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ErrorNull

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Everything posted by ErrorNull

  1. Update: i'm about 70% complete with updating everything for alpha 20. it's taking a bit longer than i expected, since i'm finding quite a few code changes from alpha 19.6 to alpha 20 exp, especially in regards to 1) the new and removed vanilla zombies, 2) removal of zombie challenge quests, 3) changes to zombie groups in the spawning code, 4) and new spawning code to work with for customizing district/city spawning. i'm thinking should be all set by this weekend. i know i said that last week. 😁 meanwhile, the new spider zombie model for alpha 20 is pretty awesome looking. BUT, i've restored the old spider zombie (see below) to keep it in the game for the next enZombie update. it has the updated HD textures. i don't like seeing zombies deleted and will do my best to keep them around. unfortunately, the other deleted vanilla zombies zombieFootballPlayer, zombieSnow, zombieCheerleader, zombieOldTimer, and zombieFarmer i'm unable to find a way to preserve. it requires the ability to update / recompile the unity asset bundles .. and as far as i know the UABE tool was able to do that... but currently broken for alpha 20.
  2. i found this tool called AssetStudio which allows you to browse the asset bundles https://github.com/Perfare/AssetStudio/releases but we still could use a tool that allows modders to modify existing bundles and not just view...
  3. this is something i've always wanted. i like creating dirt paths but it's a pain when wanting them to meander across different height levels. after placing the dirt blocks, it always follows the blocky step like pattern. i would take my shovel and dig some blocks to attempt to smooth them out, but it also destroys the block's HP. a tool that can smooth and average out the heights of all adjacent terrain blocks (without damaging the blocks) would be awesome.
  4. i am also getting the error when attempting to open the alpha 20 bundles. looks like uabe needs to be updated. i'm hoping someone with the brains able to do this as this is a great tool. i used it all the time to open the alpha 19.6 bundles..
  5. i just got myself and my kids the oculus quest 2. playing 7d2d in vr would extend this game's appeal for many years to come.
  6. UPDATE: i'm about 40% complete with updating all the code for enZombies mod (and the optional Add Ons) for alpha 20. once that is complete, i have a few new zombies i want to add to the snow biome, then will be released in a couple days. as we try our best to add more zombies, it's too bad the devs decide to remove them. goodbye to the vanilla zombies: zombieSnow, zombieCheerleader, zombieFarmer, zombieFootballPlayer, and zombieOldTimer. at least my UMA versions will live on with enZombies, for now. hope everyone is enjoying alpha 20 exp. i'm loving all the new POIs, decos, and block shapes! 😃
  7. hey for sure. my next update will have more new zombies and but most importantly everything compatible with alpha 20. i plan to have this out before this weekend. 👍
  8. glad to hear you enjoying the enZombies. there shouldn't be invisible zombies.. that's something i'd want to look into. few questions: are there any other mods you're using for the game? and if so, which ones? did they appear only in certain biomes or only in certain POIs? did you see any error messages appear before the invisible zombies came up?
  9. right. we'll have UMA for alpha 20, so we'll still have good times with uma zombies for a while until alpha 21. it would be great if the devs will still keep the uma code for alpha 21, but if not.. maybe a genius modder can figure out a hack to keep it working. worse case, i still plan to keep making uma zombies for alpha 20, and likely won't play alpha 21 anyway .. unless there's a big reason to upgrade. the class clothing system (which i don't like) and bandits are not enough for me to change. hmm... if you removed all mods and still can't harvest the animals, then yea something changed with your core game files. i would double check that no mods are in your Mods folder, then go into Steam and do that 'validate integrity of game files' option... and retry the game without any mods to see if animal harvesting comes back. if so, only add the enzombies and enzombieharvest and check the harvesting again. and if harvesting still good, then add the backpack and killtracking....
  10. that's odd. i'm not getting this problem. the enZombies mod and the enZombiesHarvest mod does not delete or modify any code that deals with the animals in the game.. and only provides body harvest to the humanoid zombies. you can try restarting your server with only enzombies and enzombiesharvest mod installed and see if that allows the animal harvesting. if that's what happens, then the backpack and killtracking mod is causing the issue. since you're not seeing any error, there prob won't be anything useful in the logs. what you can do is dm me the entityclasses.xml that's in the ConfigsDump folder in your game save folder. this will give me an idea of how your other mods are interacting with the enzombies mods. are the backpack and killtracking mods avail here on the 7days forum? if you can give me the links, i wouldn't mind dloading them and reviewing the xml code for any conflicts with enzombies.
