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enZombies - More Zombie Variations


ErrorNull

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ErrorNull Zombies (enZombies): This mod has been updated for Alpha 20 and adds much more zombie variations to the game, using the UMA archetype method most notably showcased by the Snufkin's Custom Server Side Zombies - PLUS mod maintained by arramus. All the UMA Zombies by khzmusik are also included in enZombies. The goal of this mod is to always be server-side, thus only needs to be installed on the server, and not on the individual clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones.. though stronger and boss-level zombies are slowly being added. Each enZombie also has their own feral and radiated variant.

 

A20-2-2022-02-12-13-04-36.jpg

[Exiting the duct work and into the main store - it was realized a wrong turn was made.]

 

enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome.  So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn in many other scenarios, like in wandering hordes, screamer hordes, sleepers in POIs, and during the bloodmoon horde night. Unfortunately, there's no easy way to spawn zombies in these other scenarios while also based on specific biomes, so a more random range of enZombies will be seen there.

 

The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned.

Spoiler

- Goblin Raid

- Forest Goblin Raid

- Desert Goblin Raid

- Snow Goblin Raid

- Red Goblin Raid

- Wasteland Goblin Raid

- Business Meeting Gone Wrong

 

Compatibility: enZombies and the add-ons (see Add-ons section) are designed for Alpha 20. Using other mods with enZombie might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance.


Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort.

 

** Download and Install **  This mod is not intended to be used with any other mods, except for the Add-Ons and for any mods that I have made Patches for. Refer to Add-Ons and Patches section further below.

Version 2.6 (updated 2/11/2022) - 👉 Download from GitHub 👈

Spoiler

-created XML builder program to automatically generate sliding prob values for entitygroups
-used xml builder to redo the following spawn groups to have custom prob values but maintain vanilla gamestage labels and progression: badassHorde, badassOnlyHord, scoutHorde, sleeperHorde, and feralHorde.
-fixed bug that made male bellies look all pregnant
-made all enZombies a bit taller and have bigger feet to better match vanilla zombie proportions
-updated code that used outdated UMA mesh plant_fiber_shirt
-updated code that used outdated UMA texture fiberCloth_chest
-increased the wilderness random zombie spawn amount for all biomes
-made female joggers move faster
-made vanilla lumberjack taller
-removed knockdown ability from all zombies except for giants
-reduced knockdown prob of giants from 50% to 25%
-added knockdown prob of 50% to vanilla bear and zombie bear
-updated KHz zombies to have HP/XP consistent with enZombies
-ensured female KHZ zombies have dancetype 2 (males have dancetype 1)
-renamed enUtility1, enUtility2, enUtility3 to enUtilityMale1, enUtilityMale2, enUtilityMale3
-added enUtilityMale4, enUtilityMale5, enUtilityFemale1, enUtilityFemale2
-added enFootballMale3 and enFootballMale4
-added 2 male and 2 female school zombies
-lots of code cleanup

 

 Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work.

Spoiler

enZombie Harvest Add-On  (( Download Here 👉 GitHub 👈 )) This mod adds the ability to harvest all enZombies for resources (eg. cloth, rotten flesh, bones) when they are defeated. Zombies that carry bags or backpacks can also be looted before harvesting their corpses. To counter-balance the added abundance of resources from zombie harvesting, this mod also slightly increases the resource requirements of any recipes that rely on them.

 

enZombie Settings Add-On  (( Download Here 👉 GitHub 👈 )) A collection of small mods that allow adjusting certain zombie settings: No Nudes, Attack Range, Wilderness Spawn Amount, and Wandering Horde Spawn Amount. Download the add-on package and take the specific folder that matches the setting you wish to adjust and place it into your 7 Days to Die "Mods" folder.

 

Patches: Install these 'patch' mods to make enZombies compatible with the "target" mod. Go to the enZombiePatches GitHub page . Download the package. Take the specific folder that matches the target mod you want and place it into your 7 Days to Die Mods folder. Don't forget, you need to have the main enZombies mod installed as well as the main target mod you are using with enZombies. These mods do two things: It makes the target mod aware of the new custom spawning groups that enZombies uses. And, it allows the player to enable zombie body harvesting for the zombies that are part of the target mod.

Spoiler

Snufkin's Server Side Zombies PLUS Patch  This patch mod allows Snufkin's Custom Server Side Zombies to be compatible with enZombies. The main mod is maintained by Arramus and contains a great collection of unique UMA archetype zombies, as well as custom zombies based on the vanilla models. These zombies are boss-level and perfect for the later gamestages. Mod page for Snufkin's Custom Server Side Zombies.

 

Robeloto's Custom Zombie's Patch  This patch mod allows Robeloto's Custom Zombies to be compatible with enZombies. The main mod is by Robeloto and contains a ton of excellent custom zombies which use creative texture swaps and weapon prefab attachments onto the base vanilla zombies. The zombies range from easy to very tough and from very small to super large. There's something for everyone. Mod page for Robeloto's Custom Zombies.

 

Zulk Zombie Patch  This patch mod allows the Zulk Zombie mod to be compatible with enZombies. The Zulk zombie was created by BeBeLiOuS and is a nice looking green giant with normal, feral, and radiated varieties, and works well with any game playthrough. Download Link (zip) for Zulk Zombie | Zulk Info Page

 

Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks:

Spoiler

- UMA zombies fly amazing distances when struck with a powerful attack. Their physics seem to be more 'floaty' compared to the vanilla zombies. This also results in the occasional zombie getting stuck into nearby walls and bars when explosions and powerful attacks send them rag-dolling overhead. To some this is a bug, to others this is a feature. 😎

 

- UMA zombies do not collide with player vehicles whether driven or parked. So the zombies will simply walk right through them. This behavior does not occur with the abandoned POI vehicles that litter the landscape.. UMA zombies interact with them like normal.

