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ErrorNull

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Posts posted by ErrorNull

  1. 6 minutes ago, khzmusik said:

     

    Unfortunately I have not heard of any way to get rid of that. It annoys me too, and we're not the only ones. I can do a deeper dive into the C# code, but since it annoys a whole lot of people, if there was a solution it probably would have been published already.

    i cannot argue with that logic, and it makes me sad.

     

    i haven't had the time to try yet, but i was going to experiment with using buffs and some of those twitch integration code to spawn zombies and kinda 'fake' some sort of wandering horde spawning that uses cvars or buffs to add in zombie difficulty progression. have you heard anyone trying that angle yet?

  2. @khzmusik ok nice. that clarifies a good deal.

     

    also since we are working within the context of NPCMod which has its feelers into the lower level code, have you heard of a way to remove the limitation the wandering hordes having of just 50 gamestage levels max? apparently the spawning mechanic for wandering horde simply loops back to gamestage1 entities when players rise above gamestage 50.

  3. 10 minutes ago, khzmusik said:

     

     

    @ErrorNull I don't know if you changed the wandering horde entity groups or not, but if you did, then that's something you will have to consider with the Whisperers. Also - I haven't actually looked at EN zombies for a while, but if you like I can help you add my NPC packs to your updated biome spawn groups. Let me know.

    ah ok. that's good to know. Yes I have heavily customized the entitygroups that will spawn within the wandering horde spawners to showcase my various zombie theme groups.

     

    with your Whisperers, what theme or spawning pattern were you looking to maintain for the wandering horde? I will try my best to maintain your intentions while merging with my wandering horde groupings. will likely need to remove some existing groups and shift some around to accommodate, which i don't mind. below is how the wandering horde is modified per gamestages.xml.

     

    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='01']/spawn/@num">10</set>	<!-- Businessmen / businesswomen -->	
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='02']/spawn/@num">10</set>	<!-- Farmers -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='03']/spawn/@num">04</set>	<!-- Coyotes (from vanilla EnemyAnimalsCoyote group) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='04']/spawn/@num">08</set>	<!-- Feral Businessmen / businesswomen -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='05']/spawn/@num">04</set>	<!-- Zombie Dogs (from vanilla ZombieDogGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='06']/spawn/@num">08</set>	<!-- Feral Farmers -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='07']/spawn/@num">08</set>	<!-- Feral Hazmats -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='08']/spawn/@num">05</set>	<!-- Vultures (from vanilla VultureGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='09']/spawn/@num">10</set>	<!-- Zombie Workers (utility and janitor zombies) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='10']/spawn/@num">10</set>	<!-- Crazies (half nakeds and hobos) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='11']/spawn/@num">06</set>	<!-- Camos (those grass/bushmen) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='12']/spawn/@num">03</set>	<!-- Wolves (from vanilla WolfGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='13']/spawn/@num">08</set>	<!-- Feral Zombie Workers (utility and janitor zombies) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='14']/spawn/@num">08</set>	<!-- Feral Crazies (half nakeds and hobos) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='15']/spawn/@num">10</set>	<!-- Biker Bar Zombies (from vanilla ZombieBikerBarGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='16']/spawn/@num">06</set>	<!-- Feral Camos (those grass/bushmen) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='17']/spawn/@num">10</set>	<!-- Punks -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='18']/spawn/@num">10</set>	<!-- KHz zombies -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='19']/spawn/@num">10</set>	<!-- Fatasses -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='20']/spawn/@num">06</set>	<!-- Zombie Dogs (from vanilla ZombieDogGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='21']/spawn/@num">08</set>	<!-- Feral Punks -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='22']/spawn/@num">08</set>	<!-- Feral KHz zombies -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='23']/spawn/@num">08</set>	<!-- Feral Cowboys -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='24']/spawn/@num">10</set>	<!-- Old Western zombies (from vanilla ZombieGhostTownGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='25']/spawn/@num">10</set>	<!-- Spider zombies -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='26']/spawn/@num">10</set>	<!-- Athletes (footballers and female joggers) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='27']/spawn/@num">06</set>	<!-- Vultures (from vanilla VultureGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='28']/spawn/@num">10</set>	<!-- Strippers -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='29']/spawn/@num">08</set>	<!-- Feral Fatasses -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='30']/spawn/@num">08</set>	<!-- Feral Athletes (footballers and female joggers) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='31']/spawn/@num">06</set>	<!-- Feral Bikers -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='32']/spawn/@num">08</set>	<!-- Miners -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='33']/spawn/@num">06</set>	<!-- Lumberjacks -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='34']/spawn/@num">07</set>	<!-- Zombie Dogs (from vanilla ZombieDogGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='35']/spawn/@num">10</set>	<!-- Military (soldiers, swat, and stealth zombies) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='36']/spawn/@num">02</set>	<!-- Cops (just the vanilla fat cop for now) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='37']/spawn/@num">06</set>	<!-- Feral Miners -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='38']/spawn/@num">05</set>	<!-- Zombie Dogs and Bears (from vanilla ZombieAnimalsGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='39']/spawn/@num">06</set>	<!-- Feral Lumberjacks -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='40']/spawn/@num">08</set>	<!-- Feral Spiders zombies -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='41']/spawn/@num">05</set>	<!-- Wolf and Direwold (from vanilla WolfPack) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='42']/spawn/@num">08</set>	<!-- LabCreatures -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='43']/spawn/@num">02</set>	<!-- Giants -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='44']/spawn/@num">08</set>	<!-- Feral Soldiers (modified vanilla ZombieSoldierGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='45']/spawn/@num">20</set>	<!-- Goblins -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='46']/spawn/@num">08</set>	<!-- Stronger LabCreatures -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='47']/spawn/@num">08</set>	<!-- Vultures (from vanilla VultureGroup) -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='48']/spawn/@num">04</set>	<!-- Feral Fat Cops -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='49']/spawn/@num">10</set>	<!-- Hazmat zombies -->
    	<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn/@num">02</set>	<!-- Zombie Bears (from vanilla ZombieBearsGroup) -->