  11. hi @icanthelplt90 , this could be a mod conflict. can you tell me all the mods you have installed inside your Mods folder? and, do you see any yellow warnings and red errors when first running up the game?
  12. ATTENTION HOTFIX: the enZombie Harvest Add-On has been updated from v1.2 to v1.21. if you are using this add-on mod, please download the latest here. i've also added the link to the main mod front page. this fixes a bug i found that caused players to lose your backpack after death. 😲 hopefully noone had to experience this on a server. if so, the admin can return any missing items that got lost in the backpack. that's pretty cool. i'll work that zombie into the next update. and yes, she will certainly have more dirt and blood stains.
  13. glad you like the soldiers better. 👍 the fallen bandit design idea is cool and will be good for stronger zombies.. i'll look into that for a future update. now for the fiber girl... something like this? tell me more background on your ideas for this zombie and maybe i can expand on it and think of which biomes and situations would best match.
  14. Version 2.3 Released! (Updated download link on original post) - added more forest biome zombies: 1 male, 2 females, 2 male hikers, 2 female hikers - gave male and female soldiers kevlar legarmor and boots instead of leather * updated enZombie Harvest Add-On to v1.2 (to include newest forest biome zombies) more zombies for the forest biome: the new male and female zombies have normal zombies stats like hp, xp and attach strength. we now have hiker zombies! these poor humans went out to the wilderness for adventure, but never made it back alive. the new hikers wear ball caps and wear hiking attire. they have normal stats, except with increased attack range and slightly higher attack damage - due to wielding torches. The enZombie Harvest Add-On has been updated to allow body harvesting of these new forest zombies, and also adds body loot (see below screenshot) for all zombies that carry a backpack or bag: the forest hikers, desert miners, burnt and wasteland giants, and enDesertCowboy3. Be sure to download the latest enZombies Harvest Add-On v1.2 along with the latest enZombies v2.2 if you want this functionality. With suggestion from @Matt115 I gave the male and female soldiers kevlar legarmor and kevlar boots instead of leather ones. They now look more similar to the vanilla soldier zombies. The leather leg armor and leather boots did look a bit too bulky with the leather type, and I will plan to use them on some later stronger zombie ideas. 😎 Let me know if you see any problems after this update. And if you do, please copy/paste or screenshot the error here and also let me know what other mods you have installed. Enjoy.
  15. good to know. not sure if you still have issues, but if so please copy paste the XML code for this zombie that has Height = 13. and let me know which XML file it came from.
  16. hi @AndrewT . in case you missed my reply to you from July, i've pasted a link to it below. as i mentioned, if you want to make enZombies height bigger or smaller, you do not adjust "SizeScale". You need to adjust "Height". once you have modified the Height parameter and still having issue, let me know.
  17. SNEAK PEAK: design phase is done for the additional forest biome enZombies. now moving on to updating attack range/damage, body harvest, and other overall mod updates. they should be ready by later next week. From left to right: 1 more forest male, 2 more forest females, 2 forest male hikers, 2 forest female hikers. the hikers hold unlit torches, misc items, and backpack with some loot.
  18. Version 2.1 Released! (Updated download link on original post) - added more desert biome zombies - added goblins and giants to special waves within blood moon horde - fixed inconsistent eye colors between all zombies - cleaned up and optimized XML in various spots - made blood stains on feet/shoes on feral zombies a bit darker * updated enZombie Harvest Add-On to v1.1 (to include newest desert biome zombies) * updated Snufkin Zombies Add-On to v1.3 (added newest Snufkin zombies created by Arramus) more zombies for the desert biome: 1 male, 2 females, 1 cowgirl, 1 cowboy 'robber', 3 miners, and 1 oldtimer. see below pic. the male and 2 females are normal level zombies. the cowgirl is slightly tougher - just like the first cowgirl that already exists in the mod. the cowboy 'robber' is similar in level as the existing two cowboy zombies, but is even stronger, and has increased ranged since he swings a shotgun at you like a club. the 3 miners are fairly strong and have good reach since they swing shovels and pickaxes. each miner also carries a sack containing a different type of mined resource - coal, oil shale, and forged iron. the oldtimer is meant to be another variation of the existing vanilla oldtimer zombie with similar stats, except this one tries to scare you away with a torch that's not even lit. if you have been using the enZombie Harvest Add-On, it's now updated with these new desert zombies. so be sure to download the latest version 1.1. the Snufkin Zombies Add-On has also been updated to version 1.3. this now includes the latest cool zombies created my @arramus as shown below... Wight Radiation Shower, Navezgane Slasher, Red Oni, Blue Oni, Pogo, Mother Clucker, and Snow Bear. it was long planned, but also updated the blood moon spawning behavior to include the goblins and giants. once you reach gamestage of 11 or higher, the zombie horde is split into 3 waves. the first wave has the standard variation of enZombies and vanilla zombies that rush you. the second wave is a 'rest period' where a few curious goblins and giants attack. once you defeat them, the 3rd wave starts which is a slightly tougher set of zombies that are more numerous than the first wave. as you progress in gamestage, so does the number and difficulty of all 3 waves. if you have the Snufkin Zombies Add-on installed, the Snufkin zombies will spawn as part of the 1st and 3rd waves. For the next update, I'll be adding more zombies to the forest biome. That would complete this round of new biome specific zombies. I will then focus on addressing some things the community has raised, like using smaller boots or shoes for the soldiers and cowboys, making some shopkeeper zombies, modifying existing animals like wolves to be unique for each biome, etc. Let me know if these latest updates break the game. Enjoy.
