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Wasteland Behemoth


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This is a third effort and builds on the last modlet of adding the Demolisher to the Wasteland. As always, if there are any glaring issues, I would appreciate support from experienced community modders to help correct them. Building this modlet was an eye opener because it shows the resources and volume of coding required to bring in a feature that is not/no longer integrated into the game. Initially I attempted it from the vanilla xml files but it seems the Behemoth no longer exists beyond some leftover code. However, astute modders found a way which I could benefit from.

 

First things first - Full 100% credit to @xyth and @sphereii and community contributors of 'A19/A18 CreaturePacks - A community entity project'.

I simply made this standalone Behemoth zombie modlet for players who just want a limited expansion to the existing game. On top of that, it also acts as a tiny snippet of what the CreaturePacks bundle has to offer. This is just a single item from one of the five creature packs.

 

You can find the CreaturePacks bundle thread here:

 

This modlet allows players to experience the Behemoth zombie in the Wasteland in the daytime and nighttime. As always. the wasteland is relatively peaceful in the daytime but can become quite rough at night. The Behemoth takes a Wasteland visit up a notch or three. The Behemoth is added to the top of the lists for the requisite day and night spawn group for this biome at standard settings. As this modlet has external resources it needs to be added to BOTH the server and client Mods folder. Please don't run this standalone modlet and the CreaturePacks zombie pack at the same time as there will be duplication since they both contain the Behemoth. One or the other for server stability. The beauty of the CreaturePacks zombie pack, or any of the CreaturePacks is that the xml code can be edited to 'switch off' creatures being brought into the game World. 

 

You can download Wasteland Behemoth here:
https://github.com/arramus/Wasteland-Behemoth

 

@xGoober wanted to know if the Behemoth could also appear in other Biomes. A good question and this file shows an example of how that can work. You can replace the original entity group spawning file in the mod with this one and allow the Behemoth to venture into all biomes using generic groups with some more than others as he will have double chance. You can see that the top ones amend the vanilla game groups while the bottom ones for the Wasteland are unique to this mod. As you see in game, night time interactions are typically more frequent than daytime. To spice things up further, why not also add "zombieDemolition" to the groups. 😶

entitygroups.xml

 

INSTALLATION - For players and server hosts who have never installed a mod before
If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods.

 

Have fun with it....while you can.

Spoiler

20200923211041_1.thumb.jpg.1c5e642e5580ff52532e97431e168b20.jpg

 

Edited by arramus
Instructions for installation (see edit history)
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Glad to see new mods.  Just fyi, since your duplicating a creaturepack resource it is important that folks dont use this mod and the zombie creaturepack as it will throw a duplication error.  

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10 minutes ago, xyth said:

Glad to see new mods.  Just fyi, since your duplicating a creaturepack resource it is important that folks dont use this mod and the zombie creaturepack as it will throw a duplication error.  

Ahh, one of the dilemmas I've been dealing with myself, can't decide whether to go with simple adjustments and additions based on creature pack for better compatibility with the creature pack itself, or just grab stuff from there and possibly leave many players like myself disappointed that it's not really compatible.

Edited by mr.devolver (see edit history)
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Simplest way to insure compatibility is to not duplicate the .unity3d file but rather call it by reference and use xpath to remove all the unwanted xml so only your few things load.  That does require loading the CP as a dependency to your mod though.

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5 hours ago, xyth said:

Glad to see new mods.  Just fyi, since your duplicating a creaturepack resource it is important that folks dont use this mod and the zombie creaturepack as it will throw a duplication error.  

Yes, very valid with the potential to upset server stability. I shall add a warning in the preamble.

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  • 4 weeks later...

@Fried_Circuit Welcome to the forum. You may have signed up just for this and deserve a decent answer ;)

 

The Behemoth was set to appear very conservatively in the daytime but more frequently at night just to match the default settings. This makes his appearance the exception rather than the rule for daytime.

 

He has no specific dependency to appear based on player level or game stage unless there is some built in weighting system that I'm not aware of. This is because he is in a totally unique spawning group separate from game stage or day.

 

One thing you can do to assure more frequent spawning is to go into the mod's spawning.xml file and make a small edit to increase the amount of zombies that can be alive at the same time. The daytime is rather laid back when we enter and not much happens in default.

