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ErrorNull

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Everything posted by ErrorNull

  1. Version 1.4 Released! (Updated download link on original post) - added enBurntMaleFlamer and enBurntFemaleFlamer for the burnt forest biome - added 3 goblins for the burnt forest biome - updated enFarmerFemale1, enHazmatFemale1, enHazmatFemale2 to use female versions of their clothing - updated clothing on some strippers - added more zombies to horde night that were excluded before (soldiers, farmers, burnt zombies, etc.) - fixed bug with quest distance only 100m-150m away - added PainResistPerHit to a few zombies that were missing this attribute - fixed bug in the No Nude Mod with missing dirt overlays (version 1.1 link on original post) The burnt forest is heating up now! I'm slowly introducing stronger zombies and experimenting with attaching particles and prefabs to them. These big male and female flamers will set you afire if they catch you. And, these goblins will try to do the same with their torches. These goblins (unlike the forest and snow goblins) have enough confidence to appear during the daytime - since the fog and burnt trees give them enough cover to scavenge about. I feel that the vanilla burnt zombie is rather unique and is still the signature zombie for the burnt biome, so I've ensured they still spawn more often than my burnt zombies. But, the flamers and goblins will still mix up the pace a bit. I started using @DerPopo amazing Unity Assets Bundle Extractor to finally get the COMPLETE listing of all available prefabs and textures in the game. This explains the updates I've been making to clothing and hair on existing enZombies. More interesting clothing variations to come. Enjoy.
  2. not sure would could be causing this as i'm unable to replicate the issue. maybe my next update will fix it somehow - though the next update won't have much to do with the gameplay behavior of the enScreamers. if you test again with HP ammo on the enSoldiers, do you get the same invincible behavior as the enScreamers?
  3. Interesting. Have you also tried testing with no mods but only enZombies installed? I'm wondering if there's another mod causing some unexpected behavior with enZombies. I did another test using a fresh new map and player, and as before don't have any game mods installed except for enZombies. You can see that when I max out the Penetrator skill, and without any extra perks or weapon mods, I'm able to take down the screamer with about 10 HP bullets.
  4. Hmm that's odd. The only difference between the enSoldiers and enScreamer1 is the PhysicalDamageResist attribute. I did a test with a level 1 pistol (with no book perks or penetration skill) using normal rounds and HP rounds on the vanilla soldier, vanilla demolition, enSolderMale1, and enScreamer1. All zombies behaved in similar manner in regards to health damaged received. All zombies received no damage when using HP rounds, while all zombies sustained similar moderate damage with normal rounds. My intention was just for our iron maiden girl to have similar armor ruggedness as a soldier or demolition zombie, but not to be virtually invincible as is claimed. I honestly was not aware of how ineffective HP ammo was against 'armored' zombies, as I don't think I've ever used them in game. At least for now, this invincible-ness doesn't appear unique to enScreamer1 but also happens in the same capacity with soldiers and demolition too when using HP rounds. Are you able to recreate this effect? If so, let me know under what skill or mod conditions? I'm wondering if there's some other game mechanic with armor, weapons and skill level that i'm missing.. ? UPDATE: I also tested with maxing out the Penetrator skill, but still not having read any of the Pistol Pete books. The HP ammo is now able to cause 11 points of damage to the soldier, enSceamer1 and demolition zombies. Nothing unique seems to be occurring with our lady so far.
  5. Version 1.3 Released! (Updated download link on original post) - added blue screamer girl - added red screamer girl - added two female farmers (mom and daughter zombie) - applied better hair variations to a few existing female zombies - decreased demolition zombie spawn rate during horde night - fixed some bugs like missing radiatedRegen, painResistPerHit, and wrong exp allotments for a few zombies - created a separate no nude mod for easier installation (refer to original post) The new screamer girls follow the same spawning pattern as the vanilla screamer zombie, however they are a bit smarter. The BLUE screamer found some iron armor and so can take more punishment. The RED screamer found some running shoes and will try to keep her distance while striking you with arrows. We now have a zombie farmer family! Big bro and papa zombie are now joined by mama and little sister zombie. Let me know if you find any bugs or balancing issues or any feedback. Enjoy.
