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ErrorNull

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Everything posted by ErrorNull

  1. hi @mouse2 thanks for your feedback. i figured since this is a zombie 'horde' game, there should be a focus on zombie variety. 🙃 do you remember which zombies those were that got you? the giants are the only big-hitters from enZombies that can appear (though low probability) in the wilderness. they are slow and have high hp and can hit hard. they are my 'bear' level zombies. if you are also using the Robeloto zombie Addon, they introduce many more stronger zombies, but have less prob of spawning compared to normal zombies. if you are using Snufkin zombie Addon too, the add even stronger zombies that are very boss-like. you can adjust the spawn rates of these addon zombies. if you need help let me know. hello @bbdust - much appreciate your findings and details. i reviewed all my enZombies and the Robeloto zombies too and none provide XP reward of 7500. the closest is the Anaconda snake from Robeloto which provides 7000 XP. there is also the "Shadow" zombie from Robeloto that is essentially invisible except for its shadow on the ground and uses the feralWight sounds (see below pic). however, its XP gain is just 4500. both of these zombies can spawn naturally in the wild outside of POIs and trader quests. is the game on any custom XP multiplier? your invis zombie incident is very interesting because unlike the other reports, this one was 1) not during a trader quest, 2) and you were able to attack/kill it. if you're able to get me a copy of your log file -- i can review that to find any further clues. the server log is located: [7 days game install folder] / 7DaysToDie_Data / output_log__[date]__[time].txt [7 days game install folder] / 7DaysToDieServer_Data / output_log_dedi__[date]__[time].txt
  2. i made some changes to the enZombies Undead Legacy patch just now. i disabled the UL wandering horde now so it will use the enZombie code for wandering hordes. i think that will work better. plz grab that lastest UL patch from github page https://github.com/ErrorNull0/enZombiesUndeadLegacyPatch ...and also grab the latest enZombies from gitHub while you're at it. i made some updates in the past few hours too: https://github.com/ErrorNull0/enZombies let me know how it goes.
  3. i did some investigating and found that i did format some of the wandering horde code incorrectly. i updated both enZombies and enZombiesAddon1Snufkin just now, so you can download the latest files from the github page. let me know if that fixes those errors. https://github.com/ErrorNull0/enZombies https://github.com/ErrorNull0/enZombiesSnufkinAddon i'll do an official announcement once i release the next update.
  4. thanks much @BossBear . i'll certainly look into that. could be something i broke in the code between enZombies and Snufkin addon on this latest version. lol. i wonder if anyone else has experienced similar wandering horde errors with the snufkin addon yet? Meanwhile, working on my next update, here is a sneak peak at two new utility zombies... i plan to have a total of 3 new ones (1 male and 2 female) to add to the existing team of utility enZombies. as you can see below, the female found some nailguns and this other guy is wielding a shovel. i also have more school athletes and football players on my todo list for the next update. i've noticed that many players like to use mods that adjust the game settings. i already made a mod that allows a player to modify the zombie spawn rate, and i was thinking about making another mod to modify zombie attack reach. then this gave me an idea... why not just make one mod that contains the most common game settings and allow players to adjust them. so i plan to consolidate my existing Spawn Adjuster add-on and No-Nudes add-on, as well as new code to adjust enemy attack reach and enable/disable enemy life bar display, into one mod.. and as time goes on, add any other game tweaks that i notice players like to adjust. i'll probably call it enZombiesSettings add-on or something like that.
  5. it's great to see the many possibilities with NPCMod and looks like arramus is whipping up some good ideas. i plan to experiment with it eventually, but it's not top of my todo list only because NPCMod is not server-side-only and requires everyone to turn of EAC. my friends, family, and i prefer server-side-only mods, BUT i may create an NPCMod add-on for enZombies at some point (that features some of these interesting model and physics benefits) for those players who don't mind non-EAC and non-server side only. it's always good to give everyone options. hi @BossBear - thanks for letting me know. i reviewed the mods and doesn't look like any of them mess with wandering horde code at all, only my mods do that. the best way to troubleshoot is the following: start a new test map and game, install only enZombies, enZombiesAddon1Snufkin, enZombiesNoNudes and doublecheck that there are no wandering horde errors. then shutdown, install 2 or 3 more mods from you list, restart the game and check if the wondering horde errors come back. if so, let me know which mods you added back. if no error yet, add 2-3 more mods and see if there's an error, and repeat. once you find which specific mod that triggers the errors i can take a better look and fix it.
