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ErrorNull

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Posts posted by ErrorNull

  1. 2 hours ago, Strifetoe007 said:

    In what order to mods prioritize? Since mods have the same xml file names usually (ie items.xml) how does it order it if one file is appending to the items and another is appending to the same xpath?

     

    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.

  2. 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. 😎

     

  3. @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. 😎

     

  4. 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.

  5. SNEAK PEAK: design phase is done for the additional desert biome enZombies. now moving on to create the feral and radiated versions, customize attack and reach ability, and add body harvest resources.

     

    A19-5-2021-11-01-16-20-16.jpg

     

    From left to right: 1 more desert male, 2 more desert females, 3 desert miners (wielding shovel, iron pickaxe, steel pickaxe), 1 more cowgirl, 1 stronger cowboy "robber" (wielding shotgun as a club), old timer wielding torch.

  6. @AndrewT @dujinyuan thanks guys for letting me know. yea.. if you use enZombies mod with any other mod that i did not create, it will likely cause errors and unpredictable results. enZombies mod is designed only to be used by itself or with the add-ons i created. however if you tell me the names of the other mods you're using, and if many players demand it, i can look into helping modify that mod to work with enZombies. glad you're enjoying it.

  7. Question 1

    Currently in Alpha 19, the zombies that spawn outside in the wilderness do not increase in difficulty with gamestage, unlike many other parts of the game like screamer hordes, bloodmoon horde, sleepers. Will Alpha 20 (or later versions) allow this progression? Or can the XML be made available for modders to expand on this?

     

    Question 2

    Similar to above, the wandering horde spawns zombies based only within gamestage range of 1 to 50, then wraps around. Will this mechanic be updated to have unlimited max gamestage like with all the other events (eg. bloodmoon horde, sleepers, screamer hordes).

     

    thank for any clarification.

  8. 4 hours ago, Matt115 said:

    zombie soldier with gasmask using  m60 as club could be good

    that's a cool idea. i'll add that to my list. 👍 yea, the blood textures are not all there yet. for right now i'm just doing the initial designs. after that i go back and apply the blood textures, create the feral and radiated versions, add them to the correct spawning groups, then add body harvest details, etc.

  9. 11 hours ago, Matt115 said:

    Yeah smaller boots could solve this problem :) well what do you planning to do next? :)

    currently creating more desert zombies. 2 females, 1 cowgirl, and a stronger cowboy zombie (uses shotgun as a club) already designed. will also add miners (wields pickaxe and lanterns), more old timer zombies (wielding some item/weapon), and the bony crawler zombie that attacks upright and vomits...........

     

    A19-5-2021-10-30-00-36-46.jpg

  10. On 10/4/2021 at 5:39 AM, ErrorNull said:

    thanks for the additional details. unfortunately i'm unable to check out the errors or look for anything since i don't get the errors myself, so i have nothing to refer to. if you can copy/paste the errors here, or post a screenshot of it, i can start with that.

    @AndrewT thanks for letting me know. as i mentioned before, if you'd like me to fix something, i need to see the actual error.. screenshot or word for word.

  11. 44 minutes ago, Matt115 said:

    looks nice! only swat shoes looks strange😅 but rest of zombies looks rly good

    Hi @Matt115 thanks for the feedback. yea the soldiers and swat zombies use the leather boots, which do look a bit bulky. do you think smaller boots or shoes would look better for them? i can experiment with those and compare. 👍

  12. Version 2.0 Released!

    (Updated download link on original post)

     

    - added 3 SWAT zombies that spawn mainly in the wasteland and army POIs
    - added 1 stealth zombie that spawns only in the wasteland at night
    - added 3 more male zombies for snow biome (wearing hoody, puffer jacket, and coat)
    - added 3 more female zombies for snow biome (wearing hoody, sweater, and coat)
    - removed colored test zombies from spawning code
    - updated names of KHZ Muzik UMA zombies within LOCALIZATION.TXT
    * added new enZombieHarvest add-on that allows harvesting all enZombies for basic resources (refer to Add-Ons section)
    * updated Snufkin Zombies Addon to allow body harvesting of all Snufkin zombies (refer to Add-Ons section)
    * updated No Nudes Addon to v1.2 (refer to Add-Ons section)

     

    More stronger zombies for the Wasteland: The SWAT zombies are similar to soldiers but a bit stronger and they attack you with stun batons. The stealth zombie is fast, quiet, and wields two knives! Watch out when traveling at night.

    A19-5-2021-10-28-22-14-28.jpg

     

    More zombies for more fun in the snow: three guys and 3 gals... all sporting their stylish winter coats, puffer jackets and hoodies.

