Ru Melin Posted August 23, 2022 Share Posted August 23, 2022 Ahh. and I used the wasteland, the aliens, mutants, raider and soldiers. Is there a plan to change something? Thanks for answering. Link to comment Share on other sites More sharing options...
RAGE PVE Posted August 25, 2022 Share Posted August 25, 2022 On 8/23/2022 at 4:56 AM, ErrorNull said: @Ru Melin that is on my to-do list. you're right as it stands now my enzombies spawning code is not fine tuned for NPCMod yet and so it unintentionally inhibits the spawning of the NPCMod entities. i can get a patch mod going and it will be fixed up. @RAGE PVE yea i like the behemoth too. haven't had the chance to yet, but that's also on my to do list. what are the elite zombies? you have a link? I'd been looking at the following:https://7daystodiemods.com/elitezombies/https://7daystodiemods.com/return-of-the-behemoth/https://7daystodiemods.com/mickkpewpews-server-side-zeds-20-5/ I quite like the look of the MPP ones actually, drop them into the wastelands for some added spice, maybe in BM (once I learn how actually to tweak groups and things between various packs + vanilla!) 1 Link to comment Share on other sites More sharing options...
Ru Melin Posted August 26, 2022 Share Posted August 26, 2022 I like the ENZombies MOd, because there are a lot of normal Zombies hat looks nice. Some cool stronger Variants. The other Mods have in my opinion to many glow/light. For me I linke more not glowing Zombies. The Models of EnZombies are great. The NPC Mod gives more variants, too. And Wasteland gives us Mutants and Aliens. This three MOds are in my opinion the best combination. So I hope you can finnish here a good combination to use all three Mods in one game. Best regards. 1 Link to comment Share on other sites More sharing options...
Ru Melin Posted August 26, 2022 Share Posted August 26, 2022 Please let me ask you something. Your EnZombies Mod makes some changes in the vanilla settings, so that this changes the cause is that other Mods NPCs like the NPC community mod don´t spawn. Can I use your mod and cancel some lines, so that the vanilla change not works? As example snuffkin only serverside Zombies mod says only that there are new zombies and he gives the chance (example 0.3) that a new Zombie is spawned. So ist works good in combination with other mods. What happens when I take out some lines of your mod that changes the vannila settings? And is it ok for you when I do this? I only use it with my family on a not open server. Link to comment Share on other sites More sharing options...
Ganeshakw Posted August 26, 2022 Share Posted August 26, 2022 Hey @ErrorNull, What is the configuration of your gaming Laptop/PC ? Pls let me know. I am having trouble playing this game on my gaming laptop. The game becomes extremely slow and unplayable. Link to comment Share on other sites More sharing options...
ErrorNull Posted August 26, 2022 Author Share Posted August 26, 2022 @Ru Melin can you give me links to those mods you are talking about and i can take a look to see if i could have enZombies be compatible in the future. @Ganeshakw i got a new system couple months ago 😎 intel core i7-12700KF, 16GB RAM, and RTX3070 TI. i usually have my 7days video settings at fullscreen-off, 1920x1200 resolution, vsync-on, and all quality settings on high (none on ultra or beyond). however my previous pc had an RTX2080 and i would need to leave the video settings on medium because i'd get some lag. hope that helps. @RAGE PVE the behemoth 3D model in KhaineGB's mod is well done. that would make an awesome end boss of wasteland boss. it's not server side though since it has the custom model, but it wouldn't be a big feat to make it compatible with enZombies. 1 Link to comment Share on other sites More sharing options...
RAGE PVE Posted August 27, 2022 Share Posted August 27, 2022 3 hours ago, ErrorNull said: @Ru Melin can you give me links to those mods you are talking about and i can take a look to see if i could have enZombies be compatible in the future. @Ganeshakw i got a new system couple months ago 😎 intel core i7-12700KF, 16GB RAM, and RTX3070 TI. i usually have my 7days video settings at fullscreen-off, 1920x1200 resolution, vsync-on, and all quality settings on high (none on ultra or beyond). however my previous pc had an RTX2080 and i would need to leave the video settings on medium because i'd get some lag. hope that helps. @RAGE PVE the behemoth 3D model in KhaineGB's mod is well done. that would make an awesome end boss of wasteland boss. it's not server side though since it has the custom model, but it wouldn't be a big feat to make it compatible with enZombies. Oh yes please! Link to comment Share on other sites More sharing options...
