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enZombies - More Zombie Variations


ErrorNull

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On 9/24/2022 at 4:26 AM, Ganeshakw said:

this character is a alpha screamer and is very scary with sharp teeth and no lips. Also wearing jewellery. and a crown. Now I do not know if it can be made using the tech you are using or if you want to. Lol.

oh nice. i wouldn't mind be chased by her.. as long as i'm on a gyro-copter. the UMA system i'm using for zombies can only take from existing player clothing, hairstyles, equipment, and accessories, for the zombies. so unfortunately it wouldn't be possible to mimic this alpha screamer's hair, crown, clothing, etc.

 

BUT this would certainly be within the scope of the talented modders who are making zombies for NPCMod. They have the means to obtain/create custom models and clothing, hair, etc for their entities. i'd check out the NCPMod page and ask around...

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3 hours ago, ErrorNull said:

oh nice. i wouldn't mind be chased by her.. as long as i'm on a gyro-copter. the UMA system i'm using for zombies can only take from existing player clothing, hairstyles, equipment, and accessories, for the zombies. so unfortunately it wouldn't be possible to mimic this alpha screamer's hair, crown, clothing, etc.

 

BUT this would certainly be within the scope of the talented modders who are making zombies for NPCMod. They have the means to obtain/create custom models and clothing, hair, etc for their entities. i'd check out the NCPMod page and ask around...

Speaking of, I know you made a pack for NPCmod right, but did you consider using that attachprefab technique in combination with the TintMaterial0-2 Properties to remix some of those styles of zombies/entities in the NPCmod packs. Sure it adds more dependencies, but you are very creative so I bet you could do some cool things like some of the snufkins bosses (i'm thinking about the scorcher and the banshee specifically) to add some new twists for peoples to play with. Like, imagine taking that deathknight and decorating him up. Could make an awesome quest boss type entity. Or one of the dragons.

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Characters like Banshee and Siren really makes a difference. And when @ErrorNulls screamers starts screaming, the players forgets what they are doing and what they plan yo do. It only their looks which brings the scare meter down. If he somehow manages to make it upto it, I think its going to be more fun and will surely add more horror like the Banshee does.

Edited by Ganeshakw (see edit history)
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Version 2.71 Released!

(Updated download link on original post)

 

This update is not 2.8, but instead 2.71. The reason is because I haven't completed my biome bosses yet, but completed only the wandering traders. My time was split among other unplanned mod creations -- while I was learning more about coding buffs, triggers and twitch game events. These concepts will be useful for the unique characteristics I want for the biome bosses. I also spent quite some time making the mod patches for NPCMod. 😎

 

Many of these enZombies updates below were in preparation of the tougher zombies and biome bosses that will be released.

 

Changes for 2.71:
- 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

 

New enZombie Traders Add-On (GitHub download link)

This spawns UMA style wandering traders in the wilderness outside. These traders use the built in voices for trader Jen, Bob, Rekt, Hugh, and Joel, and I attempted to match their look and wardrobe as closely to the vanilla traders as possible with the UMA assets.. some turned out ok and others, meh. lol. you can buy and sell goods from them, but they don't have quests. As always, this mod is completely server-side so only need it on the server, but of course you need to have enZombies mod installed.


For now, these traders are invincible and so cannot be hurt or killed, which is a limitation of the game engine. To prevent traders from becoming cheesy magnet-decoys for zombies and wreak gameplay balance for zombie hordes, they do not cause any damage when attacking. Instead, zombies ragdoll away from traders when attacked in hopes they go elsewhere and avoid continued fighting.