  19. Update: almost done with this next enZombies update, which includes 9 more desert biome zombies and other tweaks. it will also include an update to the Snufkin Zombie Addon in that it will now have the newest zombies created by @arramus . 👍
  20. Very nice. My goal is to remain server-side on all my mods, and hearing how you explained this is very great to hear.. even if there's some possible framerate or other minor drawbacks. Once I'm satisfied with my total population of enZombies, I will shift my focus on customizing the POI prefab files. I'm hoping to make it so only certain prefabs will spawn within certain biomes, and then only have zombies specific to their respective biomes appear within those POIs. This of course will also have to wait until after Alpha 20 is released so i can study how the new district and zoning is manipulated by XML and how to work that into placing specific POIs and zombies within certain biomes. Thanks for the clarification.
  21. For the longest time i am tempted to edit the sleeper volume settings for individual POIs in order to better customize sleeper zombie spawns to my enZombies, but the fact that it then breaks any mod from being server side only, prevents me from doing so. if this wasn't the case, we could make shopkeeper zombies that only appear in the supermarket POIs, student zombies only appear in school building POIs, miner zombies inside cave-like POIs, etc. Of course, these zombies can be made anyway, but they would simply spawn as part of the general sleeper horde population which is currently tied to most POIs indiscriminately.
  22. If multiple mods are present, it's my understanding that each mod is loaded in alphabetical order based on the value inside the <Name> tag within the mod's ModInfo.xml.
  23. There are several ways to add new zombies from one mod to another. In this case with Snufkin zombies... Option 1 - appending the new zombies to existing zombies in Snufkin mod across all spawner groups. Go into the entitygroups.xml file of Snufkins mod and use the following xml template: <append xpath="/entitygroups/entitygroup/entity[@name='EXISTING_VANILLA_OR_SNUFKIN_ZOMBIE']"> <entity name="ENZOMBIE_NAME" prob="NUMBER"/> <entity name="ENZOMBIE_NAME" prob="NUMBER"/> ... and more rows if desired ... </append> For example this can be: <append xpath="/entitygroups/entitygroup/entity[@name='zombieBoe']"> <entity name="enDesertMale1" prob="0.5"/> <entity name="enForestFemale1" prob="1.0"/> </append> <append xpath="/entitygroups/entitygroup/entity[@name='ZombieBomber']"> <entity name="enWastelandMale3Feral" prob="0.40"/> <entity name="enFarmerFemale1Radiated" prob="0.25"/> </append> This tells the game to go through all spawning groups within entitygroups.xml and wherever it finds the vanilla zombie "zombieBoe", it will add the enZombies "enDesertMale1" and "enForestFemale1" after it, and using those spawn probability values. Likewise, whenever it finds the snufkin zombie called "ZombieBomber", it will add the enZombies "enWastelandMale3Feral" and "enFarmerFemale1Radiated" for a chance to spawn as well. this method applies to all zombie groups in the game, so it will search through all zombies groups like for wilderness spawns, screamer hordes, bloodmoon hordes, wandering hordes, and not just sleeper POIs. Option 2 - appending the new zombies to Snufkin mod for specific zombie groups. Go into the entitygroups.xml file of snufkins mod and use the following xml template: <append xpath="/entitygroups/entitygroup[@name='EXISTING_ZOMBIE_GROUP']"> <entity name="ENZOMBIE_NAME" prob="1"/> <entity name="ENZOMBIE_NAME" prob="1"/> ... add more rows if desired ... </append> for example this can be: <append xpath="/entitygroups/entitygroup[@name='ZombieBikerBarGroupGS1']"> <entity name="enBiker1" prob="1"/> <entity name="enStripper2" prob="0.8"/> </append> <append xpath="/entitygroups/entitygroup[@name='ZombiesWastelandNight']"> <entity name="enWastelandFemaleCrazy" prob="0.9"/> <entity name="enSwatMale2" prob="0.5"/> </append> ZombieBikerBarGroupGS1 is the zombie group that gets used for strip clubs and trailer park POIs. The above code will add enZombies "enBiker1" and "enStripper2" to also spawn as part of this group. Likewise, ZombiesWastelandNight