Ganeshakw Posted August 27, 2022 Share Posted August 27, 2022 @ErrorNull Bro, Thanks. Also, How much Video Ram do you have ? I hope the 16 GB you have mentioned is the System Ram. Link to comment Share on other sites More sharing options...
Ru Melin Posted August 27, 2022 Share Posted August 27, 2022 Good morning, sure and a lot of thank! Here are the links: https://7daystodiemods.com/the-wasteland/ https://7daystodiemods.com/npcmod-a-community-project/ Best regards Link to comment Share on other sites More sharing options...
Ganeshakw Posted August 27, 2022 Share Posted August 27, 2022 3 minutes ago, Ru Melin said: Good morning, sure and a lot of thank! Here are the links: https://7daystodiemods.com/the-wasteland/ https://7daystodiemods.com/npcmod-a-community-project/ Best regards Hey @Ru Melin whats your gaming laptop/PC configuration. Pls let me know. Thanks. Link to comment Share on other sites More sharing options...
ErrorNull Posted August 28, 2022 Author Share Posted August 28, 2022 (edited) On 8/27/2022 at 1:55 AM, Ganeshakw said: @ErrorNull Bro, Thanks. Also, How much Video Ram do you have ? I hope the 16 GB you have mentioned is the System Ram. yes the 16GB is just the system RAM. my video ram is 8GB. even though my system can handle it, personally i'm not really into all this HD updates going on with 7 days. sure a nice outward polish can help catch the eye of a window shopper, but you can make survival/rpg games that don't need HD models and textures and ray tracing to be fun, engaging and have a thriving community... like minecraft, valheim, teardown, final fantasy 14, WoW, etc. i do like the additional decos as those add to the immersion. Edited August 28, 2022 by ErrorNull (see edit history) Link to comment Share on other sites More sharing options...
Ganeshakw Posted August 29, 2022 Share Posted August 29, 2022 (edited) Thanks @ErrorNull. I think I need a better gaming PC/ Laptop if I want to continue playing yhis game. Lol. By the way @ErrorNull, whats going to be in the next update ? Is there something more exciting ? Edited August 29, 2022 by Ganeshakw (see edit history) Link to comment Share on other sites More sharing options...
ErrorNull Posted August 29, 2022 Author Share Posted August 29, 2022 Add-Ons Update: I finished the 'patch' mods that allow NPCMod to be compatible with enZombies. What this means is that the Nurse, Baker, and Harley entities now spawn within the custom biome rules controlled by enZombies mod. Their spawn rates are no longer unintentionally inhibited due to incompatibility. @Ru Melin I have also created patch mods to allow the first batch of NPCMod expansion packs to work with enZombies. These are the one created by Xyth! 1-NPCXBirdPack: Adds birds to the sky 1-NPCXSpiderPack: Adds giant spiders to hostile biomes 1-NPCXMechPack: An assortment of mechanical terrors You can download these patch mods from my GitHub page here. Or, from the main enZombies page - in the Patches section. Install instructions: Download the package which will include all the patch mods listed below. Open the package and find the folder that matches the target mod you want compatibility for. Take that folder and place it into your 7 Days to Die "Mods" folder. Be sure to have the main enZombies mod installed. Be sure you also install the main target mod that the patch is patching. In the next several days I plan to finish the patch mods for the other NPCMod expansion packs that's listed on the main NPCMod forum page. These are expansion by DarkStarDragon, Mr.Devolver, Arramus, GanTheGrey, and Khzmusik. Lots of cool zombies, civilians, orcs, and creatures out there! If there are other NPCMod expansions out there I've missed, let me know. @xyth Feel free to let me know if the way I presented and credited these NPCMod patches on my main page looks okay to you. This was a bit of a fun diversion. But once i'm done with the above, I will resume on finishing up the next enZombies update. 😎 1 Link to comment Share on other sites More sharing options...
