Robeloto Posted March 26, 2020 Author Share Posted March 26, 2020 (edited) The xml only version is now updated. https://github.com/Robeloto/7D2D_A18.4_Modlets Anyone interested in a version with almost no puke damage? Or wish anything else? With your feedback, it will make my motivation keep on going. With next update the Screamer Boss will not puke rockets anymore. I will create a new zombie that has a rocket launcher instead. The Screamer boss will probably change name also. It will still be very fearful even though it doesn't launch any rockets. ^^ Edited March 26, 2020 by Robeloto (see edit history) Link to comment Share on other sites More sharing options...
UbberN00ber Posted March 27, 2020 Share Posted March 27, 2020 maybe the ability to turn off some zombies not sure if.... enable=0 enable=1 or = true/false just cause some zombies may cause lag or just not needed ones...ty Link to comment Share on other sites More sharing options...
Odetta Posted March 27, 2020 Share Posted March 27, 2020 The xml only version is now updated. https://github.com/Robeloto/7D2D_A18.4_Modlets Anyone interested in a version with almost no puke damage? Or wish anything else? With your feedback, it will make my motivation keep on going. With next update the Screamer Boss will not puke rockets anymore. I will create a new zombie that has a rocket launcher instead. The Screamer boss will probably change name also. It will still be very fearful even though it doesn't launch any rockets. ^^ Ever heard of siren head? I think he'd be scary as hell to encounter, especially if he was huge like in this video. [video=youtube_share;sEpmzpbKd9U] Link to comment Share on other sites More sharing options...
Snufkin Posted March 31, 2020 Share Posted March 31, 2020 (edited) Ever heard of siren head? I think he'd be scary as hell to encounter, especially if he was huge like in this video. [video=youtube_share;sEpmzpbKd9U] OMG, I am making a SirenHead. smh, maybe I should leave it to robeloto xD. @Robeloto The Vulture entity is hardcoded to get out of water, so it isn't useful for swiming entities :c Edited March 31, 2020 by Snufkin (see edit history) Link to comment Share on other sites More sharing options...
Odetta Posted March 31, 2020 Share Posted March 31, 2020 OMG, I am making a SirenHead. smh, maybe I should leave it to robeloto xD. [ATTACH=JSON]{"data-align":"none","data-size":"full","title":"unknown.png","data-attachmentid":1723720}[/ATTACH] @Robeloto [ATTACH=JSON]{"alt":"Click image for larger version Name:\tUntitled.png Views:\t0 Size:\t72.3 KB ID:\t1723719","data-align":"none","data-attachmentid":"1723719","data-size":"full","title":"Untitled.png"}[/ATTACH]The Vulture entity is hardcoded to get out of water, so it isn't useful for swiming entities :c You make yours too. You can never have enough Siren Head. Link to comment Share on other sites More sharing options...
Comp625 Posted April 1, 2020 Share Posted April 1, 2020 maybe the ability to turn off some zombies not sure if.... enable=0 enable=1 or = true/false just cause some zombies may cause lag or just not needed ones...ty I like this idea, a lot. My friends really liked all of the zombies except the Spectral ones. Those felt too imbalanced since they were nearly invisible, and still had the same (if not more) HP as the other zomboids. Link to comment Share on other sites More sharing options...
Robeloto Posted April 2, 2020 Author Share Posted April 2, 2020 maybe the ability to turn off some zombies not sure if.... enable=0 enable=1 or = true/false just cause some zombies may cause lag or just not needed ones...ty I am not experienced with scripting. But I can ask for help on how to do this. Ever heard of siren head? I think he'd be scary as hell to encounter, especially if he was huge like in this video. [video=youtube_share;sEpmzpbKd9U] Yes, I saw this when you posted and have been working on it. Just do not have enough time nowadays. I will try ^^ OMG, I am making a SirenHead. smh, maybe I should leave it to robeloto xD. [ATTACH=JSON]{"alt":"Click image for larger version Name:\tunknown.png Views:\t12 Size:\t36.2 KB ID:\t1723720","data-align":"none","data-attachmentid":"1723720","data-size":"full","title":"unknown.png"}[/ATTACH] @Robeloto [ATTACH=JSON]{"alt":"Click image for larger version Name:\tUntitled.png Views:\t0 Size:\t72.3 KB ID:\t1723719","data-align":"none","data-attachmentid":"1723719","data-size":"full","title":"Untitled.png"}[/ATTACH]The Vulture entity is hardcoded to get out of water, so it isn't useful for swiming entities :c Yeah, make yours too. I also saw your Siren Head, very nice! Ah, I realized it was something like this. Thanks I like this idea, a lot. My friends really liked all of the zombies except the Spectral ones. Those felt too imbalanced since they were nearly invisible, and still had the same (if not more) HP as the other zomboids. Yea, making a version with different zombies removed is a pain. Would be much easier to have a script that can be used to turn on/off special zombies/animals. I just dunno how to do this. 1 Link to comment Share on other sites More sharing options...
