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ErrorNull

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Posts posted by ErrorNull

  1. On 7/4/2021 at 3:46 PM, errornull said:

    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. 😲

     

    @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.

  2. @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. 😎

  3. 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?

  4. On 6/20/2021 at 10:05 AM, Mickiddy said:

    What does this line mean? num="55" maxAlive="150" duration="1"
    Does that mean the max alive on the map for that one person at that gamestage?
    Im trying to lower the spawn rate. I've had some some members at later gamestages complaining that there is to many zombies attacking them at once. im thinking its just there gamestage and they are Thinking its just more zombies.

    I took that code from this line. "<gamestage stage="150"><spawn group="scoutHordeStageGS150" num="55" maxAlive="150" duration="1"/></gamestage>"

     

    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. 😲

     

     

     

  5. 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)

     

    A19-5-2021-07-04-14-09-40.jpg

     

    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.

  6. 18 hours ago, arramus said:

    @errornull Yes, I can confirm that only enZombies mods were installed for testing.

    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?

  7. 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.

     

     

     

  8. 8 hours ago, arramus said:

    a soldier and enZombie soldier can be taken down with sustained effort (PhysicalDamageResist 50), and the Demolisher (PhysicalDamageResist 60) can have its detonator triggered but the Iron Maiden Screamer (PhysicalDamageResist 60) is taking 0-1 damage depending on set up.

    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.

     

     

  9. 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.

     

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    We now have a zombie farmer family! Big bro and papa zombie are now joined by mama and little sister zombie.

     

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    Let me know if you find any bugs or balancing issues or any feedback. Enjoy.

     

  10. @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. 😎

     

    Quote

    enZombies are comfortably being decapitated. I've certainly seen some head loss which was easy to distinguish with the stub and periodic limb loss unless limbs were hidden.

    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.

     

  11. 1 minute ago, Gouki said:

     

    Thank you very much for the new zombies and goblins.
    Everything works wonderfully, I don't care if the zombies don't collide with your vehicle, I can kill them with melee.
    Regards

     

    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..

  12. 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. 😎

     

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  13. @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.

     

     

  14. 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.

  15. 39 minutes ago, arramus said:

    The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.

    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.

     

    40 minutes ago, arramus said:

    Here is the run down on custom zombies we've seen so far:

    - Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
    * Be decapitated since there are no connected sequences of decapitation stage
    * See collision from vehicles
    * Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)

    However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.

    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.

  16. @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?

     

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  17. @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.

  18. 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

     

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  19. @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:

     

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  20. 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.

     

    A20-2-2022-02-12-13-04-36.jpg

    [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.

    Spoiler

    - Goblin Raid

    - Forest Goblin Raid

    - Desert Goblin Raid

    - Snow Goblin Raid

    - Red Goblin Raid

    - Wasteland Goblin Raid

    - Business Meeting Gone Wrong

     

    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 ⚙️

    Spoiler

    - code tweaks for handitems in items.xml
    - code tweaks in entityclasses.xml
    - removed duplicate zombie entries in several groups in entitygroups.xml
    - cleaned up and standarized naming convention for all buff decos in buff.xml
    - increased infection potentcy of green organic walker/crawler to same level as hazmat zombies
    - created python program XMLRipper that extracts all attribute names from any target xml tag
    - elemental zombies cannot be burned, electricuted, or dismembered
    - tweaked some buffs and nerfs for all elemental zombies and elemental-related bosses
    - added stemCell item for use with enZombies survival and enZombies traders mods

     

     Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work.

    Spoiler

    enZombie Harvest Add-On  (( Download Here 👉 GitHub 👈 )) This mod allows players to harvest all enZombies and vanilla zombies for resources (eg. cloth, rotten flesh, bones) when they are defeated. Zombies that carry bags or backpacks can also be looted before harvesting their corpses. To counter-balance the added abundance of resources from zombie harvesting, this mod also slightly increases the resource requirements of any recipes that rely on them.

