Snufkin Posted March 31, 2020 Author Share Posted March 31, 2020 [video=youtube_share;ZAAx5In5Ox0] 1 Link to comment Share on other sites More sharing options...
Souhank Posted April 1, 2020 Share Posted April 1, 2020 (edited) Good job Edited April 1, 2020 by Souhank (see edit history) Link to comment Share on other sites More sharing options...
elwooood Posted April 2, 2020 Share Posted April 2, 2020 hi, very good job. we love it on our server. but in my solo game, I got a problem. When I launch the game, I spawn level 1 without items in blet or backpack (all the rest is ok, base, storage, etc...) I use a nitrogen map (with all biome) did you think this can cause the problem (i made a save of my game to retrieve my true level without the mod) Link to comment Share on other sites More sharing options...
Snufkin Posted April 2, 2020 Author Share Posted April 2, 2020 Mmm the only thing I can think right now is the Mod messing with the starting quest chain. Try deleting the "loot.xml" and the "quests.xml" file. Link to comment Share on other sites More sharing options...
elwooood Posted April 2, 2020 Share Posted April 2, 2020 (edited) I will try. I just testing with putting all my stuff in a storage in my base and go far away before put the mod thinking I will give me back my xp with console command, but this time I keep my xp but a part of my base was reinitialised as you can see (with an error in the console) notice that there is 2 new creatures in the screenshot (a mantis and a cowhead i think ^^ (and before quit after sccreenshot, I was hear a new creature sound to my left ^^)), that mean that the mod work... EDIT: just testing after deleting quest and loot file, same thing. A square of 15x15 was reinitialised in my base Edited April 2, 2020 by elwooood (see edit history) Link to comment Share on other sites More sharing options...
Snufkin Posted April 2, 2020 Author Share Posted April 2, 2020 Please post the log file, I see a few errors there. Link to comment Share on other sites More sharing options...
elwooood Posted April 2, 2020 Share Posted April 2, 2020 here it is, i see a spawner about a spawner (that why i think it's about nitrogen map)output_log__2020-04-02__16-38-50.txt Link to comment Share on other sites More sharing options...
elwooood Posted April 2, 2020 Share Posted April 2, 2020 Thank for your response. I retry, so when I load the game with my stuff on me, I spawn at level 1 If I put my stuff in a storage box (I made it a different position), I keep my level but a square of 15x15 around the storage box is reinitialised (and the storage box disappear. here it is my stuff Link to comment Share on other sites More sharing options...
elwooood Posted April 2, 2020 Share Posted April 2, 2020 ok i think i found. I test each item and the bug occur with the big magazine mod of my junk turret (the round one called "camembert" in french). If I delete this item (put on the ground and wait to disappear), the game load fine. I can retake a magazine via the creative menu to reequip my turret, it seems to work... Link to comment Share on other sites More sharing options...
Snufkin Posted April 2, 2020 Author Share Posted April 2, 2020 Weird, but I'm glad you found the cause. Link to comment Share on other sites More sharing options...
War3zuk Posted April 3, 2020 Share Posted April 3, 2020 Thanks for these, added to my overhaul with thanks to yourself...great work & adds a defo amount of difficulty to hordes which this game needs Link to comment Share on other sites More sharing options...
Snufkin Posted April 4, 2020 Author Share Posted April 4, 2020 NEW BOI. Also, the Siren is on, but I will never make a card for it :3 1 Link to comment Share on other sites More sharing options...
TomGun42 Posted April 4, 2020 Share Posted April 4, 2020 Hey, these zombies look great, can we possibly have a "how in to install" please as we are finding this alittle tricky and getting alot of xml errors when loading the server Cheers Link to comment Share on other sites More sharing options...
Snufkin Posted April 4, 2020 Author Share Posted April 4, 2020 Create a "Mods" folder on the root of the game and paste the folder there, something like this Link to comment Share on other sites More sharing options...
noname835 Posted April 4, 2020 Share Posted April 4, 2020 Excellent work, I can't wait to see more Link to comment Share on other sites More sharing options...
Blight Posted April 5, 2020 Share Posted April 5, 2020 (edited) Siren didnt speak (like in your video), only music. -> dedicated server Edit: on both, singeplayer and dedi edit2: ok, it works but extremly rare xD Edited April 5, 2020 by Slawa (see edit history) Link to comment Share on other sites More sharing options...
UbberN00ber Posted April 6, 2020 Share Posted April 6, 2020 can u add gatestages to this its way hard for new players///maybe have them start at GS 200 Link to comment Share on other sites More sharing options...
Humpfry Posted April 6, 2020 Share Posted April 6, 2020 So I have been modifying the probability of pineforest spawns during the day, especially the cowhead and mantis... They are pretty frequent, so I changed the probability down a few times all the way to 0.001 and still they are pretty frequent, for a low level player there are too many of them imo: <entitygroup name="ZombiesPineForest"> <entity name="zombieCowhead" prob="0.001" /> <entity name="zombieMantis" prob="0.001" /> </entitygroup> I then tried to change the frequency of spawning to no avail. <append xpath="/spawning/biome[@name='pine_forest']"> <spawn maxcount="1" respawndelay="4" time="Day" entitygroup="ZombiesPineForest" /> </append> What is going on? Link to comment Share on other sites More sharing options...