Robeloto Posted April 6, 2020 Author Share Posted April 6, 2020 I just cannot make Siren Head any taller when I use the archetypes. If I set sizescale in entityclasses, the zombie will spawn in the air. So I guess 3-4 meters is max when using archetypes. If anyone know any solution to this. Please help! I am also trying to make Pyramid Head from Silent Hill. Does not look nice, trying different things, but it will never look identical to the original. ^^ 1 Link to comment Share on other sites More sharing options...
Snufkin Posted April 7, 2020 Share Posted April 7, 2020 (edited) I just cannot make Siren Head any taller when I use the archetypes. If I set sizescale in entityclasses, the zombie will spawn in the air. So I guess 3-4 meters is max when using archetypes. If anyone know any solution to this. Please help! Thats the problem with archetipes, I just typed something like 2000 and thats the max (btw it also works with negative values, I made a fliying giant head that way) For your pyramid head, a tip: you cannot attach blocks (as far as I know), but can attach SHAPES. Look up the names using UABE and use "SetTransformActive = false" to hide all the LODs but one (look at my weapons mod, the vulcan is made that way. The downside is that it has the brick texture. Edited April 7, 2020 by Snufkin (see edit history) Link to comment Share on other sites More sharing options...
TomGun42 Posted April 10, 2020 Share Posted April 10, 2020 ive put the XML version on my server, what is not in the XML thats in the others Link to comment Share on other sites More sharing options...
Robeloto Posted April 14, 2020 Author Share Posted April 14, 2020 ive put the XML version on my server, what is not in the XML thats in the others The xml version does not have the custom sound files. So it is just the custom sounds only you are missing out when using the xml only version. Link to comment Share on other sites More sharing options...
UbberN00ber Posted April 25, 2020 Share Posted April 25, 2020 can only craft level 1 armor for MagicPlateArmor and Bootsofhaste I have level 5 Adv Eng Link to comment Share on other sites More sharing options...
jackjack3 Posted April 26, 2020 Share Posted April 26, 2020 Every time I load the server this happens. I am not sure what happened 2020-04-25T23:52:19 163.550 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2197]" 2020-04-25T23:52:19 163.551 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2216]" 2020-04-25T23:52:19 163.553 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2236]" 2020-04-25T23:52:19 163.555 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2255]" 2020-04-25T23:52:19 163.557 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2275]" 2020-04-25T23:52:19 163.559 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2295]" 2020-04-25T23:52:19 163.561 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2315]" 2020-04-25T23:52:19 163.563 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2334]" 2020-04-25T23:52:19 163.565 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2354]" 2020-04-25T23:52:19 163.566 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2374]" 2020-04-25T23:52:19 163.568 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2394]" 2020-04-25T23:52:19 163.570 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2414]" 2020-04-25T23:52:19 163.572 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2435]" 2020-04-25T23:52:19 163.575 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2455]" 2020-04-25T23:52:19 163.577 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2475]" 2020-04-25T23:52:19 163.579 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2495]" 2020-04-25T23:52:19 163.581 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2516]" 2020-04-25T23:52:19 163.582 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2536]" 2020-04-25T23:52:19 163.584 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2557]" 2020-04-25T23:52:19 163.587 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2577]" 2020-04-25T23:52:19 163.589 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2598]" 2020-04-25T23:52:19 163.591 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2618]" 2020-04-25T23:52:19 163.593 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2639]" 2020-04-25T23:52:19 163.595 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2660]" 2020-04-25T23:52:19 163.597 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2681]" 2020-04-25T23:52:19 163.598 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2702]" 2020-04-25T23:52:19 163.600 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2723]" 2020-04-25T23:52:19 163.602 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2744]" 2020-04-25T23:52:19 163.604 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2765]" 2020-04-25T23:52:19 163.606 WRN XML patch for "entitygroups.xml" from mod "Robeloto_CustomZombies_XMLONLY" did not apply: <append xpath="/entitygroups/entitygroup[@name=sleeperHordeStageGS2786]" Link to comment Share on other sites More sharing options...