     

    enZombie Traders Add-On  (( Download Here 👉 GitHub 👈 )) This mod spawns wandering traders in the wilderness. These traders only provide ability to buy and sell goods, and do not give out quests. These traders use the UMA archetypes and is completely server-side.

     

    enZombie Survival Add-On  (( Download Here 👉 GitHub 👈 )) This mod changes many game elements to suit my personal playstyle - where it is more challenging and more focused on survival. For example, zombies are harder to kill, there is no locate-trader task for the initial survival quest, ambient light during night outside and during anytime indoors is a bit darker, death reduces your max health, birds nests, yucca, and other resources spawn less in biomes. This survival mod is completely server-side.

     

    enZombie Settings Add-On  (( Download Here 👉 GitHub 👈 )) A collection of small mods that allow adjusting certain zombie settings: No Nudes, Attack Range, Wilderness Spawn Amount, Wandering Horde Spawn Amount, Removing Zombies, and Adjust HP. Download the add-on package and take the specific folder that matches the setting you wish to adjust and place it into your 7 Days to Die "Mods" folder.

     

    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.

    Spoiler

    Banshee Queen Patch  This makes the Zulk Zombie mod compatible with enZombies. The Banshee Queen was created by Arcueid/Gray Sage and is a giant screamer boss. What out for her during a screamer horde. Banshee Queen download site

     

    Diamond Giant Raid Boss Patch  This makes the Diamond Raid Boss mod compatible with enZombies. The Diamond Giant was created by Arcueid/Gray Sage and is a giant party girl. It seems that her looks can disable you. Diamond Raid Boss download site

     

    Guppy A20 Zombies Patch  This makes the Guppy Alpha20 zombies compatible with enZombies. This is a great variety of zombies created by Guppycur, including more cops, a nurse, biomechanical wight, stripper, cheerleader, scary clown, etc. Guppy A20 Zombies download site | view pics

     

    KHA20-TFP Behemoth Patch  This makes the KHA20-TFP Behemoth compatible with enZombies. The Behemoth was reworked by KhaineGB and is literally a huge behemoth zombie. This will add a nice challenge to the game. KHA20 TFP Behemoth download site

     

    MickPewPews ServerSide Zeds Patch  This makes MickPewPews Server Side Zeds mod (from 2020) compatible with enZombies. This is an older zombie group by MickkPewPew with very strong bosses. A good addition for later gamestage. MickPewPew download site | view pics

     

    MickkPewPew Patch  This makes MickkPewPews Server Side Zeds 20.5 mod compatible with enZombies. These are some creative boss level zombies that can give players a nice challenge. MickPewPew download site

     

    Robeloto's Custom Zombie's Patch  This makes Robeloto's Custom Zombies compatible with enZombies. The main mod is by Robeloto and contains a ton of excellent custom zombies which use creative texture swaps and weapon prefab attachments onto the base vanilla zombies. The zombies range from easy to very tough and very small to super large. Robeloto Zombies forum page

     

    Snufkin's Server Side Zombies PLUS Patch  This makes Snufkin's Custom Server Side Zombies compatible with enZombies. The main mod is maintained by Arramus and contains a great collection of unique UMA archetype zombies, as well as custom zombies based on the vanilla models. These zombies are boss-level and perfect for the later gamestages. Snufkin Zombies forum page

     

    Zulk Zombie Patch  This makes the Zulk Zombie mod compatible with enZombies. The Zulk zombie was created by BeBeLiOuS and is a nice looking green giant with normal, feral, and radiated varieties, and works well with any game playthrough. Zulk Zombie download site

     

    * * * * * * * * * * * * * * * * * * NPCMod Patches (below) * * * * * * * * * * * * * * * * * *

     

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    NPCMod Patch (powered by Score and NPCcore This makes the NPCMod entities compatible with enZombies. NPCMod is by Xyth and is more like a powerful entity creation platform. NPCMod comes included with three NPCs - two of which are friendly and hire-able, and one that is hostile. Many modders have created more NPCs using the NPCMod as a base, which adds a great variety of zombies and NPCs. NPCMod forum page