 

- UMA zombies don't get shocked when walking into electric fence traps.. not really, at least. It seems that if they are knocked down while on the fence, they will occasionally get shocked! Stun batons behave normally and shock the zombies just fine.

 

- UMA zombies appear to cause a 'micro-freeze' or stutter in the game each time a set number of them are spawned. This was not the case (or it was very insignificant) in Alpha 19. The number of zombies that trigger this stutter seem to range from 5 to 8. Thus, while exploring POIs and encountering sleeper zombies, or fighting through horde night, there will be a short stutter when every 5th to 8th UMA zombie is spawned in. The severity of the micro-freeze might depend on your system specs, but it's not completely certain at this point.
 

- There is a NullReferenceException error that can occur when sleepers are spawning inside POIs. Majority of the incidents are occurring during trader quest, and can sometimes even result in a sleeper zombie being spawned invisible - which can be a vanilla zombie and possibly UMA zombie. Unfortunately, this zombie cannot be killed and if part of a Clear quest will cause the quest to fail. This issue is still being investigated. Troubleshooting is challenging as this NRE error appears intermittent and not tied to a specific POI or specific UMA zombie. However, it only occurs when UMA zombies are spawning as sleepers. If you encounter this NRE error - please take a screenshot (or send me the log) and let me know which POI and if the error was repeatable later at the same POI. This will help with the research.

 

Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole.

Spoiler

- Remove the gamestage maximum that's part of the wandering horde. Currently it only goes up to gamestage 50 and then wraps around back to 1. This limits me from adding stronger zombies to the wandering horde in order to maintain sensible difficulty balance. If gamestage must wrap around, then increase max limit to something like 1500, 2000, etc.

 

- Add gamestage progression for all wilderness biome zombie groups. Currently, these wilderness zombies do not scale at all with gamestage, and so this prevents me from adding increasingly challenging zombies to spawn in wilderness for each biome.

 

- Add separate zombie hordes specific to each biome. This will allow hordes like wandering, screamer, POI sleepers, and bloodmoon to spawn zombies specific for each biome.

 

- Add more specialized zombie entitygroups for POIs. Vanilla game already has groups like ZombieGhostTownGroup, HospitalGroup, ZombieNightClubGroup, ZombieFarmGroup, etc. Would love to see more entitygroups for POIs like schools, stores and shops, police stations, residential homes, etc. Of course I can see how this will be low priority for the devs given their small pool of vanilla zombies to fill up these POI roles. At this time, it is the zombie modders who would benefit, and of course the players.


Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated!

 

Screenshots:

 

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Mentioned Mods:

Snufkin's Custom Server Side Zombies - PLUS

Robeloto's Custom Zombies mod

KHzMuzik's UMA Zombies

Edited by ErrorNull (see edit history)
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Thank you for doubling (or more) the number of Vanilla type zombies players are going to meet in each biome and selective Prefabs. Working with the archetypes can be a long and arduous endevour and what you've done for the benefit of everyone is marvellous.

 

As the release is so fresh, here are a couple of things players may mention that can be caught early.

Is it possible to change 'Extract contents of zip file into your 7 Days to Die "MODS" folder.' to either
- 'Perform Extract All of the contents of zip file into EnZombiesv1_0 folder and then place into your 7 Days to Dies 'Mods' folder.
- 'Perform Extract To EnZombiesv1_0 folder and then place into your 7 Days to Dies 'Mods' folder?

Just in case players literally extract the contents without the main mod folder. (Notice the MODS to Mods because some Linux setups are incredibly case sensitive if a first time Server Admin follows the exact instruction).

 

Is it also possible to change the 'config' folder to 'Config' with the uppercase C as this is also another Linux type issue where the mod will not load unless it's uppercase?

 

Sorry to be picky but this can reduce gnashing of Server Admin teeth if they are new to mods or not familiar with their server's tendencies.

And if you update, what a great chance to add this thread as the website link inside the ModInfo or Readme for players to quickly return here.

 

Just looking out for each other and sharing the potential issues I've encountered along the way.

20210618102102_1.thumb.jpg.12c0a3fb87a03abf594d807e1a84b378.jpg

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@Aramus +1 thanks for the non windows fix suggestions. I’m on Ubuntu (not running a shared server) and yeah it’s nice to not have to fix the case on the files/folders. It’s not a major pain for me but I always load the game with the console open to watch for mod errors as this happens with several mods :), usually when someone makes a “Modinfo.xml” and not “ModInfo.xml”

 

@errornull one other suggestion is that you make a note which zeds (by name in the xml., or just a comment in the xml) are the “naked ones”. “Naked” being the generic US definition of “female with no top on” as I don’t also see any zeds without some form of pants. I say this because streamers will likely want to edit these out because  even though you can mark your stream as “mature” if there’s “nudity” then you can still get your channel/stream  banned. And who knows who is judging what “nudity” counts as in a game but If it’s not easy for people to comment/edit out then it may get less usage/exposure on Twitch/YouTube/etc. 

 

im not saying remove/change them, just maybe make it easier for people who are not modders to identify/edit them out of their publicly streamed games or just to point out there’s some topless looking zeds.

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@doughphunghus that's a good point about the nude females zombies. if we should cover up these fine ladies for the streamer overlords, then that would be a fairly easy option to provide. in fact, i can include an alternate archetypes.xml in my mod that the streamer can simply copy/paste into the Config folder which will have all the melons, buns, and tacos covered up. i'm assuming that the normal bra covered boobs are okay for the streamers?

