Jump to content

ErrorNull

Members
  • Posts

    410
  • Joined

  • Days Won

    1

Everything posted by ErrorNull

  1. @khzmusik i really liked how you zombiefied the vanilla archetypes in your UMA zombies mod. you really went in-depth with the skin and clothes coloring choices and it works great. would you mind if i use your UMA zombies as an 'add-on' for my enZombies mod? i'd like to have them appear together as a large horde during wandering horde spawns and some challenge quests.
  2. the correct link for my enZombies mod you should go is https://community.7daystodie.com/topic/24594-enzombies-more-zombie-variations/ this correct page has 13 screenshots of all the enZombies so far. if you are not able to see any of those image screenshots, then maybe something might be blocking the screenshot from showing on your computer or phone. sorry you're not able to see the pictures.
  3. @Matt115 i'll be glad to add more civilian zombies into my enZombies mod. skim through the existing zombies and let me know what more zombie types you'd like to see, as well as any feedback would be awesome. i've attempted to add younger zombies like teenagers, but it's a bit tricky since the physique of the base male and female zombie models were designed with fully grown adult proportions.. the males have broad shoulders and six pack abs and females have curvy torsos and bottoms. i was able to get closer to a younger female look with my screamer zombies and twin farmer girls by making them skinny, increasing their feet and hands size and head size to give the illusion of younger proportions. My goblins were an attempt to make a young male zombie, but that muscular body type and rugged looking facial features made me throw up my hands and say "well.. goblins. they gonna be goblins then!" lol. still working on it and have some other ideas to make ti work... younger male zombies still planned.
  4. Sorry to hear that. Did you try the above steps? deleting those lines?
  5. @AndrewT if enZombies is the only mod you're using, then those instructions will work for you too. have you edited the ARCHETYPES.XML file before? if you need more help, let me know.
  6. @AndrewT the default height of the giants set to 3.0... which is defined in the ARCHETYPES.XML file. Find the <archetype> for the giant in that file, then find the <dna> section and it's the line below: <gene name="height" value="3.0"/> i've never actually tried anything higher than 5 or so. a height of 30.0 must be enormous.
  7. Version 1.7 Released! (Updated download link on original post) - added three desert goblins - added new desert goblin raid challenge quest - added two business women and one more businessman - added new businessman raid challenge quest - added one more utility man zombie - updated enWolf, enDirewolf and enCoyote not run away and also be harvestable - updated wandering horde spawns to include groups of crawlers For this update, I've added more business attired zombies to further increase the variation as you quest through those business and skyscraper POIs. There is also a another utility zombie. If you look closely, you can see he's carrying hammer - so be careful when searching through those construction sites! And finally, we have the desert goblins which now completes the goblin tribes for each biome. This also marks 101 enZombies. Couple hundred more and we might finally have a small town population. Enjoy. 😎
  8. hmm.. maybe you and i are not talking about the same thing here. in my experience so far, if you want to change the physical visual height of these archetype style zombies, you do it by changing the HEIGHT attribute in ARCHETYPES.XML. changing the SIZESCALE attribute within ENTITYGROUPS.XML does not increase or decrease their height of the zombie... but instead only alters their vertical positioning. it could be that altering the sizescale for vanilla zombies (and other zombie mods that have their 3d model assets) does change their visual height, but enZombies works differently. let me know if you meant something else or what you're looking to do and i'll be glad to help further.
