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ErrorNull

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Posts posted by ErrorNull

  1. 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.

  2. so how it works is that zombieTemplateMale is the entity that all other zombies inherit their default attributes value from. for example, among the many other properties, zombieTemplateMale defines the following:

     

    <!-- when zombie does not see you -->
    <property name="MoveSpeed" value="0.08"/> 
    
    <!-- 1st number: when zombie sees you, 2nd number: when zombie is feral or is night time -->
    <property name="MoveSpeedAggro" value="0.2, 1.25"/> 
    
    <!-- a random number between -0.2 and 0.25 is added to the "1st number" of MoveSpeedAggro" above -->
    <property name="MoveSpeedRand" value="-.2, .25"/> 
    
    <!-- speed when zombie is @%$#ed off after you hit it a coule times -->
    <property name="MoveSpeedPanic" value="0.55"/> 

     

    so any zombie that does not explicitly define their own value for MoveSpeed, MoveSpeedAggro, MoveSpeedRand, and MovespeedPanic, will just take on the above default values.

     

    you're right, you can vary the speeds of different zombies by specifying different values for MoveSpeedAggro. for example:

     

    custom zombie 1:

    <property name="MoveSpeedAggro" value="0.2, 1.25"/>

     

    custom zombie 2:

    <property name="MoveSpeedAggro" value="0.4, 1.25"/>

     

    custom zombie 3:

    <property name="MoveSpeedAggro" value="0.6, 1.25"/>

     

    this will give each of the above zombies different 'chasing' speeds (0.2, 0.4, 0.6), but have the same speed (1.25) if they're feral or when it's at night. you can also vary the 'chasing' speeds by using only the MoveSpeedRand property. i haven't actually tested the below yet, but this should produce zombies that have the same base speeds (MoveSpeedAggro) initially, but then have a 'randomizer' value (MoveSpeedRand) added to it on the fly to achieve the random speed variation:

     

    custom zombie 1:

    <property name="MoveSpeedAggro" value="0.2, 1.25"/>

    <property name="MoveSpeedRand" value="-0.2, 0.0"/>

     

    custom zombie 2:

    <property name="MoveSpeedAggro" value="0.2, 1.25"/>

    <property name="MoveSpeedRand" value="0.1, 0.3"/>

     

    custom zombie 3:

    <property name="MoveSpeedAggro" value="0.2, 1.25"/>

    <property name="MoveSpeedRand" value="0.3, 0.6"/>

     

    custom zombie 4:

    <property name="MoveSpeedAggro" value="0.2, 1.25"/>

    <property name="MoveSpeedRand" value="-0.3, 0.7"/>

     

     

  3. Version 2.5 Released!

    (Updated download link on original post)

     

    Took a bit longer than I was hoping, but finally done! Spent lots of time playing around with the Robeloto zombies and play testing enZombies and updating the Snufkin add-on. Below are the details.

     

    Main enZombies Mod:

    - renamed enSpider196 (far right zombie in pic below) to enSpiderTom
    - re-added non-HD vanilla zombies from Alpha 19.6! zombieLab, zombieScreamer, zombieSoldier, and zombieSpider. renamed to enLab196, enScreamer196, enSoldier196, enSpider196. enSpider196 chases you upright on two feet, but has the same hyper jump ability.

    - also created feral and glowing radiated versions of the above zombies. the standard green radiated textures are not available for these poor neglected souls, so i had to 'super-radiate' them using the @arramus technique that was used on Wight Radiation Shower from the Snufkin zombies mod.
    - restored Goblin Raid quests and Businessman Raid quest. Quest item can be found in same lootcontainers as treasure maps.
    - fixed error with BusinessManBoss zombie.
    - updated entitygroups.xml code so that enZombies are more compatible with unsupported mods that also modify the vanilla entitygroups.
    - redid wandering hordes to consist of more unique zombie groups (including KHz zombies) and removed wolves to reduce meat harvesting
    - Fixed gamestage.xml code for ZombieBadassGSHorde group. This should fix some NRE errors. Please do continue to report if the NRE errors continue.
    - fixed enFemaleFlamerRadiated missing radiated/green texture colors
    - gave all female enzombies dancetype 2 (that twirly dance)
    - reduced on-screen buff effects of green screamer3
    - slightly reduced chance of hiker spawns in the forest wilderness (sleeper, scout horde, or bloodmoon horde spawning unchanged)
    - slightly reduced chance of miner spawns in the desert wilderness (sleeper, scout horde, or bloodmoon horde spawning unchanged)
    - made a few zombies look fatter: enFarmerFemale2, enForestMale3, enSnowMale3, enBusinessman4