 

these are the ladies who will receive the alternate dress:

 

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Edited by errornull (see edit history)
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Version 1.1 Release

- added 2 female hazmat zombies. female farmers coming soon. @Gouki

- changed 'config' folder to 'Config' with the uppercase C for linux users. @arramus

- updated unzip instructions in readme.txt and on main post.  @arramus

- added the URL of this mod into readme.txt and as the website link inside ModInfo.xml @arramus

- added alternate archetypes.xml file that can replace the default one, to cover up the nude female zombies @doughphunghus

- fixed a mistake i found in entitygroups.xml

 

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Edited by errornull (see edit history)
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4 hours ago, errornull said:

i'm assuming that the normal bra covered boobs are okay for the streamers?

I would assume so.  Twitch doesn’t really define what they would consider “nudity” but I’m betting that if anyone flagged a stream for it a human would check. They don’t seem to have a problem with allowing girls wearing bikinis in inflatable pools, as well as the girls painting themselves (and it’s not full on nudity) so I imagine any cover up of “the obvious” is ok for Twitch. I don’t know how YouTube handles it. 

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Something very strange happens when I try this mod. When I select New Game, Continue or try to select my character, the zombie spawner menu or whatever it's called pops up and I can't play. Upon removing the mod, it deletes my created character. I have to select another, but when I load into my game at least the new character has all of my stuff... idgi. 

I should note that I'm also using creaturepack zombies if there's some kind of compatibility problem, but I've never seen any mod act like this. 

Edited by GarglingGlass (see edit history)
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5 hours ago, GarglingGlass said:

I should note that I'm also using creaturepack zombies if there's some kind of compatibility problem

I'm running this mod and all the "base" creaturepacks (that start with "0-") and several other zed adding mods and its not causing me any issues.

I did not create a new character for this game, just a new RNG map.

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Biome border buddies. With a little tweaking to reflect multiple spawn groups and accumulative values, which can be quite testy, they are all playing along together very well. The camo characters are my particular favorite.

20210620185943_1.jpg

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@arramus Biome Border Buddies ha 😁. since we cannot create server side animals, these "camo" zombies were my idea of mimicking a dog or wolf type of animal zombie. i will be making further tweaks so he's more stealthy.

 

 

@GarglingGlass is the zombie spawner menu you're mentioning the same screen that comes up when you press F6 while in DM or cheat mode on? does this screen automatically come up as you spawn into the game and it prevents you to play? just want to be sure i understand what's happening.

 

as for the issue when you character is removed and it comes back after removing the mod, the cause is likely what Xyth has mentioned. if you are browsing within the player profile screen to view all the different player and zombies profiles/archetypes, be sure to click on your player profile before you exit that screen. simply highlighting a zombie archetype there and then backing out of the screen (even if you don't press "OK" to confirm that profile selection), will cause you to use that profile when you start the game.

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What does this line mean? num="55" maxAlive="150" duration="1"
Does that mean the max alive on the map for that one person at that gamestage?
Im trying to lower the spawn rate. I've had some some members at later gamestages complaining that there is to many zombies attacking them at once. im thinking its just there gamestage and they are Thinking its just more zombies.

I took that code from this line. "<gamestage stage="150"><spawn group="scoutHordeStageGS150" num="55" maxAlive="150" duration="1"/></gamestage>"

 

Edited by Mickiddy (see edit history)
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4 hours ago, errornull said:

@GarglingGlass is the zombie spawner menu you're mentioning the same screen that comes up when you press F6 while in DM or cheat mode on? does this screen automatically come up as you spawn into the game and it prevents you to play? just want to be sure i understand what's happening.

 

as for the issue when you character is removed and it comes back after removing the mod, the cause is likely what Xyth has mentioned. if you are browsing within the player profile screen to view all the different player and zombies profiles/archetypes, be sure to click on your player profile before you exit that screen. simply highlighting a zombie archetype there and then backing out of the screen (even if you don't press "OK" to confirm that profile selection), will cause you to use that profile when you start the game.


Yes, it is that menu. However, I was able to create a character from that menu and the game runs as usual. Guess I just got spooked for a minute (and it did delete my character on the first attempt...) 

I want to add a bug tho: These new zombies have no collision with vehicles, parked or driven. 

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My regular gaming buddies are really enjoying the variety offered in the enZombies pack and since they use a mod to show entity names naturally wanted some more personalised titles. Here is a list to save to a Localization.txt file to be placed in the Config folder if you want to use what we use. Alternatively, it's just as easy to amend for your own purposes. For Linux users please ensure L in Localization is capitalised.

 

Spoiler

Key,File,Type,UsedInMainMenu,NoTranslate,english

enBiker1,entityclasses,Entity,,,Biker Billy,,,,,
enBiker1Feral,entityclasses,Entity,,,Feral Biker Billy,,,,,
enBiker1Crawler,entityclasses,Entity,,,Crawler Biker Billy,,,,,
enBiker1Radiated,entityclasses,Entity,,,Radiated Biker Billy,,,,,

enBiker2,entityclasses,Entity,,,Biker Gears,,,,,
enBiker2Feral,entityclasses,Entity,,,Feral Biker Gears,,,,,
enBiker2Crawler,entityclasses,Entity,,,Crawler Biker Gears,,,,,
enBiker2Radiated,entityclasses,Entity,,,Radiated Biker Gears,,,,,

enBurntFemale1,entityclasses,Entity,,,Burnt Marshmallow,,,,,
enBurntFemale1Feral,entityclasses,Entity,,,Feral Burnt Marshmallow,,,,,
enBurntFemale1Crawler,entityclasses,Entity,,,Crawler Burnt Marshmallow,,,,,
enBurntFemale1Radiated,entityclasses,Entity,,,Radiated Burnt Marshmallow,,,,,

