Pennywise86 Posted November 8, 2022 Share Posted November 8, 2022 I made a small mod which added some special features to existing zombies: Zombie Moe: Explodes if he takes damage Zombie Arlene: Pukes (like cops - but less damage) Hazamat: Radiation AoE Effect Female Fat: AoE attack with Blind effect Also tested in Undead Legacy. Feel free to give some Feedback :). https://drive.google.com/file/d/1TiVuDJ2qGicQM9WqoxWdcUgF5OGlm7ot/view?usp=sharing 1 Link to comment Share on other sites More sharing options...
dwarfmaster1974 Posted November 11, 2022 Share Posted November 11, 2022 Hi @Pennywise86, the idea is great, and I come to it also immediately many other ideas, but there is also a little bit of criticism. You just add the zombies, items and buff and do not delete existing, which leads to errors at the start because, for example, `zombieMoe` is double. There are 2 possibilities from my point of view. Examples: 1. delete before adding: <remove xpath="/entityclasses/entity_class[@name='zombieMoe']"/> After that, add like you did it now. 2. set <set xpath="/entityclasses/entity_class[@name='zombieMoe']"> <property .../> </set> Link to comment Share on other sites More sharing options...
Pennywise86 Posted November 18, 2022 Author Share Posted November 18, 2022 @dwarfmaster1974 Thank you for the feedback. I will look into that 👍 Link to comment Share on other sites More sharing options...
Ozzland Posted January 6, 2023 Share Posted January 6, 2023 (edited) Have you had any feedback on "run" walk away Moe's. I am using this mod as well as GuppyFireMod and Fire mod extension, I often get a Moe that makes the death sound but doesn't explode and then just slowly walks off . This causes a lot of issues clear quests as it sees the Moe as still in the list of mobs since it didn't actually de-spawn. I am only seeing it happen if I have both, or the 3 mods running at same time. P.S. No errors or wrn messages in player log. Edited January 6, 2023 by Ozzland (see edit history) Link to comment Share on other sites More sharing options...
praetekt Posted September 4, 2023 Share Posted September 4, 2023 Love the idea of this mod, any chance it can get a update for alpha 21? Or just a mod to make like cops have a chance explode from range damage before they get close? Thanks! 1 Link to comment Share on other sites More sharing options...
Pennywise86 Posted December 5, 2023 Author Share Posted December 5, 2023 On 1/6/2023 at 11:13 PM, Ozzland said: Have you had any feedback on "run" walk away Moe's. I am using this mod as well as GuppyFireMod and Fire mod extension, I often get a Moe that makes the death sound but doesn't explode and then just slowly walks off . This causes a lot of issues clear quests as it sees the Moe as still in the list of mobs since it didn't actually de-spawn. I am only seeing it happen if I have both, or the 3 mods running at same time. P.S. No errors or wrn messages in player log. Fixed that issue. Moe works no different I have uploaded my Mod now to Nexus: Luemmel Zombies at 7 Days to Die Nexus - Mods and community (nexusmods.com) 1 Link to comment Share on other sites More sharing options...
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