Cernwn Posted May 26, 2020 Share Posted May 26, 2020 (edited) @Robeloto "Nerf Them All" modlet is missing two of the schematics which can be found in destroyed containers. To fix, replace this line in modlets loot.xml: <set xpath="/lootcontainers/lootcontainer[@id='94']/item[@name='chemistryStationSchematic']/@prob">.01</set> With these 3 lines: <set xpath="/lootcontainers/lootcontainer[@id='94']/item[@name='chemistryStationSchematic']/@prob">.01</set> <set xpath="/lootcontainers/lootcontainer[@id='97']/item[@name='batterybankSchematic']/@prob">.01</set> <set xpath="/lootcontainers/lootcontainer[@id='98']/item[@name='generatorbankSchematic']/@prob">.01</set> Edited May 26, 2020 by Cernwn (see edit history) Link to comment Share on other sites More sharing options...
Hogweed Posted June 22, 2020 Share Posted June 22, 2020 Wow, I have been requesting someone make a mod that removes that horrifying chest open squeal for a long time, and I just found this mod. I wear headphones when i play and its really annoying! This mod is a godsend for headphone users! Thank you so much for creating it! Link to comment Share on other sites More sharing options...
Life2Death Posted July 3, 2020 Share Posted July 3, 2020 (edited) . Edited July 11, 2020 by Life2Death (see edit history) Link to comment Share on other sites More sharing options...
TheReaper7D Posted July 8, 2020 Share Posted July 8, 2020 Please, Robeloto... A19 update? Link to comment Share on other sites More sharing options...
Xeraphim Posted July 10, 2020 Share Posted July 10, 2020 (edited) My desire to experience this in a19 makes my buttocks clench with anticipation and reminds me distinctly of Powdered Toast Man™ Edited July 10, 2020 by Xeraphim (see edit history) 1 Link to comment Share on other sites More sharing options...
forbiddenwon Posted July 16, 2020 Share Posted July 16, 2020 @Robeloto Love your work! your zombies were the hardest things i came across during A18. idk your intentions for A19, or if you plan on continuing the project. (we all hope you do) ill be keeping my eyes open for a hopeful update!!!! 1 Link to comment Share on other sites More sharing options...
P3rf3ctVZer0 Posted July 17, 2020 Share Posted July 17, 2020 (edited) On 7/15/2020 at 10:48 PM, forbiddenwon said: @Robeloto Love your work! your zombies were the hardest things i came across during A18. idk your intentions for A19, or if you plan on continuing the project. (we all hope you do) ill be keeping my eyes open for a hopeful update!!!! I eagerly await an update. Edited July 17, 2020 by P3rf3ctVZer0 Spelling error (see edit history) Link to comment Share on other sites More sharing options...
Colin248 Posted July 18, 2020 Share Posted July 18, 2020 your not the only one! im eager for some more enemy verity. Link to comment Share on other sites More sharing options...
