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ErrorNull

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Posts posted by ErrorNull

  1. 21 hours ago, Ganeshakw said:

    Looking at the time @ErrorNull is taking for this version update, looks like he is having an affair. Lol.

    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. 13 hours ago, TiTANSTORM said:

    Love the mod from previous plays and on our new server we are receiving "SML loader: Loading and parsing " failed Item with name 'enT1HandgunBundle' not found!"

    This seems to be in enZombies-main and enZombiesHarvest-main

    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.

     

    A20-2-2022-04-30-06-10-11.jpg

     

    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

     

    A20-2-2022-04-30-06-11-58.jpg

     

    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. 

     

    A20-2-2022-04-30-06-17-41.jpg

     

    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. 😎

     

    On 4/21/2022 at 10:47 PM, AndrewT said:

    hopefully the EnZombies mod along with the robeloto patches will be updated by at least the end of may

    i hoping to have sometime tomorrow and rest of this week to finish this next update. stay tuned....

     

    On 4/20/2022 at 10:27 AM, DefiantDucky said:

    I would like to make spawns increased for standard zombies whilst keeping theirs down or occasional to rare for all variants. which files would be responsible for this?

    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. On 4/15/2022 at 6:38 PM, DefiantDucky said:

    Yes I can confirm that something is causing those exact files to show up. However I would be clueless which one would be showing these up in files? they are saying mailboxes which means YouGotMail mod might be causing this.

    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. 3 hours ago, DefiantDucky said:

    @ErrorNull Hello again, I have not had any luck with contact robeloto in regards to his XML's but I have had reports that EnZombie assets are showing up as well. enHand_2025_015_AAAAAAA, according to players they are finding them in mailboxes...I have one mod on the server that edits loot found in mailboxes. Would this be a possible conflict?

    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. 2 hours ago, Ganeshakw said:

    @ErrorNull Bro, looks like 2.7 is being delayed.

    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. On 4/7/2022 at 11:26 AM, DefiantDucky said:

    Hello I have attached a reoccurring issue on my server, we are using the XML robeloto pack. My player base is reporting that once scrapping plant fiber clothing that are getting these show up in their inventory and they can't remove them or anything.

    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. 14 hours ago, yanghongdajosh said:

    2022-03-30T02:40:34 2115.347 INF SectionType change from Exploration to Suspense
    2022-03-30T02:40:35 2115.809 WRN No chunk for position -2034, 43, -1928, can not add childs to pos -2032, 42, -1928! Block cntCar03SedanDamage0v04
    Exception: Item with name 'meleeHandAnimalFireSnake' not found!
      at EntityAlive.CopyPropertiesFromEntityClass () [0x00080] in <39cf8b713b17414c9e5ddfff01d6df19>:0 
      at Entity.InitCommon () [0x00029] in <39cf8b713b17414c9e5ddfff01d6df19>:0 
      at EntityZombie.InitCommon () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0 

    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?

     

     

    13 hours ago, Ganeshakw said:

    @ErrorNull Bro, I couldn't find any log file. It seems that its not getting generated in the specified folder. Is there any console command to start generating the log ? 

    i'm unsure if there's a command to manually generate the log. are you playing singleplayer or playing on a server?

     

     

    6 hours ago, Eihwaz said:

    It would be great to have a version were the new Zs only spawn in world and wandering hordes, to reduce mirco laags

    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:

    1. exit completely from the 7 days to die game
       
    2. start up the game again (this will start a new log file)
       
    3. play the game until you see the error or until you encounter the issue
       
    4. exit the game right away
       
    5. find the log file for the that last game session
       
      1. if playing single player the log file is located the folder called 7DaysToDie_Data:
        1. \[your steam folder]\steamapps\common\7 Days To Die\7DaysToDie_Data\
        2. the log file will be called "output_log__[date]__[time].txt"
           
      2. if playing on a server, go into the server files and the folder called 7DaysToDieServer_Data:
        1. \[game install location]\7DaysToDieServer_Data\
        2. the log file will be called "output_log_dedi__[date]__[time].txt"
           
    6. 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. On 3/26/2022 at 3:46 PM, ERIDIUM12 said:

    Greetings all, I had a question after reading what you were talking about. Ive only just started modding 7 days to die, but how do you make updates without constantly needing to release the entire mod over and over? 

     

    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. 34 minutes ago, AndrewT said:

    will the robeloto patch for this mod also be updated soon as robeloto had updated his mod a few times and made several changes to many of his zombies such as new names and new model textures

    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. 5 hours ago, Ganeshakw said:

    Hey Bro, when can we expect V2.7 anyways ?

     

     

    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. 19 hours ago, TiTANSTORM said:

    For starters, loving this mod and the work you are putting into it!

     

    I updated a few of the scripts on our server, including this one, and now everyone is seeing a console error when getting near a trader. Searching all the files, it looks like it could be an issue with the new version of enZombies?

     

    NullReferenceException: Object reference not set to an instance of an object
      at EntityTrader.PopulateQuestList () [0x00050] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at EntityTrader.OnUpdateLive () [0x00013] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at EntityAlive.OnUpdateEntity () [0x0001e] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at World.TickEntitiesSlice () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at GameManager.UpdateTick () [0x00026] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at GameManager.gmUpdate () [0x002f4] in <39cf8b713b17414c9e5ddfff01d6df19>:0
      at GameManager.Update () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0

    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.