is the zombie group responsible for spawning wilderness zombies in the wasteland biome at night. That XML example will ensure enZombies "enWastelandFemaleCrazy" and "enSwatMale2" have a chance to spawn there. FYI - the zombie group called "sleeperHordeStageGS1" is responsible for many of the sleeper zombies inside POIs. As you can see, Option 2 gives you much more control to spawn zombies into specific areas of the map, but the drawback is it's a tedious process because there are many zombie groups inside entitygroups.xml. For example, the zombie group above called "ZombieBikerBarGroupGS1" also has ZombieBikerBarGroupGS50, ZombieBikerBarGroupGS100, ZombieBikerBarGroupGS200, ZombieBikerBarGroupGS400... where the numbers 50, 100, 200, 400, etc represent the players gamestage for which that spawn group will trigger. To view all the possible zombie groups out there, go into the entitygroups.xml file that's inside the vanilla configuration -- inside the /Data/Config folder. Another option instead of the above, is to start with my enZombies mod as the base, and then add the Snufkin zombies to that. I've already done the tedious work of identifying all the possible zombie groups and packaged it into the Snufkin Zombies Add-on. All you do is download the enZombies mod and the Snufkin Zombies Add-on, then edit the entitygroups.xml file from within the Snufkin Zombies Add-on, and you are on your way. If you have more questions about this method, feel free to post up on my enZombies thread as I wouldn't want to muddy up this thread with enZombie mod troubleshooting, since it belongs to Arramus' Snufkin mod. 😎
  24. @Strifetoe007 inside the ENTITYGROUPS.XML file, there are various entitygroups that define the zombies that appear inside POIs. the most common group (or like the default group) that the game uses for POI sleepers is called "sleeperHordeStageGS". the numbers next to the name (for example, 'sleeperHordeStageGS50') determines at which player gamestage that this zombie group will spawn. the game also pulls from many other entitygroups to spawn inside POIs, but sleeperHordeStageGS is the most common one. other entitygroups to look out for are the following. ZombieBadassGroup badassOnlyHordeStage ZombieBusinessManGroup ZombieFootballStadiumGroup ZombieBikerBarGroup zombieHospitalGroup ZombieSoldierGroup ZombieUtilityWorkerGroup zombieLabWorkerGroup ZombieJanitorGroup there are others too, but these are just examples. jump into that ENTITYGROUPS.XML file, look for those groups, and use your xpath XML skills to add in those zombies you like. sphereii's xpath modding explanation thread (below) helped me get started when creating my enZombies mod. 😎
  25. i also added section to the front page called "Wish Lists to the Fun Pimps". This is mostly for my reference and hopefully the devs can makes some of these a reality. - Remove the gamestage maximum that's part of the wandering horde. Currently it only goes up to gamestage 50 and then wraps around back to 1. This limits me from adding stronger zombies to the wandering horde in order to maintain sensible difficulty balance. If gamestage must wrap around, then increase max limit to something like 1500, 2000, etc. - Add gamestage progression for all wilderness biome zombie groups. Currently, these wilderness zombies do not scale at all with gamestage, and so this prevents me from adding increasingly challenging zombies to spawn in wilderness for each biome. - Add separate bloodmoon horde zombie groups for each biome. This will allow me to create unique bloodmoon hordes that will spawn zombies based on biome. Wasteland bloodmoon hordes can now be even more terrifying (and rewarding) than a bloodmoon horde in the forest. - Add ability to mod the XML files that are tied to the POI prefabs within the /Data/Prefabs folder. Currently, modders can actually edit these XML files, but it results in requiring the players to also download them and manually copy/paste them into their Prefabs folder. This type of modification can longer be server-side only. It would be more convenient to allow modding of these prefab XML files in the same way we can currently mod the XML files within the /Data/Config folder.
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