arvay5 Posted August 30, 2022 Share Posted August 30, 2022 Is this the mod that adds the green fire effect to radiated zombies? Because my god, it absolutely destroys my fps when there's more than like one or two on my screen. If it is, can you please remove the radiated fire or at least tell me how to. Thank you Link to comment Share on other sites More sharing options...
arramus Posted August 30, 2022 Share Posted August 30, 2022 3 hours ago, arvay5 said: Is this the mod that adds the green fire effect to radiated zombies? Because my god, it absolutely destroys my fps when there's more than like one or two on my screen. If it is, can you please remove the radiated fire or at least tell me how to. Thank you This mod and one character in the Snufkins uses this green particle effect. However, it's used in moderation and there shouldn't be more than one or two appearing at a time. If you're seeing a lot, then it sounds like the Elite Zombies Mod https://7daystodiemods.com/elitezombies/ which specialises in them and has its own Discord channel. Search for 'RadiatedParticlesOnMesh' in the entityclasses.xml and remove/comment out the whole related line. Link to comment Share on other sites More sharing options...
arvay5 Posted August 30, 2022 Share Posted August 30, 2022 Oh okay thank you, it turns out darkness falls also uses it and I'm trying to remove it so my computer doesn't die. Link to comment Share on other sites More sharing options...
Ru Melin Posted August 30, 2022 Share Posted August 30, 2022 hy, this is great that we can combine the NPC Community Mod with the enzombies, thanks a lot. And thanks for patching the other NPCs like Soldiers, Raiders, etc. too. Here are some links from Nexus. There are some monsters for NPC core: https://www.nexusmods.com/7daystodie/mods/2228 https://www.nexusmods.com/7daystodie/mods/2232 https://www.nexusmods.com/7daystodie/mods/2231 https://www.nexusmods.com/7daystodie/mods/2230 Best regards 1 Link to comment Share on other sites More sharing options...
ErrorNull Posted August 30, 2022 Author Share Posted August 30, 2022 12 hours ago, arvay5 said: Oh okay thank you, it turns out darkness falls also uses it and I'm trying to remove it so my computer doesn't die. enZombies also has a few zombies with that green glowing aura effect. just go into the file called entityclasses.xml for enZombies mod (or any zombie mod that might have those effects) and find the line below and comment it out or delete it. <property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/> 16 minutes ago, Ru Melin said: hy, this is great that we can combine the NPC Community Mod with the enzombies, thanks a lot. And thanks for patching the other NPCs like Soldiers, Raiders, etc. too. Here are some links from Nexus. There are some monsters for NPC core: https://www.nexusmods.com/7daystodie/mods/2228 https://www.nexusmods.com/7daystodie/mods/2232 https://www.nexusmods.com/7daystodie/mods/2231 https://www.nexusmods.com/7daystodie/mods/2230 Best regards oh wow these monsters look real awesome. these would fit in a medieval fantasy theme. i can compatible-ize these as well. 1 Link to comment Share on other sites More sharing options...
Nonesuch77 Posted August 31, 2022 Share Posted August 31, 2022 12 hours ago, ErrorNull said: enZombies also has a few zombies with that green glowing aura effect. just go into the file called entityclasses.xml for enZombies mod (or any zombie mod that might have those effects) and find the line below and comment it out or delete it. <property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/> oh wow these monsters look real awesome. these would fit in a medieval fantasy theme. i can compatible-ize these as well. Excellent, someone beat me to it! I made a forum account specifically to bring the monster mods on Nexus up here, I'm glad that I'm not the only one who likes them. @ErrorNull there's at least one add-on by @khzmusik that adds Whisperer NPCs to NPCMod, but the only place I can find it is in the Mod Launcher (doesn't show up on his GitHub, but I'm not very good with Git so...). There's a few patches for NPCMod as well that add things like Loot Bags and progression/factions for the NPCs, but I don't think those should need any additional work. Link to comment Share on other sites More sharing options...