  9. Version 1.6 Released! (Updated download link on original post) - added wasteland goblins - added a forest, snow, burnt and wasteland goblin quests - slightly increased game animal spawning in all biomes - slightly reduced zombie dog and vulture spawning in horde night - made the burnt goblins and giant, and burnt male and female flamers immune to fire attacks - fixed errors with the burnt goblin torches and giants - created new Snufkin Zombies Addon (refer to Addons section) There are now armor-wearing goblins residing in the wasteland - who try to slash you with their bone knives! I've also added four new challenge quests that each are centered around the forest goblins, snow goblins, burnt goblins, or wasteland goblins. If you want to experience what it's like to be ambushed by an army of goblins and their giants, this is it. 😁 I did more troubleshooting with the buggy torch object associated with the burnt goblins... and found a good fix. After testing, I no longer see pink torch textures, bad performance, or server errors. What I did was replace those torches with ones that were unlit and added a separate flame particle to simulate a burning torch. For some reason this works much better. Let me know if this helps you. Snufkin zombies PLUS Addon Mod - This mod adds all Snufkin community zombies alongside enZombies. The Snufkin zombies will spawn outside in the various biomes, within the screamer hordes, the wandering hordes, and the blood moon horde night.. along with the enZombies. The Snufkin zombies do not spawn inside POI's like as sleepers, but I have included code within ENTITYGROUPS.XML where you can enable it. Download link in original post --> ADD-ONS section. Please share me your bugs and feedback. Enjoy!
  10. @arramus thanks for your insight there. i looked further into that torchPrefab error and that specific object is not very cooperative. not sure why as lots of this is still trial and error. i found another torch that works without errors called "torch02prefab". so now the burntGoblins is using that and is all happy. that code snippet should now look like below within BUFFS.XML.. and it will be present in the upcoming v1.6 update. <buff name="BurntGoblinDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Tools/torch02prefab.prefab" local_offset="-0.1,-0.1,-0.05" local_rotation="0,0,0" parent_transform="RightHand" /> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Tools/torch02prefab.prefab" local_offset="-0.1,0.1,-0.03" local_rotation="180,0,0" parent_transform="LeftHand" /> </effect_group> </buff> let me know if this alternate torch object fixes the pink texture effect.. and also plays better during horde night with no more server crashes. i too noticed that the torches do go missing on the goblins sometimes, even with the alternate torch02 prefab. i wonder if it could be some sort of max threshold for certain objects or entities or what not. i'm also in process of creating an add-on mod that you install alongside enZombies that will add all the Snufkin zombies and the PLUS zombies into the game. I'll try to format the XML so that it's relatively straight forward to tweak spawn rates to your preferences.
  11. certainly looking forward to A20 and the completion of HD-ifying the rest of the zombies. you going to have your werewolf in your A20 creaturepacks by then?? not looking forward to A21 when UMA system will be got rid of. but that's life, nothing lasts forever.
  12. Hi @melvil6300 and @InsKill - sorry to say, but i did not design enZombies mod with compatibility with other mods in mind. the reason is because I need to control which zombie groups spawn in which biomes, and also prevent certain zombies from spawning in other biomes. the most efficient way for me to do this is to delete the existing zombie groups and redo them from scratch, and also create my own zombie groups. this will cause unpredictable results with other mods. Some other mods might assume that those vanilla zombie groups (or spawners) still exists, but don't know that it's been deleted by my mod. which is what's happening in your case @melvil6300. Snufkin Custom Zombies PLUS is looking to add some code into "feralHordeStageGS19", 23, 27, etc. but it doesn't realize that my mod only contains at highest "feralHordeStageGS16". Any feralHordeStageGS of 17 or higher does not exist any longer because my mods deletes them. one workaround is to delete lines 199 - 330 inside gamestages.xml of enZombies. this should prevent the error with the Snufkin mod, but it will also prevent any enZombies from spawning during horde night. @InsKill the RED test zombies are appearing because there is a mod you are using that still relies on "ZombiesBurntForest" group. my mod has deleted this group and is using a different named one for the burnt forest. the GREEN test zombies are