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ErrorNull

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Everything posted by ErrorNull

  1. haha yes. i little bit of affair lately. thanks for your patience everyone.. this next update will be released soon. and i do intend to go back to more regular version updates like i did before.
  2. hmm. the enT1HandgunBundle item is defined in items.xml of the enZombies mod, then is later referenced from loot.xml of enZombiesHarvest mod. it's one of the several bundles that randomly dropped by the snow Santa. i don't notice anything wrong with the code though. i'd check the following: 1. do you see enT1HandgunBundle defined there in items.xml of your enZombies installation? 2. have you noticed similar errors regarding other item bundles? 3. ensure that enZombiesHarvest loads after enZombies 4. have the latest enZombies downloaded from gitHub page? hope that helps.
  3. enZombies v2.7 Progress: the hospital horde is all set now. aside from the nurse and lab lady, the rest are lightly clothed because when staying at a hospital, they usually have you wear those thin mini gowns. of course we don't have such a texture in the game, so we can pretend these zombies took them off. 🙃 we have an HD nurse variation -- who performed some bone removal surgery on a victim and will now attack you with that bone and her scalpel. and, we have a lab lady who wants to capture you as a specimen.. or just eat your brains. here are 3 females, two are stab victims. the other one was being treated for being overweight or pregnant - we can't know for sure since can't communicate with her. lol and here are 2 male zombies, one has a badly broken leg, and the other probably died from heart attack or stoke. he is as fat and obese-looking i could make a zombie using UMA attributes.. unfortunately it seems you can only supersize the thighs and the rear trunk. shoulders and arms can't get any fatter. ah well, we work with what we got. at this point, i've completed all the new zombies that will be release for the upcoming v2.7 update -- these hospital zombies, elemental/petrified zombies, new bikers, and new lumberjacks. now to move on and do the feral and radiated versions, and work on more compatibility with other mods and updating a few of my addons. 😎
  4. hello guys. yeah i'm all fine, just been busy with some real life things these past months. good things.. and not bad. i'm just as restless to finish this next update soon. thanks for being patient. 😎 i hoping to have sometime tomorrow and rest of this week to finish this next update. stay tuned.... from within the main enzombies mod, you can go into the 'entitygroups.xml' file and look into each of the entitygroups that are defined. within each group, you can dial up the probability of any vanilla zombies, or alternatively dial down the probability of any enzombies that are in there. it may get a bit tedious as some entitygroups have many variations based on gamestage.
  5. i see. then i would ask the maker of the YouGotMail mod of there's a known issue about this. it appears that this behavior happens to the vanilla assets even if you don't have enZombies or Robeloto zombie mods installed. so the solution is likely closer tied to that mail mod.
  6. hmm that's interesting. i would check to see if you are seeing HandItem assets from all the vanilla 7 Days code as well, for example: meleeHandPlayer, meleeHandZombie01, meleeHandZombie02, meleeHandZombieFeral, meleeHandZombieBurning, meleeHandZombieCop, meleeHandzombieMutated, ammoProjectileZombieVomit, meleeHandAnimalZombieDog, etc. if players on your server are also seeing these, then i'd check whichever mod is being used that display these items are accidentally displaying assets that are hidden. i do know that the vanilla handItems above as well my enZombies handItems like enHand_2025_015_AAAAAAA are correctly hidden via XML code. i'd be curious to know what you find.
  7. hehe. you're observation is correct. these last few weeks i've been spending my free time playing streets of rage 4 and catching up with some anime (demon slayer and attack on titan) with the kiddos. still nothing beats 7 days though. my group of new hospital zombies are almost done. i'll see if i can have 2.7 released by end of this weekend.....
  8. Hi @DefiantDucky - those appear to be 'handitem' objects that are used by the @Robeloto zombies. I would shoot him a message about this as it appears all those handitems are not being forced to be 'hidden' from the player inventory. Something that he can likely update real easy within his mod XML files.
  9. There is an error that is being caused by the game looking for name of a HandItem called "meleeHandAnimalFireSnake". According to the error, it cannot find this handitem during your gameplay. I do know that this specific handItem is used by Robeloto's custom zombie called "animalFireSnake". Which version of Robeloto custom zombies are you using? Because there are two versions. There is 1) the 'normal' version, and there is 2) also the XML version. I went to Robeloto's github and found that the 2) XML version is missing this meleeHandAnimalFireSnake handItem name from within the items.xml file. so if you are using the XML version of Robeloto's custom zombie mod, this seems like the reason for the error. As a test, or a temporary solution, you can remove the Robeloto custom zombie mod from your game and see if you still get that same error. hi @Robeloto can you confirm if this is the case? or maybe i'm blind and the items.xml file in your XML version actually does have meleeHandAnimalFireSnake defined? i'm unsure if there's a command to manually generate the log. are you playing singleplayer or playing on a server? Hi @Eihwaz - that might be an easy edit you can do from within the entitygroups.xml file. but just to be sure, could you clarify for me the areas that you do NOT wish to have enZombies spawn in?