     

    A20-1-2022-01-23-20-41-48.jpg

     

    Robeloto Zombies Add-on v1.0

    (download from main page in Add-Ons section)

    - includes latest changes from Robeloto version 2.85 2022-01-15 and includes new radrobot1, spectre, and miniMummy
    - removed archon, geist, and scarcrow (since already available in Snufkin Addon)
    - gave all zombies randomized HP of +5% to -5%
    - gave zombieAnesthesia female zombie sounds
    - gave zombieGiant hulk zombie sounds
    - have zombieFreezer/zombieFreeza snow lumberjack sounds
    - gave zombieFreeza a slightly lighter color tint than zombieFreezer
    - added UI description to "buffNoiseAOE" buff (zombieTranslucent)
    - added UI description to "buffStopVehicle" buff (zombieRunningMan)
    - added all zombies to spawner
    - fixed some custom quest text and labels with localization.txt
    - added bodyharvest to all Robeloto zombies
    - updated localization.txt to show cleaner zombie names on-screan

     

    A20-1-2022-01-23-22-35-58c.jpg

     

    Snufkin Zombies Add-on v1.5

    (download from main page in Add-Ons section)

    - restored KillJuggernaut and Snufkin Raid quests. They can appear in same lootcontainers as treasure maps.
    - tweaked bodyharvest for Hisser and Motherclucker
    - cleaned up and reorganized entitygroups.xml code so it can be a template for future zombie add-ons (Robeloto custom zombies, NPCMod, etc)

     

    enZombie Harvest Add-on v1.4

    (download from main page in Add-Ons section)

    - added body harvest for enLab196, enScreamer196, enSoldier196, enSpider196
    - cleaned up code

     

    These last two updates focused more on under the hood stuff.. fixing code and add-ons. For the next update, I'll be creating more fresh new UMA zombies again. Still have lots of ideas and plan to experiment with more zombies that fly and zombies that use projectile attacks. Still working my way up to real boss-level UMA zombies, but not there yet. Still many more 'normal' zombies that need to be made like shopkeepers, more school athlete zombies, scientists, construction workers, stronger bikers, more football player and even baseball player zombies, etc.

     

    Ah yes, and just realized that @Robeloto literally just released a new update today for the custom zombies. 😅 I will incorporate those into my next update of course. As always, please report any errors (with screenshots most helpful) and let me know your zombie ideas as well. Enjoy!

     

     

  4. the comments are a bit confusing. "MoveSpeed" is the speed of the zombie when it doesn't see you. for "MoveSpeedAggro", the first value is the speed of the zombies when they notice and chasing you, and the 2nd number is the speed when they're feral or it turns night time. i regularly change that first number quite often for my various enZombies to customize the speed at which the zombies chase you.

     

    i think that the MoveSpeedRand is the random value between -0.2 and 0.25 (or whichever you change it to) that is added to that first number of MoveSpeedAggro. so this was the the number i was thinking about that can be changed to something like say -0.2 and 0.75 to give a larger random speed effect for when zombies chase you.

  5. check out the file entityclass.xml and the code within each zombie usually has a parameter that randomizes the speed. i forgot the actual name and not at my computer atm... but this speed randomizer value is presented as a range like -0.08 to 0.2, and added to the zombie's base speed. this randomized value is a narrow range, so you don't see drastic variations in zombie speed.

     

    so I'd figure you can do a bigger range like -0.5 to 0.5 and you'll see a larger variation of speeds.

     

    btw, the typical zombie speeds are like 0.2 which is close to walking and 0.8 is a brisk jog. feral sprinting zombies are at speeds around 1.3.

  6. On 1/22/2022 at 12:12 PM, zombiechrist said:

    Hey guys! New to modding for 7d2d. Custom zombie mod is awesome btw. Is it possible to eliminate certain zombies? What files should I eliminate them from? I'm sure it's an xml. Thank you

     

    you'd want to go into entitygroups.xml, then go in and delete or comment out any occurrence of the zombie name you don't want.

     

    also check quests.xml in case there are any undesirable zombies detailed there for any quests.

