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Donmegawatt

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Everything posted by Donmegawatt

  1. @xyth ... Well ... deleted those files ... loaded up my game ... and the damn thing is still there. Maybe I just mislabeled it ... Veiny dog with a predator face = Animalzombiedog ??? Two hits ... killed me again. ha ha. Thing is a nightmare.
  2. @xyth ... OK great! ... I tried removing the "gupyyZombieAnimals.unity3d" from "Resources" ... and that did not go well. In the "entitygroups.xml" I found four instances of "animalzombiedog" ... so I'll delete all of that stuff and give it another try.. Thanks again!
  3. Hey Team, Love the additions! Great mod packs. I included the zombies, humans, and animals in my current playthrough. However, there is this "dog zombie replacement" thing. Veiny mole-headed monstrosity that can take down a metal door with a few hits, take 20 bullets to the face, and then two hit kill me while I'm sprinting away. It's spawning in low level buildings (sometimes two together) early game and that's a bit too intense for me. I have little experience with modding ... Is there any way to remove that one zombie without removing the rest. Thanks again!
  4. @Dre ... Thanks again. Made the changes.
  5. Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. and @Dre ... apologies ... I have little experience editing game files. So I should change the bottom three intensity values to "0" ? ... Like this? </passive_effect> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" /> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/> Thanks again.
  6. Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting. On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... However ... there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun. Thanks for sharing your excellent work! ... Really creative and cool.
  7. Confused. I'd like to experience the new "CompoPack 43" on a new Nitrogen map. - Copied the new prefabs to my 7DaysToDie folder - Replaced the "rwgmixer" file … per "Farket" YouTube tutorial - Found and Replaced the "configUI" and "prefablist" in the Nitrogen "resources" folder Run Nitrogen: … but in the Advanced section in the top right-hand corner … the "Prefab list" still only offers "Vanilla" / "CompoPack 42" / "Custom" If I click on "CompoPack 42" … will I actually get "CompoPack 43" content? Thanks.
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