khzmusik Posted August 31, 2022 Share Posted August 31, 2022 17 hours ago, Nonesuch77 said: @ErrorNull there's at least one add-on by @khzmusik that adds Whisperer NPCs to NPCMod, but the only place I can find it is in the Mod Launcher (doesn't show up on his GitHub, but I'm not very good with Git so...). There's a few patches for NPCMod as well that add things like Loot Bags and progression/factions for the NPCs, but I don't think those should need any additional work. The reason you can't find them on GitHub is because my modlets are all on GitLab. (Same idea, different service.) Here's the one for the Whisperers: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Whisperers For the most part I think you're right, my modlets and EN's probably don't overlap. But ironically, the one that might be an exception is the Whisperers modlet. That's because the Whisperers (unlike most human NPCs) can spawn into hordes, and I added them to the wandering horde groups. @ErrorNull I don't know if you changed the wandering horde entity groups or not, but if you did, then that's something you will have to consider with the Whisperers. Also - I haven't actually looked at EN zombies for a while, but if you like I can help you add my NPC packs to your updated biome spawn groups. Let me know. 2 Link to comment Share on other sites More sharing options...
ErrorNull Posted August 31, 2022 Author Share Posted August 31, 2022 (edited) Add-Ons Update: Finished the patch mods for Raiderz Pack and RaiderGurlz Pack by DarkStarDragon. You can now see the following NPCMod entities alongside enZombies: Raiderz Pack (front row): Merc, Pest, Moto, Beatz, and Slugger RaiderGurlz Pack (back row: Gypsy, Betty, Hedy, Gina, and Jayne As before, download these patch mods from my GitHub page here. Or, from the main enZombies page - in the Patches section. Note: These zombies are not created by me, nor do I claim any credit. My patch mods simply make these zombies compatible with my enZombies mod. You still need to download the main zombie mod that my patch mod is intended for. Install instructions: Download the package which will include all the patch mods I've created. Open the package and find the folder that matches the target mod you want compatibility for. Take that folder and place it into your 7 Days to Die "Mods" folder. Be sure to have the main enZombies mod installed. Be sure you also install the main target mod that the patch is patching. DarkStarDragon has so many cool expansion packs .... looks like i need to get back to work. 😎 Edited September 15, 2022 by ErrorNull (see edit history) Link to comment Share on other sites More sharing options...
ErrorNull Posted August 31, 2022 Author Share Posted August 31, 2022 10 minutes ago, khzmusik said: @ErrorNull I don't know if you changed the wandering horde entity groups or not, but if you did, then that's something you will have to consider with the Whisperers. Also - I haven't actually looked at EN zombies for a while, but if you like I can help you add my NPC packs to your updated biome spawn groups. Let me know. ah ok. that's good to know. Yes I have heavily customized the entitygroups that will spawn within the wandering horde spawners to showcase my various zombie theme groups. with your Whisperers, what theme or spawning pattern were you looking to maintain for the wandering horde? I will try my best to maintain your intentions while merging with my wandering horde groupings. will likely need to remove some existing groups and shift some around to accommodate, which i don't mind. below is how the wandering horde is modified per gamestages.xml. <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='01']/spawn/@num">10</set> <!-- Businessmen / businesswomen --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='02']/spawn/@num">10</set> <!-- Farmers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='03']/spawn/@num">04</set> <!-- Coyotes (from vanilla EnemyAnimalsCoyote group) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='04']/spawn/@num">08</set> <!-- Feral Businessmen / businesswomen --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='05']/spawn/@num">04</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='06']/spawn/@num">08</set> <!-- Feral Farmers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='07']/spawn/@num">08</set> <!-- Feral Hazmats --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='08']/spawn/@num">05</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='09']/spawn/@num">10</set> <!-- Zombie Workers (utility and janitor zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='10']/spawn/@num">10</set> <!-- Crazies (half nakeds and hobos) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='11']/spawn/@num">06</set> <!