  7. 3 hours ago, vinanrra said:

    Hi, are the zombies "normal" or have abilities like Snuffin?, because i had to remove them because i'm playing a "hard" mod and those zombies made my server unplayable, because we are noobs

    Hi @vinanrra - all the enZombies are designed to blend in with similar difficulty as the vanilla zombies. for example their HP are around 125 for females and 150 for males. some of the slightly stronger zombies like the cowboys and miners can have HP around 170 to 200. but none have any super range attacks or buffs like many of the snufkin (or robelotto zombies). of course most of the enZombies also have Feral and Radiated versions, but then only appear when you are at higher level, like with the vanilla zombies. the giants are the only real strong enemies and they should be rare with HP around 1200 - 1400.. and they only have hand to hand attacks.

    the snufkin zombies are great but are intended for a higher challenge experience.. so that's why it's available as an optional add-on mod. same with the robelotto zombies, which will be available as an add-on anytime now......

  8. 5 hours ago, AndrewT said:

    adding all the looted quests to the traders is GENIUS not mention ErrorNull some of your quests such as the goblin raid quests make more sense when grabbed from the traders as there a non POI clearing equivalent of the clear zombies quest... getting the raid quests from the traders make them feel more like clearing a group of zombies harassing the settlements which i like. awesome job

    thanks for the feedback @AndrewT i'll look into that.

  9. 6 hours ago, getkloaked said:

    @ErrorNull i installed the no deco mod add on, just got an NRE in hotel_01 POI on a t3 quest...BUT...no invisible zombie. no invisible zombies anywhere else yet. will keep you posted.

     

    EDIT: just got a couple NREs in this POI while NOT ON A QUEST. but...again. No invisible zombies. i dont know the name of it. 

     

    OPS POI

     

    but thats what it looks like. big warehouse.

     

    thanks for sharing your results. i have some other ideas of what might be contributing to the NRE's and will apply them to this next update. i'm about 90% done and expect to have it released within the next 24hrs.......

  10. hi robelotto. love your mod - this zombie mod has the most creative zombies that really use smart ideas with texture swaps and very unique buff and screen effects. i'm just about ready to post the add-on version of your zombies for use with my enZombies, and your zombies give me many new zombie ideas. 😉

     

    at this time, while working with your zombies (XML VERSION), i noticed several things just relating to your custom quests:

     

    the Veteran part 1 quest causes a red console error to appear when clicking on the quest item in the inventory. this quest has a goal to kill 9 different zombies. it seems the 7 days engine has a max limit of 8 zombies as a kill goal. so i removed one of the zombies from the quest goal, and that error no longer appeared.


    console-error-veteran1-quest.png

     

    after turning in either the mummy or the veteran quest to the trader, the trader's "completion" message does not appear to be referencing correctly to the Localization.txt. as a result, the trader simply shows the text label, and not the actual custom text itself.  prob an easy fix.

     

    Inked-A20-0-2022-01-20-11-48-01-LI.jpg

     

    i noticed in your KillSomeGhosts quest is detailed in your items.xml and loot.xml, but but it's not present in quests.xml. maybe you had overlooked that and it had something to do with your spectre zombie that was removed, but now is back? just wanted to point that out for you.

     

    keep up the nice work 😎

     

  11. 1 hour ago, magejosh said:

    Awesome job on these zombies! They are working better in a20 than they worked in a19 for me so far. Haven't encountered the POI quest spam yet but i'll keep my eyes peeled and use the above mod if i do so i can report back.

    I did want to note you may want to append the wildgameForest entity group back into your spawning.xml though, as that is how NPCMod spawns NPC's into the world. Or just make a compatibility patch that does it for those using both mods. It didn't effect me as I already set my spawning in the closing mod for Purgatory. But i can see it would for others not knowing how the two work. 

    Also, am i the only one that gets their custom player profile deleted by a bunch of one time red NRE errors on game client load first time after installing? No big deal as it's easy enough to rebuild given the limited character customization options. Just wondered if i was the only person it happened to.

    thanks! and yes, if you ever do get the NRE error, try out that supporting mod and let me know.

     

    i've been keeping a close eye on NPCMod and will likely create an add-on mod for that one two. i consider NPCMod one of the more interesting and impressive mods to add truly custom and new zombies.. if you're willing to learn a bit of 3D editing too. the fate of the UMA system may also nudge me ever closer to adopting NPCMod instead of UMA archetypes for creating future custom zombies.... who knows.... 😎

     

    regarding your custom player profile being deleted when enZombies is first time loaded ---- that's a new one for me. did this happen on an existing saved map or a new map? if any other players got their player profiles messed up too.. definitely let us know here.