  6. @arramus thanks for letting me know. my thoughts were that the addition of all may normal zombies into the horde night spawning pool were diluting the spawn chance of the stronger zombies, like the demolition guys. but maybe i was a bit too generous on the demolitions. i've only tested once or twice on the horde nights just to ensure my zombies spawn, but not enough testing to see how the balance truly is. so it's good to get some feedback. i will release another update tomorrow with 4 more new zombies, and fixes, and for now just remove a few lines of the demolition zombies from the above entitygroups.. while still leaving out the goblins from horde night. i have other plans for the goblins and more non-zombie creature ideas to join them. 😎 yep. head, arms and legs do indeed dismember. since it's not as bloody and satisfying (or realistic) as the vanilla zombie dismemberment, i've dialed down the chance of it so is occurs less often as the vanilla zombies. wish i could somehow apply those juicy vanilla dismemberments onto the enZombies. but hey.. it's better than nothing for now.
  7. Hi @arramus ... and @doughphunghus too. Is there a way to prevent the zombie projectiles like vomit, flaming arrows, etc, to NOT inflict damage on other zombies or creatures.. but only damage the players?
  8. what sorcery is this??! damn this is so outside my skill level. just take my money now...
  9. Great to hear. I have not forgotten about your farmer girls. They will soon be available to chase you into the barn and treat you very roughly..
  10. Version 1.2 Released! (Updated download link on original post) - Added two female soldiers - Added three snow goblins* - Added three forest goblins* - added new quest: Goblin Raid - added Goblin Raid quest item to main loot table so it will show in any container that other challenge quests would normally appear - updated all non-animal challenge quests to spawn enZombies too - updated camo zombies to be stealthier - like no footsteps - updated SizeScale of all zombies to ensure their feet are flush to the ground (shorter zombies were hovering a bit) * Goblins are small, have low HP and weak attack.... but run FAST. Be careful when there's a group of them! They can be found scavenging individually at night, or as a group in wondering hordes, or as a group in challenge quests. They are not zombie undead, so they do not camp out in the POIs nor participate in the bloodmoon hordes with the zombies. Maybe the radiation created the goblins, or maybe they were always part of humanity and resurfaced only now during the apocalypse. Who knows. 😎
  11. @GarglingGlass my mod is like an 'overhaul' type... it searches out most of the existing zombie group definitions within entitygroups.xml , deletes it then creates new ones from the pool of enZombies and vanilla zombies only. as doughphunghus mentioned, try renaming my mod so it loads first. then the later mods can add their modifications without risk of mine deleting them. my mod also redo's in the same way with the <biome> definitions (in spawning.xml) and a few <spawner> definitions (in gamestages.xml). so any mods that rely on unaltered vanilla code within those two files may get unexpected results. i'd be curious to know if any.. so continue letting me know.
  12. Ah yes. I remember watching the zombie cannon cornhole video.. that was awesome lol. I haven't tried yet, but i wonder if increasing the properties for TimeStayAfterDeath or DeadBodyHitPoints within the zombie entities allow them to better survive their skyward journey.
  13. Ok that's great to hear. In that case, I might as well add the localization.txt with these custom zombie names into the main mod as default. good to know. so the non-collision issue is something already known. wishing that maybe some day the devs might help correct this if even possible. it's a bit of a bummer we won't be able to crash into our zombies with the vehicles... but you're right about outer space. i've already seen pipe bombs launch these zombies clear over adjacent buildings and pin them stuck into ceilings and walls LOL. it's hilarious.
  14. @arramus LOL i was laughing through most of that list. those names are awesome. i'll throw them into a separate Localization.txt file in the mod as an option for players to use. I've wanted to create my own localization file with custom zombie names, but unless it has changed, the localization.txt is still not automatically downloaded from servers to the client.. and so for now i'm just focusing on the core server side XML. @GarglingGlass that's interesting.. i'll have to look into this further. you're right these zombies don't have collision with the player vehicles, so you can't run them over with your vehicles either. i loaded up the snufkin zombies and they also ignore and walk through the player vehicles. fortunately the stationary POI vehicles still so collide with the zombies. @arramus does this collision issue happen when you're running my enZombies or the Snufkin zombies as well?