  10. Hi @Ganeshakw and @yanghongdajosh - i can look into this. unfortunately the screenshots do not provide enough information. It would be best for you to send me the full log. This can give me better information on the problem. Please follow the steps below: exit completely from the 7 days to die game start up the game again (this will start a new log file) play the game until you see the error or until you encounter the issue exit the game right away find the log file for the that last game session if playing single player the log file is located the folder called 7DaysToDie_Data: \[your steam folder]\steamapps\common\7 Days To Die\7DaysToDie_Data\ the log file will be called "output_log__[date]__[time].txt" if playing on a server, go into the server files and the folder called 7DaysToDieServer_Data: \[game install location]\7DaysToDieServer_Data\ the log file will be called "output_log_dedi__[date]__[time].txt" send me the contents of the log. you can send me a direct message and post that info there. Any problems let me know.
  11. if you used GitHub, then when you make changes to your mod, you can upload to GitHub only those files that you changed... and not have to upload all of your mod files. Then players can download only those updated files as well. hi @Ratbertt - glad you're enjoying the mod. you are correct in that when the UMA zombies are passing through the 1 block space, they are using the new crawling mechanic that alpha 20 introduced, but the UMA zombies apparently don't know how to display the crawling animation during those instances. in regards to the handItem error, for the upcoming v2.7 update, i have redone all of the handItems within items.xml -- which should also fix any handitem naming mismatches.
  12. Hi @AndrewT - yes. whenever i release a new version of enZombies, i always update all my other related addon's and patch mods too.
  13. how's it going @Ganeshakw - i'm in process of creating 4 more zombies, should be done with that by tomorrow. then by end of next week should have other functionality related to all the new zombies tied up and ready to go by then. 😎
  14. Hi @TiTANSTORM - thanks glad you like the mod. and thanks for sharing this issue. i haven't see a problem with enZombies not being happy with the traders before. the mod doesn't modify any trader code. however there are those custom zombie kill quests. a few things that can help troubleshooting: - do you get the same trader error when your server only has enZombies installed? - does the error occur immediately when near the trader or only when you try to interact/talk to the trader? - are you aware of any other mods you have installed that makes changes to traders? - when you first run up your server, are there any other warnings or errors as enZombies mod is loaded? let me know, thanks.
  15. enZombies v2.7 Progress: here are two more biker zombies variations (left), who wear a helmet to protect their big brains. Next to them are two more lumberjacks. they will try to cut you down like a tree with their tools. it's getting serious. 😎 currently working on nurse variations and more zombies for the hospital theme.
  16. that's a good question. enZombies will always be server-side only. even though UL requires both server and client install, i think enZombies mod should still work with UL on client side even if enZombies is not installed on the client. i haven't tried personally tho. and if you see a bunch of errors, then the quick fix would be to just install enZombies on the client too.
  17. enZombies v2.7 Progress: after creating the new crawler zombies, i decided to create a theme. so here's what i call the "petrified/elemental" zombies. all the nukes and fire during the final days fused earth and molten metal to their flesh. they're not very fast and cannot run, but due to their dense mass they're not that vulnerable to ranged attacks. so you gotta old-school smash them down with pickaxes and sledgehammers! bladed weapons won't work well either and they don't bleed. hiding behind the walls of your base during horde night won't cut it either and their dense fists does a good job at breaking down walls. all these characteristics should give some nice gameplay variety. if you have the body harvest mod installed, these zombies will provide a source of sand, stone and iron. that radiated one will also get you a nice amount of forged iron. you'll notice i'm using the Burnt zombie model for these walking zombies, which seems to work best since they don't wear clothes. it makes the material/texture replacements look more realistic. moving on now to create more bikers zombies and more zombies to populate the hospitals, like half naked patients, and more lab workers and nurses. once they are complete, and after experimentation with Darkness Falls and NPCMod, then v2.7 release will be near. 😎
  18. thanks for the heads up. for the next update, i will be sure to have the robeloto patch mod updated to reflected those zombie name changes.