     

    A20-2-2022-03-21-14-08-48.jpg

  16. 2 hours ago, dhyde79 said:

    so.....we can or can't run this server side only with UL?  if so, even if it requires manual config, how does one do it?

    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. 42 minutes ago, asmosnuts said:

       LBD being dropped was a critical mistake. Going from a natural progression, gaining from the things you did most, to a clumsy points system that still isnt balanced was nonsensical. It had problems yes and things like spam crafting could have been nerfed.

    The map gen was almost perfect, huge maps with few mistakes all working properly.

        While the graphics are lush now, they werent the draw, it was the gameplay that won out. Loads of zombies, dangerous cities, having to really hunt for stuff you needed.

       Now we are led by the hand through most of it and people STILL complain its too hard! its too much effort to look for stuff, give me it all NOW!

      Not gonna lie maps are improving, cities look good. Small maps are a hindrance and lack of zombies is criminal.

       Still like and play but new features are needed rather than just upgrading graphics ad nauseum.

    yes, it used to be a nice dreary atmosphere survival game, had to aimlessly explore, survive and ration your food and ammo. now it's more a hip bright fps game with traders quests, large loot rewards in every house, and lots of ammo. for me.. i think it started getting easy when the trader was introduced.

  18. On 3/16/2022 at 4:03 AM, geengaween said:

    Yeah I guess it's all those things, it's repetitive and has a lack of purpose. There's really no endgame and no real threat besides the same 12 zombies over and over. And unlike zomboid 7DTD isn't designed around multiple playthroughs with permadeath so it's a LOT slower to get started - in zomboid most people don't get to see "endgame" because they die within an in-game month.

     

    i have the same feeling as well. i actually rarely play 7d2d these days, i just enjoy creating the zombies. when i do play, i max out the difficulty and play for one life and see how long i last. once i die, then i go back to modding zombies for a couple weeks. lol. occasionally i start a new map on my server and my bros and kids we have a blast designing our base, doing the horde night and traders quests. but after you hit tier 5 quests.. it gets repetitive. after your horde base is fully upgraded to steel, it gets repetitive. and we rarely ever leave the pine forest. we find the trader base, setup camp next to it.. and play until like we level 100 or so.. then we slowly lose interest cause it gets easy. there's not much incentive to visit other biomes. sure you can get better loot, but as you increase in player level, you'll eventually that same better loot in the pine forest too. there are some good overhaul mods out there to mix it up a bit though. once i'm through with making zombies, i plan create another mod that adds more incentive to visit the other biomes. like unique items or crafting ingredients for stronger weapons or better vehicles that can only be found in certain biomes. boss level zombies that drop custom top tier items that can't be crafted or looted, and they only appear in certain biomes. Special quests/treasure maps that can only be found in certain biomes, etc.

  19. 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. 😎

     

    A20-2-2022-03-17-08-52-53.jpg

  20. 4 hours ago, arramus said:

    A few posts are coming over to the Snufkins related to the Robeloto Patch and this is for hosts/players to consider when using the enZombies patch.

     

    For the patch, players will need to:

     

    Change Radrobot1 from the entitygroups.xml to zombieRobot.

    Change zombieFreezer from the entitygroups.xml to zombieCold

    Remove zombieMPF from the entitygroups.xml. It may have changed names but there is no notification that stands out.
    There may be more updates but this was the minimum to launch/join with no warnings.

     

    Be aware that there are quite a lot of versions of this mod. The default one has custom assets for explosions and sounds.
    There is also an xml server side only version. If your players are getting errors and are unable to join, ensure they also have the Robeloto Mod in their Mod folder depending on which version you have opted to use.

    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.

  21. On 3/11/2022 at 8:13 AM, doughphunghus said:

    I have been doing when I use this mod and I load a LOT of other mods, is rename the toplevel folder of it something so it always loads first, like "0-a-enZombies".

    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.

  22. On 3/8/2022 at 5:04 AM, Ganeshakw said:

    Bro, just wondering if we can use this awesome mod with Darkness Falls ?

    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.

     

    1 hour ago, Soulself said:

    You are a gentleman and a scholar, thank you so much!

    @Soulself 👍

  23. 13 hours ago, Soulself said:

    Absolutely LOVE this mod!!! Just got into the modding scene and this feels like a must.

     

    Unfortunately…for whatever reason, when this mod is enabled, our nighttime’s turn to PITCH BLACK.

    You can see the sky box just fine, but if you’re not within a light source, everything else on the screen turns black and you can’t see or traverse anything, let alone fight zombies. Any idea?

     

    I only have s couple modlets to increase stack size and loot drop frequency. So I don’t think it’s conflicting with anything.

    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.

     

    11 hours ago, dujinyuan said:

    That's it! That's what i'm talking about! More kind of zombies!They should hire you .Oh...Maybe they will...If they find your mods.Good job....

    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!

  24. 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. 👍

     

    A20-2-2022-02-24-07-40-19.jpg

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