes for survivors to reflect vanilla gameplay.
- Added ability to display blueprint details for items ('F' button).
v0.2
- Fixed survivors not attacking when they don't see you.
- Fixed zombies not giving damage to the player when close.
- Added new animation to zombies when attacking.
- Fixed zombie walkstyle not loading in correctly.
- Fixed zombie ability to play gestures and switch weapons.
v0.1.0
- Initial Release

KNOWN ISSUES:
- Awaiting results.

RECOMMENDED MODS:
- Campsite by Jedijosh
- MapEditor by Guad (with survival map mods)
- Addon Peds mod by Meth0d
- TLOU Joel model by GTAFREAk67S
- TLOU Ellie model by JotaPXModz
- Simple Fuel by LeFix 