  6. it's all good. after reviewing the xml code for duriel's, it increases the wandering horde and random wilderness spawns. my spawn adjuster mod covers both of those aspects in addition to screamer scout hordes and bloodmoon horde nights. i can also add controls for POI sleeper zombies in the future if there's demand for it. don't forgot, my mod will not change any spawn rates unless you modify the numbers away from the defaults, but you have full control to 2x, 4x, 8x, whatever-x, the zombie spawns in all these groups. be sure restart (or fully shut down 7days game/server and run it up again) for the changes to take effect.
  7. Attention: I created a small mod that allows you adjust the zombie spawn rates for certain events in the game, like wandering horde, bloodmoon horde, screamer scout hordes, random wilderness spawn, etc. it's essentially two XML files that you just open and adjust the values. I tried to format the XML so it's easier to understand and to modify. if you are using the Snufkin or Robeloto add-ons i made, this spawn adjuster mod will also control those zombie spawn rates. Any issues let me know. enZombies Spawn Adjuster v1.0 👉 Download from GitHub 👈 @getkloaked see if this one works better for you. 😎
  8. hi @getkloaked - could you give me the link to the duriel's larger horde mod, and i'd be glad to take a look at it. otherwise you'd want to manually adjust the 'maxcount' that's in the spawning.xml file. that will increase the random wilderneses spawns. sleeper zombies, wandering hordes, bloodmoon, scout hordes and their spawn size can be controlled within the gamestages.xml file. look for "num" parameter and you can increase those. hope that helps. ------- FYI everyone - I have uploaded all my mods to GitHub as another way you can view/download them. i've also updated the main page to show the GitHub links. any issues, let me know. https://github.com/ErrorNull0
  9. thanks for all the detailed info. first of all, i would remove the original Snufkin Custome ZombiesPlus mod you have installed, and instead install my Snufkin Zombies Addon v1.5. my addon is the same as that original snufkin mod but has the necessary changes to make it compatible with enZombies. all the other mods have not been tested with enZombies, so i'm not surprised that some unexpected behavior is happening. i won't have the time to help you test each of those mods, but what you can do is start removing each mod one by one (or several at a time) .... re-test the game to see if any errors or invis zombies continue... and if so, remove more mods and repeat, until the problem stops. this way you can discover which mod is causing that issue. then you can let me know which one and i'll be glad to investigate that specific mod. it can be time consuming, but that's just part of the deal when working with mods. since you are experiencing issues with zombies not taking damage, i would first focus on any mods that modify zombie hp or armor, or even mods that change attack strength of weapons. for the issue of invis zombies, i would focus on mods that add more zombies to the game or make changes with how zombies spawn. it's possible that just by removing the original Snufkin mod and replacing that with my Snufkin Addon might fix that. if you are able to upload and share a video of the invis zombie issue, that could be helpful too. thanks for the feedback. enzombies do not make any changes to container or loot behavior, but keep me posted if further issues occurs.
  10. hi @KanklesTv - thanks for reporting what you found. 1) all the enZombies and any zombies from my supported add-ons should always take damage. if they do not, then that will need to be investigated. can you let me know what all mods you have loaded in your Mods folder? also, did you or your players notice any errors pop up on the console while playing? 2) the invisible pimp-slapping zombie is something that has been experienced by several players so far, so you are not the first, and i'm still watching out for it. can you tell me several things: did the invis zombie only occur during a trader quest in a POI, or did it occur outside while randomly exploring? can you remember which POI name? did anyone notice any errors that popped up? any server logs would also be helpful. you are welcome to send me the info via direct message and we can troubleshoot more that way too.
  11. that's strange. i'll send you a direct message to further troubleshoot.
  12. ok cool. yea i've tested and confirmed about a month ago that the vanilla behavior loops at gamestage 50 for wandering hordes. it's cool that you've found a way bypass that limitation. at some point i'd like to know how you did that so i can do something similar with some future mod ideas i have.
