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Robeloto

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Posts 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.  

     

    Edit I did what you said and these errors popped up in console. https://imgur.com/LT33PwG

     

    Ok, try this one: https://easyupload.io/fqpcrl

     

    I cannot try this out atm, so tell me if this works.

     

     

     

    Yeah, but the fun is in making it without resorting to external resources. I was able to add collision meshes to the behemoth like I did with my vehicles, but sadly it doesn't register raycasts, only collisions with blocks and entities :c

     

     

    Damn =/ So it is still missing something. Maybe the working ragdolls could pinpoint what it's missing?

  3. I will look into the Behemoth when I have some time.

     

    I had a hacky idea for a working shark, will upload a video if it works >: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. For the shark what you could do is attach the prefab to another animal and using "TransformSetActive" to make the original mesh invisible.

     

    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?

     

     

    Any way to use these without the buffs? Id love to use these on my server without any of the custom buffs.

     

    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.  

     <item_modifier name="modVehicleMega" installable_tags="vehicle" modifier_tags="test" type="attachment">
    <property name="CreativeMode" value="Test"/>
    <property name="UnlockedBy" value="modVehicleMegaSchematic"/>
    <property name="CustomIcon" value="armorSantaHat"/>
    <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/>
    <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
    <effect_group tiered="false">
    <passive_effect name="VehicleFuelUsePer" operation="perc_set" value="0"/>
    <passive_effect name="LightIntensity" operation="perc_set" value="3"/>
    <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/>
    <passive_effect name="VehicleVelocityMaxTurboPer" operation="perc_set" value="0"/>
    </effect_group>
    </item_modifier>

     

    Put this in a mod, install it on the vehicle and it should stop. I guess it should work as a buff for the zombies to apply on the vehicle. (It would be neat if your electric zombie had it as an EMP-like attack)

     

    Btw, the "modVehicleMega" already exists in the game files.

     

    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. 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.

  8. 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.

     

    A18.4_2020-03-18_12-08-521.jpg.cd5121fd6715d7f07dc309f18472b233.jpg

     

     

    Edit:

     

    A18.4_2020-03-18_13-27-00.jpg.7c4e81b1d5db559fb4ce345f8edb2810.jpg

    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.

  9. @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.

  10. Awesome, thank you.

     

    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.

     

     

     

    Blocks

    • Increased heat map strength, time and frequency with about 20~% for all workstationsThis will attract screamers a bit more than usual.
    • Decreased chance to get honey from tree stumps with 25%
    • Decreased all harvesting resources by 50%~
    • Farming is a lot harder now. Slowed down the crops growing rate with over 600%. It takes about 7 hours for the crops to grow now instead of 1h~.
    • Harder to break up safes, their durability is increased with over 300%. Makes more use of the lockpicks.
       
      Gamestages
    • Get a large horde that is split up in 3 waves, each day.
       
      Items
    • It is not realistic with stone tools do so much damage on safes and other metal objects. Now stone tools do much less damage on metal objects, except from the sledgehammer.
    • All tools and weapons can break
    • All ammo damage is reduced by 14%~
    • All damage from thrown explosives/molotovs is also reduced. The molotov also only lasts for about 8 seconds, instead of the unrealistic 16 seconds.
    • Vehicles durability is reduced by a lot. Now you actually have to repair them.
       
      Loot
    • The chests and weapons bag has less items in them.
    • Removed Auger, Crucible, Steel Pickaxe and Steel Sledgehammer completely from the lootcontainers.
    • Also removed The Pickaxes from all lootcontainers, but you still can get an Iron Pickaxe from quests.
    • Treasure map loot chance reduced from a 0.09% chance to 0.02%. They should be rare to find.
    • Workstations and tool schematics is now much harder to find in the world.
    • Removed the wrench and forge schematic from the common tools group.
    • Wrench is removed from all the lootcontainers, except from the working stiffs with an incredibly low chance
    • Treasure loot decreased by half
    • Nailgun loot chance decreased by 30%
    • Less drinks from the drinks lootgroup
    • Less water from suitcases, luggage and fridges. Decreased water chance by 25%.
    • Lower chance to get water from the microwaves
    • Quest ammo reward is heavily reduced as it was way too much in original.
    • Quest thrown explosive ammo reward is also reduced. Molotov only last 8 seconds instead of 16.
    • Iron Sledgehammer loot chance from tools and the workingstiffs group is decreased
       