enBurntFemale2,entityclasses,Entity,,,Crispy Cotton Candy,,,,,
enBurntFemale2Feral,entityclasses,Entity,,,Feral Crispy Cotton Candy,,,,,
enBurntFemale2Crawler,entityclasses,Entity,,,Crawler Crispy Cotton Candy,,,,,
enBurntFemale2Radiated,entityclasses,Entity,,,Radiated Crispy Cotton Candy,,,,,

enBurntMale1,entityclasses,Entity,,,Hot Dawg,,,,,
enBurntMale1Feral,entityclasses,Entity,,,Feral Hot Dawg,,,,,
enBurntMale1Crawler,entityclasses,Entity,,,Crawler Hot Dawg,,,,,
enBurntMale1Radiated,entityclasses,Entity,,,Radiated Hot Dawg,,,,,

enBurntMale2,entityclasses,Entity,,,Charred Charlie,,,,,
enBurntMale2Feral,entityclasses,Entity,,,Feral Charred Charlie,,,,,
enBurntMale2Crawler,entityclasses,Entity,,,Crawler Charred Charlie,,,,,
enBurntMale2Radiated,entityclasses,Entity,,,Radiated Charred Charlie,,,,,

enBusinessman1,entityclasses,Entity,,,Wall Street Willy,,,,,
enBusinessman1Feral,entityclasses,Entity,,,Feral Wall Street Willy,,,,,
enBusinessman1Crawler,entityclasses,Entity,,,Crawler Wall Street Willy,,,,,
enBusinessman1Radiated,entityclasses,Entity,,,Radiated Wall Street Willy,,,,,

enBusinessman2,entityclasses,Entity,,,Realtor Randy,,,,,
enBusinessman2Feral,entityclasses,Entity,,,Feral Realtor Randy,,,,,
enBusinessman2Crawler,entityclasses,Entity,,,Crawler Realtor Randy,,,,,
enBusinessman2Radiated,entityclasses,Entity,,,Radiated Realtor Randy,,,,,

enBusinessman3,entityclasses,Entity,,,Car Dealer Del Boy,,,,,
enBusinessman3Feral,entityclasses,Entity,,,Feral Car Dealer Del Boy,,,,,
enBusinessman3Crawler,entityclasses,Entity,,,Crawler Car Dealer Del Boy,,,,,
enBusinessman3Radiated,entityclasses,Entity,,,Radiated Car Dealer Del Boy,,,,,

enDesertCowboy1,entityclasses,Entity,,,Bronco Stan,,,,,
enDesertCowboy1Feral,entityclasses,Entity,,,Feral Bronco Stan,,,,,
enDesertCowboy1Crawler,entityclasses,Entity,,,Crawler Bronco Stan,,,,,
enDesertCowboy1Radiated,entityclasses,Entity,,,Radiated Bronco Stan,,,,,

enDesertCowboy2,entityclasses,Entity,,,Gunslinger Sam,,,,,
enDesertCowboy2Feral,entityclasses,Entity,,,Feral Gunslinger Sam,,,,,
enDesertCowboy2Crawler,entityclasses,Entity,,,Crawler Gunslinger Sam,,,,,
enDesertCowboy2Radiated,entityclasses,Entity,,,Radiated Gunslinger Sam,,,,,

enDesertCowgirl1,entityclasses,Entity,,,Jabbing Jane Doe,,,,,
enDesertCowgirl1Feral,entityclasses,Entity,,,Feral Jabbing Jane Doe,,,,,
enDesertCowgirl1Crawler,entityclasses,Entity,,,Crawler Jabbing Jane Doe,,,,,
enDesertCowgirl1Radiated,entityclasses,Entity,,,Radiated Jabbing Jane Doe,,,,,

enDesertFemale1,entityclasses,Entity,,,Sugarplum Fairy,,,,,
enDesertFemale1Feral,entityclasses,Entity,,,Feral Sugarplum Fairy,,,,,
enDesertFemale1Crawler,entityclasses,Entity,,,Crawler Sugarplum Fairy,,,,,
enDesertFemale1Radiated,entityclasses,Entity,,,Radiated Sugarplum Fairy,,,,,

enDesertFemale2,entityclasses,Entity,,,Dora Dee,,,,,
enDesertFemale2Feral,entityclasses,Entity,,,Feral Dora Dee,,,,,
enDesertFemale2Crawler,entityclasses,Entity,,,Crawler Dora Dee,,,,,
enDesertFemale2Radiated,entityclasses,Entity,,,Radiated Dora Dee,,,,,

enDesertMale1,entityclasses,Entity,,,Car Wreck Larry,,,,,
enDesertMale1Feral,entityclasses,Entity,,,Feral Car Wreck Larry,,,,,
enDesertMale1Crawler,entityclasses,Entity,,,Crawler Car Wreck Larry,,,,,
enDesertMale1Radiated,entityclasses,Entity,,,Radiated Car Wreck Larry,,,,,

enDesertMale2,entityclasses,Entity,,,Prospector Dale,,,,,
enDesertMale2Feral,entityclasses,Entity,,,Feral Prospector Dale,,,,,
enDesertMale2Crawler,entityclasses,Entity,,,Crawler Prospector Dale,,,,,
enDesertMale2Radiated,entityclasses,Entity,,,Radiated Prospector Dale,,,,,

