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ErrorNull

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Posts posted by ErrorNull

  1. 8 hours ago, Realism51 said:

    Update:
    Think I may have found the conflict,  

    ZSCZA20   

    but it seems intermittent, sometimes it bad sometimes good. hmmm. gremlins??

     

    BTW is there a way to remove the UMA zombies from your mod? The flying carcass just isnt that appealing to me

    hi @Realism51 - i'm not familiar with zscza20.. is that a mod name? do you have a link to that ... then i can check it out.

     

    like 90% of the enZombies are UMA zombies, about 70% of snufkin addon zombies are UMA, and like 10% are UMA from robeloto addon. maybe you want to disregard enZombies and my addon's and just use Robeloto's main zombie mod from his site?

     

    in regards to the flying carcass, there are currently no enZombies that fly. also, the only Snufkin addon zombies that fly are Archon, Geist, the drones, and shark. lastly, the only flying creatures in Robeloto addon are the burning and diamond phoenix and the animalFly. not sure which you are referring to that is a "flying carcass"? do you have other mods installed that add other zombies too?

     

    1 hour ago, dbourque said:

    I installed the main folder and the snufkin addon, but when my friends try to join my game they get a connection timed out. Removing just those two mods from the mods folder made it so they could connect again. I tried googling around but couldn't find anything.

     

    What would cause this? 

    hello @dbourque that's a strange one... to cause a connection timed out and prevent others from joining. hmm.... what are all the mods you have installed when you get that connection error? if you can direct message me a copy of your log from either one of below locations would be helpful too:

    \[7Days Game Install Location]\7DaysToDie_Data\output_log__[date]__[time].txt

    \[7Days Game Install Location]\7DaysToDieServer_Data\output_log_dedi__[date]__[time].txt

     

    another way to test is if you only having enZombies installed (and no other addons or mods) - do you still get connection error then?

  2. not sure if happening for anyone else, but i was testing the burning and diamond phoenix and found they had a hard time melee attacking me. when i increased their attack rage to about 2.4, then they were able to hit.

  3. 5 hours ago, mouse2 said:

    Greetings. awesome mod! I was surprised by how much the zombie variety has kept me on my toes and makes the game feel fresh. I wonder if it's intentional that certain zombies can hit for huge amounts of damage? E.g. wandering around in the early game it wasn't uncommon to find a zombie holding a weapon that would hit for 80-90hp per swing (playing on survivalist). I ask because my only negative experience with the mod thus far involved getting one-shot through a door by one of these zombies, which was pretty discouraging :p

    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.

     

    2 hours ago, bbdust said:

    more data ref. the invisible zombie to see if it helps narrow it down: I managed to kill one, and it was worth 7500 exp at vanilla values. I was inside an area with bars and it was outside, so I just shot where I saw the impact to the bars until it died. So the mesh is there and is able to be interacted with, it's just not picking up the texture.

    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

     

    A20-1-2022-01-29-02-22-36.jpg

  4. 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.

  5. 1 hour ago, BossBear said:

     

    Thank you for  looking into it and for making such a good mod in the first place. I'll probably see if I can either disabled wandering hordes or just play without snufkin's add-on for now. 

    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.

  6. 34 minutes ago, BossBear said:

     

    I did some testing like you said and the error message only occurs when both enzombies and snufkin's add-on are installed at the same time it doesn't happen when there  are no mods and it doesn't happen when it's just enzombies.

    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.

     

    Screenshot-2022-01-28-145434.png

    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.

  7. 1 hour ago, ktrain said:

    Thanks so much, sorry for delayed response been playing with it!

     

    Seems like we can pretty much do whatever we can imagine now!

    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.

     

    9 hours ago, BossBear said:

    Whenever the game tries to spawn a Wandering horde I get a repeating error message in the console that locks up my game

    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.

  8. 51 minutes ago, getkloaked said:

    legendary. thanks buddy

     

    here's the mod i was trying to make work but didn't seem to have any effect. (although, i only tried the 4x multiplier, that SEEMED like a decent starting place) https://www.nexusmods.com/7daystodie/mods/1310

     

    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.

  9. 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. 😎

     

  10. 14 hours ago, getkloaked said:

    what mod would be best compatible with this if one wanted to increase random spawn and increase horde sizes? i added duriels larger horde mod and it didnt seem to have any effect. 