 

** Alpha 21 will have new code that allows me to fake trader damage, death and de-spawning. Stay tuned. **

 

A20.5_2022-09-27_01-07-08.png

 

New enZombie Survival Add-On (GitHub download link)

This mod changes many game elements to suit my personal playstyle -- adding more challenge and more focus on survival. I did not want to combine this into the main enZombies mod, but just provide this as an optional mod. Again, this survival mod is completely server-side. The changes that this survival mod does include:

- zombies are 4x harder to kill

- there is no locate-trader task for the initial survival quest

- you only get 1 skill point for completing the initial survival quest

- ambient light during night outside and during anytime indoors is a bit darker

- birds nests, yucca, and other resources spawn less in biomes

- death reduces your max health

- new meds call "stem cells" will restore some of the lost max health

- only the wandering traders sell the stem cell meds

 

** NOTE: If you use the enZombiesHarvest add-on mod or the Zulk patch mod, I made some updates to them so download the latest files from GitHub page **

 

What I'm currently working on:

  • update the patch mod for latest Snufkin zombies
  • create patch mod for Guppy A20 zombies
  • create more stronger zombies
  • continue work on biome bosses

 

If I broke anything, let me know.

Edited by ErrorNull (see edit history)
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20 hours ago, magejosh said:

did you consider using that attachprefab technique in combination with the TintMaterial0-2 Properties to remix some of those styles of zombies/entities in the NPCmod packs.

actually i haven't thought of that yet.. but that is a good idea. for now creating new zombies that are server-side only are to top of my list, but i'll add modding NPCMod entities to the todo pile .. will need to reach out to their zombie creators just for awareness.

 

14 hours ago, Ganeshakw said:

Bro, heard about about Guppy's reapers too which are about to be or already added to the  NPC/NMM Mod as boss characters. As you are creating biome bosses, please have a look at them too. I couldn't find anything related to it but this topic was been discussed in a forum.

 

once that is released, let me know and i can make another compatibility mod patch so it can run with enZombies.

 

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Snufkin Zombies Patch 1.2 Released

(Updated download link on original post)

 

This update adds the latest changes from the Snufkin Custom Zombies Plus A20 2022 September 23 to be compatible with enZombies. Specifically, the patch mod does the following:

 

Version 1.2:
- added the newest zombies to enZombies biome spawning rules: zombieBogeyman, zombieCrispy, zombieDemolitionDerby, and zombieSpiderFeralBomber
- provide optional body harvesting for these newest zombies (use butchering tools)
- provide optional body harvesting for HellFlyer and HellShocker (use disassemble tools)

 

A20-6-2022-09-27-21-12-41.jpg

 

Some creative ideas there @arramus! that cripsy zombie is hilarious. i made sure he gives you lots of iron and coal when you harvest him lol.

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@ErrorNull Great work as always! the packs and zombies are coming along nicely, just out of curiosity, I did try the trader pack, everytime I access the trader I get error spams. 

 

I do know exactly what is causing this:

 

I have the whiteriver quest mod for traders and also a mod that makes each trader specialise in specific items. Wondering if it is possible for compatability? 

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3 hours ago, DefiantDucky said:

I have the whiteriver quest mod for traders and also a mod that makes each trader specialise in specific items. Wondering if it is possible for compatability? 

if you can get me the links to those mods, i can check out the code and see what i can do to update my trader mod to be compatible with those..

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3 hours ago, ErrorNull said:

if you can get me the links to those mods, i can check out the code and see what i can do to update my trader mod to be compatible with those..

Sure No Problem, also may I ask are they supposed to be zeds and have zed animations?:

 

Specialist Traders: https://7daystodiemods.com/the-specialists-a-trader-class-rework/ 

WhiteRiver: https://7daystodiemods.com/white-river-tools-of-citizenship/ 

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4 hours ago, ErrorNull said:

@DefiantDucky i reviewed those two mods and i don't see any conflict or overlap with any of my enZombie Traders code. are you able to get me a screenshot or copy/paste of the error? also does the error only happen after you try to interact with them to see buy/sell?

Could be a combination of all the custom items and stuff in the game I added. What happens is I get errors and red text when I interact with them. Their store page is empty and it is only when I browse their stores other than that no gameplay issues. I'll try and get a screenshot for you. I do have a multitude of ammo types, gun and weapon mods and a lot of new items so probably an accumulation of that to be honest.

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Guppy A20 Zombies Patch Released

(Updated download link on original post)

 

This update adds the numerous custom zombie models from the Guppy A20 Zombies mod into enZombies. Specifically, this patch mod does the following:

  • Modifies the Guppy zombies to spawn along with enZombies, by appending the former into the custom enZombies spawning groups.
     