enDesertMale3,entityclasses,Entity,,,Lost Moses,,,,,
enDesertMale3Feral,entityclasses,Entity,,,Feral Lost Moses,,,,,
enDesertMale3Crawler,entityclasses,Entity,,,Crawler Lost Moses,,,,,
enDesertMale3Radiated,entityclasses,Entity,,,Radiated Lost Moses,,,,,

enDesertSpider,entityclasses,Entity,,,Sandhopper José,,,,,
enDesertSpiderFeral,entityclasses,Entity,,,Feral Sandhopper José,,,,,
enDesertSpiderRadiated,entityclasses,Entity,,,Radiated Sandhopper José,,,,,

enFarmerMale1,entityclasses,Entity,,,Farmer Huckleberry,,,,,
enFarmerMale1Feral,entityclasses,Entity,,,Feral Farmer Huckleberry,,,,,
enFarmerMale1Crawler,entityclasses,Entity,,,Crawler Farmer Huckleberry,,,,,
enFarmerMale1Radiated,entityclasses,Entity,,,Radiated Farmer Huckleberry,,,,,

enFarmerMale2,entityclasses,Entity,,,Sunflower,,,,,
enFarmerMale2Feral,entityclasses,Entity,,,Feral Sunflower,,,,,
enFarmerMale2Crawler,entityclasses,Entity,,,Crawler Sunflower,,,,,
enFarmerMale2Radiated,entityclasses,Entity,,,Radiated Sunflower,,,,,

enFootballMale1,entityclasses,Entity,,,QB,,,,,
enFootballMale1Feral,entityclasses,Entity,,,Feral QB,,,,,
enFootballMale1Crawler,entityclasses,Entity,,,Crawler QB,,,,,
enFootballMale1Radiated,entityclasses,Entity,,,Radiated QB,,,,,

enFootballMale2,entityclasses,Entity,,,Punter Pete,,,,,
enFootballMale2Feral,entityclasses,Entity,,,Feral Punter Pete,,,,,
enFootballMale2Crawler,entityclasses,Entity,,,Crawler Punter Pete,,,,,
enFootballMale2Radiated,entityclasses,Entity,,,Radiated Punter Pete,,,,,

enForestFemale1,entityclasses,Entity,,,Kathy,,,,,
enForestFemale1Feral,entityclasses,Entity,,,Feral Kathy,,,,,
enForestFemale1Crawler,entityclasses,Entity,,,Crawler Kathy,,,,,
enForestFemale1Radiated,entityclasses,Entity,,,Radiated Kathy,,,,,

enForestFemale2,entityclasses,Entity,,,Switchblade Sally,,,,,
enForestFemale2Feral,entityclasses,Entity,,,Feral Switchblade Sally,,,,,
enForestFemale2Crawler,entityclasses,Entity,,,Crawler Switchblade Sally,,,,,
enForestFemale2Radiated,entityclasses,Entity,,,Radiated Switchblade Sally,,,,,

enForestFemale3,entityclasses,Entity,,,Forest Guide,,,,,
enForestFemale3Feral,entityclasses,Entity,,,Feral Forest Guide,,,,,
enForestFemale3Crawler,entityclasses,Entity,,,Crawler Forest Guide,,,,,
enForestFemale3Radiated,entityclasses,Entity,,,Radiated Forest Guide,,,,,

enForestMale1,entityclasses,Entity,,,Hiker,,,,,
enForestMale1Feral,entityclasses,Entity,,,Feral Hiker,,,,,
enForestMale1Crawler,entityclasses,Entity,,,Crawler Hiker,,,,,
enForestMale1Radiated,entityclasses,Entity,,,Radiated Hiker,,,,,

enForestMale2,entityclasses,Entity,,,Camper,,,,,
enForestMale2Feral,entityclasses,Entity,,,Feral Camper,,,,,
enForestMale2Crawler,entityclasses,Entity,,,Crawler Camper,,,,,
enForestMale2Radiated,entityclasses,Entity,,,Radiated Camper,,,,,

enForestMale3,entityclasses,Entity,,,Lucky Jim,,,,,
enForestMale3Feral,entityclasses,Entity,,,Feral Lucky Jim,,,,,
enForestMale3Crawler,entityclasses,Entity,,,Crawler Lucky Jim,,,,,
enForestMale3Radiated,entityclasses,Entity,,,Radiated Lucky Jim,,,,,

enForestMale4,entityclasses,Entity,,,Bushcraft Instructor,,,,,
enForestMale4Feral,entityclasses,Entity,,,Feral Bushcraft Instructor,,,,,
enForestMale4Crawler,entityclasses,Entity,,,Crawler Bushcraft Instructor,,,,,
enForestMale4Radiated,entityclasses,Entity,,,Radiated Bushcraft Instructor,,,,,

enForestMaleCamo,entityclasses,Entity,,,Green Ghillie,,,,,
enForestMaleCamoFeral,entityclasses,Entity,,,Feral Green Ghillie,,,,,
enForestMaleCamoCrawler,entityclasses,Entity,,,Crawler Green Ghillie,,,,,
enForestMaleCamoRadiated,entityclasses,Entity,,,Radiated Green Ghillie,,,,,

enForestSpider,entityclasses,Entity,,,Evil Santa,,,,,
enForestSpiderFeral,entityclasses,Entity,,,Feral Evil Santa,,,,,
enForestSpiderRadiated,entityclasses,Entity,,,Radiated Evil Santa,,,,,

enHazmatFemale1,entityclasses,Entity,,,Hazmat Doctor,,,,,
enHazmatFemale1Feral,entityclasses,Entity,,,Feral Hazmat Doctor,,,,,
enHazmatFemale1Crawler,entityclasses,Entity,,,Crawler Hazmat Doctor,,,,,
enHazmatFemale1Radiated,entityclasses,Entity,,,Radiated Hazmat Doctor,,,,,

