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Robeloto

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Everything posted by Robeloto

  1. V 2.7 added. 4 new zombies: CopterCorpse, FireFly, FireSnake and SkullBird. Also some new items that is useful in end game; supernailgun, steelbootsofhaste, magicplatearmor New looks on zeds.
  2. Ok, try this one: https://easyupload.io/fqpcrl I cannot try this out atm, so tell me if this works. Damn =/ So it is still missing something. Maybe the working ragdolls could pinpoint what it's missing?
  3. Nice, hope you will get it working. Are you good with Unity? Wish I was more experienced with it and how it works. Maybe the ragdolls could be exported to Blender somehow? I see in Unity that the Behemoth ragdoll has no collider. If this can be added without any problems, maybe the Behemoth will have a working hitbox?
  4. Yes, what I did was adding the shark mesh over a swimming fish from Sphereiis mod A Better Life.Problem was, no attacking or HP. If I set it to a vanilla entity that does not swim or float it will walk at ground level, and it does not work well with the vulture entity. He will start to float up towards the air and he will disappear and NREs will appear in the console. It worked well with the lion mesh, but then it will be at ground level and will not swim and it will look really weird when the shark chases you on ground level. xD Without the mod, I am not sure how to get it to spawn in the water without the mod. This problems can probably be solved, but I am out of clues. edit: Yea, you could add the behemoth mesh over a normal zombie, but it will look weird as the ragdoll animations from the normal zombie will not sync with the behemoth mesh. This one is really unrealistic. A corpse riding a gyrocopter with a minigun shooting at you. Only way to kill this one is to shoot at the gascan. Then it will explode. This mod is going more and more unrealistic. I know some of you doesn't want too much fantasy so I am going to make another version that has only the most simple zombies and animals.
  5. https://streamable.com/xvxyi I was so happy with their looks. With the burning particles(p_smoke) from their hand. But this was also giving yellow spam errors in the console. There is no way to turn yellow errors off in the console? I could make a version without buffs. Can upload one later. You can do it yourself also. In the items.xml, check for these lines and set everyone to a value of 0. <passive_effect name="BuffProcChance" operation="base_set" value="0" And in entityclasses. xml Just remove this line under Base Effects for every zombie that has it <triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff=""/>
  6. Wow, thank you! I have to try this out now before going to bed And yes, an EMP area attack, that would be really cool. Thanks for the idea! An idea for you maybe, that parasite zombie maybe could go together with the particle; p_critical? Gushing blood.
  7. Anyone else see that a shark mesh and some animation exists within the game files? I tried adding the shark and been trying all day just to make it attack, but no luck.
  8. I am having too much fun testing this out. Have a fever atm, so currently I can only sit for about 30 mins, then I have to rest for a while again. This is how Chroma look atm, yes he has a tail lol: https://streamable.com/p7z2o The sparkling color thing is giving yellow errors (Particle System is trying to spawn on a mesh with zero surface area) in the console, but other than that I see no problems.
  9. Thanks to Snufkins amazing discover on attaching prefabs to zeds I am going to rework on some of my zombies. Atm, I am just testing how the zombies look. I attached the electric prefab to the shocker and maybe I am going with this if it doesn't cause any huge fps-drops. Edit: There is some fps drop, mostly because of the shocker. Not much though. But I guess with 10 shockers, the fps would drop a lot. But you would never face so many anyway.
  10. @Snufkin, I must say thanks, because you have given me so many ideas (decorating them is one) for my zombies now. How did you discover that you could set prefabs on the zeds? I love the wrestler buff, that penalize you if you use ranged weapons. That is something I want to add to one of my zeds. I really hate how OP guns are in this game so.. ^^ Do you know if there is an effect for setting/alter the vehicles speed? I saw this in your buffs: <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/>. But I really dunno what it does as my vehicle speed did not change. I know VelocityMax is a speed setting for the vehicle. Would be cool to have a zombie with an AOE that makes your vehicle useless.
  11. Uploaded the video overview now. Have not much time atm, but going to upload action video on the zeds in a few days...
  12. Wow! This look great! Much better looking than my zeds. Good job man!
  13. Sorry, had no time yesterday. Here it is: https://github.com/Robeloto/7D2D_A18.4_Modlets/tree/master/Robeloto_CustomZombies_XMLONLY --- Also, I uploaded wrong blocks.xml yesterday on my CustomZombies mod. So download that again if you did download yesterday.
