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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.

 

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[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 enZombies 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 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 Patches mods - refer to Add-Ons and Patches section further below. Note: GitHub adds the word "-main" to the filename of the zip when downloading. To avoid issues, please remove that word and ensure it does not show in the folder name when placing the mod into your Mods folder.

Version 2.71 (updated 9/27/2022) - 👉 Download from GitHub 👈      ⚙️ Progress Tracker https://github.com/ErrorNull0?tab=projects ⚙️

Spoiler

- code tweaks for handitems in items.xml
- code tweaks in entityclasses.xml
- removed duplicate zombie entries in several groups in entitygroups.xml
- cleaned up and standarized naming convention for all buff decos in buff.xml
- increased infection potentcy of green organic walker/crawler to same level as hazmat zombies
- created python program XMLRipper that extracts all attribute names from any target xml tag
- elemental zombies cannot be burned, electricuted, or dismembered
- tweaked some buffs and nerfs for all elemental zombies and elemental-related bosses
- added stemCell item for use with enZombies survival and enZombies traders mods

 

 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 allows players to harvest all enZombies and vanilla zombies 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 Traders Add-On  (( Download Here 👉 GitHub 👈 )) This mod spawns wandering traders in the wilderness. These traders only provide ability to buy and sell goods, and do not give out quests. These traders use the UMA archetypes and is completely server-side.

 

enZombie Survival Add-On  (( Download Here 👉 GitHub 👈 )) This mod changes many game elements to suit my personal playstyle - where it is more challenging and more focused on survival. For example, zombies are harder to kill, there is no locate-trader task for the initial survival quest, ambient light during night outside and during anytime indoors is a bit darker, death reduces your max health, birds nests, yucca, and other resources spawn less in biomes. This survival mod is completely server-side.

 

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, Wandering Horde Spawn Amount, Removing Zombies, and Adjust HP. 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 its 'target' mod. Go to the enZombiePatches GitHub page . These patch mods do two things: makes the target mod aware of the new custom spawning groups that enZombies uses for outside biome spawning. And, it allows the player to enable zombie body harvesting for the zombies or entities that are part of the target mod. Instructions: 1) Download the package which will include all the patch mods listed below. 2) Open the package and find the folder that matches the target mod you want compatibility for. 3) Take that folder and place it into your 7 Days to Die "Mods" folder. 4) Be sure to have the main enZombies mod installed. 5) Be sure you also install the main target mod that the patch is patching.

Spoiler

Banshee Queen Patch  This makes the Zulk Zombie mod compatible with enZombies. The Banshee Queen was created by Arcueid/Gray Sage and is a giant screamer boss. What out for her during a screamer horde. Banshee Queen download site

 

Diamond Giant Raid Boss Patch  This makes the Diamond Raid Boss mod compatible with enZombies. The Diamond Giant was created by Arcueid/Gray Sage and is a giant party girl. It seems that her looks can disable you. Diamond Raid Boss download site

 

Guppy A20 Zombies Patch  This makes the Guppy Alpha20 zombies compatible with enZombies. This is a great variety of zombies created by Guppycur, including more cops, a nurse, biomechanical wight, stripper, cheerleader, scary clown, etc. Guppy A20 Zombies download site | view pics

 

KHA20-TFP Behemoth Patch  This makes the KHA20-TFP Behemoth compatible with enZombies. The Behemoth was reworked by KhaineGB and is literally a huge behemoth zombie. This will add a nice challenge to the game. KHA20 TFP Behemoth download site

 

MickPewPews ServerSide Zeds Patch  This makes MickPewPews Server Side Zeds mod (from 2020) compatible with enZombies. This is an older zombie group by MickkPewPew with very strong bosses. A good addition for later gamestage. MickPewPew download site | view pics

 

MickkPewPew Patch  This makes MickkPewPews Server Side Zeds 20.5 mod compatible with enZombies. These are some creative boss level zombies that can give players a nice challenge. MickPewPew download site

 

Robeloto's Custom Zombie's Patch  This makes Robeloto's Custom Zombies 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 very small to super large. Robeloto Zombies forum page

 

Snufkin's Server Side Zombies PLUS Patch  This makes Snufkin's Custom Server Side Zombies 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. Snufkin Zombies forum page

 

Zulk Zombie Patch  This makes the Zulk Zombie mod 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. Zulk Zombie download site

 

* * * * * * * * * * * * * * * * * * NPCMod Patches (below) * * * * * * * * * * * * * * * * * *

 

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NPCMod Patch (powered by Score and NPCcore This makes the NPCMod entities compatible with enZombies. NPCMod is by Xyth and is more like a powerful entity creation platform. NPCMod comes included with three NPCs - two of which are friendly and hire-able, and one that is hostile. Many modders have created more NPCs using the NPCMod as a base, which adds a great variety of zombies and NPCs. NPCMod forum page

 

NPCMod Bird Expansion Patch (powered by Score and NPCcore This makes the NPCMod BirdPack entities compatible with enZombies. These are non-hostile and hostile flying creatures made by Xyth. Adds a nice touch to the outsides of each biome. NPCMod forum page

 

NPCMod Fantastic Beastz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Fantastic Beastz to be compatible with enZombies. These are medieval themed monsters (eg. dragons, griffon, harpy) by DarkStarDragon. NPCMod forum page | view pics

 