  • Provides the option to enable zombie body harvesting for the Guppy zombies. Go to the entityclassses.xml file to enable this.
     
  • The main Guppy A20 zombies mod did not include any spawning behavior, so this patch mod adds the spawning code to biome wilderness spawning, screamer scout hordes, POI sleepers, bloodmoon horde, and some of the wandering hordes.
     
  • The main Guppy A20 zombies mod used the same generic values on all zombies for health, exp gain, attack damage, and damage resist. And, all zombies used that same male zombie voice. This patch mod adds variations to these aspects where it makes sense for each zombie and also ensures that female zombies use famale zombie voices and use the female dance type.

 

A20-6-2022-09-27-23-18-45.jpg

 

Reminder - this patch mod requires the following mods installed:

Any issues, let me know. Enjoy!

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On 9/27/2022 at 6:36 PM, ErrorNull said:

actually i haven't thought of that yet.. but that is a good idea. for now creating new zombies that are server-side only are to top of my list, but i'll add modding NPCMod entities to the todo pile .. will need to reach out to their zombie creators just for awareness.

 

once that is released, let me know and i can make another compatibility mod patch so it can run with enZombies.

 

The reaper mod is already released, just doesn't have an entitygroups file so mod developers can decide that for themselves.

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MickPewPew Server Side Zeds Patch Released

(Updated download link on original post)

 

This update adds some very high HP boss zombies from an older mod by MickkPewPew from 2020. Specifically, this patch mod does the following:
 

  • Fixed references to outdated meshes, and removed references to undefined custom items.
     

  • Allows the MickPewPews ServerSide Zeds mod to work with enZombies. It appends the new spawning groups for outside wilderness spawning that is required by enZombies into the entitygroups.xml file. This mod also adds spawning of these zombies in the screamer scout hordes and bloodmoon horde.
     

  • Provides the option to enable zombie body harvesting for the MickkPewPew entities. Go to the entityclassses.xml file to enable this.

 

mickkpewpew main mod link -- https://7daystodiemods.com/mickkpewpews-server-side-zombies-and-bosses/

enZombies mod patch link -- https://github.com/ErrorNull0/enZombiesPatches/tree/main/MickPewPewsServerSideZedsPatch

 

Screenshot-2022-09-30-202125.png

 

FYI There was another patch I released last month for a newer zombie mod by MickkPewPew in 2022 for Alpha 20.5. You can check out that one below:

mickkpewpew main mod link -- https://7daystodiemods.com/mickkpewpews-server-side-zeds-20-5/

enzombies mod patch link -- https://github.com/ErrorNull0/enZombiesPatches/tree/main/Mickkpewpew2022Patch

 

Any issues or errors, let me know. Enjoy.

Edited by ErrorNull (see edit history)
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16 hours ago, ErrorNull said:

MickPewPew Server Side Zeds Patch Released

(Updated download link on original post)

 

This update adds some very high HP boss zombies from an older mod by MickkPewPew from 2020. Specifically, this patch mod does the following:
 

  • Fixed references to outdated meshes, and removed references to undefined custom items.
     

  • Allows the MickPewPews ServerSide Zeds mod to work with enZombies. It appends the new spawning groups for outside wilderness spawning that is required by enZombies into the entitygroups.xml file. This mod also adds spawning of these zombies in the screamer scout hordes and bloodmoon horde.
     

  • Provides the option to enable zombie body harvesting for the MickkPewPew entities. Go to the entityclassses.xml file to enable this.

 

mickkpewpew main mod link -- https://7daystodiemods.com/mickkpewpews-server-side-zombies-and-bosses/

enZombies mod patch link -- https://github.com/ErrorNull0/enZombiesPatches/tree/main/MickPewPewsServerSideZedsPatch

 

Screenshot-2022-09-30-202125.png

 

FYI There was another patch I released last month for a newer zombie mod by MickkPewPew in 2022 for Alpha 20.5. You can check out that one below:

mickkpewpew main mod link -- https://7daystodiemods.com/mickkpewpews-server-side-zeds-20-5/

enzombies mod patch link -- https://github.com/ErrorNull0/enZombiesPatches/tree/main/Mickkpewpew2022Patch

 

Any issues or errors, let me know. Enjoy.

can you use both Mickpewpews serverside zombies and Serverside zombies 20.5 together?