     

    NPCMod Bird Expansion Patch (powered by Score and NPCcore This makes the NPCMod BirdPack entities compatible with enZombies. These are non-hostile and hostile flying creatures made by Xyth. Adds a nice touch to the outsides of each biome. NPCMod forum page

     

    NPCMod Fantastic Beastz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Fantastic Beastz to be compatible with enZombies. These are medieval themed monsters (eg. dragons, griffon, harpy) by DarkStarDragon. NPCMod forum page | view pics

     

    NPCMod Gans Special Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Gans Special Zombies to be compatible with enZombies. These include a scary clown and zombiefied military generals, by GanTheGrey. NPCMod forum page | view pics

     

    NPCMod Gans Standard Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Gans Standard Zombies to be compatible with enZombies. These include zombie versions of trader Rekt and Hugh, by GanTheGrey. NPCMod forum page | view pics

     

    NPCMod Goblinz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Goblinz to be compatible with enZombies. These are hostile goblins by DarkStarDragon. Requires KnightzNPeasantz AND OrczAlpha. NPCMod forum page | view pics

     

    NPCMod Khzmusik NPC Civilians Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod NPC Civilians to be compatible with enZombies. These are friendly hire-able humans by Khzmusik. There is a nice variety of them! NPCMod forum page | view pics

     

    NPCMod Khzmusik Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Zombies to be compatible with enZombies. These are more zombies (eg. burnt, cowgirl, office, female cop) to add to your game, by Khzmusik. NPCMod forum page | view pics

     

    NPCMod Knightz N Peasantz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Knightz and Peasantz to be compatible with enZombies. These are medieval themed NPCs by DarkStarDragon. Great with Goblinz and Orcz. NPCMod forum page | view pics

     

    NPCMod Mech Expansion Patch (powered by Score and NPCcore This makes the NPCMod MechPack entities compatible with enZombies. These are hostile robots made by Xyth. Many great models and sounds effects. NPCMod forum page

     

    NPCMod OrczPack Alpha Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Orcz (alpha) to be compatible with enZombies. These are hostile melee and ranged Orc fighters by DarkStarDragon. Fierce looking and awesome. NPCMod forum page | view pics

     

    NPCMod OrczPack Beta Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Orcz (beta) to be compatible with enZombies. These are even more hostile Orc fighters and even two human slaves by DarkStarDragon. NPCMod forum page | view pics

     

    NPCMod PitFighterz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod PitFighterz to be compatible with enZombies. These are friendly human fighters like boxers, MMA, karate, etc by DarkStarDragon. NPCMod forum page | view pics

     

    NPCMod Raiderz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderzPack entities to be compatible with enZombies. These are a collection of hostile humans made by DarkStarDragon. Nice looking bandits. NPCMod forum page | view pics

     

    NPCMod RaiderGurlz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderGurlzPack entities to be compatible with enZombies. These are hostile women made by DarkStarDragon. Dangerous ladies in cool outfits! NPCMod forum page | view pics

     

    NPCMod RaiderGurlz Friendly Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderGurlzPack Friendly entities to be compatible with enZombies. These are non-hostile women made by DarkStarDragon and Mr.Devolver. NPCMod forum page | view pics

     

    NPCMod Robotz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Robotz to be compatible with enZombies. This is a huge and powerful friendly mech you can hire, and is made by DarkStarDragon. NPCMod forum page | view pics

     

    NPCMod Soldier Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod SoldierPack entities to be compatible with enZombies. These are a collection of military helpers made by DarkStarDragon. Great looking models. NPCMod forum page | view pics

     

    NPCMod Spider Expansion Patch (powered by Score and NPCcore This makes the NPCMod SpiderPack entities compatible with enZombies. These are a collection of hostile spiders made by Xyth. The 3D models and animations are well done. NPCMod forum page

     