 

For example, in the first entry of:

<spawn maxcount="1" respawndelay="0.3" time="Day"    entitygroup="ZombiesWastelandDayBehemoth" />

 

Change the spawn maxcount="1"  from 1 to 3 so that the day time will become a lot more active and increase the probability for the Behemoth to join the party from within his spawn group members. You never know, you may even get 2 or more pop up if you are on borders.

 

With a count of 1, he is competing with 20 other zombies and only gets about a 5% chance to spawn. It may take a long time for him to visit. With a count of 3, this increases the odds to about 15% and he will appear soon enough as you pick off each individual.

 

If you want him to appear with even more probability and speed, simply remove a few of the vanilla zombies from the long list in the entitygroups.xml file.

 

The nighttime is already set to 3 and I doubt there will be too much of an issue of him appearing quite quickly. The nighttime has a total of 22 zombies in the group and you could also do the same to the entitygroups.xml file if you want absolute mayhem.

 

One more interesting thing to do. How about also adding 'zombieDemolition' to the entitygroups.xml list for the night just for the fun of it and inviting some gaming buddies for a spot of nighttime hunting without giving too many hints on what to expect. I shall say no more on this 🤐

 

<entity name="zombieDemolition"/>

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  • 2 weeks later...

This does not work for me, it asking for '#@modfolder(Wasteland Behemoth):Resources/XythZombies.unity3d?BehemothRagdoll_X', but there is no files in that folder, so I get infinite NullReferenceException: Object reference not set to an instance of an object. I guess this is the file xyth was mentioning earlier. How can I link to that file?

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  • 2 weeks later...
12 hours ago, xGoober said:

Is there a way to make the Behemoth spawn in any biome? 

There certainly is. See how you get along with this file. It is the original settings with this code tagged on at the top.

It is pretty self explanatory but you'll get Behemoth added to the Zombies Night and Zombies All groups which cover everywhere. And the Burnt Forest can be quite creepy too and this gives some extra for there. In addition, you'll see the Behemoth hulking around in the snow. Change the prob setting to anywhere between .99 downwards. If you want 100% chance to spawn (in relation to and competing with others who can do that) then delete the prob setting just like in the original file.

 

Download for the following settings and the original combined.

entitygroups.xml

 

 

	<append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='SnowZombies']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>

 

Edited by arramus (see edit history)
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9 hours ago, arramus said:

There certainly is. See how you get along with this file. It is the original settings with this code tagged on at the top.

It is pretty self explanatory but you'll get Behemoth added to the Zombies Night and Zombies All groups which cover everywhere. And the Burnt Forest can be quite creepy too and this gives some extra for there. In addition, you'll see the Behemoth hulking around in the snow. Change the prob setting to anywhere between .99 downwards. If you want 100% chance to spawn (in relation to and competing with others who can do that) then delete the prob setting just like in the original file.

 

Download for the following settings and the original combined.

entitygroups.xml 2.56 kB · 0 downloads

 

 


	<append xpath="/entitygroups/entitygroup[@name='ZombiesNight']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='ZombiesBurntForest']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>
	<append xpath="/entitygroups/entitygroup[@name='SnowZombies']">
		<entity name="zombieBehemoth" prob="0.1" />
	</append>

 

Do I just drop that .xml file somewhere or do I have to edit it? Just getting into 7DTD mods, kinda a complete noob. lol. I have a mods folder setup. Not sure what else I need.

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@xGoober Here are instructions for replacement and assumes you have already made a back up of the Wasteland Behemoth folder.

 

Prep:

You do not need to make any edits to the file unless you wish to increase the probability of the Behemoth appearing.

The probability is highest in the Wasteland at night and is a very high certainty within the first 10 minutes if you pick off a few zombies. It will be the rule rather than the exception. In other biomes it will be less frequent. You only need to edit the file if you wish to increase or decrease the frequency of appearing.

 

Action:

1. Enter you Mods folder.

2. Enter your Wasteland Behemoth folder.

3. Enter the Configs folder within the Wasteland Behemoth folder.

4. Delete the entitygroups.xml file and replace it with the new one.

5. Start your game/server and see how the new spawn settings impact the environment.

 

 

Edited by arramus (see edit history)
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