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4 hours ago, DefiantDucky said:

can you use both Mickpewpews serverside zombies and Serverside zombies 20.5 together?

yes, now that the older one is updated, both should be able to run together.

 

hi @Wolves Hero - War3zuk AIO Overhaul mod is not compatible with enZombies so there could be errors. and as @Artemisia mentioned, the NPCMod core mod and the expansion packs all require my patch mods to be installed:

 

based on the  mods you listed on the screenshot, you will need these patch mods from my gitgub https://github.com/ErrorNull0/enZombiesPatches

 

enZombiesNPCMod-0Core
enZombiesNPCMod-1MechPack
enZombiesNPCMod-1RaiderzPack
enZombiesNPCMod-1RobotzPack
enZombiesNPCMod-1SoldierPack
enZombiesNPCMod-1SurvivorzPack
enZombiesNPCMod-1ZombiezPack
enZombiesNPCMod-2RaiderGurlzPackFriendly

 

i see that you also have enZombiesHavest mod installed. this will give you option for body harvest of vanilla and enZombies. but if you want to have body harvest with the above NPCMod packs, be sure to enable that behavior too. you need to go into the entityclasses.xml file for each one of the above NPCMod packs and enable.

 

lastly, i have not yet created a mod patch for the 2-SummonFoxFriend expansion mod. so you might see some errors because of that. i'll create the mod patch for that soon.

Edited by ErrorNull (see edit history)
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30 minutes ago, ErrorNull said:

yes, now that the older one is updated, both should be able to run together.

 

hi @Wolves Hero - War3zuk AIO Overhaul mod is not compatible with enZombies so there could be errors. and as @Artemisia mentioned, the NPCMod core mod and the expansion packs all require my patch mods to be installed:

 

based on the  mods you listed on the screenshot, you will need these patch mods from my gitgub https://github.com/ErrorNull0/enZombiesPatches

 

enZombiesNPCMod-0Core
enZombiesNPCMod-1MechPack
enZombiesNPCMod-1RaiderzPack
enZombiesNPCMod-1RobotzPack
enZombiesNPCMod-1SoldierPack
enZombiesNPCMod-1SurvivorzPack
enZombiesNPCMod-1ZombiezPack
enZombiesNPCMod-2RaiderGurlzPackFriendly

 

i see that you also have enZombiesHavest mod installed. this will give you option for body harvest of vanilla and enZombies. but if you want to have body harvest with the above NPCMod packs, be sure to enable that behavior too. you need to go into the entityclasses.xml file for each one of the above NPCMod packs and enable.

 

lastly, i have not yet created a mod patch for the 2-SummonFoxFriend expansion mod. so you might see some errors because of that. i'll create the mod patch for that soon.

@ErrorNull Hope this helps but if yourself or anyone downloads or wants to use Mickpewpews Zombies packs, they'll have to deleted physicsbodies.xml in both otherwise it will spam red errors claiming duplicate files of the physicsbodies.xml in both packs. Deleting them seems to fix this and still runs great with no errors. 

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27 minutes ago, DefiantDucky said:

@ErrorNull Hope this helps but if yourself or anyone downloads or wants to use Mickpewpews Zombies packs, they'll have to deleted physicsbodies.xml in both otherwise it will spam red errors claiming duplicate files of the physicsbodies.xml in both packs. Deleting them seems to fix this and still runs great with no errors. 

very good point. both of the main mickkpewpew mods use the same "nolegsUMA" definition inside their physicsbodies.xml file. as a matter of fact, snufkin server side zombies does too. so you should keep the nolegsUMA code from whichever mod you have running first in the mod order, and delete nolegsUMA from any other mods that run after it.

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