    A19.5_2021-10-28_22-29-12.jpg

     

    To increase immersion, use the enZombie Harvest Add-on to allow harvesting zombie bodies for basic resources like cloth, rotten flesh, bones, etc. nothing extravagant. Zombies that carry weapons and/or armor will provide the resources equivalent to as if they were scrapped. The Snufkin Zombies Add-on has also been updated to allow zombie harvesting as well. The No Nudes Add-on has also been updated.

     

    Lastly, I have removed those colored test zombies from the spawning code for now. For those of you who keep seeing these test zombies spawn, let me know if they still appear when using this latest update.

     

    Since Alpha 20 will be combining the Burnt Forest and Wasteland biomes, I feel we have a good amount of zombies representing those biomes for now. At this point, I plan to add more zombies to the forest and desert biomes.

     

    During these past few weeks of play testing, I found that there is not much incentive to travel to the more "difficult" biomes. Alpha 20 intends to make the desert, snow, and burnt-wasteland bioms progressively more difficult. But it seems the only incentive is better loot? However, anyone can just find a comfortable spot in the forest biome, build a base next to the trader, and just do quests there. As your level increases, so does your gamestage, and you will inevitably obtain higher tier loot without ever questing outside of the forest. I'm exploring some ideas to force players to work their way up through the desert, snow and burnt-wasteland biome. Maybe something like special 'tier 7' gear, ammo or consumables, that can only be crafted with new resources obtained only from desert/snow/wasteland zombies. Of course, any new items I plan to add will be server-side.

     

    Anyway, let me know if this latest mod update breaks anything. Enjoy!

  13. @khzmusik awesome i try that flame fix on my enzombies when i get the chance. but yea, the electric shock one is strange. they pass right through the electric wires... BUT occasionally the will get shocked if they are knocked down while touching the wires. i don't expect the issue can easily be fixed. it's not a super bid deal for me though. cheers.

  14. below are two things i discovered while creating UMA zombies for my enZombies mod. it's listed in my "known issues" section of my enZombies mod page, and I believe this would apply to your UMA archetype zombies:

     

    - UMA zombies don't catch fire from torch attacks. However, they do burn and suffer damage from molotov cocktails, flaming arrows/bolts. The flame effects just don't visually show on their bodies.

     

    - UMA zombies don't get shocked when walking into electric fence traps. However, they occasionally get shocked while knocked down on the fence. Stun batons shock the zombies just fine though.

  15. Here's a sneak peak of what I've been working on:

     

    A19-5-2021-10-22-04-29-13.jpg

     

    in following with the goals of apha 20, in which the wasteland biome should be tougher, i'm adding a couple more stronger zombies to that biome. i also felt like this biome should have more military presence, so i created 3 variations of swat zombies. they all hold stun batons and are stronger than normal soldiers.

     

    i've also created a stealth-like zombie that's masked and hooded like a ninja. 😁 they are quiet, fast, and dual-wield knives. they will only spawn during the nights in the wasteland. i've also created a new 'body harvest' addon that allows harvesting of all zombies - vanillas, enzombies, KHz zombies, and snufkin zombies. the resources obtained are customized based on what clothing, armor, and/or weapons they have on them.

     

    i'm debating on weather or not i should release what i've completed now, or keep adding more zombies and features and release this mod update after alpha 20 is out. what do you guys think?

     

     

  16. On 10/9/2021 at 10:17 AM, AndrewT said:

    ErrorNull I know most of the zombies are influenced by the vanilla zombies such as the custom business zombies but have you ever thought of modeling more original zombies such as zombie politicians or grocery store zombies? those are just two ideas im sure i'll come up with more but let me know what you think about the idea.

    Hi @AndrewT - those would make nice additions to the enZombies. but since I'm using the UMA method, i'm limited to shirts, pants, hats, gloves, shoes, jackets, glasses, etc that are already in the game. so the politicians would simply use the existing suit jacket, shirt and tie, and pants already in the game - they'll just look like the existing enZombie businessmen. grocery store zombies will use existing shirts and pants. maybe they will have the farmer overalls? i think you get the idea. if you're thinking more like creating completely new zombie models and new clothing textures, then that's outside the ability of this mod and my skills unfortunately. there are a number of other modders who are 3D artists who've created great mods with custom zombie models. 😉

  17. Hello all. I've been distracted lately just playing 7 days while anticipating the alpha 20 release. Partly playing vanilla single player on insane difficulty for kicks, and partly playing with enZombies for quality control. I'll have an update for the enZombies mod by the next week or two. 😎

  18. On 10/1/2021 at 5:34 PM, AndrewT said:

    well for starters the errors occur regardless of what im doing i could be walking around a town either scavenging or doing a trader quest and the errors will show up. the errors are mostly related to some kind of spawning issue or map loading issue as they often slap in my face whenever they show up but those are the only two errors i encountered feel free to check it out and of course let us know what you find. despite the issues this mod and its addons are fantastic as they really improve the game in many ways. WOW u have 112 posts while i have 212 what a coincidence

    thanks for the additional details. unfortunately i'm unable to check out the errors or look for anything since i don't get the errors myself, so i have nothing to refer to. if you can copy/paste the errors here, or post a screenshot of it, i can start with that.