Snufkin Posted April 6, 2020 Author Share Posted April 6, 2020 That's the whole group? There are no more zombies in it? Mine looks like this <entitygroup name="ZombiesPineForest"> <entity name="zombieBoe"/> <entity name="zombieJoe"/> <entity name="zombieSteve"/> <entity name="zombieMoe"/> <entity name="zombieYo"/> <entity name="zombieBusinessMan"/> <entity name="zombieArlene"/> <entity name="zombieDarlene"/> <entity name="zombieMarlene"/> <entity name="zombieSkateboarder"/> <entity name="zombieCheerleader" prob="0.3"/> <entity name="zombieOldTimer" prob="0.3"/> <entity name="zombieBiker" prob="0.3"/> <entity name="zombieFarmer" prob="0.3"/> <entity name="zombieStripper" prob="0.3"/> <entity name="zombieUtilityWorker" prob="0.3"/> <entity name="zombieNurse" prob="0.3"/> <entity name="zombieSteveCrawler"/> <entity name="zombieFatHawaiian" prob="0.3"/> <entity name="zombieCowhead" prob="0.75" /> <entity name="zombieMantis" prob="0.75" /> </entitygroup> Link to comment Share on other sites More sharing options...
Blight Posted April 6, 2020 Share Posted April 6, 2020 Hi Snufkin, i made a mod for easter in the past -> https://forums.7daystodie.com/forum/-7-days-to-die-pc/game-modification/mods/84320-easter-rabbits-eggs#post1344631 ..... Question about this is: Can you take a look into this mod and making your own easter rabbit model, with a backpack or something similar? =) -a fast rabbit, which explode after x second and let the loot open for us (as admins). Link to comment Share on other sites More sharing options...
Snufkin Posted April 6, 2020 Author Share Posted April 6, 2020 Something like this should work (untested, but use it as a start) entityclasses.xml <entity_class name="EasterRabbit" extends="animalTemplateTimid"> <property name="Tags" value="entity,animal,rabbit"/> <property name="MapIcon" value="ui_game_symbol_tracking_rabbit"/> <property name="TrackerIcon" value="ui_game_symbol_tracking_rabbit"/> <property name="SizeScale" value="2"/> <property name="Class" value="EntityAnimalRabbit"/> <property name="Prefab" value="/Entities/Animals/Rabbit/RABBIT"/> <property name="Mesh" value=""/> <property name="Parent" value="Animals"/> <property name="Faction" value="animals"/> <property name="PhysicsBody" value="rabbit"/> <property name="Mass" value="12"/> <property name="Weight" value="10"/> <property name="SoundHurt" value="Animals/rabbitpain"/> <property name="SoundDeath" value="Animals/rabbitdeath"/> <property name="SwimOffset" value="2"/> <property name="HasRagdoll" value="false"/> <property name="AITask-1" value="Swim"/> <property name="AITask-2" value="RunawayWhenHurt"/> <property name="AITask-3" value="RunawayFromEntity" data="class=EntityPlayer,EntityZombie,EntityEnemyA nimal;safeDistance=20"/> <property name="AITask-4" value="Look"/> <property name="AITask-5" value="Wander"/> <property name="MoveSpeed" value="1"/> <property name="MoveSpeedPanic" value="3"/> <property name="ExperienceGain" value="130"/> <property name="DeadBodyHitPoints" value="175"/> <property name="LootDropProb" value="1"/> <property name="LootDropEntityClass" value="EntityLootContainerStrong"/> <!-- Your loot --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="10"/> <passive_effect name="HealthMax" operation="perc_add" value="0"/> <!-- Animal HP scale --> <triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="Easter Rabbit"/> </effect_group> </entity_class> buffx.xml <append xpath="/buffs"> <buff name="Easter Rabbit" hidden="true"> <duration value="2"/> <!-- Death timer --> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Entities/LootContainers?zpackPrefab.prefab" local_offset="0,.1,0" local_rotation="0,0,0" parent_transform="RABBIT_ Spine1"/> <!-- Change the "local_offset" to your liking --> <triggered_effect trigger="onSelfBuffFinish" action="AttachPrefabToEntity" prefab="prefabs/prefabexplosion1" local_offset="-.5,0,0" local_rotation="0,0,90" /> <triggered_effect trigger="onSelfBuffFinish" target="self" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/> </effect_group> </buff> </append> 1 Link to comment Share on other sites More sharing options...
loxda877411 Posted April 6, 2020 Share Posted April 6, 2020 Help install the mod I do not understand how to install Link to comment Share on other sites More sharing options...
Darkstardragon Posted April 7, 2020 Share Posted April 7, 2020 Make a folder called Mods in your main 7dtd directory. Put this modlet in that folder. Done. 1 Link to comment Share on other sites More sharing options...
Godzillian02 Posted April 7, 2020 Share Posted April 7, 2020 Have you considered putting this on the 7D2D mod manager it would make it alot more accessable for alot of players who mod, I find it hard to work with as it does not register with the mod manager making it hard to tell whether or not its actually instaleld right, also is their an option to change how the zombies appear, like you say the juggernaut only appears in quests but is there a way to change that or make other zombies only appear the same way? Link to comment Share on other sites More sharing options...
Comp625 Posted April 7, 2020 Share Posted April 7, 2020 Make a folder called Mods in your main 7dtd directory. Put this modlet in that folder. Done. Yup, super easy. It should look like this on your local drive (assuming you're playing single player): X:\Steam\steamapps\common\7 Days To Die\Mods\Snufkin_CustomZombies\Config * archetypes.xml * buffs.xml * entityclasses.xml * entitygroups.xml * items.xml * loot.xml * physicsbodies.xml * quests.xml * sounds.xml * spawning.xml If you're running a server, create a "Mods" folder under the main 7 Days to Die folder. Then drop the Snufkin_CustomZombies folder into the Mods folder. Make sure you keep the folder hierarchy so that the Config folder and its contents remain underneath the Snufkin_CustomZombies folder. It sounds confusing but it really isn't - promise! My group of friends and I really enjoy these custom zombies -- ESPECIALLY since they're server side only (no client-side download needed). 1 Link to comment Share on other sites More sharing options...
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