     

    The wilderness biome spawning is the only other area that is also heavily customized. So in regards to the wilderness biomes, let me know if there are certain considerations i know in order to mirror your spawning intentions as closely as i can for the Whisperers. below are the custom entitygroups groups that any zombies that want to be compatible with enZombies need to fall within:

     

    PineforestZombiesDay

    PineforestZombiesDayCity

    PineforestZombiesDayDowntown

    PineforestAnimalsAggroDay

    PineforestAnimalsGameDay

    PineforestZombiesNight

    PineforestZombiesNightCity

    PineforestZombiesNightDowntown

    PineforestAnimalsAggroNight

    PineforestAnimalsGameNight

     

    DesertZombiesDay

    DesertZombiesDayCity

    DesertZombiesDayDowntown

    DesertAnimalsAggroDay

    DesertAnimalsGameDay

    DesertZombiesNight

    DesertZombiesNightCity

    DesertZombiesNightDowntown

    DesertAnimalsAggroNight

    DesertAnimalsGameNight

     

    SnowZombiesDay

    SnowZombiesDayCity

    SnowZombiesDayDowntown

    SnowAnimalsAggroDay

    SnowAnimalsGameDay

    SnowZombiesNight

    SnowZombiesNightCity

    SnowZombiesNightDowntown

    SnowAnimalsAggroNight

    SnowAnimalsGameNight

     

    BurntZombiesDay

    BurntZombiesDayCity

    BurntZombiesDayDowntown

    BurntAnimalsAggroDay

    BurntAnimalsGameDay

    BurntZombiesNight

    BurntZombiesNightCity

    BurntZombiesNightDowntown

    BurntAnimalsAggroNight

    BurntAnimalsGameNight

     

    WastelandZombiesDay

    WastelandZombiesDayCity

    WastelandZombiesDayDowntown

    WastelandAnimalsAggroDay

    WastelandZombiesNight

    WastelandZombiesNightCity

    WastelandZombiesNightDowntown

    WastelandAnimalsAggroNight

     

    the above entitygroups are then called upon by spawning.xml in the following way. this is just example for the pine forest biome, but the xml follows similar template for the remaining biomes:

     