appearing because there is a mod that still relies on the "ZombiesAll" group. my mod doesn't use this group at all. as a quick bandaid, you can delete lines 25-60 inside entitygroups.xml of enZombies and it should fix the issue. at this time, my priority is to fix any bugs that come up from having enZombies installed with no other mods. if you are using other mods with enZombies, it would require me to study those other mods, how they interact with enZombies, and depending on my motivation, i might have some ideas to offer and might not. at some point i would like to include zombies from other mods like Snufkin's Custom Server Side Zombies - PLUS, NEW ZOMBIE TEXTURES - Mumpfy, and A19/A18 CreaturePacks - A community entity project, but will need to get the mod creators' permissions as I will have to manually merge the XML code from those mods to work with enZombies .. in order to maintain its existing custom zombie spawning scenarios/ratios. 😎
  13. if you're looking to change the visual height size of the zombies, you'll need to go into ARCHETYPES.XML. Find the section for the zombie you want and go to the <dna> portion. There you want find the <gene> tag that corresponds to the "height". Default value is 0.5, and normal ranges are from 0 to 1. The height for my giants are at 3.0. below is the dna xml for the forest giant. in contrast, my forest goblins have a height value of -2.0. 😎 <dna> <gene name="height" value="3.0"/> <gene name="weight" value="1.2"/> <gene name="muscle" value="1.3"/> <gene name="gluteusSize" value="1.3"/> <!-- butt size --> <gene name="headSize" value="2.0"/> <gene name="headWidth" value="2.0"/> <gene name="chinSize" value="1.0"/> <!-- 0 = pointy 1 = rounded --> <gene name="jawsSize" value="1.0"/> <!-- 0 = thin 1 = wide --> <gene name="jawsPosition" value="0.5"/> <!-- 0 = double chin 1 = high --> <gene name="mandibleSize" value="1.5"/> <!-- 0 = small 1 = large --> <gene name="lipsSize" value="3.0"/> <gene name="mouthSize" value="3.0"/> <gene name="noseWidth" value="3.0"/> <gene name="noseInclination" value="1.0"/> <!-- 0 = down 1 = up --> <gene name="handsSize" value="12.0"/> <gene name="feetSize" value="14.0"/> <gene name="earsSize" value="0.0"/> <gene name="foreheadPosition" value="1.0"/> <!-- 0 = high eyebrows 1 = low eyebrows --> <gene name="eyeSize" value="0.0"/> <!-- 0 = squinty 1 = wide open --> </dna>
  14. thanks for letting me know. the yellow test zombies was an experiment to see if any mod is using the following vanilla animal groups: WildGameForest EnemyAnimalsWasteland EnemyAnimalsSnow EnemyAnimalsForest EnemyAnimalsDesert EnemyAnimalsBurntForest if they do, it will spawn those yellow zombies. my mod does not use any of those above animal groups, and so during my playtesting i haven't seen any yellow or other color test zombies. what you can do is comment out or delete lines 80 to 110 from the file ENTITYGROUPS.XML my enZombies mod. let me know if you are seeing any other color zombies, if so let me know from which biome or POI location. thanks.
  15. @[email protected] if you get to the google drive site like shown below, look for the download icon that at the upper right of the page.
  16. Version 1.5 Released! (Updated download link on original post) - Added green screamer girl - Added farmer girl #2 - Added five giants, one for each biome - forest, desert, snow, burnt, and wasteland - increased jump distance of female jogger zombies - Fixed more bugs and cleaned up code - Completely redid blood moon horde spawning from scratch for easier spawn control and tweaking within the XML @arramus I loved the screen effects the Banshee zombie causes (from the Snufkin's zombie mod) when she screams. Though not as powerful as her, my green screamer girl follows in Banshee's footsteps. The farmer family continues to expand - with a twin sister who's a bit more lethal wielding a pair of bone knives. Giants are non-zombie creatures like the goblins, but bigger than demolition zombies! They spawn outside within their biomes during both days and nights, but do not spawn often. They will appear during later stages of screamer hordes (within any biome), but do not appear in wandering hordes, or as sleepers, or during the blood moon horde (yet). New challenge quests are also planned for clans of giants+goblins. After redoing the horde night spawning XML, it is now easier to read and more straight forward to control zombie spawn rates down to the individual zombie. The full range of vanilla and enZombies now spawn within every gamestage. I ensured that feral and radiated zombies still appear in later gamestages like before.. and strong zombies like cops, soldiers, demoliions still appear in later gamestages like before. Giants and goblin clans are being planned for horde night - coming soon. Let me know if you encounter any errors. Enjoy.