  15. @arramus Biome Border Buddies ha 😁. since we cannot create server side animals, these "camo" zombies were my idea of mimicking a dog or wolf type of animal zombie. i will be making further tweaks so he's more stealthy. @GarglingGlass is the zombie spawner menu you're mentioning the same screen that comes up when you press F6 while in DM or cheat mode on? does this screen automatically come up as you spawn into the game and it prevents you to play? just want to be sure i understand what's happening. as for the issue when you character is removed and it comes back after removing the mod, the cause is likely what Xyth has mentioned. if you are browsing within the player profile screen to view all the different player and zombies profiles/archetypes, be sure to click on your player profile before you exit that screen. simply highlighting a zombie archetype there and then backing out of the screen (even if you don't press "OK" to confirm that profile selection), will cause you to use that profile when you start the game.
  16. Version 1.1 Release - added 2 female hazmat zombies. female farmers coming soon. @Gouki - changed 'config' folder to 'Config' with the uppercase C for linux users. @arramus - updated unzip instructions in readme.txt and on main post. @arramus - added the URL of this mod into readme.txt and as the website link inside ModInfo.xml @arramus - added alternate archetypes.xml file that can replace the default one, to cover up the nude female zombies @doughphunghus - fixed a mistake i found in entitygroups.xml
  17. @doughphunghus that's a good point about the nude females zombies. if we should cover up these fine ladies for the streamer overlords, then that would be a fairly easy option to provide. in fact, i can include an alternate archetypes.xml in my mod that the streamer can simply copy/paste into the Config folder which will have all the melons, buns, and tacos covered up. i'm assuming that the normal bra covered boobs are okay for the streamers? these are the ladies who will receive the alternate dress:
  18. Thanks for your comments everyone, and your suggestions as well @arramus. I have a small update ready, but for some reason unable to edit my own post. Sent up a support ticket. As soon as that's fixed, you see the update.
  19. ErrorNull Zombies (enZombies): This mod has been updated for Alpha 20 and adds much more zombie variations to the game, using the UMA archetype method most notably showcased by the Snufkin's Custom Server Side Zombies - PLUS mod maintained by arramus. All the UMA Zombies by khzmusik are also included in enZombies. The goal of this mod is to always be server-side, thus only needs to be installed on the server, and not on the individual clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones.. though stronger and boss-level zombies are slowly being added. Each enZombie also has their own feral and radiated variant. [Exiting the duct work and into the main store - it was realized a wrong turn was made.] enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn in many other scenarios, like in wandering hordes, screamer hordes, sleepers in POIs, and during the bloodmoon horde night. Unfortunately, there's no easy way to spawn zombies in these other scenarios while also based on specific biomes, so a more random range of enZombies will be seen there. The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned. Compatibility: enZombies and the add-ons (see Add-ons section) are designed for Alpha 20. Using other mods with enZombies might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance. Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort. ** Download and Install ** This mod is not intended to be used with any other mods, except for the Add-Ons and Patches mods - refer to Add-Ons and Patches section further below. Note: GitHub adds the word "-main" to the filename of the zip when downloading. To avoid issues, please remove that word and ensure it does not show in the folder name when placing the mod into your Mods folder. Version 2.71 (updated 9/27/2022) - 👉 Download from GitHub 👈 ⚙️ Progress Tracker https://github.com/ErrorNull0?tab=projects ⚙️ Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work. Patches: Install these 'patch' mods to make enZombies compatible with its 'target' mod. Go to the enZombiePatches GitHub page . These patch mods do two things: makes the target mod aware of the new custom spawning groups that enZombies uses for outside biome spawning. And, it allows the player to enable zombie body harvesting for the zombies or entities that are part of the target mod. Instructions: 1) Download the package which will include all the patch mods listed below. 2) Open the package and find the folder that matches the target mod you want compatibility for. 3) Take that folder and place it into your 7 Days to Die "Mods" folder. 4) Be sure to have the main enZombies mod installed. 5) Be sure you also install the main target mod that the patch is patching. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks: Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole. Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated! Screenshots: Mentioned Mods: Snufkin's Custom Server Side Zombies - PLUS Robeloto's Custom Zombies mod KHzMuzik's UMA Zombies
  20. Thanks @arramus for helping to dig deeper on that. At least I know I'm not crazy and that my sleeper horde customization is actually working as it should. 😎 I'll go ahead and report this strangeness with the cntCar03SedanDamage2v05 object. I don't see a bug report section here on the forum. It's the one in the Steam community page right? Update: i found it nevermind.