enHazmatFemale2,entityclasses,Entity,,,Hazmat Engineer,,,,,
enHazmatFemale2Feral,entityclasses,Entity,,,Feral Hazmat Engineer,,,,,
enHazmatFemale2Crawler,entityclasses,Entity,,,Crawler Hazmat Engineer,,,,,
enHazmatFemale2Radiated,entityclasses,Entity,,,Radiated Hazmat Engineer,,,,,

enHazmatMale1,entityclasses,Entity,,,Hazmat Technician,,,,,
enHazmatMale1Feral,entityclasses,Entity,,,Feral Hazmat Technician,,,,,
enHazmatMale1Crawler,entityclasses,Entity,,,Crawler Hazmat Technician,,,,,
enHazmatMale1Radiated,entityclasses,Entity,,,Radiated Hazmat Technician,,,,,

enHazmatMale2,entityclasses,Entity,,,Hazmat Inspector,,,,,
enHazmatMale2Feral,entityclasses,Entity,,,Feral Hazmat Inspector,,,,,
enHazmatMale2Crawler,entityclasses,Entity,,,Crawler Hazmat Inspector,,,,,
enHazmatMale2Radiated,entityclasses,Entity,,,Radiated Hazmat Inspector,,,,,

enHazmatMale3,entityclasses,Entity,,,Hazmat Intern,,,,,
enHazmatMale3Feral,entityclasses,Entity,,,Feral Hazmat Intern,,,,,
enHazmatMale3Crawler,entityclasses,Entity,,,Crawler Hazmat Intern,,,,,
enHazmatMale3Radiated,entityclasses,Entity,,,Radiated Hazmat Intern,,,,,

enJoggerFemale1,entityclasses,Entity,,,Philly,,,,,
enJoggerFemale1Feral,entityclasses,Entity,,,Feral Philly,,,,,
enJoggerFemale1Crawler,entityclasses,Entity,,,Crawler Philly,,,,,
enJoggerFemale1Radiated,entityclasses,Entity,,,Radiated Philly,,,,,

enJoggerFemale2,entityclasses,Entity,,,Milly,,,,,
enJoggerFemale2Feral,entityclasses,Entity,,,Feral Milly,,,,,
enJoggerFemale2Crawler,entityclasses,Entity,,,Crawler Milly,,,,,
enJoggerFemale2Radiated,entityclasses,Entity,,,Radiated Milly,,,,,

enJoggerFemale3,entityclasses,Entity,,,Lilly,,,,,
enJoggerFemale3Feral,entityclasses,Entity,,,Feral Lilly,,,,,
enJoggerFemale3Crawler,entityclasses,Entity,,,Crawler Lilly,,,,,
enJoggerFemale3Radiated,entityclasses,Entity,,,Radiated Lilly,,,,,

enJoggerFemale4,entityclasses,Entity,,,Jilly,,,,,
enJoggerFemale4Feral,entityclasses,Entity,,,Feral Jilly,,,,,
enJoggerFemale4Crawler,entityclasses,Entity,,,Crawler Jilly,,,,,
enJoggerFemale4Radiated,entityclasses,Entity,,,Radiated Jilly,,,,,

enJoggerFemale5,entityclasses,Entity,,,Hilly,,,,,
enJoggerFemale5Feral,entityclasses,Entity,,,Feral Hilly,,,,,
enJoggerFemale5Crawler,entityclasses,Entity,,,Crawler Hilly,,,,,
enJoggerFemale5Radiated,entityclasses,Entity,,,Radiated Hilly,,,,,

enLumberjack1,entityclasses,Entity,,,Woody,,,,,
enLumberjack1Feral,entityclasses,Entity,,,Feral Woody,,,,,
enLumberjack1Crawler,entityclasses,Entity,,,Crawler Woody,,,,,
enLumberjack1Radiated,entityclasses,Entity,,,Radiated Woody,,,,,

enLumberjack2,entityclasses,Entity,,,Man of the Oak,,,,,
enLumberjack2Feral,entityclasses,Entity,,,Feral Man of the Oak,,,,,
enLumberjack2Crawler,entityclasses,Entity,,,Crawler Man of the Oak,,,,,
enLumberjack2Radiated,entityclasses,Entity,,,Radiated Man of the Oak,,,,,

enSnowFemale1,entityclasses,Entity,,,Ice Angler,,,,,
enSnowFemale1Feral,entityclasses,Entity,,,Feral Ice Angler,,,,,
enSnowFemale1Crawler,entityclasses,Entity,,,Crawler Ice Angler,,,,,
enSnowFemale1Radiated,entityclasses,Entity,,,Radiated Ice Angler,,,,,

enSnowFemale2,entityclasses,Entity,,,Ice Sculptor,,,,,
enSnowFemale2Feral,entityclasses,Entity,,,Feral Ice Sculptor,,,,,
enSnowFemale2Crawler,entityclasses,Entity,,,Crawler Ice Sculptor,,,,,
enSnowFemale2Radiated,entityclasses,Entity,,,Radiated Ice Sculptor,,,,,

enSnowMale1,entityclasses,Entity,,,Snowy Joey,,,,,
enSnowMale1Feral,entityclasses,Entity,,,Feral Snowy Joey,,,,,
enSnowMale1Crawler,entityclasses,Entity,,,Crawler Snowy Joey,,,,,
enSnowMale1Radiated,entityclasses,Entity,,,Radiated Snowy Joey,,,,,