  17. Since you have a tuned server to manage, I would prob just ditch my custom spawning behavior and just pull the core enZombie code from entityclasses.xml and merge them into your existing files. It's a bit more tedious that way, but you have more control and prevent unintended glitches. Don't forget to copy over the 'itemshands' from items.xml, and the decos from 'buffs.xml'. That's cool. Renaming my zombies is fine. If you could, just have a link or mod named somewhere in your website or discord or whatever so that anyone who wants to mention bugs, feedback, or try my mod for themselves can reach me here.
  18. @TomGun42 thanks! Sounds like you have a nice zombie population on your server. What kinds of zombie mods are you using so far? The various colors of test zombies don't actually spawn on their own in the game - or at least they shouldn't. It's there in the XML for me to shift around when experimenting and manually spawning when I'm playing in DM mode. In regards to any mods that are loaded before mine, my mod deletes the contents of many entitygroups they may be using and re-populates them with my own arrangement of vanilla+enZombies and their own spawn rates. If you don't want my mod to smudge up other mods in this way, you may need to rename my mod so that it is loaded before the other mods. Since your mod loads after mine, it should be mostly okay. Let me know if you notice any strange spawning behavior or errors.
  19. omg. actually they are all there in the blocks.xml! you're spot on! 👍 now.. let's see what we have here.... * evil scientist laugh *
  20. Hi @arramus and anyone who might know: Using the example of the Hell Lion zombie below - where in the game's folders or bundle files do those items cowSkullPrefab, animalVultureStandard, and pumpkinJackoLanternPrefab reside? I'm hoping to find where these item names are being pulled so I can explore what other related items there are, and try to attach them to the zombies. These items appear to be coming from a path called "Entities/" ? In contrast, I am able to work with the items like ClubIronPrefab and ClubIronPrefab (as referenced in the XML below) because they are being pulled from the path "#Other/Items" which maps to the game's "data/bundles/other/" folder. Using the Unity Assets Bundle Extractor tool, I can then see and experiment with other items like bone shivs, torches, shovels, etc that are part of that same bundle file. Any guidance would be awesome. 😎 <buff name="helllionDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" local_offset="0,0.1,0.1" local_rotation="30,0,0" parent_transform="Head"/> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="torch02_firePrefab" local_offset=".1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="particleeffects/torch02_firePrefab" local_offset="-.1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="-0.05,0.2,-0.25" local_rotation="0,0,180" parent_transform="Head"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Animals/Vulture/animalVultureStandard" local_offset="0,0,0" local_rotation="90,0,0" parent_transform="Spine"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Entities/Zombies?Zombies/zombieStandardSpiderRagdoll.prefab" local_offset="0,0.15,-0.2" local_rotation="0,0,0" parent_transform="Spine2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="0.13,0,0.4" local_rotation="0,90,-180" parent_transform="Spine3"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Plants/pumpkinJackoLanternPrefab" local_offset="0,0.54,0.33" local_rotation="30,0,0" parent_transform="Spine"/> </effect_group> </buff>
  21. the perfect couple! lol. will there be some jealousy drama between pink squatch and forestCamo zombie? tune in next time to find out......
  22. @Mickiddy With a bit of testing, I confirmed that the total number of zombies that will be on-screen at the same time (dictated by maxAlive value), will always be limited by the the BLOOD MOON COUNT value you set in the game's Advanced options tab. <gamestage stage="824"><spawn group="feralHordeStageGS802" num="500" maxAlive="250" duration="2" interval="28"/> So in the case of the above code, if your blood moon count = 8, then the game will only spawn max 8 zombies on screen at the same time, even though the maxAlive value is 250 for that gamestage. I believe the blood moon count value applies to per player. So if a friend were to jump in during the horde night, the game will then spawn 8 more zombies, totaling 16 zombies on screen. Now if you had a total of 6 players in your party and all had set blood moon count to 64, this would imply 384 as the upper limit. But, since the gamestage maxAlive = 250, I believe the maxAlive value then takes precedence over the blood moon count total, and then only 250 zombies can show on the screen for your party.