  19. great advice on that. thanks for sharing. my next update will have more code improvements so enZombies will be more compatible with other zombie mods. this way renaming folders will not be necessary. for now i do plan to have a small addon mod for DF to make it compatible. also, the next update for enZombies will allow Undead Legacy to work without any addon mods or patches @MikeyUK. there may be some spawn scenarios where not all the enZombies will spawn in the correct biomes and not up to my personal standards, but it's a sacrifice i'm fine with. i'm not interested in spending any more of my time toward UL from here on out.
  20. Hi Ganeshakw - i haven't tested with Darkness Falls, but it will likely throw some errors. I'll look into making a mod so that enZombies can be compatible. @Soulself 👍
  21. hi @Soulself glad you like the mod. 👍 what you can do is delete the file called worldglobal.xml. that file makes the night time darker. this behavior will be removed from my next update as well. it's just a personal preference of mine to have darker nights, but i'm slowly taking away those my personal tweaks and putting them into a separate future mod. i want to keep my enZombies mod as close to vanilla as possible. lol thanks. i'm more of a coder than a designer. the devs gonna shut down the uma system soon like by alpha21 which is how these zombies are coded. and when i do.. i might have to start using NPCMod to redo my creations.. but i'm bad at 3D modelling which is a skill more necessary creating new zombies with NPCMod. get ready for some noob ugly zombies when that happens!
  22. enZombies v2.7 Progress: i've completed a good amount of code clean-up and improvements. now working on more zombies: first up, the torso-only crawler zombie. this is a cool model which needs more variety, but it can't be mimicked well with the UMA archetype method. so i've been exploring the replaceMaterial technique that @Robeloto does very well in his custom zombie mod. here are some textures i've picked out that match crawler zombie.. and i like how it blends them into the grass for some nice sneak attack opportunities. thanks again robeloto for showing me what tools and files to work with in order to achieve this. 👍
  23. hi @PoppaSmirk - how's it going? the quick and dirty way is by adding a line code at the very bottom of the entitygroups.xml file of the enZombies mod, but right above the </ErrorNull> tag. for example if you wanted to remove the forest giant from spawning: <remove xpath="/entitygroups/entitygroup/entity[contains(@name,'enForestGiant')]"/> you then add another row like that but for each additional zombie you wish to disable. you'd want to refer to the file entityclasses.xml to find out the specific XML zombie name (eg. "enForestGiant") to use for that line of code. i do have a small mod that already has all this code typed up and the player just needs to add in the zombie names. but, i had removed that mod from my GitHub page while i did my recent reorganizing of everything. i'll have it posted up soon. one thing to consider is that the random wilderness spawning for each biome are specially tailored for the full range of enZombies of which there are 160+ not including the KHz zombies (thx again to @khzmusik) . in the unmodded vanilla game, there are a pool of only about 30 vanilla zombies that the devs more or less need to spawn anywhere and everywhere. the enZombies mod specifically selects only about 5-10 of the vanillas to spawn in certain biomes based on their looks.. and the remaining vanillas are specially selected for certain wandering hordes, and other zombie themed groups. when too many enZombies are removed, more repeat zombies will start appearing due to the reduction in variety in the customized spawn pools. this is even more so the case with the wandering hordes, which have been customized to spawn mostly enZombies, and very few vanilla ones. this was to showcase the many unique groups/themes that enZombies has made possible like hikers, miners, school athletic, strippers, punk gangsters, lab creatures, etc. which do not have vanilla zombie equivalents. the more enZombies are removed, the more repeating zombies will show... and potentially have no zombies spawning from certain enZombie groups where all their members were removed. 😓 another workable approach is to start from the base unmodded game, and go into the entitygroups.xml and insert each enZombie individually into all spawn groups. this way you will avoid the issues above, and can add only a few enZombies at a time. you do lose the effect of biome themed zombies and themed groups of zombies within wandering hordes and other locations. but might be a good tradeoff for your group. then, once your party is ready to play with all the enZombies, you can do away with this workaround and just use the main enZombies mod. 👍
  24. Thanks for the positive vibes. 😎 with each new version update, i'm hoping to make my main enZombies code more compatible with other mods. some of the patches and add-ons i've made for other mods are more of a temporary solution, while i learn more ways to bend this XML stuff in a way to make it enjoyable for everyone. My goal is also to do this all server side, so players have zero friction to jump in, which is why i haven't jumped on NPCMod yet since it requires client side install and disabling EAC. but, i know at some point, i'll be migrating to that platform....
  25. yea noo.. that's not fun at all. 😅 certainly look into dialing down that WanderingHordeEnemyCount setting in UL.
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