enSnowMale2,entityclasses,Entity,,,Cold Colin,,,,,
enSnowMale2Feral,entityclasses,Entity,,,Feral Cold Colin,,,,,
enSnowMale2Crawler,entityclasses,Entity,,,Crawler Cold Colin,,,,,
enSnowMale2Radiated,entityclasses,Entity,,,Radiated Cold Colin,,,,,

enSnowMale3,entityclasses,Entity,,,Icicle Bert,,,,,
enSnowMale3Feral,entityclasses,Entity,,,Feral Icicle Bert,,,,,
enSnowMale3Crawler,entityclasses,Entity,,,Crawler Icicle Bert,,,,,
enSnowMale3Radiated,entityclasses,Entity,,,Radiated Icicle Bert,,,,,

enSnowMaleCamo,entityclasses,Entity,,,Snow Ghillie,,,,,
enSnowMaleCamoFeral,entityclasses,Entity,,,Feral Snow Ghillie,,,,,
enSnowMaleCamoCrawler,entityclasses,Entity,,,Crawler Snow Ghillie,,,,,
enSnowMaleCamoRadiated,entityclasses,Entity,,,Radiated Snow Ghillie,,,,,

enSnowSpider,entityclasses,Entity,,,Evil Santa Helper,,,,,
enSnowSpiderFeral,entityclasses,Entity,,,Feral Evil Santa Helper,,,,,
enSnowSpiderRadiated,entityclasses,Entity,,,Radiated Evil Santa Helper,,,,,

enSoldierMale1,entityclasses,Entity,,,Mercenary Brad,,,,,
enSoldierMale1Feral,entityclasses,Entity,,,Feral Mercenary Brad,,,,,
enSoldierMale1Crawler,entityclasses,Entity,,,Crawler Mercenary Brad,,,,,
enSoldierMale1Radiated,entityclasses,Entity,,,Radiated Mercenary Brad,,,,,

enSoldierMale2,entityclasses,Entity,,,Mercenary Joel,,,,,
enSoldierMale2Feral,entityclasses,Entity,,,Feral Mercenary Joel,,,,,
enSoldierMale2Crawler,entityclasses,Entity,,,Crawler Mercenary Joel,,,,,
enSoldierMale2Radiated,entityclasses,Entity,,,Radiated Mercenary Joel,,,,,

enStripper1,entityclasses,Entity,,,Amber,,,,,
enStripper1Feral,entityclasses,Entity,,,Feral Amber,,,,,
enStripper1Crawler,entityclasses,Entity,,,Crawler Amber,,,,,
enStripper1Radiated,entityclasses,Entity,,,Radiated Amber,,,,,

enStripper2,entityclasses,Entity,,,Cherry,,,,,
enStripper2Feral,entityclasses,Entity,,,Cherry,,,,,
enStripper2Crawler,entityclasses,Entity,,,Cherry,,,,,
enStripper2Radiated,entityclasses,Entity,,,Cherry,,,,,

enStripper3,entityclasses,Entity,,,Chastity,,,,,
enStripper3Feral,entityclasses,Entity,,,Feral Chastity,,,,,
enStripper3Crawler,entityclasses,Entity,,,Crawler Chastity,,,,,
enStripper3Radiated,entityclasses,Entity,,,Radiated Chastity,,,,,

enStripper4,entityclasses,Entity,,,Bloodlust Bambi,,,,,
enStripper4Feral,entityclasses,Entity,,,Feral Bloodlust Bambi,,,,,
enStripper4Crawler,entityclasses,Entity,,,Crawler Bloodlust Bambi,,,,,
enStripper4Radiated,entityclasses,Entity,,,Radiated Bloodlust Bambi,,,,,

enUtility1,entityclasses,Entity,,,Sparkly Simon,,,,,
enUtility1Feral,entityclasses,Entity,,,Feral Sparkly Simon,,,,,
enUtility1Crawler,entityclasses,Entity,,,Crawler Sparkly Simon,,,,,
enUtility1Radiated,entityclasses,Entity,,,Radiated Sparkly Simon,,,,,

enUtility2,entityclasses,Entity,,,Supervisor Stan,,,,,
enUtility2Feral,entityclasses,Entity,,,Feral Supervisor Stan,,,,,
enUtility2Crawler,entityclasses,Entity,,,Crawler Supervisor Stan,,,,,
enUtility2Radiated,entityclasses,Entity,,,Radiated Supervisor Stan,,,,,

enWastelandFemale1,entityclasses,Entity,,,Angry Ashley,,,,,
enWastelandFemale1Feral,entityclasses,Entity,,,Feral Angry Ashley,,,,,
enWastelandFemale1Crawler,entityclasses,Entity,,,Crawler Angry Ashley,,,,,
enWastelandFemale1Radiated,entityclasses,Entity,,,Radiated Angry Ashley,,,,,

enWastelandFemale2,entityclasses,Entity,,,Mad Maud,,,,,
enWastelandFemale2Feral,entityclasses,Entity,,,Feral Mad Maud,,,,,
enWastelandFemale2Crawler,entityclasses,Entity,,,Crawler Mad Maud,,,,,
enWastelandFemale2Radiated,entityclasses,Entity,,,Radiated Mad Maud,,,,,

enWastelandFemale3,entityclasses,Entity,,,Livid Lorraine,,,,,
enWastelandFemale3Feral,entityclasses,Entity,,,Feral Livid Lorraine,,,,,
enWastelandFemale3Crawler,entityclasses,Entity,,,Crawler Livid Lorraine,,,,,
enWastelandFemale3Radiated,entityclasses,Entity,,,Radiated Livid Lorraine,,,,,