  19. 24 minutes ago, AndrewT said:

    What sucks Errornull is when i tried the snufkin zombies addon to this mod i got nothing but various null errors every 2 seconds and it sucks because the addon featured some really cool zombie slaughtering quests. hopefully it'll get fixed soon.

    hi @AndrewT, i don't remember you mentioning this problem before.. or that i had responded to your past mention of it? any problems with the snufkin zombies addon can get fixed soon, so long as i'm aware of the issue. please provide more details on top of the 'null errors every 2 seconds' and i can certainly look into it further. screenshots? error logs? occurs right at boot up? occurs only in certain situations? etc...

  20. On 9/25/2021 at 6:55 AM, InsKill said:

    Deleting of that lines removed GREEN test zombies but RED test zombies still intact - only at night. No any zombimodifications in my game.
    UPD: There is no any enZombies in the wilderness.

    UPD_2: In the night POIs have enZombies (REDs too)

    Hi InsKill - what version of 7 Days are you running? and which enZombies mod version are you using?

     

    and also, are you playing on a server?

     

    have you also tried starting a new map and a new game, and only and the newest enZombies version installed? let me know thanks.

  21. Hello everyone, I just want to make small flat map that has no decorations. Just flat dirt. I experimented with the in-game world editor staring with pine forest map, but not having much luck with removing all the decorations all at once. also tried messing with modding the biomes.xml file. i zero out all the decoration probabilities, but for some reason some grass and trees still remain. any ideas?

     

    biomes.xml

    <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'tree')]/@prob">0</set>
    <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'plant')]/@prob">0</set>
    <set xpath="/worldgeneration/biomes/biome/subbiome/decorations/decoration[contains(@blockname,'cnt')]/@prob">0</set>

     

    A19-6-2021-09-15-22-58-29.jpg

  22. 23 hours ago, MatisJaximus said:

    I was wondering about the significance of the probabilities you are using in the entitygroups.xml.

    <!--Total value equals 11.45.  Equivalent probabilities are 87.34, 8.73, 2.62, and 1.31 -->
        <entitygroup name="PineforestAnimalsAggroDay">
            <entity name="invisibleAnimalEnemy" prob="10"/>
            <entity name="animalWolf"           prob="1"/>
            <entity name="animalBear"           prob="0.30"/>
            <entity name="animalDireWolf"       prob="0.15"/>
        </entitygroup>
        
    <!--Total value equals 10.  Could also be written as .6, .1, .1, .1, .05, .05 -->
        <entitygroup name="PineforestAnimalsGameDay">
            <entity name="invisibleAnimal"  prob="6"/>
            <entity name="animalRabbit"     prob="1.0"/>
            <entity name="animalChicken"    prob="1.0"/>
            <entity name="animalBoar"       prob="1.0"/>
            <entity name="animalDoe"        prob="0.5"/>
            <entity name="animalStag"       prob="0.5"/>
        </entitygroup>

     

    I am not familiar with modding and I am just trying to make sure I am understanding things correctly.  I downloaded this the other night having only read the first post with the description saying "These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones."

     

    I am sure you could imagine my surprise running from the starting point to the Trader and encountering 3 wolves, 2 bears, and countless zombies...  After 4 infections in 3 days, finding no antibiotics at a pop-n-pills, and then having a monstrous creature climb up to the roof at 23:00 turning me to pulp; I had to log out of the game and look at exactly what I had downloaded.

     

    Thanks for any insight!

    @MatisJaximus Ouch haha. sounds like you had to re-evaluate some life choices on that last run. what was that creature that followed you up the stairs to your doom?? were you also using the snufkin zombies addon? those zobmbies are tough ones.

     

    regarding the spawn numbers, i tend to prefer whole number values when doing the spawn probabilities - though of course your values are just as valid.

     

    If you're curious about the entry for the invisibleAnimalEnemy spawn, apparently the game spawns too many animals by default and you have to add that line in order to dilute the spawn chance of real animals from spawning. if you find that too many animals within a certain entitygroup are spawning, then increase the prob value for invisibleAnimalEnemy. if just a specific animal within a group is spawning too much, you can of course just lower that animal's prob number.

     

    During my own personal tests, i have not had an overabundance of baddy animals like wolves and bears, but weird things can happen. Feel free to tweak those prob values and i'd be curious to see which works best for you.

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