KrasyMaster Posted February 7, 2021 Share Posted February 7, 2021 Hello, I got a problem with this mod. This pack is a part of the war of the walkers mod but what I see is only vanilla zombies and animals. I found new zombies maybe twice and only in wandering horde. I am using 7days to die launcher to start the game. Pleae help Link to comment Share on other sites More sharing options...
Guppycur Posted February 9, 2021 Share Posted February 9, 2021 That's apparently how Dwall has it set up in WotW. Link to comment Share on other sites More sharing options...
KrasyMaster Posted February 9, 2021 Share Posted February 9, 2021 During blood moon they are not appearing too. Any idea how to fix this? I Remember that I played around half year ago and everything was working just fine Link to comment Share on other sites More sharing options...
Guppycur Posted February 9, 2021 Share Posted February 9, 2021 Edit the entitygroups and add the zombies to those groups. Link to comment Share on other sites More sharing options...
khzmusik Posted February 10, 2021 Share Posted February 10, 2021 (edited) 23 hours ago, Guppycur said: Edit the entitygroups and add the zombies to those groups. Guppy is correct. For horde nights, you want to target the "feralHordeStageGS(N)" entity groups (where "(N)" is a game stage number). There are quite a lot of them, so adding them to each game stage group is a PITA. One thing I have done, that works OK, is to search for specific vanilla zombies within these entity groups, then append an NPC after it. Example: <append xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStage')]/entity[@name='zombieArlene']"> <entity name="npcWhispererFemale02EmptyHand" prob="0.3" /> <entity name="npcWhispererFemale02Club" prob="0.3" /> <entity name="npcWhispererFemale02Knife" prob="0.3" /> <entity name="npcWhispererFemale02Bow" prob="0.3" /> </append> This will append one of the female whisperer NPCs into all of those groups, after the vanilla Arlene zombie. If the entity group doesn't have Arlene, the NPC won't be added. By choosing which vanilla zombie to associate with the NPC, you can sort of game stage the NPCs - for example, a very powerful NPC could be associated with demolishers, so only spawn in later game stages. (Note: That's the NPCPackHuman version of the female whisperer. I'm not positive what WotW uses, but if it's the CPHuman version, it starts with "human" not "npc".) Edited February 10, 2021 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
xxx73 Posted February 20, 2021 Share Posted February 20, 2021 On 1/25/2021 at 4:45 PM, xyth said: The fantasy mod was released as part of the WinterWeen project and never released as a solo mod and was never tested outside of WW. The release version is <Version value="19.2.1.1" /> so no idea how you got that other version. You can remove that entity from spawning if you think its that one. Let me now if you confirm its that one. About version, I have no idea, not sure where I downloaded from. I removed all fantasy zeds from the game, was not sure who that caused the errors. This is the ModInfo file: <?xml version="1.0" encoding="UTF-8"?> <xml> <ModInfo> <Name value="0-CreaturePackFantasy" /> <Description value="Fantasy Creature Pack Base Modlet" /> <Author value="XythCommunityProject" /> <Version value="19.2.1.9" /> <Website value="" /> </ModInfo> <DMT Hash="b53e312d4ea0271a517226a87b55fad0"> <dependencies /> <conflicts /> </DMT> </xml> Link to comment Share on other sites More sharing options...
Reckis Posted March 5, 2021 Share Posted March 5, 2021 @xyth Anyone else getting a corrupt file message from WinRAR when trying to unzip the zombie pack? Link to comment Share on other sites More sharing options...
Cernwn Posted March 5, 2021 Share Posted March 5, 2021 @Reckis Download from github via gitzip is fracking off with that directory - red undefined error. Try Nexusmods link instead. Link to comment Share on other sites More sharing options...
xyth Posted March 6, 2021 Author Share Posted March 6, 2021 The only zip I provide is an occasional NEXUS one, which isnt typically the most current version. best way is just pull from the repo. Link to comment Share on other sites More sharing options...
nickuk01 Posted March 28, 2021 Share Posted March 28, 2021 Would I be correct in assuming that the zombies in this pack do not catch fire for some reason? Hit some several times with my lit torch and no fire. Hit vanilla normal zombie couple times and will always catch alight? Link to comment Share on other sites More sharing options...