Blight Posted July 21, 2020 Share Posted July 21, 2020 (edited) A early version, 3 zombies are deactivated atm. but it works fine and im running it on a dedicated server. For a19. b169 http://bit.ly/2E4HGn9 Edited July 21, 2020 by Slawa (see edit history) Link to comment Share on other sites More sharing options...
forbiddenwon Posted July 22, 2020 Share Posted July 22, 2020 (edited) On 7/20/2020 at 11:09 PM, Slawa said: A early version, 3 zombies are deactivated atm. but it works fine and im running it on a dedicated server. For a19. b169 http://bit.ly/2E4HGn9 what 3? ill take a look at what you got, id be interested to see how you progressed, as im still learning myself i seem to of gotten all working, but i get scrolling warnings with the fire related zeds, goes away once the zeds are killed, haven't sat down to finish up troubleshooting the warnings...... but other then thats, they seems to be working fine..... attached is what ive got thus far.... (i take no credit for the creation, im just tinkering with his code) Robeloto_CustomZombies_XMLONLY.zip this is the error i get until a fire related zed is killed, and for the moment im stumped Edited July 22, 2020 by forbiddenwon (see edit history) Link to comment Share on other sites More sharing options...
Robeloto Posted August 20, 2020 Author Share Posted August 20, 2020 (edited) Sorry everyone. I had a lot of personal things going on, so I took a break from 7 days to die. I am back and I will try to update this to A19 as fast as I can. Edit: Seems I got the zombies to work now. My other mods seems to work now also. Gonna play some hours just to see if I experience any errors with particles, sounds etc. So I will probably update tomorrow! Edited August 20, 2020 by Robeloto (see edit history) 2 Link to comment Share on other sites More sharing options...
Robeloto Posted August 21, 2020 Author Share Posted August 21, 2020 (edited) On 4/25/2020 at 10:14 AM, UbberN00ber said: can only craft level 1 armor for MagicPlateArmor and Bootsofhaste I have level 5 Adv Eng I will look into this soon. Thanks for the info! On 5/26/2020 at 10:33 AM, Cernwn said: @Robeloto "Nerf Them All" modlet is missing two of the schematics which can be found in destroyed containers. To fix, replace this line in modlets loot.xml: <set xpath="/lootcontainers/lootcontainer[@id='94']/item[@name='chemistryStationSchematic']/@prob">.01</set> With these 3 lines: <set xpath="/lootcontainers/lootcontainer[@id='94']/item[@name='chemistryStationSchematic']/@prob">.01</set> <set xpath="/lootcontainers/lootcontainer[@id='97']/item[@name='batterybankSchematic']/@prob">.01</set> <set xpath="/lootcontainers/lootcontainer[@id='98']/item[@name='generatorbankSchematic']/@prob">.01</set> Thanks, I will look into this. On 6/22/2020 at 2:40 AM, Hogweed said: Wow, I have been requesting someone make a mod that removes that horrifying chest open squeal for a long time, and I just found this mod. I wear headphones when i play and its really annoying! This mod is a godsend for headphone users! Thank you so much for creating it! On 7/8/2020 at 4:00 AM, TheReaper7D said: Please, Robeloto... A19 update? On 7/10/2020 at 4:46 AM, Xeraphim said: My desire to experience this in a19 makes my buttocks clench with anticipation and reminds me distinctly of Powdered Toast Man™ On 7/16/2020 at 5:48 AM, forbiddenwon said: @Robeloto Love your work! your zombies were the hardest things i came across during A18. idk your intentions for A19, or if you plan on continuing the project. (we all hope you do) ill be keeping my eyes open for a hopeful update!!!! On 7/17/2020 at 12:36 PM, P3rf3ctVZer0 said: I eagerly await an update. On 7/18/2020 at 11:09 PM, Colin248 said: your not the only one! im eager for some more enemy verity. On 7/21/2020 at 5:09 AM, Slawa said: A early version, 3 zombies are deactivated atm. but it works fine and im running it on a dedicated server. I am so happy that you guys like it. This is good for my motivation. I have updated my modlets to A19 now and links should be at the first page. or just click HERE I was forced to remove fire particles (p_on_fire) on the fire zombies as it filled the console with -> particle is trying to spawn on a mesh with zero surface area. I removed the lighting particle on the shocker zombies. I corrected the explosion and fire when Copter Corpse die. So now it should burn from the gascan/engine. edit: I am soon uploading the XML-ONLY version. Let me know if there is any problem. Thanks guys! Edited August 21, 2020 by Robeloto typos, added download link (see edit history) 2 Link to comment Share on other sites More sharing options...
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