  21. @arramus thanks for taking the time to test as well. this helped give me much better direction on where to look. seeing that you were able to use tipsy squatch without issue, i stripped down my 7days installation down to only this server side zombies plus mod installed, and no other mods, and also re-validated the game install files with steam. all checked out good. then the only XML modification i did was in entitygroups.xml <append xpath="/entitygroups/entitygroup[@name='sleeperHordeStageGS1']"> <entity name="zombieTipsySquatch" prob="99"/> </append> nothing more. i ran the game, used the POI teleporter to go to HOUSE_MODERN_01 poi and...... same error. was totally confused. then i walked over to the POI next door and no error! LOL. I visited a few other POIs... all spawned in tipsy guy no problem. there's something wrong with the HOUSE_MODERN_01 POI it appears. i visited a few other similar POIs like HOUSE_MODERN_07 AND HOUSE_MODERN_08 ... no issues. Weird. I'm willing to believe that if you visited HOUSE_MODERN_01 that you will also get the error when the game attempt to spawn the tipsy sleepers - which occurs as you climb up the ladder from the garage up into the attic. obviously, there's no error when just running the game with the vanilla zombies, but who wants that? lol. if i happen to run into other 'problem' POIs.. i'll let you know.
  22. Hi Arramus, Thanks for your insight and for passing along my observation. Actually, I have already added the server side zombies without issues to all other entity groups without issue... like scoutHordeStageGS, feralHordeStageGS, wanderingHordeStageGS, ZombieFootballStadiumGroupGS, ZombieGhostTownGroupGS, etc. 😊 It is only the sleeperHordeStageGS entity group that results in error when I try to do the same. Another thing which I think you'll find interesting - I do not get this problem when adding Mumpfy's custom textured zombies into this sleeperHordeStageGS entity group. https://community.7daystodie.com/topic/10892-new-zombie-textures-mumpfy/ I wonder if the game engine does some additional spawning mechanic that is unique when calling the SleeperGSList spawner (which references sleeperHordeStageGS) that does not happen within all the other spawners, so that when creating zombies from 'scratch' with their own dedicated models and textures (like Mompfy's zombies) allows it to work within the SleeperGSList spawner / sleeperHordeStageGS. But, when when defining zombies only via archetypes.xml like the server side zombies, it doesn't play well with SleeperGSList / sleeperHordeStageGS - maybe because something is missing that the game engine needs from the server side zombie definitions and therefor errors out. My hypothesis for now. That is very interesting and I'll want to test this out myself with a custom prefab too. I wonder if server side zombies only work in sleeper groups within custom prefabs and not the vanilla ones. hmm... Thanks again.
  23. Hi Arramus, I'm experimenting with adding your awesome zombies to the sleeper spawners so that they spawn inside POIs as well. My ultimate goal is to create some custom zombies myself using your zombies a guide and add them as sleeper zombies in the POIs. After lots of testing, it seems that the server side zombies don't like being sleepers, as the game throws the notorious "NullReferenceException" error when injecting them into the sleeperHordeStageGS entitygroup. Have you encountered this before? And, is this just a limitation of the server side zombies? Below is the code I used to spawn the server side zombies as sleepers. In this case i used the ZombieBomber and visit the POI called house_modern_01. Note that when I remove this zombie from the sleeperHordeStageGS1 code and run the game again, the error goes away. 😪 GAMESTAGES.XML <remove xpath="/gamestages/spawner[@name='SleeperGSList']" /> <append xpath="/gamestages"> <spawner name="SleeperGSList"> <gamestage stage="1"><spawn group="sleeperHordeStageGS1" num="1" maxAlive="1" duration="1"/></gamestage> </spawner> </append> ENTITYGROUPS.XML <remove xpath="/entitygroups/entitygroup[starts-with(@name, 'sleeperHordeStageGS')]" /> <append xpath="/entitygroups"> <entitygroup name="sleeperHordeStageGS1"> <entity name="zombieStripper"/> <entity name="ZombieBomber"/> </entitygroup> </append>
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