  23. @arramus alright i think i figured it out. firstly i'm an idiot because a few days ago when you reported this issue, I brought down the PhysicalDamageResist from 60 to 50 for the blue screamer to test... but i forgot to bring it back up to 60 when doing the later tests with the youtube videos. when i released version 1.4.. it still contained the PhysicalDamageResist = 50 for the blue screamer. which explains why i was having an easier time killing her with the HP bullets then you were - since you were still operating at value of 60 for her from version 1.3. so just now, i changed the PhysicalDamageResist back up to 60 for the blue screamer, and i can experience her invincible abilities -- and her radiated version is just.... yea, no. lol. you also mentioned the invincible issue happens to any enZombie if PhysicalDamageResist is set to 60... not just the blue screamer. so it appears to be a broader issue whenever this attribute is set to 60. so i looked into the vanilla zombies too. the demolition zombie is the only one in the game with PhysicalDamageResist = 60. when i tested him alongside the blue screamer at PhysicalDamageResist = 60, he has the same invincible characteristic with HP rounds as the blue screamer. there is no radiated demolition zombie, and i think the devs know why. 😉 i tested with setting any vanilla zombie to PhysicalDamageResist = 60, and i surely get the same invincible issue as with the blue screamer when using HP rounds. and if i did this adjustment to their radiated versions, they truly are invincible against HP rounds. lol. so i went ahead and set the blue screamer to 50, which is a good base that still exemplifies her more armored nature. in the future, i plan to add stronger and more boss like zombies that are more armored than her, so i'll need that elbow room between 50 and 60. so the lesson here is, we should avoid giving any zombie (vanilla or archetype) a PhysicalDamageResist near 60 or higher, because it will certainly give players using HP rounds a hard time. or, the players can just switch off of the HP rounds and then back when needed. 😎
  24. Minor Update: 1.4.1 - fixed error with Goblin Raid challenge quest - fixed issue with animals not spawning during vanilla animal challenge quests Original post has been updated with new download link for v1.4.1 @arramus For now, what do you do as a workaround for blue screamer's invincible-ness? Does just lowering her PhysicalDamageResist to something like 50 or lower fix it? What if you were to increase one of enSoldiers' PhysicalDamageResist value from 50 to 60? Will they become invincible like the blue screamer?
  25. Hi @Mickiddy sorry didn't realize i completely overlooked your post. Yes, it's my understanding that maxAlive is how many zombies can appear on screen at a time. Now if that's for each player, or in total for all players... I'm not that sure. The num attribute is how many total zombies are available in the pool to spawn until that spawn group is over. For me, it's much clearer when you study the same entry from the BloodMoonHorde spawner: <gamestage stage="7"><spawn group="feralHordeStageGS7" num="10" maxAlive="5" duration="1"/></gamestage> This will spawn at most maxAlive=5 zombies on the screen at once. If two zombies are killed, the game will spawn 2 more zombies to ensure 5 zombies are on screen again. This continues on and on until a total of num=10 zombies have been spawned. In the case of the scoutHordeStageGS150 example, maxAlive=150 does seems high. I haven't paid much attention to these parameters yet as I've simply adopted the similar number ranges from the vanilla setup. But I may have to examine these maxAlive numbers soon. I've got a geforce RTX 2080 in my PC and I think it starts to lag and stutter once 60 or more zombies are on screen at the same time. If you skim through the vanilla gamestages.xml file, the spawners like SleeperGSList, ScoutGSList, and BloodMoonHorde all have maxAlive that goes up to 256. 😲
×
×
  • Create New...