  12. ATTENTION:

    I created a simple mod that removes all prefab attachments for UMA zombies. this serves to help me troubleshoot the NRE error issue.

     

    so if you experienced the NullReferenceException (NRE) error while exploring a POI, drop this mod into your Mods folder in the same way like my other mods.

     

    No Decos Mod (google drive link)

    https://drive.google.com/file/d/15C47k0XIG3EyNR5jTj8JuttaLnU5l7Qh/view?usp=sharing

     

    what i'm hoping to see: no more NRE errors when exploring POIs LOL! but i doubt it. what i do expect to see is that NRE errors still continue, but at least it tells me the prefab attachments are not the cause.. and i can check that off my list of possible suspects.. and move on to my next suspects. thanks for your cooperation.

  13. hi @Jay_ombie - glad you like the zombies and thanks for reporting the error as well. looks like you also were on a trader quest with the NRE occurred ... and happened within zombie groups containing UMA zombies with prefab attachments. i'm also starting to see and wonder if this impacts only the "SleeperHordeStageCS" group.

     

    as a player explores a POI, the sleepervolumes can refer to any number of zombie groups to populate as sleepers. the SleeperHordeStageCS group is the most common group (though not the only one).  i'll keep my eye out on that group and think of ways to test this.

     

    everyone thanks for continuing to report.... and please continue to send screenshots of the NRE... and let me know the POI name, and if repeating that same trader quest again (if possible), whether you consistently get the same NRE... and if it results in any invisible zombies.

  14. @arramus thanks much for that additional info. certainly seems like it only happens during a trader quest. shooting in the dark here, but will provide a test version of enZombies where all the prefab attachments (wielded weapons, bags, effects) on the UMA zombies are removed. trial by elimination of sorts. i think we'll eventually whittle it down to something.

    UPDATE: meanwhile.. I'm about 80% with the Robeloto zombies add-on. i plan to have that released along with a few more new zombies by end of this weekend. 😎

  15. @getkloaked thanks for letting me know you're getting the same NRE issue too. question: when another trader quest to that same POI is available again in the game, does the same error happen consistently again? and do you remember what gamestage range your party was during the quest?

     

    this is a challenging one to troubleshoot as it seems intermittent. what seems consistent so far is that the NRE invis zombie occurs only during trader quests. unless some player out there can confirm if they also received this NRE-invis zombie inside a POI that was not quest-activated.. or out in the wilderness? another thing i believe is that the invis zombie is not always the same type of zombie.. and may be a random selection.

     

    hopefully this is due to a specific UMA zombie (or zombie configuration) that might be causing this, and not due to just any UMA zombie. coming from this standpoint, i can tshoot by eliminating the suspected UMA zombies from spawn (and continue to remove more) until the error no longer occurs. my first suspect would be any UMA zombie that has a prefab attachment (wielding torches, tools, bags, or other non-apparel decoration). in the next day or two, i'll have a test version of enZombies mod for you to download and try.

  16. 11 hours ago, Telric said:

    As this one isn't meant to be a hardcore type modlet, I'm just going to leave it so you can sleep while enemies are around. I have a lot of mods that I'd like to get around to. I did go ahead and add the crouching part so people dont accidentally accelerate time. As for the 3rd point, I have a mod that has been started in a19 that adds a few more hardcore elements such as getting colds and other things like that. The idea of requiring sleep would go well with that, so I'll have it as part of that mod if I ever find time to get around to it.

     

    no worries i see where you're coming from. we all can have different play styles. thanks for adding the crouching functionality.  👍

  17. love the sleeping mod. is it possible to add the following additional features?

     

    1) check if player is currently being hunted, and prevent sleeping if that is occurring. not sure about you, but i'm unable to sleep if there's too much noise outside, and screamers wailing or zombies constantly punching at your bunker base is no exception.

     

    2) the requirement to crouch in order to activate sleeping. sometimes a player base can be a bit small with the bedroll near heavily trafficked areas, and maybe the player doesn't want to accidentally activate sleep, and fast forward time progression.. since they need more time in the day to hit the trader quests or upgrade their base before horde night.

     

     3) i like the positive benefits of sleeping and how it's tied to the perks. any thoughts on adding detriments of not sleeping? otherwise someone can play the entire game with 'sleepiness' at 100% and never care to step on their bedroll, and essentially ignore the sleepiness mechanic. some ideas: reduced running speed, reduced stamina maximum, vision starts to occasionally blur (drunk effect), etc.

     

    keep up the good work.

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