    <set xpath="/spawning/biome[@name='pine_forest']/spawn/@maxcount">0</set>
    	<append xpath="/spawning/biome[@name='pine_forest']">
    		<spawn maxcount="2" respawndelay="1.00"	time="Day" 	entitygroup="PineforestZombiesDay" 			notags="commercial,industrial,downtown" />
    		<spawn maxcount="3" respawndelay="0.50"	time="Day" 	entitygroup="PineforestZombiesDayCity" 			tags="commercial,industrial" notags="downtown" />
    		<spawn maxcount="4" respawndelay="0.25"	time="Day" 	entitygroup="PineforestZombiesDayDowntown" 		tags="downtown" />
    		<spawn maxcount="1" respawndelay="2.00"	time="Day" 	entitygroup="PineforestAnimalsAggroDay" 		spawnDeadChance="0" />
    		<spawn maxcount="1" respawndelay="1.00"	time="Day" 	entitygroup="PineforestAnimalsGameDay" 			spawnDeadChance="0" />
    		<spawn maxcount="3" respawndelay="0.50"	time="Night" 	entitygroup="PineforestZombiesNight" 			notags="commercial,industrial,downtown" />
    		<spawn maxcount="4" respawndelay="0.25"	time="Night" 	entitygroup="PineforestZombiesNightCity" 		tags="commercial,industrial" notags="downtown" />
    		<spawn maxcount="5" respawndelay="0.10"	time="Night" 	entitygroup="PineforestZombiesNightDowntown" 	tags="downtown" />
    		<spawn maxcount="1" respawndelay="1.00"	time="Night" 	entitygroup="PineforestAnimalsAggroNight" 		spawnDeadChance="0" />
    		<spawn maxcount="1" respawndelay="1.00"	time="Night" 	entitygroup="PineforestAnimalsGameNight" 		spawnDeadChance="0" />
    	</append>

     

  4. Add-Ons Update:

     

    Finished the patch mods for Raiderz Pack and RaiderGurlz Pack by DarkStarDragon. You can now see the following NPCMod entities alongside enZombies:

     

    Raiderz Pack (front row): Merc, Pest, Moto, Beatz, and Slugger

    RaiderGurlz Pack (back row: Gypsy, Betty, Hedy, Gina, and Jayne

     

    A20-6-2022-08-31-15-56-41.jpg

     

    As before, download these patch mods from my GitHub page here. Or, from the main enZombies page - in the Patches section

     

    Note: These zombies are not created by me, nor do I claim any credit. My patch mods simply make these zombies compatible with my enZombies mod. You still need to download the main zombie mod that my patch mod is intended for.

     

    Install instructions:

    1. Download the package which will include all the patch mods I've created.
    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.

    DarkStarDragon has so many cool expansion packs .... looks like i need to get back to work. 😎

  5. 12 hours ago, arvay5 said:

    Oh okay thank you, it turns out darkness falls also uses it and I'm trying to remove it so my computer doesn't die.

    enZombies also has a few zombies with that green glowing aura effect. just go into the file called entityclasses.xml for enZombies mod (or any zombie mod that might have those effects) and find the line below and comment it out or delete it.

     

    <property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/>

     

     

    16 minutes ago, Ru Melin said:

    hy, this is great  that we can combine the NPC Community Mod with the enzombies, thanks a lot. And thanks for patching the other NPCs like Soldiers, Raiders, etc. too.

    Here are some links from Nexus. There are some monsters for NPC core:

     

    https://www.nexusmods.com/7daystodie/mods/2228

    https://www.nexusmods.com/7daystodie/mods/2232

    https://www.nexusmods.com/7daystodie/mods/2231

    https://www.nexusmods.com/7daystodie/mods/2230

     

    Best regards

    oh wow these monsters look real awesome. these would fit in a medieval fantasy theme. i can compatible-ize these as well.

  6. Hey guys. For anyone out there enjoying NPCMod ... but not able to use enZombies due to incompatibility, i've created some patch mods you can now add so that NPCMod entities and enZombies will spawn properly together. so for now, my patch mods only work for the core entities (Nurse, Baker, and Harely) and Xyth's nice Bird, Spider and Mech expansion packs. I plan to eventually compatible-ize the remaining expansion packs too. enZombies mod page

     

    @xyth Feel free to let me know if the way I presented and credited these NPCMod patches on my main page looks okay to you. 👍

  7. Add-Ons Update:

     

    I finished the 'patch' mods that allow NPCMod to be compatible with enZombies. What this means is that the Nurse, Baker, and Harley entities now spawn within the custom biome rules controlled by enZombies mod. Their spawn rates are no longer unintentionally inhibited due to incompatibility.  @Ru Melin

     

    NPCCOrefolks.png.082c0c0e0ea47c1b59f0a22

     

    I have also created patch mods to allow the first batch of NPCMod expansion packs to work with enZombies. These are the one created by Xyth!