xyth Posted March 29, 2021 Author Share Posted March 29, 2021 (edited) On 3/28/2021 at 5:38 AM, nickuk01 said: Would I be correct in assuming that the zombies in this pack do not catch fire for some reason? Hit some several times with my lit torch and no fire. Hit vanilla normal zombie couple times and will always catch alight? They should all catch fire. Some need a different particle included in the effectspack. I should move that to the main zombiepack I guess. Which zombie isn't catching fire? Edited March 29, 2021 by xyth (see edit history) Link to comment Share on other sites More sharing options...
nickuk01 Posted March 30, 2021 Share Posted March 30, 2021 On 3/29/2021 at 2:45 PM, xyth said: They should all catch fire. Some need a different particle included in the effectspack. I should move that to the main zombiepack I guess. Which zombie isn't catching fire? I'm sorry did not note which ones in particular. I remember one was a tall dude in dungarees i think Link to comment Share on other sites More sharing options...
nickuk01 Posted March 30, 2021 Share Posted March 30, 2021 43 minutes ago, nickuk01 said: I'm sorry did not note which ones in particular. I remember one was a tall dude in dungarees i think edit: vest top not dungarees Link to comment Share on other sites More sharing options...
xyth Posted April 2, 2021 Author Share Posted April 2, 2021 Its the farmer Link to comment Share on other sites More sharing options...
Yerkisk Posted April 13, 2021 Share Posted April 13, 2021 (edited) Not sure if this is an error, how it was intended to work or how to fix this, but here goes : My game has Friendly Fire disabled, so we cannot kill each others. My brother and I are playing on it. We are in the same party and live in the same base. We use CreaturePack Zombies, Humans, Animals, but also the DMT versions for Humans, Animals (NPCPackAnimals and NPCPackHumans), all with default settings. We also use NPCFactions but again all settings were left as default (so I guess we could remove that mod as it doesnt seem to do anything if we leave the setting to default?). We also use Khzmusik's NPCPackHumans Adjustments with the default settings, but I do not see anything in his changes that could change the behaviors below. First problem : - I find a goat that can be recruited. The goat says "Howdy" in a human male voice. Can we completely disable their voice anywhere? I tame the Goat, which required 10 raw meat (I guess I could change the item needed to something more fitting in the xml file). My brother, while fighting, unfortunately hit the goat, probably doing no damage as Friendly Fire is off, but the goat sure does kill him. Goat does not turn against me. My Brother comes back to life, fight another zombie, and again hit the goat by mistake and gets killed by it again. Later on, my brother also find a goat, and tames it. So we both have a goat. Not sure why, but he still get the option to recruit my goat, and I still get the option to recruit his goat when we click on it. We haven't tried yet to see what happen if we do. Then, My brother finds a farmer, and hires him. Automatically the farmer runs for my goat and start beating on it, doing no damage as Friendly Fire is on. Second Problem : - The farmer won't respond to any command as he's involved in a endless 0 damage battle with the goat who's not even reacting to him. We can't kill the goat nor the farmer as we have Friendly Fire off and both were hired. We have no idea why the farmer is now attacking the goat, who's no longer aggro on my brother. Any idea of what we could change so that hired npcs from same party members are not attacking each others? Thanks Edited April 13, 2021 by Yerkisk (see edit history) Link to comment Share on other sites More sharing options...
