jrbarrio Posted January 28, 2019 Share Posted January 28, 2019 Some more xpath mods. GitHub ------======Nexus Mods======------ Traditional Zombies-Minimal Block Damage A17 Reduces the damage zombies do to blocks to 1 damage point per hit. (Lowest it will go) Traditional Zombies-No Block Damage A17 Removes the AITasks from zombies and animals that tells them to attack blocks to get to you and to just generally trash the area around you. Reduces the block damage done by zombies and animals to 1 (this includes vomit and Fat Cop explosions) Traditional Zombies-Plain Zombies A17 Removes Screamer horde calling, and replaces Wight, Spider, Dog, ZombieBear, Vulture, BossGrace, Wolf, and DireWolf with other zombies. Alternate version available for inclusion of wolves Zombie Loot Drop Increase A17 Increase the chances of zombies dropping loot upon death, from 2% to 15% Increased despawn time for loot bags, from 5 to 15 minutes Traditional Zombies-Remove Feral and or Radiated Zombies A17 Replaces all Feral and or Radiated zombies with "normal" versions. Individual Zombie Removal Galleria A17 Remove your choice of zombie and replace it with another. NEW Screamer horde calling disabled. Remove Mod Schematic Use A17 Mod schematics are removed from loot, items and recipes. Just unlock levels of Yea Science perk for each tier of mods to be available.Note: You still need the workbench to craft the mods. Traditional Zombies - Headshots and Dismemberments A17 One hit headshot kills that dismember. Dismember limbs with certain weapons and tools. Compatible versions available for Firearms 2 and Soviet Pack Traditional Zombies - Not Athletes A17 Reduces max jump distance for all zombies to 0 Disables ladder climbing for zombies More Zombies per Biome (x2 x4 x8 x16) A17 Increase the amount of zombies spawning in each biome by x2, x4, x8, or x16. This includes cities and city wastelands x Amount daytime zombies (not animal zombies) Adds Night spawns (half the zombie numbers of day) Adds ZombieBoss to city Doubled respawn delay of ZombieBoss in City Wasteland (from 1 to 2) Shortened respawn delay of friendly animals from 7 to 3 Friendly animals now only spawn during the day Doubled respawndelay of ZombieDogGroup (from 1 to 2) Doubled respawndelay of EnemyAnimalsWasteland in City Wasteland (from 1 to 2) Changed respawn delay of EnemyAnimalsWasteland from 1 to 4 (compared to burnt forests' EnemyAnimalsBurntForest @ 7 for this decision) in Wasteland Doubled respawndelay of zombies in Wasteland (from 1 to 2 day and night) Remove Biome Decor A17 Removes decor from biome spawning Cinderblocks Driftwood Scrap metal piles Small dead shrub Does not affect said decor for POIs Link to comment Share on other sites More sharing options...
Quasimiyao Posted January 29, 2019 Share Posted January 29, 2019 More zombies and zombie boss? Yes please (link for that one links to traditional zombies mod btw) Link to comment Share on other sites More sharing options...
jrbarrio Posted January 29, 2019 Author Share Posted January 29, 2019 More zombies and zombie boss? Yes please (link for that one links to traditional zombies mod btw) Fixed the link, thanks for the heads up! Link to comment Share on other sites More sharing options...
Sgt.Slaughter Posted February 4, 2019 Share Posted February 4, 2019 Nice mods, I'm using several of these thanks! Link to comment Share on other sites More sharing options...
Necrodemus Posted February 4, 2019 Share Posted February 4, 2019 Great collection of mods. Link to comment Share on other sites More sharing options...
Chunkimunki Posted February 6, 2019 Share Posted February 6, 2019 Loving the Headshots and dismembering loads! Is there a way though of increasing the Z's body health so exploding noggins is the only method of choice? Great stuff with all of these! Link to comment Share on other sites More sharing options...
jrbarrio Posted February 7, 2019 Author Share Posted February 7, 2019 Great collection of mods. Nice mods, I'm using several of these thanks! Thank you to the both of you! Loving the Headshots and dismembering loads! Is there a way though of increasing the Z's body health so exploding noggins is the only method of choice? Great stuff with all of these! Thank you! That is a good idea, I will likely implement that once I get my Traditional Zombies semi-Overhaul out the door. I am waiting until Beta, but it may happen sooner. Link to comment Share on other sites More sharing options...