      Progression
    • You now need to have Advanced Engineering level 4 to be able to craft a forge, tablesaw workbench, cementmixer and various traps.
    • Unlock wrench at Salvage Operations level 3 instead of 1.
    • Club is nerfed in the perks, nerf is about 20~30%
    • Sledgehammer is nerfed in the perks also. This weapon is still OP, even with the nerf. I would say the nerf is about 30~40%.
    • Stun Baton, only nerfed it a tiny bit as it is really no way an OP weapon, but just to even it out with the sledge and club weapons.
       
      Quests
    • White river citizen quest is removed, so now you have to find a trader yourself without any help.
    • Better quest reward for the common challenges. Not a nerf, but these should have better rewards, cause everyone often ignores and scrap them for paper.
       
      Recipes
    • Harder to make gunpowder. 50% more resources is needed. If it was a way to decrease the veins of coal and nitrate powder, I would have done that too.
    • Junkturret ammo now needs 5 iron instead of just 3.
       
      Sounds
    • Noise heat map strength increased on all guns. Relying too much on ammo and weapons will punish you with screamers.
       
      Traders
    • Removed Auger, Steel pickaxe, Steel sledgehammer, Crucible, Wrench, Forged iron/steel, placeable motorvehicles and workstations. Go make them yourself as it is "supposed" to be. Do not rely on traders so much!
    • Ammo is scarce so now the traders sells much less ammo. Ammo is often considered gold in this postapocalyptic world.
    • Building materials is also reduced, like cobblestone, cement and concrete mix.
    • Traders has less items to sell and the restock day is now every 2 weeks instead of daily.
    • Less items in vending machines and they never restock, well, they do... in 999 days, but who has gone so far in game days? It is not realistic that they get restocked so often in the original.

     

  11. How did you do the chroma buff screen effects? I've been wanting to make a mod that does that when you eat something.

     

    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..

    se.jpg.7765cb007ffc45d9dd695543a46cfe59.jpg

  12. 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

  13. 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! :)

  14.  

    Thanks! I use compopack so I will take a look to it.

     

    What about that question

    3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?

     

    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

     

  15. I love this mod, it give a great challenge. Didnt dl the last update with the 3 new zombies yet but I will after I got an answer for this.

     

     

    1- Bosses are supposed to spawn when players are around game stage 100, right? If I'm correct why they spawn on new players?

     

    2- For some reason the golden bird spawn massively on roof, like a simple prefab with 10 of them, is it normal?

     

    3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?

     

    4- Here is a bit of my log and wondering about the count of zombies if you can help, I had another log showing count of 56. Is it the number of zombies spawning? That would be a lot.

     

    2020-02-26T08:39:18 9013.585 INF 8993.681 SleeperVolume -807, 38, -1229. Spawning at -803, 38, -1209, group 'sleeperHordeStageGS216', class zombieDarlene, count 20

    2020-02-26T08:39:18 9013.805 INF 8993.9 SleeperVolume -807, 38, -1229. Spawning at -806, 40, -1215, group 'sleeperHordeStageGS216', class zombieJoeRadiated, count 20

    2020-02-26T08:39:18 9013.926 INF 8994.021 SleeperVolume -807, 38, -1229. Spawning at -795, 38, -1217, group 'sleeperHordeStageGS216', class zombieDarlene, count 22

    2020-02-26T08:39:18 9014.117 INF 8994.215 SleeperVolume -807, 38, -1229. Spawning at -806, 38, -1212, group 'sleeperHordeStageGS216', class zombieArlene, count 22

    2020-02-26T08:39:18 9014.270 INF 8994.366 SleeperVolume -807, 38, -1229. Spawning at -800, 38, -1224, group 'sleeperHordeStageGS216', class zombieSoldier, count 22

    2020-02-26T08:39:19 9014.345 INF 8994.442 SleeperVolume -807, 38, -1229. Spawning at -793, 38, -1215, group 'sleeperHordeStageGS216', class zombieJoeFeral, count 22

     

    thanks for your time and that awesome mod.

     

    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. =)

  16. Love this mod, adds such a challenge and variety. Keep it up.

     

    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!

  17. 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.

     

     

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