NPCMod Gans Special Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Gans Special Zombies to be compatible with enZombies. These include a scary clown and zombiefied military generals, by GanTheGrey. NPCMod forum page | view pics

 

NPCMod Gans Standard Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Gans Standard Zombies to be compatible with enZombies. These include zombie versions of trader Rekt and Hugh, by GanTheGrey. NPCMod forum page | view pics

 

NPCMod Goblinz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Goblinz to be compatible with enZombies. These are hostile goblins by DarkStarDragon. Requires KnightzNPeasantz AND OrczAlpha. NPCMod forum page | view pics

 

NPCMod Khzmusik NPC Civilians Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod NPC Civilians to be compatible with enZombies. These are friendly hire-able humans by Khzmusik. There is a nice variety of them! NPCMod forum page | view pics

 

NPCMod Khzmusik Zombies Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Zombies to be compatible with enZombies. These are more zombies (eg. burnt, cowgirl, office, female cop) to add to your game, by Khzmusik. NPCMod forum page | view pics

 

NPCMod Knightz N Peasantz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Knightz and Peasantz to be compatible with enZombies. These are medieval themed NPCs by DarkStarDragon. Great with Goblinz and Orcz. NPCMod forum page | view pics

 

NPCMod Mech Expansion Patch (powered by Score and NPCcore This makes the NPCMod MechPack entities compatible with enZombies. These are hostile robots made by Xyth. Many great models and sounds effects. NPCMod forum page

 

NPCMod OrczPack Alpha Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Orcz (alpha) to be compatible with enZombies. These are hostile melee and ranged Orc fighters by DarkStarDragon. Fierce looking and awesome. NPCMod forum page | view pics

 

NPCMod OrczPack Beta Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Orcz (beta) to be compatible with enZombies. These are even more hostile Orc fighters and even two human slaves by DarkStarDragon. NPCMod forum page | view pics

 

NPCMod PitFighterz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod PitFighterz to be compatible with enZombies. These are friendly human fighters like boxers, MMA, karate, etc by DarkStarDragon. NPCMod forum page | view pics

 

NPCMod Raiderz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderzPack entities to be compatible with enZombies. These are a collection of hostile humans made by DarkStarDragon. Nice looking bandits. NPCMod forum page | view pics

 

NPCMod RaiderGurlz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderGurlzPack entities to be compatible with enZombies. These are hostile women made by DarkStarDragon. Dangerous ladies in cool outfits! NPCMod forum page | view pics

 

NPCMod RaiderGurlz Friendly Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod RaiderGurlzPack Friendly entities to be compatible with enZombies. These are non-hostile women made by DarkStarDragon and Mr.Devolver. NPCMod forum page | view pics

 

NPCMod Robotz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Robotz to be compatible with enZombies. This is a huge and powerful friendly mech you can hire, and is made by DarkStarDragon. NPCMod forum page | view pics

 

NPCMod Soldier Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod SoldierPack entities to be compatible with enZombies. These are a collection of military helpers made by DarkStarDragon. Great looking models. NPCMod forum page | view pics

 

NPCMod Spider Expansion Patch (powered by Score and NPCcore This makes the NPCMod SpiderPack entities compatible with enZombies. These are a collection of hostile spiders made by Xyth. The 3D models and animations are well done. NPCMod forum page

 

NPCMod Spider Colony Expansion Patch (powered by Score and NPCcore This makes the NPCMod SpiderPack entities compatible with enZombies. These are a collection of hostile spiders made by Xyth. The 3D models and animations are well done. NPCMod forum page | view pics

 

NPCMod Survivorz Expansion Patch (powered by Score and NPCcore This makes the NPCMod SurvivorzPack entities compatible with enZombies. These are friendly human fighers by DarkStarDragon. Nice looking ladies, a sumo and M60 warrior. NPCMod forum page | view pics

 

NPCMod VaultDwellerz Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod VaultDwellerzPack entities to be compatible with enZombies. These are friendly NPCs wearing futuristic civilian and military outfits and gear made by DarkStarDragon. The power armor are cool. NPCMod forum page | view pics

 

NPCMod Zombiez Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod Zombiez to be compatible with enZombies. These are more amazing looking zombies made by DarkStarDragon. NPCMod forum page | view pics

 

NPCMod YeOlde Undead Expansion Patch (powered by Score and NPCcore This patch mod allows the NPCMod YeOlde Undead to be compatible with enZombies. These are medieval zombie and skeleton fighters made by DarkStarDragon. NPCMod forum page | view pics

 

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. When zombie vehicle collision was added to the vanilla zombies, the devs did not add that feature to the UMA system.

 

- 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 do not show the crawling animations when they crawl through the 1 bock spaces. The ability for zombies to crawl through 1 block spaces is fairly recent, but the devs did not implement that update for the UMA system.

 

- 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 Clear or Fetch quest, and can sometimes even result in a sleeper zombie being spawned invisible - which can be a vanilla or UMA zombie. They can still be killed with traps, grenades, and turrets, and with the right mods installed you can sense their location when crouching. So far, these NRE errors seems to be intermittent and not tied to a specific POI or zombie type. If you encounter this NRE error please take a screenshot, or send me the log, with the POI name and if the error was repeatable later at the same POI. This will help with investigating further.

 

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:

Spoiler

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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.

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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.

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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?

 

spacer.png

 

 

 

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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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