  14. No prob! UPDATE! 10 new zombies added! I have nerfed HP and damage on all zombies so now a lot of zombies can show up more often than before. I am very proud of my Predator zombie. I will make a video preview of every new zombie soon. I made a new modlet also. Nerf Them All (might change the name) You think this game is easy and you are so bored you can't stand it? Good, check out this modlet. The name can be a bit confusing as it can also mean that the difficulty is decreased, but it is not. The 'easy to get stuff' is nerfed and the challenging stuff is increased. Maybe someone have an idea of a better name of this modlet? Anyway, almost everything in this modlet is nerfed to make the game much harder.This is making the early gamestage longer lasting and more challenging. The white river citizen quest is removed and now you have to find a trader by yourself. Heat map strength for the workstations are increased. Noise heat map strength from weapons is also increased. Do not rely just on weapons, cause that will punish you....with screamers. Farming takes now 7 hours for the crops to grow instead of 1 hour. Harvesting materials is reduced. Safes is harder to break up. The wandering hordes is much larger. Stone tools do less damage on metal. All tools/weapons can break. Ammo damage is reduced. Looting is heavily nerfed and finding a wrench is almost impossible. Auger, Crucible and Steel Pickaxe/Sledgehammer is removed from loot. Better to make them yourself now as it is "supposed" to be, Quest rewards are nerfed. I only buffed up the challenge rewards cause they were way too bad. Traders does not sell as much as in the original and they restock every 2 weeks. In progression I nerfed the Sledgehammer a lot, but it is still OP, just not as much. I have listed everything that is nerfed down below.
  15. This is the screeneffects I've found using UABE. Then you just add one of these under buffs. The one I used for Chroma is <effect_group> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" effect_name="Underwater"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Underwater"/> </effect_group> Make sure you capitalize them exactly as they show or else it won't work, for example: FadeToBlack..
  16. Thanks for explaining it Slawa! I have made 8 new enemies! Burning Phoenix - Blazing man skin on the Phoenix, looks very cool Cloaker - A vulture with the Predator skin Feral Shocker - Feral version of shocker, also added a different shocker skin Predator - If you have seen the movie, you will recognize his cloaking ability! Radiated Creature - Very fast glowing creature, you can't outrun it! Radiated Fly - Glowing white, Makes more damage and has a bit more HP than normal fly Stealth Raion - Not sure if I will add this one, but she looks like shadow, except she is a lion White Noise - Looks a bit like white noise, fast zombie that will give you a certain buff... Going to update it soon, just some minor things to fix
  17. This mod looks very interesting. Have not tried it out yet, but I definitely will. There were some cool features that got my attention. Especially the Airdrop Spawn Zeds and Vehicle disable during Bloodmoon. It would be awesome if these also could be made to work as standalone mod. I guess you guys that have worked your asses off with this mod probably don't want your work to be in bits and pieces for downloading and I highly respect that. Anyway. Great work!
  18. I really cannot wait until this is done! I know I said it before, but this is one of the best mods I have ever played! Keep up the great work!
  19. No, nothing is overwritten. It is just adding! I have added Quest music to my modlets. Check it out and give me some feedback maybe? https://github.com/Robeloto/7D2D_A18.3_Modlets
  20. I think it is because I have added Phoenix to the vulturegroup. I can remove it from there and update the entitygroups today. Phoenix is not really meant to be a boss. Just a bigger bird, but he is quite the challenge so I will nerf him a bit too. About the sleepers. I have not made any changes to the spawning or the count of how many will be inside a prefab. There are custom prefabs that are really hard with boss spawning and massive sleeper spawn that people have made. If you used the compopack that is an answer to why there are so many in some prefabs. Or you have some other mod that increase the difficulty and spawning. Stay out of those if you do not want to die. I discovered EDEN custom prefab on one of my first days and it was a mistake to try to loot that lol. But very good loot at the end. =)
  21. Thanks for the feedback! I will add in more quests soon. I will try to add in more variety in the quests. As for now it is go to X coordinates and kill these entities and then turn in to trader. I will try to make some custom prefabs with chain quests. If anyone want to help with this, feel free to pm me! Edit: I am also trying to make it possible so that these zombies could be added to the awesome Darkness Falls mod by KhaineGB,as some people have requested. It will be a version that only works with Darkness Falls. It is not on my top priority, but I am on it atleast!
  22. Big update! V 2.5 pushed. new zombies, added localizations.txt, new quests! In this version there are 4 new enemies. Chroma, Freezer, King and Ironman. Pup (the small dog) is removed and new looks on ChickenDemon, Burningman and DiamondPhoenix (previously named GoldenPhoenix). Added Localizations.txt for buffs etc. Quests are added. Only 2 so far, but more is coming. MummyQuest and GhostQuest.
  23. Yes, it does. Look in your console to check if the mod has been loaded.
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