    NPCMod Spider Colony Expansion Patch (powered by Score and NPCcore This makes the NPCMod SpiderPack entities compatible with enZombies. These are a collection of hostile spiders made by Xyth. The 3D models and animations are well done. NPCMod forum page | view pics

     

    NPCMod Survivorz Expansion Patch (powered by Score and NPCcore This makes the NPCMod SurvivorzPack entities compatible with enZombies. These are friendly human fighers by DarkStarDragon. Nice looking ladies, a sumo and M60 warrior. NPCMod forum page | view pics

     

    NPCMod VaultDwellerz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod VaultDwellerzPack entities to be compatible with enZombies. These are friendly NPCs wearing futuristic civilian and military outfits and gear made by DarkStarDragon. The power armor are cool. NPCMod forum page | view pics

     

    NPCMod Zombiez Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Zombiez to be compatible with enZombies. These are more amazing looking zombies made by DarkStarDragon. NPCMod forum page | view pics

     

    NPCMod YeOlde Undead Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod YeOlde Undead to be compatible with enZombies. These are medieval zombie and skeleton fighters made by DarkStarDragon. NPCMod forum page | view pics

     

    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:

    Spoiler

    - UMA zombies fly amazing distances when struck with a powerful attack. Their physics seem to be more 'floaty' compared to the vanilla zombies. This also results in the occasional zombie getting stuck into nearby walls and bars when explosions and powerful attacks send them rag-dolling overhead. To some this is a bug, to others this is a feature. 😎

     

    - UMA zombies do not collide with player vehicles whether driven or parked. So the zombies will simply walk right through them. This behavior does not occur with the abandoned POI vehicles that litter the landscape - UMA zombies interact with them like normal. When zombie vehicle collision was added to the vanilla zombies, the devs did not add that feature to the UMA system.

     

    - UMA zombies don't get shocked when walking into electric fence traps.. not really, at least. It seems that if they are knocked down while on the fence, they will occasionally get shocked! Stun batons behave normally and shock the zombies just fine.

     

    - UMA zombies do not show the crawling animations when they crawl through the 1 bock spaces. The ability for zombies to crawl through 1 block spaces is fairly recent, but the devs did not implement that update for the UMA system.

     

    - UMA zombies appear to cause a 'micro-freeze' or stutter in the game each time a set number of them are spawned. This was not the case (or it was very insignificant) in Alpha 19. The number of zombies that trigger this stutter seem to range from 5 to 8. Thus, while exploring POIs and encountering sleeper zombies, or fighting through horde night, there will be a short stutter when every 5th to 8th UMA zombie is spawned in. The severity of the micro-freeze might depend on your system specs, but it's not completely certain at this point.
     

    - There is a NullReferenceException error that can occur when sleepers are spawning inside POIs. Majority of the incidents are occurring during trader Clear or Fetch quest, and can sometimes even result in a sleeper zombie being spawned invisible - which can be a vanilla or UMA zombie. They can still be killed with traps, grenades, and turrets, and with the right mods installed you can sense their location when crouching. So far, these NRE errors seems to be intermittent and not tied to a specific POI or zombie type. If you encounter this NRE error please take a screenshot, or send me the log, with the POI name and if the error was repeatable later at the same POI. This will help with investigating further.

     

    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.

    Spoiler

    - 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 zombie hordes specific to each biome. This will allow hordes like wandering, screamer, POI sleepers, and bloodmoon to spawn zombies specific for each biome.

     

    - Add more specialized zombie entitygroups for POIs. Vanilla game already has groups like ZombieGhostTownGroup, HospitalGroup, ZombieNightClubGroup, ZombieFarmGroup, etc. Would love to see more entitygroups for POIs like schools, stores and shops, police stations, residential homes, etc. Of course I can see how this will be low priority for the devs given their small pool of vanilla zombies to fill up these POI roles. At this time, it is the zombie modders who would benefit, and of course the players.


    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:

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    Mentioned Mods:

    Snufkin's Custom Server Side Zombies - PLUS

    Robeloto's Custom Zombies mod

    KHzMuzik's UMA Zombies

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