Guppycur Posted February 7, 2019 Share Posted February 7, 2019 Would you be willing to host on github so that you'll appear on the mod launcher (and so I don't have to make a Nexus account)? Link to comment Share on other sites More sharing options...
jrbarrio Posted February 7, 2019 Author Share Posted February 7, 2019 Would you be willing to host on github so that you'll appear on the mod launcher (and so I don't have to make a Nexus account)? Sure, here is my GitHub (new to all of this) Link to comment Share on other sites More sharing options...
Guppycur Posted February 7, 2019 Share Posted February 7, 2019 Thanks! =) Link to comment Share on other sites More sharing options...
jrbarrio Posted April 8, 2019 Author Share Posted April 8, 2019 Traditional Zombies-Headshots and dismemberments updated for functionality with Firearms 2Soviet packOriginal mod also broken down between Melee and Projectiles. Traditional Zombies-Plain Zombies updated to remove the options of No Ferals/RadiatedSimplify xpathsNOTE- For No Ferals/Radiated refer to Traditional Zombies-No Feral and or Radiated (previously Remove Ferals and Radiated) Link to comment Share on other sites More sharing options...
Kleinkoos Posted April 9, 2019 Share Posted April 9, 2019 Great mods .. Thank you ..!! Link to comment Share on other sites More sharing options...
Utakubeta Posted April 10, 2019 Share Posted April 10, 2019 Would you be willing to host on github so that you'll appear on the mod launcher (and so I don't have to make a Nexus account)? how do I add him to the launcher? also... which Mod launcher do you use? I've been using 7D2D Mod Launcher with great success. Many thanks Link to comment Share on other sites More sharing options...
Guppycur Posted April 10, 2019 Share Posted April 10, 2019 Pm Sphereii or ask directly on his thread to add it, giving him the git link. Link to comment Share on other sites More sharing options...
elucidus Posted May 8, 2019 Share Posted May 8, 2019 It seems 17.3 experimental removed the melee wood splitter mod and it seems your Remove Mod Schematics mod is trying to remove it...I mean its still there in the game, so I am not sure why it says its not. I think it was from the loot table. Link to comment Share on other sites More sharing options...
jrbarrio Posted May 8, 2019 Author Share Posted May 8, 2019 It seems 17.3 experimental removed the melee wood splitter mod and it seems your Remove Mod Schematics mod is trying to remove it...I mean its still there in the game, so I am not sure why it says its not. I think it was from the loot table. Ok, I will look into it, however I may not make a change to it until the next stable release (unless it causes major issues). Thank you for the update! As of release version 17.3 this has been fixed, thanks again Elucidus. Link to comment Share on other sites More sharing options...
phyire Posted July 28, 2019 Share Posted July 28, 2019 Hi, I'm looking for help with one of your mods, not sure if it's just the dedicated server refusing to load mods, but ti will not load your mod, works 100% in single player. I followed these steps https://7daystodie.gamepedia.com/How_to_Install_Modlets Directory of J:\SteamLibrary\steamapps\common\7 Days to Die Dedicated Server\Mo ds\JRB_TZ_NoRadiated 07/20/2019 02:00 PM <DIR> . 07/20/2019 02:00 PM <DIR> .. 07/20/2019 02:00 PM <DIR> Config 07/20/2019 02:00 PM 293 ModInfo.xml 1 File(s) 293 bytes Directory of J:\SteamLibrary\steamapps\common\7 Days to Die Dedicated Server\Mo ds\JRB_TZ_NoRadiated\Config 07/20/2019 02:00 PM <DIR> . 07/20/2019 02:00 PM <DIR> .. 07/20/2019 02:00 PM 2,315 entitygroups.xml 1 File(s) 2,315 bytes Total Files Listed: 2 File(s) 2,608 bytes Link to comment Share on other sites More sharing options...
phyire Posted July 28, 2019 Share Posted July 28, 2019 Oh nvm it does get loaded, you forgot the SpiderRad in your modlet: <!-- Spider--> <set xpath="/entitygroups/entitygroup[contains(@name, '')]/entity[contains(@name, 'SpiderRad')]/@name">zombieSpider</set> Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted October 17, 2019 Share Posted October 17, 2019 These are sweet. Hope to see these back for a18 Link to comment Share on other sites More sharing options...
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