    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

  11. 5 hours ago, KanklesTv said:

    The Mods are as follows.

    Khaines:

        3 slot forge

        96 slot backpack

        Dangerous Cities

        Food and Water

       Hitpoint Bar

        Lockable inventory slots

        12 CraftingQueue

     

    MeanCloud:

            Acid

            Enemy Reach shoortner

     

    Ragsy find bicycles

    Scormar HUD2

    ServerTools

    Snufkin Custome ZombiesPlus

    Snufkin Weapon Xpansion

    Zulk

    3 seater gyro

    7d2d vehice respawner

    7daysttodie Batteryacid recipie

    7D2D sewing kit

    A20 bushcraftbites

    A20 ServerSideVehicles 2022jan20

    addVitamin

    allocs command extension

    Allocs webandmaorendering

    ana Vehicle respawner

    Autominer

    Botman

    Clan Cooking

    Craft MegaCrushv1.2

    Dayhawkscomplete meals

    Doughs food sousChefoftheapocalypse

    enZombies

    FGStainlessMod

    ImproedHourdes

     

     

    #1 ) no red errors, had some yellow but took no note of them. I will recheck the yello

     

    #2 No trader issue, we didn't try that, we tried zombies and weapons and vehicle to see if we through any  red errors or lagged the server.

     

     The invisi-pimp slapper came mostly after lots of blasting and screamers.

     

    Side Note here. I want to see if Z's caused an issue. So i spawned in zombies and screamers to get full effect.

     

    Usually the indestructible  was found in the wild by a player. and a few times we all got together and i spawned in screamers and other zombies.

     

    I hope this helps. If need more info by all means ask. Or if it helps and you want to see it first hand i can give you server info and have no issue giving you access for the behind the scene on the server so you can see installs and settings if it helps. Or i can get us all together again and film it and link it to y9u. but that would be tonight or in morning. Whatever helps man because, you got an exciting mod here.

    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.

     

     

    2 hours ago, AndrewT said:

    ErrorNull so far the only bug i found occurs when i search large containers where the game and the music freeze for at least 1 second sometimes 2 but it hasn't been threatening with crashes yet

    thanks for the feedback. enzombies do not make any changes to container or loot behavior, but keep me posted if further issues occurs.

  12. 1 hour ago, KanklesTv said:

    Hello, I just added your mod to our server and had some players come on to test server out before I open it.  We noticed a couple things that I could use your help on.

     

    1) Some zombies take no damage when shot or hit. Sometimes if you burn them first, like a damage over time, they will start to get hurt then you can shoot or hit them to kill them. Obviously that will not work well in game for all players. Is this a feature or a problem?

     

    2) there is an invisible zombie. not like that one you can see the eyes only then kill it, it is 100% invisible no eyes no smile, it just pimp slaps you to death. Is this a real zombie feature in the mod or ?

     

    Thanks for your help.

    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.

  13. 2 minutes ago, Subquake said:

    @ErrorNull UL has built in custom wandering horde options and different way it manages their spawning, they don't loop and should be directly corelated to your GS and shouldn't loop around, if they do, it's a bug and I'll try to look into it and fix that if I can.

    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.

  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. 1 hour ago, Railu255 said:

    Hi I was wondering if this mod requires a new game and if it doesn't is it ok to replace the main (Robeloto) mod with your addon? Thank you

    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. 1 hour ago, vinanrra said:

    I have here more info @ErrorNull, maybe there is conflict with Undead Legacy, because without your mod there aren't any of those errors, maybe this mod conflict with Undead Legacy :(

     

    https://pastebin.com/YdgNMad1 ← This is the log from a fresh server boot up

     

    I'm still debugging things, will bring more info, from in-game console

     

    Here are some errors while I'm playing from server console, there is a problem with Wandering Horde

    https://pastebin.com/nS6ETVLS ← Errors with wandering horde


    No errors in in-game console.

    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. 14 hours ago, NovenaNovena said:

    Is there an option so the zombies dont fly very far away? 

    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 :)

  20. 4 hours ago, arramus said:

    This example is using the ally system and hiring an archetypal version with buff attachment batons and shock buffs built into the melee.

    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.

  21. nice..  UnlockedByDefault, AutoAcceptPartyInvite, and AutoQuestShare are changes i've always wanted in the game. thanks! the improved aiming through sights is great too.

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