Jay_ombie Posted September 1, 2020 Share Posted September 1, 2020 I was wondering if a mod is out there for random animated zombies so we don’t keep having the same walk animation with the same looking zombie. Used to be one for A18. Thanks always. Link to comment Share on other sites More sharing options...
doughphunghus Posted September 2, 2020 Share Posted September 2, 2020 I know of a couple of ways. What you probably want is Spherii's "Transmogrifier": sphereiis-dmt-mods From his modlet page: "Transmogrifier: Allow random walk types and sizes for zombies to break up the monotony" I have not tried it, but I believe it will likely have a random walk type every time a new zed is spawned (since it's a DMT mod). You may want to read up on it or ask about it on the forums. If you don't (or can't) use DMT mods, I have a "7D2D-EntityRandomizer" here: doughs-modlets It can generate clones of zombies and assign them a random walk type, and then generates a modlet you then use. Its not totally random as each new clone has a certain walk type hardcoded (and it may be the same walk type as the original), but if you generated 10 clones of each zombie you'll get a variety of walk types as they spawn. If you don't want to (or can't) run the script let me know and I'll generate a modlet with just the walktypes randomized and post it on github as part of the pre-generated modlets I've been maintaining as a demo of what the script can do. Note: If I generate one, it will only be for the vanilla zombies in the game, not any zombies added with other mods. Link to comment Share on other sites More sharing options...
Iceburg71 Posted September 2, 2020 Share Posted September 2, 2020 I was looking and working with this: Khelldon-BadCompanyUMAZeds Can't get it to work though. Not sure why. I know they supposedly removed UMA in alpha 19, but have read some conflicting stuff on that. I can spawn in an entity, and I can see it, but it then immediately crashes the game. I think it may still work, with some work done to it. Mind if I try? Link to comment Share on other sites More sharing options...
xyth Posted September 3, 2020 Share Posted September 3, 2020 You can randomize zombie walks very easily with just xml. I likely will add that xml to the 2-charactereffectspack modlet next release. Link to comment Share on other sites More sharing options...
doughphunghus Posted September 3, 2020 Share Posted September 3, 2020 On 9/2/2020 at 4:40 PM, mlburgoon said: I was looking and working with this: Khelldon-BadCompanyUMAZeds Can't get it to work though. Not sure why. I know they supposedly removed UMA in alpha 19, but have read some conflicting stuff on that. I can spawn in an entity, and I can see it, but it then immediately crashes the game. I think it may still work, with some work done to it. Mind if I try? So, for these I personally don't know how to keep this mod working (I gave up on them, because I head UMA was going out of style :) ). I've been trying to keep the other KHelldon mods up as much as I can. If you can get them working, and know how to use github, submit them as a "pull request" and I'll merge your fixes. If you're not familiar with github, message me (like personal forum message) and drop the files somewhere and I'll do the merge/update to github. Also: I believe the BadCompanyUMAZeds are also housed in other places ("BadCompany" on Github possibly here?) so I don't know if they were KHelldon's (or a team) originally, or if he was trying to fix them from an older mod. 9 hours ago, xyth said: You can randomize zombie walks very easily with just xml. I likely will add that xml to the 2-charactereffectspack modlet next release. I'm excited and intrgued..... I was not aware of a "2-charactereffectspack". Downloading now ;) Thanks! Link to comment Share on other sites More sharing options...
mr.devolver Posted September 4, 2020 Share Posted September 4, 2020 I thought they are always random by default... For anyone who wants to see zombies of different sizes, I suggest to use SphereII-Core DMT mod which makes them all different in size by default, makes it so that they have a chance to be spawned as crawlers etc. Link to comment Share on other sites More sharing options...
xyth Posted September 4, 2020 Share Posted September 4, 2020 14 hours ago, doughphunghus said: I'm excited and intrgued..... I was not aware of a "2-charactereffectspack". Downloading now Thanks! That's a mod that is used with the Creaturepacks, and I just realized someone might try using it without those loaded. I will need to test that, and likely I will need to add switches to turn off features that have creaturepack dependancies. Link to comment Share on other sites More sharing options...
doughphunghus Posted September 4, 2020 Share Posted September 4, 2020 3 hours ago, xyth said: That's a mod that is used with the Creaturepacks, and I just realized someone might try using it without those loaded. I will need to test that, and likely I will need to add switches to turn off features that have creaturepack dependancies. No problem here , I load all of the creature packs, and have been following that thread on changes/updates. Those packs and "Vehicle Madness" are something I will probably load in every game I ever play. Link to comment Share on other sites More sharing options...
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