enWastelandFemaleCrazy,entityclasses,Entity,,,Psycho Pam,,,,,
enWastelandFemaleCrazyFeral,entityclasses,Entity,,,Feral Psycho Pam,,,,,
enWastelandFemaleCrazyCrawler,entityclasses,Entity,,,Crawler Psycho Pam,,,,,
enWastelandFemaleCrazyRadiated,entityclasses,Entity,,,Radiated Psycho Pam,,,,,

enWastelandMale1,entityclasses,Entity,,,Raging Roger,,,,,
enWastelandMale1Feral,entityclasses,Entity,,,Feral Raging Roger,,,,,
enWastelandMale1Crawler,entityclasses,Entity,,,Crawler Raging Roger,,,,,
enWastelandMale1Radiated,entityclasses,Entity,,,Radiated Raging Roger,,,,,

enWastelandMale2,entityclasses,Entity,,,Bankrupt Barry,,,,,
enWastelandMale2Feral,entityclasses,Entity,,,Feral Bankrupt Barry,,,,,
enWastelandMale2Crawler,entityclasses,Entity,,,Crawler Bankrupt Barry,,,,,
enWastelandMale2Radiated,entityclasses,Entity,,,Radiated Bankrupt Barry,,,,,

enWastelandMale3,entityclasses,Entity,,,Wild Will,,,,,
enWastelandMale3Feral,entityclasses,Entity,,,Feral Wild Will,,,,,
enWastelandMale3Crawler,entityclasses,Entity,,,Crawler Wild Will,,,,,
enWastelandMale3Radiated,entityclasses,Entity,,,Radiated Wild Will,,,,,

enWastelandMaleCrazy,entityclasses,Entity,,,Loopy Leo,,,,,
enWastelandMaleCrazyFeral,entityclasses,Entity,,,Feral Loopy Leo,,,,,
enWastelandMaleCrazyCrawler,entityclasses,Entity,,,Crawler Loopy Leo,,,,,
enWastelandMaleCrazyRadiated,entityclasses,Entity,,,Radiated Loopy Leo,,,,,

enWastelandSpider,entityclasses,Entity,,,Navezgene Gollum,,,,,
enWastelandSpiderFeral,entityclasses,Entity,,,Feral Navezgene Gollum,,,,,
enWastelandSpiderRadiated,entityclasses,Entity,,,Crawler Navezgene Gollum,,,,,

 

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@arramus LOL i was laughing through most of that list. those names are awesome. i'll throw them into a separate Localization.txt file in the mod as an option for players to use. I've wanted to create my own localization file with custom zombie names, but unless it has changed, the localization.txt is still not automatically downloaded from servers to the client.. and so for now i'm just focusing on the core server side XML.

 

@GarglingGlass that's interesting.. i'll have to look into this further. you're right these zombies don't have collision with the player vehicles, so you can't run them over with your vehicles either. i loaded up the snufkin zombies and they also ignore and walk through the player vehicles. fortunately the stationary POI vehicles still so collide with the zombies.

 

@arramus does this collision issue happen when you're running my enZombies or the Snufkin zombies as well?

 

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59 minutes ago, errornull said:

@arramus LOL i was laughing through most of that list. those names are awesome. i'll throw them into a separate Localization.txt file in the mod as an option for players to use. I've wanted to create my own localization file with custom zombie names, but unless it has changed, the localization.txt is still not automatically downloaded from servers to the client.. and so for now i'm just focusing on the core server side XML.

 

@GarglingGlass that's interesting.. i'll have to look into this further. you're right these zombies don't have collision with the player vehicles, so you can't run them over with your vehicles either. i loaded up the snufkin zombies and they also ignore and walk through the player vehicles. fortunately the stationary POI vehicles still so collide with the zombies.

 

@arramus does this collision issue happen when you're running my enZombies or the Snufkin zombies as well?

 

 

 

The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.

 

Here is the run down on custom zombies we've seen so far:

- Custom zombies that are very closely connected to an existing zombie (by utilising their model) will be treated exactly the same as any Vanilla zombie.

- Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
* Be decapitated since there are no connected sequences of decapitation stage
* See collision from vehicles
* Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)

However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.

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39 minutes ago, arramus said:

The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.

Ok that's great to hear. In that case, I might as well add the localization.txt with these custom zombie names into the main mod as default.

 

40 minutes ago, arramus said:

Here is the run down on custom zombies we've seen so far:

- Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
* Be decapitated since there are no connected sequences of decapitation stage
* See collision from vehicles
* Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)

However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.

good to know. so the non-collision issue is something already known. wishing that maybe some day the devs might help correct this if even possible. it's a bit of a bummer we won't be able to crash into our zombies with the vehicles... but you're right about outer space. i've already seen pipe bombs launch these zombies clear over adjacent buildings and pin them stuck into ceilings and walls LOL. it's hilarious.

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idk about Snufkin's, but I know that creaturepack zombies collide while these don't. 

I never noticed Snufkin's because the few times that I've used it I've really only encountered them on horde nights. But I've used creaturepack for many months and have been able to run over everyone just fine. Whatever it is that creaturepack does to make this a non-issue, I suggest looking into that. 

Edited by GarglingGlass (see edit history)
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CreaturePack zombies replicate the TFP zombies in feature almost exactly.  Only thing they dont do is make footstep sounds reliably, which is fixed in the NPC version and will be fixed in the A20 version.  Snufkin type zombies are TFP vanilla zombies with additional prefabs attached, so should work the same as vanilla zombies they are based on.  UMA zombies like the ones in this pack, wont have several newer features added to the TFP zombies, like the vehicle colliders and normal ragdolling.  They may also not have the stumble when falling behavior, but in general they function well enough for good gameplay.

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  • ErrorNull changed the title to enZombies - More Zombie Variations

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