-- Camos (those grass/bushmen) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='12']/spawn/@num">03</set> <!-- Wolves (from vanilla WolfGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='13']/spawn/@num">08</set> <!-- Feral Zombie Workers (utility and janitor zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='14']/spawn/@num">08</set> <!-- Feral Crazies (half nakeds and hobos) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='15']/spawn/@num">10</set> <!-- Biker Bar Zombies (from vanilla ZombieBikerBarGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='16']/spawn/@num">06</set> <!-- Feral Camos (those grass/bushmen) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='17']/spawn/@num">10</set> <!-- Punks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='18']/spawn/@num">10</set> <!-- KHz zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='19']/spawn/@num">10</set> <!-- Fatasses --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='20']/spawn/@num">06</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='21']/spawn/@num">08</set> <!-- Feral Punks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='22']/spawn/@num">08</set> <!-- Feral KHz zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='23']/spawn/@num">08</set> <!-- Feral Cowboys --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='24']/spawn/@num">10</set> <!-- Old Western zombies (from vanilla ZombieGhostTownGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='25']/spawn/@num">10</set> <!-- Spider zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='26']/spawn/@num">10</set> <!-- Athletes (footballers and female joggers) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='27']/spawn/@num">06</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='28']/spawn/@num">10</set> <!-- Strippers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='29']/spawn/@num">08</set> <!-- Feral Fatasses --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='30']/spawn/@num">08</set> <!-- Feral Athletes (footballers and female joggers) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='31']/spawn/@num">06</set> <!-- Feral Bikers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='32']/spawn/@num">08</set> <!-- Miners --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='33']/spawn/@num">06</set> <!-- Lumberjacks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='34']/spawn/@num">07</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='35']/spawn/@num">10</set> <!-- Military (soldiers, swat, and stealth zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='36']/spawn/@num">02</set> <!-- Cops (just the vanilla fat cop for now) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='37']/spawn/@num">06</set> <!-- Feral Miners --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='38']/spawn/@num">05</set> <!-- Zombie Dogs and Bears (from vanilla ZombieAnimalsGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='39']/spawn/@num">06</set> <!-- Feral Lumberjacks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='40']/spawn/@num">08</set> <!-- Feral Spiders zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='41']/spawn/@num">05</set> <!-- Wolf and Direwold (from vanilla WolfPack) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='42']/spawn/@num">08</set> <!-- LabCreatures --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='43']/spawn/@num">02</set> <!-- Giants --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='44']/spawn/@num">08</set> <!-- Feral Soldiers (modified vanilla ZombieSoldierGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='45']/spawn/@num">20</set> <!-- Goblins --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='46']/spawn/@num">08</set> <!-- Stronger LabCreatures --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='47']/spawn/@num">08</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='48']/spawn/@num">04</set> <!-- Feral Fat Cops --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='49']/spawn/@num">10</set> <!-- Hazmat zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn/@num">02</set> <!-- Zombie Bears (from vanilla ZombieBearsGroup) --> The wilderness biome spawning is the only other area that is also heavily customized. So in regards to the wilderness biomes, let me know if there are certain considerations i know in order to mirror your spawning intentions as closely as i can for the Whisperers. below are the custom entitygroups groups that any zombies that want to be compatible with enZombies need to fall within: PineforestZombiesDay PineforestZombiesDayCity PineforestZombiesDayDowntown PineforestAnimalsAggroDay PineforestAnimalsGameDay PineforestZombiesNight PineforestZombiesNightCity PineforestZombiesNightDowntown PineforestAnimalsAggroNight PineforestAnimalsGameNight DesertZombiesDay DesertZombiesDayCity