  13. giggly physics? asking for a friend...
  14. @vinanrra i made a preliminary patch for undead legacy. can you try this out and let me know if you see any further errors or warnings? once it all seems good, i'll add an official link to my main page. instructions: download the zip file below. extract the contents into your 7 Days "Mods" folder. note that the contents of the zip file contain the folder "UndeadLegacy_Content01". be sure that this folder and it's contents OVERWRITES the existing folder that's already in your Mods folder. this is what will make the needed changes to your current install of undead legacy to work with enZombies. Undead Legacy Patch (google drive link) https://drive.google.com/file/d/1kyPPDUsO1v2R3bZ_5eO6LCeH8DMnRhBC/view?usp=sharing
  15. hi subquake - this is a very well polished mod.. the UI overhaul is amazing. i love how you added branches, a stone pick axe and many other intermediary items to add a bit more realism and extend the early game. i noticed that in your gamestages.xml file, you have modified the WanderingHorde spawner to use all the feralHordeStageGS groups instead of the wanderingHordeStageGS and FwanderingHordeStageGS groups. that's rather genius. what really caught my attention was that your WanderingHorde definition does not stop at gamestage 50, but continue on past gamestage 4000! it's my understanding that for wandering hordes, the 7 days engine will only recognize up to gamestage 50, then loop back to gamestage 1. did you implement some unique xml or C# code to bypass this looping behavior? or something else?
  16. if you want to use enZombies with Robeloto zombies, be sure you are using my Robeloto Zombies Add-on... do not use the main Robeloto custom zombies mod or you will get some errors.
  17. ah ok. thanks for the server bootup log.. that's something i can understand. those are warnings that the Undead Legacy mod is unable to find specific gamestage levels for the hordenight spawning because my enZombies have modified those to allow custom spawning. and the warnings at the bottom half of the log that point out that Undead Legacy cannot find certain entitygroup names that my enZombies mod has renamed. this is happening because i've made changes to the gamestages.xml and spawning.xml files that other mods do not expect. this is likely the case with the wandering hordes as well - since i created custom wandering horde groups for enZombies. what i can do is create a patch that you can add into your Mods folder that updates Undead Legacy to be aware of those changes i did to those files. give me a few days and will have the patch available. 👍
  18. hi @vinanrra - thanks for reporting this. but, sorry i'm honestly not familiar with reading that type of error output. i'm guessing this is coming from a lower level environment like C#? the thing i recognize there is just the word "EntityGroups".. but i don't see if the error is coming from a file/reference from enZombies or Undead Legacy. i'm more familiar with errors that show on the onscreen game console. if you have any of those that would be great. meanwhile, if anyone knows how to read this error output from the pastebin link, and give me a hint, that would be awesome. 👍
  19. now that you mention down trees, i can not play the game anymore without questioning why there are no downed trees. lol. nice mod.
  20. hi @NovenaNovena the flying zombies like the ones in the Snufkin zombies add-on use the vulture behavior. so if they are not chasing you, then they will just fly up in the air and sometimes to a random farther distance like vultures. i don't believe there is a way to modify that behavior through normal xml modding. if you're able to hit them with a bullet or arrow, then they will chase closely though
  21. interesting! i forgot that NPCMod can also be used for uma entities too... hmm... and turn them into allies. i'll be looking into that. i liked how your bushman jumped on top of marlene and continued to hop on her head while electrocuting her lol.
  22. nice.. UnlockedByDefault, AutoAcceptPartyInvite, and AutoQuestShare are changes i've always wanted in the game. thanks! the improved aiming through sights is great too.
  23. i see, sure i can look into using github. will try to have that setup for my next update.
  24. that's interesting. what's the code look like for randomize passive effects? or is there an example item or zombie i can refer to in the vanilla xml?
  25. forgot to mention, i had also distracted myself with creating a funny weapon / tool mod. turn on cheats and go into DM mode. go into the creative menu by pressing "U" and choose / enable the filter for Dev tools. then search for 'dance'. there's no graphical icon for it cause i'm lazy. throw that mod onto any tool or weapon, then strike a zombie with it. LOL.
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