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Robeloto

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Everything posted by Robeloto

  1. Sorry. I was gonna rename the physicsbodies - nolegsuma , so it would not collide with snufkins, but I forgot. Gonna do that later today. In the meantime you can just remove the xml like razorfsy said.
  2. Buffchance is what I use, set it to 1 <passive_effect name="BuffProcChance" operation="base_set" value="1"tags="buffInfectionCatch"/>
  3. Haha. It is the same here with swedish. Many english words with W I pronounce with a V also. Das is gut. I like it. I remember the "soup nazi" for sure lol. Hey, nice idea about using the feral zombie eyes. Seems many of the feral mesh cannot be used for materials, they just show the original mesh. Before I could just the eye color, but does not seem to work anymore. I am gonna try a bit more. The cop feral mesh seems to work alright with materials. What do you think about this? The problem with this vomit is that it is a bit glitchy. At first you see the vomit come from above the zombie to the left and later it "teleports" to the mouth. I think it looks cooler, but maybe that glitch kinda makes it weird.
  4. Thank you so much for noticing! In the XML version. You are right. I missed magazine_items! Fixed now!
  5. It is very easy to make. However, there are some yellow errors. 'Could not parse float'. But it works! https://github.com/Robeloto/7D2D_A20_Modlets/tree/master/Robeloto_Slowzombies <configs> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='MoveSpeed']/@value">.05</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='MoveSpeedAggro']/@value">.08, .09</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='MoveSpeedRand']/@value">-.2, -.1</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='MoveSpeedPanic']/@value">.09, .1</set> <set xpath="/entity_classes/entity_class[contains(@name, 'zombie')]/property[@name='SwimSpeed']/@value">.1</set> </configs> Edit: Oh I think the yellow error is because the MoveSpeed only has one value and not 2 values. I thought it had both Day and Night. So if I remove one value, there should not be any more errors.
  6. This have probably been requested many times. It can probably not be done with pure xpath scripting. Maybe it's DMT and C# and I am not too familiar with that. I know someone made a push lawnmower in starvation mod. Think it was Paco? That was pretty cool. God rest his soul. I know there is a grass cutter mod (hand-held grass cutter). But would like to have a vehicle that can cut the grass. I am not searching for a 3D model or anything, but rather the solution to make any vehicle into a grass cutter in the game. If anyone knows how or can offer any help it would be much appreciated.
  7. Yes, they were cool. Maybe there is another way to make the eyes glow like that again? Yeah it's so awesome with all the modders out there. I would never deny anyone using my mod as an addon to their mod, especially when they ask in such a humble way. You probably already know that I am not seeing this as a competition with all the other zombie-modders. This is what I love to do on my freetime, cause modding is fun and not a contest! ^^ Besides all the amazing mods made by people from this community, I'm also using ErrorNulls EnZombies on my server with friends and we all love it. As long as I have the motivation, I will keep doin what I do. Just need a break here and there sometimes. Haha that is great! I actually can speak a bit of german. Or I mostly forgot the most I learned at school. xD Ich heisse Robeloto and ich wohne in Schweden. I did not use google translate. Those are my german (deutsche) skills lol. Mod is updated to 2.83 now!
  8. Most welcome! ^^ _______________ New update again soon. Just some new looks on the normal Giant, Anesthesia and Exploder. Seems I cannot add the electrical spark in their eyes anymore. I miss Shocker and Fireboss looking badass with their glowing eyes. Going to make an overview of all zombies again. Maybe will also make a new action-video on all zombies, atleast all the new ones since Part 1.
  9. Hey thanks btw. The newest version + xml version is now out. Hope everything works ok. I have just tested it a bit and seems ok. Wow, that is cool. I can't wait to watch those series. Let me know when the first episode is out! And of course I approve of using my mod. I am glad you like it! ____________________________________ Update! Version 2.82 is out for both the original and the XML version. Click here to see what's new in this update.
  10. Oh Thats the nerf them all mod. And dont use the xml version with Snufkins mod. I havent updated the xml version yet and it wont work. Use the one with the custom sounds instead. Sorry for any trouble.