DesertZombiesDayDowntown DesertAnimalsAggroDay DesertAnimalsGameDay DesertZombiesNight DesertZombiesNightCity DesertZombiesNightDowntown DesertAnimalsAggroNight DesertAnimalsGameNight SnowZombiesDay SnowZombiesDayCity SnowZombiesDayDowntown SnowAnimalsAggroDay SnowAnimalsGameDay SnowZombiesNight SnowZombiesNightCity SnowZombiesNightDowntown SnowAnimalsAggroNight SnowAnimalsGameNight BurntZombiesDay BurntZombiesDayCity BurntZombiesDayDowntown BurntAnimalsAggroDay BurntAnimalsGameDay BurntZombiesNight BurntZombiesNightCity BurntZombiesNightDowntown BurntAnimalsAggroNight BurntAnimalsGameNight WastelandZombiesDay WastelandZombiesDayCity WastelandZombiesDayDowntown WastelandAnimalsAggroDay WastelandZombiesNight WastelandZombiesNightCity WastelandZombiesNightDowntown WastelandAnimalsAggroNight the above entitygroups are then called upon by spawning.xml in the following way. this is just example for the pine forest biome, but the xml follows similar template for the remaining biomes: <set xpath="/spawning/biome[@name='pine_forest']/spawn/@maxcount">0</set> <append xpath="/spawning/biome[@name='pine_forest']"> <spawn maxcount="2" respawndelay="1.00" time="Day" entitygroup="PineforestZombiesDay" notags="commercial,industrial,downtown" /> <spawn maxcount="3" respawndelay="0.50" time="Day" entitygroup="PineforestZombiesDayCity" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.25" time="Day" entitygroup="PineforestZombiesDayDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="2.00" time="Day" entitygroup="PineforestAnimalsAggroDay" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.00" time="Day" entitygroup="PineforestAnimalsGameDay" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="0.50" time="Night" entitygroup="PineforestZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.25" time="Night" entitygroup="PineforestZombiesNightCity" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="5" respawndelay="0.10" time="Night" entitygroup="PineforestZombiesNightDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="1.00" time="Night" entitygroup="PineforestAnimalsAggroNight" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.00" time="Night" entitygroup="PineforestAnimalsGameNight" spawnDeadChance="0" /> </append> Link to comment Share on other sites More sharing options...
khzmusik Posted August 31, 2022 Share Posted August 31, 2022 (edited) 22 minutes ago, ErrorNull said: ah ok. that's good to know. Yes I have heavily customized the entitygroups that will spawn within the wandering horde spawners to showcase my various zombie theme groups. with your Whisperers, what theme or spawning pattern were you looking to maintain for the wandering horde? I will try my best to maintain your intentions while merging with my wandering horde groupings. will likely need to remove some existing groups and shift some around to accommodate, which i don't mind. below is how the wandering horde is modified per gamestages.xml. <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='01']/spawn/@num">10</set> <!-- Businessmen / businesswomen --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='02']/spawn/@num">10</set> <!-- Farmers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='03']/spawn/@num">04</set> <!-- Coyotes (from vanilla EnemyAnimalsCoyote group) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='04']/spawn/@num">08</set> <!-- Feral Businessmen / businesswomen --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='05']/spawn/@num">04</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='06']/spawn/@num">08</set> <!-- Feral Farmers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='07']/spawn/@num">08</set> <!-- Feral Hazmats --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='08']/spawn/@num">05</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='09']/spawn/@num">10</set> <!-- Zombie Workers (utility and janitor zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='10']/spawn/@num">10</set> <!-- Crazies (half nakeds and hobos) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='11']/spawn/@num">06</set> <!-- Camos (those grass/bushmen) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='12']/spawn/@num">03</set> <!-- Wolves (from vanilla WolfGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='13']/spawn/@num">08</set> <!-- Feral Zombie Workers (utility and janitor zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='14']/spawn/@num">08</set> <!-- Feral Crazies (half nakeds and hobos) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='15']/spawn/@num">10</set> <!-- Biker Bar Zombies (from vanilla ZombieBikerBarGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='16']/spawn/@num">06</set> <!-- Feral Camos (those grass/bushmen) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='17']/spawn/@num">10</set> <!