     

    1-NPCXBirdPack:  Adds birds to the sky

    1-NPCXSpiderPack: Adds giant spiders to hostile biomes

    1-NPCXMechPack:  An assortment of mechanical terrors

     

    You can download these patch mods from my GitHub page here. Or, from the main enZombies page - in the Patches section

     

    Install 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.

    In the next several days I plan to finish the patch mods for the other NPCMod expansion packs that's listed on the main NPCMod forum page. These are expansion by DarkStarDragon, Mr.Devolver, Arramus, GanTheGrey, and Khzmusik. Lots of cool zombies, civilians, orcs, and creatures out there! If there are other NPCMod expansions out there I've missed, let me know.

     

    @xyth Feel free to let me know if the way I presented and credited these NPCMod patches on my main page looks okay to you.

     

    This was a bit of a fun diversion. But once i'm done with the above, I will resume on finishing up the next enZombies update. 😎

  8. On 8/27/2022 at 1:55 AM, Ganeshakw said:

    @ErrorNull Bro, Thanks. Also,  How much Video Ram do you have ? I hope the 16 GB you have mentioned is the System Ram.

    yes the 16GB is just the system RAM. my video ram is 8GB.

     

    even though my system can handle it, personally i'm not really into all this HD updates going on with 7 days. sure a nice outward polish can help catch the eye of a window shopper, but you can make survival/rpg games that don't need HD models and textures and ray tracing to be fun, engaging and have a thriving community... like minecraft, valheim, teardown, final fantasy 14, WoW, etc. i do like the additional decos as those add to the immersion.

  9. from inside the enZombies mod, you can prevent any enZombies from spawning in the BM my deleting the <append>s that's related to the feralHordeStageGS group. go to entitygroups.xml around near line 6540 and you'll see the first <appends> group ...

     

    <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']">
    :
    (huge list of zombies)
    :
    </appned>

     

    ...  delete that entire block. then repeat for the next block for feralHordeStageGS2, feralHordeStageGS4, and so on.

     

    another approach is the pump of the prob values of BM in arramus' skufin zombies from inside the entitygroups.xml. that might be a bit of a manual process that arramus may need to help out with.

  10. @Ru Melin can you give me links to those mods you are talking about and i can take a look to see if i could have enZombies be compatible in the future.

     

    @Ganeshakw i got a new system couple months ago 😎 intel core i7-12700KF, 16GB RAM, and RTX3070 TI. i usually have my 7days video settings at fullscreen-off, 1920x1200 resolution, vsync-on, and all quality settings on high (none on ultra or beyond). however my previous pc had an RTX2080 and i would need to leave the video settings on medium because i'd get some lag. hope that helps.

     

    @RAGE PVE the behemoth 3D model in KhaineGB's mod is well done. that would make an awesome end boss of wasteland boss. it's not server side though since it has the custom model, but it wouldn't be a big feat to make it compatible with enZombies.

  11. that's interesting. well i reviewed the gamestage modlets for NPCMod that @khzmusik created and looks like they only impact the code for sleeper POI spawning. my planned NPCMod addon for enZombies only touches the wilderness biome spawning, so there's no overlap or potential conflict. you would continue doing whatever you were doing.

     

    however, much like how khzmusik needed to provide a modlet for each NPCMode expansion pack that's out there, i will also need to do the same. my first release will just be for the base NPCCore entities (nurse, baker, and Harley), then as time goes on will create the modlets for expansions made by Xyth, DarkStarDragon, Arramus, GanTheGrey, Khzmusik, and others. the things we do to let everyone play all the mods all at once all the time. 😎

  12. hi there @xyth. wanted to let you know i'm making an addon mod that inserts the 0-XNPCCore entities to my custom enZombies biome groups (in entitygroups.xml) so that the nurse, baker and Harley npc's spawn outside in the wilderness for those using the enZombies mod. i see that within entitygroups.xml for 0-XNPCCore only a subset of nurse, baker and Harley variations are defined to spawn within the biome groups (ZombiesAll, ZombiesNight, SnowZombies, etc) and i'll follow that convention too. NPCMod is a great mod platform and thanks for continuing development on it. i just need to find a spot on my page for this 'powered by Score and NPCcore' banner....

  13. @Ru Melin that is on my to-do list. you're right as it stands now my enzombies spawning code is not fine tuned for NPCMod yet and so it unintentionally inhibits the spawning of the NPCMod entities. i can get a patch mod going and it will be fixed up.