  11. Yes, only use my zombie mod.
  12. Omg, I havent noticed that typo in the xml mod. Its fixed now. I am going to update that mod to newest version soon.
  13. The problem was the network. And I have experiencing this while downloading stuff. It can download at 30mb/s and then it goes down to almost 0, and after some seconds it goes up again. Today I experienced it again, and it was for a few minutes. Server was unplayable almost. I dunno why this is happening. And it happens atleast once per day.
  14. Thanks I will look into this now! I probably missed one entry in entityclasses.xml (Zombie_Template1) EDIT: FIXED!
  15. Happens if you run Snufkins mod. You need to remove the duplicate. Edit: Try downloading mod again. It should not be any duplicates errors as I renamed the zombie_template. New version (2.81) out now. A new zombie has joined the show!
  16. My mod has compatibility problems with the better vanilla mod, because it removes foodCanChicken and I have that as an ingredient for making the Amoxil pill. You can remove the ingredient in my mod, by going into recipes.xml and remove this line : <ingredient name="foodCanChicken" count="1"/> in future versions I can remove the ingredient foodCanChicken for making things easier for people that wanna use both mods.
  17. I will check the compatibility with these mods asap.. Right now I'm about to sleep. I do not have a discord server, but maybe I will make one in the near future. In the meantime you can try removing mod for mod until you find out which mod are causing the error.
  18. Thank you! You are absolutely right. Well darn, seems I have to go and buy a looong cable! I have a long one that almost reach, just 1m more. xD I Thanks! Yes, I have disabled the dynamic resolution mode now. I have been testing it out just a bit. I still have that stuttering though even without it. I noticed sometimes it stutters even if there is no zombies nearby. Oh, I thought having different v-sync in nvidia and in the game would be bad. Gonna try that next time! Yeah, I will try doing that and see how it turns out I have no problem with just 60 fps if it will be stable.
  19. I was in your shoes also and I knew nothing. The motivation will be the key to get it done. And I am sure you will learn it no time + there is so many helpful people here on the forum. ^^ I think in the thread I linked someone posted a full walkthrough tutorial. Dunno if there is a video tutorial also, but be sure to check the whole tread. Good Luck!
  20. You would have to use Unity. Import the sound and then export it to a unity3d file which you then put into your modfolder/resources. Then you point the sound in the sounds.xml to that file. here is some explanation:
  21. You gave me an idea though. I made a buff that if the Giant is spawned and about 20 meters from you. You will hear his scream inside your head. Yeah, I know they are very loud, it is insane lol! ^^ And I figured out how to make a zombie that will stop your vehicle. Many will prob not like this. But I call this zombie the running man. He is fast and if he is 20 meters or closer he will stop your vehicle from running and then he will kill you. Edit: Also thinking on adding a zombie that can stop time. But will only appear at gamestage 3000 and later. Maybe that is too much? yea I watched too much Jojo xD
  22. I did not remove any sound The new sound is for the mutated Giant! ^^ I could not make the sound any higher sadly. I always increase to max and any more than that and it will destroy the sound. And in the game somehow the sound is always automatically decreased. Nothing I can do about it, it seems. =/
  23. Oh sorry, forgot to answer. Happy new 2022 btw My upload speed is around 250mb/s. Hey, I am the same as you. I have low/medium on pretty much all. Now we played at the same PC as I run the dedicated and sometimes. I guess it is around when the daily horde comes. It is stuttering like crazy for about 15-20 seconds for both of us. I never had this problem with earlier versions. But I also didn't have this graphic card. (2080 ti). I had GTX 1080 before. Here is my Nvidia settings: Here is my CPU and GPU. The CPU goes to around 79C max under load and GPU to around 64C. Here is my Video settings in 7 Days to Die.
  24. Robeloto custom zombies updated to 2.80 Check here for the new zombies sound effects GIANT RadRobot Nerf Them all updated
  25. Sound effect - Giant roar What do you think about this one?
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