-- Punks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='18']/spawn/@num">10</set> <!-- KHz zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='19']/spawn/@num">10</set> <!-- Fatasses --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='20']/spawn/@num">06</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='21']/spawn/@num">08</set> <!-- Feral Punks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='22']/spawn/@num">08</set> <!-- Feral KHz zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='23']/spawn/@num">08</set> <!-- Feral Cowboys --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='24']/spawn/@num">10</set> <!-- Old Western zombies (from vanilla ZombieGhostTownGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='25']/spawn/@num">10</set> <!-- Spider zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='26']/spawn/@num">10</set> <!-- Athletes (footballers and female joggers) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='27']/spawn/@num">06</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='28']/spawn/@num">10</set> <!-- Strippers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='29']/spawn/@num">08</set> <!-- Feral Fatasses --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='30']/spawn/@num">08</set> <!-- Feral Athletes (footballers and female joggers) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='31']/spawn/@num">06</set> <!-- Feral Bikers --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='32']/spawn/@num">08</set> <!-- Miners --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='33']/spawn/@num">06</set> <!-- Lumberjacks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='34']/spawn/@num">07</set> <!-- Zombie Dogs (from vanilla ZombieDogGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='35']/spawn/@num">10</set> <!-- Military (soldiers, swat, and stealth zombies) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='36']/spawn/@num">02</set> <!-- Cops (just the vanilla fat cop for now) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='37']/spawn/@num">06</set> <!-- Feral Miners --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='38']/spawn/@num">05</set> <!-- Zombie Dogs and Bears (from vanilla ZombieAnimalsGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='39']/spawn/@num">06</set> <!-- Feral Lumberjacks --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='40']/spawn/@num">08</set> <!-- Feral Spiders zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='41']/spawn/@num">05</set> <!-- Wolf and Direwold (from vanilla WolfPack) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='42']/spawn/@num">08</set> <!-- LabCreatures --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='43']/spawn/@num">02</set> <!-- Giants --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='44']/spawn/@num">08</set> <!-- Feral Soldiers (modified vanilla ZombieSoldierGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='45']/spawn/@num">20</set> <!-- Goblins --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='46']/spawn/@num">08</set> <!-- Stronger LabCreatures --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='47']/spawn/@num">08</set> <!-- Vultures (from vanilla VultureGroup) --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='48']/spawn/@num">04</set> <!-- Feral Fat Cops --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='49']/spawn/@num">10</set> <!-- Hazmat zombies --> <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn/@num">02</set> <!-- Zombie Bears (from vanilla ZombieBearsGroup) --> The wilderness biome spawning is the only other area that is also heavily customized. So in regards to the wilderness biomes, let me know if there are certain considerations i know in order to mirror your spawning intentions as closely as i can for the Whisperers. below are the custom entitygroups groups that any zombies that want to be compatible with enZombies need to fall within: PineforestZombiesDay PineforestZombiesDayCity PineforestZombiesDayDowntown PineforestAnimalsAggroDay PineforestAnimalsGameDay PineforestZombiesNight PineforestZombiesNightCity PineforestZombiesNightDowntown PineforestAnimalsAggroNight PineforestAnimalsGameNight DesertZombiesDay DesertZombiesDayCity DesertZombiesDayDowntown DesertAnimalsAggroDay DesertAnimalsGameDay DesertZombiesNight DesertZombiesNightCity DesertZombiesNightDowntown DesertAnimalsAggroNight DesertAnimalsGameNight SnowZombiesDay SnowZombiesDayCity SnowZombiesDayDowntown SnowAnimalsAggroDay SnowAnimalsGameDay SnowZombiesNight SnowZombiesNightCity SnowZombiesNightDowntown SnowAnimalsAggroNight SnowAnimalsGameNight BurntZombiesDay BurntZombiesDayCity BurntZombiesDayDowntown BurntAnimalsAggroDay BurntAnimalsGameDay BurntZombiesNight BurntZombiesNightCity BurntZombiesNightDowntown