     

    @RAGE PVE yea i like the behemoth too. haven't had the chance to yet, but that's also on my to do list. what are the elite zombies? you have a link?

  14. On 8/9/2022 at 1:56 PM, AndrewT said:

    ErrorNull if you remember the return of the behemoth mod by Khaine its be nice to incorporate it and the radiated behemoth to work with ENzombies and it can be extremely tough minions for the crazy bosses your already working on. lets see what Khaine thinks but i know it'll be fun

    ok. i can look into that and reach out to Khaine when ready. 👍

  15. On 8/5/2022 at 5:24 AM, Weazelsun said:

    ah that so cool, those wandering traders. I was just thinking of the possibilities of having "friendly" npcs.

    NPCMod does a great job of having friendly npcs, and you can even have control of their behavior at any time.. like telling them to attack, or stay, or just follow. it's pretty cool. if you haven't already tried NPCMod for that, i'd give it a try. NPCMod uses advanced code to create these features... which i would not be able to even go near to match with just the XML style that i'm limited to -- since i want to remain server-side only compatible.

     

    On 8/5/2022 at 5:45 AM, Ganeshakw said:

    I think everyone is waiting for @ErrorNull to make this awesome mod to be compatible with the NPC mod. Lets wait and see when he does that miracle. Lol.

    actually, i've already tested enZombies mod with NPCMod and it does run together without any errors. so in that way it's already compatible. 😎 it's just that any NPCmod zombies or npc's will not spawn as often as normal because it does not recognize the new biome spawning rules that enZombie uses. at some point i can create a patch mod to use with NPCMod so that it corrects this minor issue.

  16. back as a kid, after beating a game, i would play the game again on the next higher difficulty mode (contra, streets of rage, shinobi, ninja gaiden, etc). then replay again until i can beat the highest difficulty. then once i could be that, i would start decreasing the number of lives i get per playthrough, until i need to challenge myself to beat the game without dying. of course not everyone plays video games for the same reason. i play to challenge myself, other gamers play to engage in a story (like an interactive movie), or other play just to chill, or hang out with friends. for now i've only been able to get through to the 2nd week in 7 days with one life in Insane, zombies sprinting all day/night, loot levels at 25% and zero air drops and no loot respawn. it's frustratingly fun lol.

  17. here's my attempt at trader Rekt and trader Hugh. the UMA system doesn't have a soft old round-belly body type like trader Rekt lol, and trader Hugh's unique snow clothing has no similar matching set within the UMA meshes and texture. but, i think this will still do fine. next is trader bob and then finalize their spawning code and trader inventory.

     

    A20-5-2022-08-05-03-07-18.jpg

     

    On 8/4/2022 at 3:13 AM, Ganeshakw said:

    Got it @ErrorNull. I would still like to post my ideas if I come across any. 

    Like you said wondering traders with backpacks full of stuff. Somebody like that cannot defend himself or herself. Can at least a guard accompany them ?

    having another NPC as a bodyguard for these wandering traders would be cool, but i don't think it's possible with the XML and UMA mechanics available. it might be possible using SCore and NPCMod, but then the mod will no longer be server-side and also require disabling EAC. i'd still like to avoid that.

     

    for now, these wondering traders do fight back and can kill the zombies. and to counterbalance the trader being invincible, their attack strength is greatly reduced... hoping this can prevent players from just using wandering traders as invincible meat-shield decoys.

     

    anyone have ideas on how to kill off these traders, with just XML modding? i'm able to use buffs to reduce their health just fine, but looks like the built in trader mechanics prevent them from rag-dolling and despawning once i get their health down zero. they just continue to stand there like nothing has happened lol.

  18. hi @Ganeshakw thanks for sharing.. and i do like hearing everyone's ideas. so continue to let me know. we all have our own play styles... and for me i like to imagine an apocalypse where there truly are only a few humans left.. and not enough to rebuild humanity, or to establish any fortified community, or have any regular trader economy. the player is among the final embers of life before we all definitely will go out. :)   

     

    the wandering traders will be available as optional that can be used with existing vanilla trader setup, or it can be used along with other mods that completely remove all traders (which is what i do). even though i have a certain way i like to play, i plan to create mods that still allow everyone options to create their own play style.