khzmusik Posted April 14, 2021 Share Posted April 14, 2021 6 hours ago, Yerkisk said: Not sure if this is an error, how it was intended to work or how to fix this, but here goes : My game has Friendly Fire disabled, so we cannot kill each others. My brother and I are playing on it. We are in the same party and live in the same base. We use CreaturePack Zombies, Humans, Animals, but also the DMT versions for Humans, Animals (NPCPackAnimals and NPCPackHumans), all with default settings. We also use NPCFactions but again all settings were left as default (so I guess we could remove that mod as it doesnt seem to do anything if we leave the setting to default?). We also use Khzmusik's NPCPackHumans Adjustments with the default settings, but I do not see anything in his changes that could change the behaviors below. First problem : - I find a goat that can be recruited. The goat says "Howdy" in a human male voice. Can we completely disable their voice anywhere? I tame the Goat, which required 10 raw meat (I guess I could change the item needed to something more fitting in the xml file). My brother, while fighting, unfortunately hit the goat, probably doing no damage as Friendly Fire is off, but the goat sure does kill him. Goat does not turn against me. My Brother comes back to life, fight another zombie, and again hit the goat by mistake and gets killed by it again. Later on, my brother also find a goat, and tames it. So we both have a goat. Not sure why, but he still get the option to recruit my goat, and I still get the option to recruit his goat when we click on it. We haven't tried yet to see what happen if we do. Then, My brother finds a farmer, and hires him. Automatically the farmer runs for my goat and start beating on it, doing no damage as Friendly Fire is on. Second Problem : - The farmer won't respond to any command as he's involved in a endless 0 damage battle with the goat who's not even reacting to him. We can't kill the goat nor the farmer as we have Friendly Fire off and both were hired. We have no idea why the farmer is now attacking the goat, who's no longer aggro on my brother. Any idea of what we could change so that hired npcs from same party members are not attacking each others? Thanks Just FYI, my adjustments don't touch the animals. The "friendly fire" issues are hopefully solved with the latest version of SphereII Core. SphereII recently merged a pull request from me that should have fixed the issues. The changes were merged 21 days ago, so you may have to remove, re-download, and re-compile Core if you have a previous version. I don't have any idea about your brother's ability to recruit your goat. Hopefully @sphereii or @xyth can point you in the right direction. Link to comment Share on other sites More sharing options...
xyth Posted April 14, 2021 Author Share Posted April 14, 2021 There are several known bugs in the A19 NPCs, but we froze development on those a while ago while we work on a new version. We were hitting the wall on extending zombieAI to be used by humans, so we punted and not going to use zombie AI in A20 version. TLDR: It is what it is until a20. Link to comment Share on other sites More sharing options...
doughphunghus Posted April 15, 2021 Share Posted April 15, 2021 I am really disappointed with this. I was really hoping for a link to a nice backstory explaining the longstanding feud between the farmer and the talking goat. I guess I’ll throw this together. old Macdonald had a farm eieio and in that farm he fought his goat eiei-ouch And he fought the goat here, and he fought the goat there, and he fought the goat everywhere Link to comment Share on other sites More sharing options...
Noobgamer123 Posted April 27, 2021 Share Posted April 27, 2021 (edited) Hey I'm new to modding and I've installed The creatures mod (humans and zombies) On A19.4 and when i run the game and create a new save and played a little bit but then (nullreferenceExeption: object reference not set to an instance of an object) starts spamming Do i need the A19.2 ? Can someone help? Edited April 27, 2021 by Noobgamer123 (see edit history) Link to comment Share on other sites More sharing options...
bdubyah Posted April 27, 2021 Share Posted April 27, 2021 Just using the 0- packs? Would help to see the output log to see the full errors. Link to comment Share on other sites More sharing options...
Noobgamer123 Posted April 28, 2021 Share Posted April 28, 2021 13 hours ago, bdubyah said: Just using the 0- packs? Would help to see the output log to see the full errors. spamming nullreferenceexception object reference not set to an instance of an object 0- packs human and zombies Link to comment Share on other sites More sharing options...
xyth Posted April 28, 2021 Author Share Posted April 28, 2021 We cant help without a link to your logs. Link to comment Share on other sites More sharing options...
Noobgamer123 Posted April 29, 2021 Share Posted April 29, 2021 11 hours ago, xyth said: We cant help without a link to your logs. Link to comment Share on other sites More sharing options...
bdubyah Posted April 29, 2021 Share Posted April 29, 2021 That is absolutely not your log file. If you want help, maybe help us out and find your log file and post it, as asked. Link to comment Share on other sites More sharing options...
Noobgamer123 Posted April 29, 2021 Share Posted April 29, 2021 7 hours ago, bdubyah said: That is absolutely not your log file. If you want help, maybe help us out and find your log file and post it, as asked. sorry. where am gonna find the log file. it is in the 7 days to die files? sorry new at modding and sorry my English is bad Link to comment Share on other sites More sharing options...
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