Jump to content

ErrorNull

Members
  • Posts

    410
  • Joined

  • Days Won

    1

Posts posted by ErrorNull

  1. 38 minutes ago, arramus said:

    This was an Oakraven find for A19 and is applied to the Hell zombies. I used the same, as the alternative update would fall off and behave like an entity rather than a model attachment. Oakraven may well have access to a deeper level of code beyond the xml or unpacked asset bundles. I have not asked about the methods he uses to find additional assets or get such precise pathways. I hope you'll consider joining the Guppy's Unofficial 7DtD Modding Server where such discussions and requests are typically given greater assistance. A number of modders share findings from the code and they do also discuss their methods.

    ah ok. i've actually been lurking in guppy's discord for a while... looks like i should start poking around now. 👍

  2. awesome to see the a20 update!

     

    quick question, i noticed the ArchonDeco buff attachment for the archon zombie had to be changed from prefab="Entities/Animals/vulture/vulture" to Entities/Animals/Vulture/animalVultureStandard . i always wondered where these objects are being referenced from? how did you know about this new object called "animalVultureStandard" and which game file did you find it from?

     

    i'm unable to find reference to it from any of the XMLs in the data/config files nor within any of the unity asset bundle files in data/bundles folder.

  3. 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.

     

    A20-0-2021-12-13-16-49-58.jpg

  4. 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.

  5. 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..

     

    uabe-error.png

  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.

     

    A19-5-2021-12-09-00-07-42.jpg

     

    hope everyone is enjoying alpha 20 exp. i'm loving all the new POIs, decos, and block shapes! 😃

  7. 7 hours ago, dujinyuan said:

    come on man...where is my alpha 20 zombie....It's coming!   And I'm count on you!    ......

    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. On 12/4/2021 at 8:45 AM, chikuwa said:

    P.S. The version is 2.2.

    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.

     

    11 hours ago, icanthelplt90 said:

    So i removed the mods and i a still having the issue but others are not. So i think my character is just bugged maybe? Thanks for the suggestion and the mods!

    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. 7 hours ago, icanthelplt90 said:

    Hi, i have the 60 slot Backpack mod, killtracking, enzombies and enzombiesharvest. and i dont see any errors when loading into the game. Is there anything i can check in the server logs?

    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. 1 hour ago, icanthelplt90 said:

    So i loaded enzombies and harvesting mods, now when animals die i dont receive meat or anything from them and their hp doesnt go down when trying to harvest from them. Is this a bug or am i missing something i am supposed to be doing?

    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.

     

     

    On 11/23/2021 at 2:04 PM, Matt115 said:

    Yep this is perfect ^^ well about my idea- young girl was living on farm- she was spending time in forest, swimming and doing a lot of outside activites. But someday outbreak happen when she was in forest,.when she came back all of her family were dead or infected. So she decided to run away to forest. She  learned how to makes primtive tools, clothes, and decided to avoid "civilisation" because she was thinking that people created virus. Few year passed but one day was too much unlucky for her. When she was hunting , she falled into the pit when were a zombie. She killed him but she get bitten. Now she is zombie "wild kid" . I think forest biomes , rivers, farms would be perfect for this zombie variant.  Well  it is possible to add some "dirt" to her texture like blood on hands and black dirt on feet?

    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. 18 hours ago, Matt115 said:

    Omg it's looks much better now ^^ great job ! Well leather  leg armor and boots would suits good on zombie similar to biker just add steel armor and with iron gasmask to look like hard fallen bandit.

    Could you add zombie similiar to this "hiker heidy" variant but with bare hands and feet ,  in fiber shirt and pants only , please🙏?

    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.

     

    A19-5-2021-11-23-06-10-32.jpg

  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.

     

    A19-5-2021-11-11-14-20-31.jpg

     

    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.

     

    bodyloot.jpg

     

    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. 😎

     

    legarmor.jpg

     

    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. 5 hours ago, AndrewT said:

    just out of curiosity have all SizeScales for the zombies been fixed so we can up them for the giants without making them appear to float in the air?

     

    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.

     

     

  16. 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.

     

    A19-5-2021-11-11-14-20-31.jpg

  17. 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.

     

    A19-5-2021-11-07-01-56-43.jpg

     

    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.

     

    A19-5-2021-11-07-00-54-13.jpg

     

    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.

  18. On 11/3/2021 at 5:32 PM, arramus said:

    I worked with a gaming group who wanted default Prefabs to remain Vanilla but have some custom Prefabs with custom entities. Even if some players didn't download the custom Prefabs, they would still appear. The only trade off was later rendering (just like with a player base) and potentially more FPS hits as rendering took place and needed to constantly update as the data wasn't already cached for use.

     

    It all worked server side without issue even though it was on a limited basis. I also play on a server that uses the Compo Pack of Prefabs (approx 350+) and players entering the server return again and again even though they don't install the custom Prefabs. The gain is better than any pain.

     

    One interesting thing that bdubyah does in the Wasteland mod is to made small amendments to Vanilla Prefabs. They are renamed, given a few extra features, and then added to a world. From the outside, they look just like the Vanilla original and it is only on the inside that you experience custom entities and periodic custom deco blocks. There are some Vanilla Prefabs, such as the cemetery, which have been taken much further than Vanilla though and are a hybrid.

     

    In that light, it would be very possible to add enZombies specifically to custom standalone Prefabs by renaming and amending where needed. Players would enter an building and not be quite sure what is to come if the Prefab was untouched beyond Sleeper Volumes.

     

    In a20, it appears that the distance viewing for imposters is being greater realised and this should remove the effect of Prefabs coming into view rendering in segments for players that do not install the Prefabs ahead of time. It may be a compromise. Naturally, the greatest experience will be for players that download any custom Prefabs, but I have seen servers with many players that continue to return time and time again in a heavily modified World using the Compo Pack that feel the benefit is greater than any inconvenience.

    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.

  19. 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.

×
×
  • Create New...