     

    i've added a wandering jen .. *ahem* .. i mean, Jane trader now. both of their hands are full of item bags too. and couldn't tell from the previous pics, but all wondering traders will have on these reinforced backpacks. they also use the correct voices when you trade with them. now to figure out how to make them take damage and die. because right now their built-in behavior is that they are invincible.......

    A20-5-2022-08-03-05-02-41.jpg

     

    A20-5-2022-08-03-05-05-27.jpg

  19. enZombies v2.8 Progress:

    the biome bosses as coming along. researching a bit more on buff and trigger events that can hopefully give me better control on how they spawn out in the wilderness. i prefer not to have them just randomly pop up at any gamestage level.

     

    i'm also working on some wandering traders using UMA - so their looks are easily customizable just like the UMA zombies. i never really liked the current stationary trader and trader quests -- as i felt it made the game too easy to power up. randomly spawning wandering traders would also encourage more exploration of all biomes and less incentive to just park a base in one spot and not explore other biomes. as with everything else, these traders will be server side only as well. there's still some fine tuning.. but i'm expecting to have these traders ready along with the main v2.8 update. stay tuned. 😎

     

    A20-5-2022-08-03-01-40-15.jpg

     

    A20-5-2022-08-03-01-39-23.jpg

     

    A20-5-2022-08-03-01-39-28.jpg

     

     

  20. this is awesome. catching blocks on fire has been an effect i felt was missing for a long time. it would make some interesting horde nights with zombies that attack with fire. great to see SCore really opening up lots of new functionality to the game.  i don't seem to hear flame/crackling sounds from the fire. that still pending i suppose? the sound from the burnt zombies will do. maybe someone who likes making new blocks can create more generic burnt wood blocks that would result from the flames. throwing in heat temperature would really complete the effect. great work.

  21. 6 hours ago, HeIrAkI said:

    This addon makes the game so much more entertaining. Love it!

     

    However i notices some strange behavior.

    If you path a way for the zombies and block the path but keep a height of 1 block open. Original zombies start to crawl that space and slows down a little to reach you.

    The addon zombies just walks through like nothing is blocking the path. (but half the body is within blocks).

    Is there a reason or setting for this behavior?

    Hi @HeIrAkI - glad you like the zombies. the ability for the vanilla zombies to crawl through 1 block spaces is fairly recent, and they show the crawling animations as they crawl through which is pretty cool. the uma zombies (most of my zombies use uma) never got that special crawling animation added, since the devs are no longer supporting/updating the uma mechanic. technically, my uma zombies are crawling through the 1 block spaces just like the vanilla zombies, but they don't show the crawling animations when they do so.

  22. HP Settings Mod Added

     

    now you can adjust the HP of every enzombie, vanilla zombie or animal with this settings mod. want to double their HP? sure! want to reduce there HP, no problem.

     

    you can also customize or disable the random variation rage which will apply to all zombies and animals. the current range is 0% to %20, which means that all zombies will receive an extra zero to 20% bonus to their max HP when spawned. you can also use negative values like -10% to 10%. lastly, a range of 0% to 0% will simply disable the HP random variation.

     

    you can download this from the enZombie Settings Add-on link that's part of the "Add-Ons" section of the main mod page. alternatively, here's the direct github download link: https://github.com/ErrorNull0/enZombiesSettings/blob/main/enZombiesSettings10Hp/readme.txt

     

     


    @RAGE PVE and @arramus thanks for your continued tshooting on the invis zombie bug. here's what we've gathered so far from what i've seen: only occurs during a trader clear quest, while player explores inside the POI and triggers sleeper volumes. at some point, player activates a sleeper volume that is near a 'problem' region or object in that POI -- which then triggers a NullReferenceException (NRE) error. there is a small chance that when the NRE occurs as zombies are spawned from that sleeper volume, that one zombie glitches out and spawns without a mesh, prefab, or some characteristic that's needed to visually display the zombie on-screen. even though melee and ranged weapons cannot hit, it appears the invis zombie's collision box is still intact, because it still paths around objects and can be killed by fire and spikes. this unlucky (or lucky?) zombie can be a UMA zombie or vanilla style zombie. it also appears this invis zombie only occurs in multiplayer and that when it happens, the console also shows messages regarding the discarding of netPackageEntityRagdoll and netPackagePlayerStats for an entity. maybe some genius out there can see another possible cause from these clues we've found so far. meanwhile just in case, keep some spikes on hand while doing those Clear quests! 😎

     

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