BurntAnimalsAggroNight BurntAnimalsGameNight WastelandZombiesDay WastelandZombiesDayCity WastelandZombiesDayDowntown WastelandAnimalsAggroDay WastelandZombiesNight WastelandZombiesNightCity WastelandZombiesNightDowntown WastelandAnimalsAggroNight the above entitygroups are then called upon by spawning.xml in the following way. this is just example for the pine forest biome, but the xml follows similar template for the remaining biomes: <set xpath="/spawning/biome[@name='pine_forest']/spawn/@maxcount">0</set> <append xpath="/spawning/biome[@name='pine_forest']"> <spawn maxcount="2" respawndelay="1.00" time="Day" entitygroup="PineforestZombiesDay" notags="commercial,industrial,downtown" /> <spawn maxcount="3" respawndelay="0.50" time="Day" entitygroup="PineforestZombiesDayCity" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.25" time="Day" entitygroup="PineforestZombiesDayDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="2.00" time="Day" entitygroup="PineforestAnimalsAggroDay" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.00" time="Day" entitygroup="PineforestAnimalsGameDay" spawnDeadChance="0" /> <spawn maxcount="3" respawndelay="0.50" time="Night" entitygroup="PineforestZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.25" time="Night" entitygroup="PineforestZombiesNightCity" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="5" respawndelay="0.10" time="Night" entitygroup="PineforestZombiesNightDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="1.00" time="Night" entitygroup="PineforestAnimalsAggroNight" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.00" time="Night" entitygroup="PineforestAnimalsGameNight" spawnDeadChance="0" /> </append> There are a lot of groups there, so I think you're probably the better judge of which Whisperers belong in which groups. I can make some recommendations though. In my opinion: There are three Whisperer characters that would be at home in snow biomes: Whisperer Female Lumberjack, Whisperer Male Lumberjack, and Whisperer Male Young. (I think I already have those spawned into the vanilla snow biome.) Otherwise, they probably work better in forest biomes. Their threat is in stealth, and it's more difficult to be stealthy without trees to hide behind. They probably would not work well with any armored or special zombie types, or animal zombies. So probably don't spawn them with vultures, soldiers, football players, etc. On the other hand, "crazies" or "camos" would probably work. If they're wandering with zombies (and not in their POIs) then they should use relatively silent weapons - meaning melee weapons (especially knives) or bows, and no firearms. In my own headcannon, they're religious fanatics, so any zombie groups with religious overtones (zombie priests or whatever) would be especially appropriate for Whisperers. Whichever you choose, it's probably worth it to just copy what I have for the "wanderingHorde" or "FwanderingHorde" groups in the modlet (and use whichever gamestage number you want). Those probabilities take into account things like weapon difficulty or health points, and you probably don't want to recalculate all that stuff. There is a Node.js script in the Scripts folder if you are in the mood to modify that and use it for your own groups, but copying what's there is probably the better option. Hope that helps. Edited August 31, 2022 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
ErrorNull Posted September 1, 2022 Author Share Posted September 1, 2022 @khzmusik ok nice. that clarifies a good deal. also since we are working within the context of NPCMod which has its feelers into the lower level code, have you heard of a way to remove the limitation the wandering hordes having of just 50 gamestage levels max? apparently the spawning mechanic for wandering horde simply loops back to gamestage1 entities when players rise above gamestage 50. Link to comment Share on other sites More sharing options...
khzmusik Posted September 1, 2022 Share Posted September 1, 2022 1 hour ago, ErrorNull said: @khzmusik ok nice. that clarifies a good deal. also since we are working within the context of NPCMod which has its feelers into the lower level code, have you heard of a way to remove the limitation the wandering hordes having of just 50 gamestage levels max? apparently the spawning mechanic for wandering horde simply loops back to gamestage1 entities when players rise above gamestage 50. Unfortunately I have not heard of any way to get rid of that. It annoys me too, and we're not the only ones. I can do a deeper dive into the C# code, but since it annoys a whole lot of people, if there was a solution it probably would have been published already. Link to comment Share on other sites More sharing options...
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