harleyGR Posted March 12, 2023 Share Posted March 12, 2023 we tried two mods, but the snakes still remained. maybe someone knows an effective method to remove these creatures Link to comment Share on other sites More sharing options...
theFlu Posted March 12, 2023 Share Posted March 12, 2023 A club does just fine. Oh wait ... No, but seriously, use the perfectly safe virtual snakes to get over the irrational fear of the real slithery things; win-win? Link to comment Share on other sites More sharing options...
FA_Q2 Posted March 12, 2023 Share Posted March 12, 2023 Works every time 1 Link to comment Share on other sites More sharing options...
FA_Q2 Posted March 12, 2023 Share Posted March 12, 2023 In all seriousness, it should not be all that difficult to locate them in the entity spawner and simply remove all references to snake. Not being a modder I assume someone will correct me here but I think all you need to do is go into the entity spawner list: \common\7 Days To Die\Data\Config\entitygroups.xml And remove references to AnimalSnake from it. You may need to do this in the entityclasses.xml as well also located in the same folder. Once all those references are removed no snakes should spawn. 1 Link to comment Share on other sites More sharing options...
Maharin Posted March 13, 2023 Share Posted March 13, 2023 Edit entitygroups.xml and remove every line that contains "animalSnake". Alternately, you could just set each line to have a probability of zero (prob="0"). 1 Link to comment Share on other sites More sharing options...
Laz Man Posted March 13, 2023 Share Posted March 13, 2023 Keep in mind there are snakes in POIs too. So those need some consideration when modding snakes. Link to comment Share on other sites More sharing options...
BFT2020 Posted March 13, 2023 Share Posted March 13, 2023 My recommendation (to address POIs and outside spawns) is to change the entity that calls for the snake. If you were to remove the existing snake entity in entityclasses and replace it with a copy of say Coyote but with the name animalSnake, any time a POI or spawn requests the snake entity, you would instead get a coyote. So do something like this: <remove xpath="/entity_classes/entity_class[@name='animalSnake']"/> <insertAfter xpath="/entity_classes/entity_class[@name='animalZombieDog']"> <entity_class name="animalSnake" extends="animalWolf"> <property name="Tags" value="entity,animal,hostile,coyote,perkAT02,perkAT03"/> <property name="MapIcon" value="ui_game_symbol_tracking_wolf"/> <property name="TrackerIcon" value="ui_game_symbol_tracking_wolf"/> <property name="PhysicsBody" value="wolf"/> <property name="Mass" value="50"/> <property name="Prefab" value="/Entities/Animals/Wolf/animalStandardCoyoteRagdoll"/> <property name="AITask-1" value="BreakBlock"/> <property name="AITask-2" value="Territorial"/> <property name="AITask-3" value="RunawayWhenHurt" data="runChance=.9;healthPer=.6;healthPerMax=0.75"/> <property name="AITask-4" value="ApproachAndAttackTarget" data="class=EntityAnimalRabbit,8,EntityPlayer,10"/> <property name="AITask-5" value="ApproachSpot"/> <property name="AITask-6" value="Look"/> <property name="AITask-7" value="Wander"/> <property name="AITask-8" value=""/> <property name="AITarget-1" value="SetAsTargetIfHurt"/> <property name="AITarget-2" value="BlockingTargetTask"/> <property name="AITarget-3" value="SetNearestEntityAsTarget" data="class=EntityPlayer,15,10,EntityAnimalRabbit,0,18"/> <property name="AITarget-4" value=""/> <property name="SoundRandom" value="coyoteroam"/> <property name="SoundAlert" value="wolfalert"/> <property name="SoundHurt" value="wolfpain"/> <property name="SoundDeath" value="wolfdeath"/> <property name="SoundAttack" value="wolfattack"/> <property name="SoundSense" value="wolfsense"/> <property name="SoundGiveUp" value="wolfgiveup"/> <property name="HandItem" value="meleeHandAnimalCoyote"/> <property name="ExperienceGain" value="206"/> <property name="DeadBodyHitPoints" value="200"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="100"/> </effect_group> <drop event="Harvest" name="foodRawMeat" count="0" tool_category="Butcher"/> <drop event="Harvest" name="foodRawMeat" tag="butcherHarvest" count="12"/> <drop event="Harvest" name="resourceLeather" tag="butcherHarvest" count="5"/> <drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="2"/> <drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="8"/> <drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="3"/> <drop event="Harvest" name="foodRawMeat" count="1" tag="WasteTreasuresCompleteHarvest"/> <drop event="Harvest" name="resourceLeather" count="1" tag="WasteTreasuresCompleteHarvest"/> <drop event="Harvest" name="resourceBone" count="1" tag="WasteTreasuresCompleteHarvest"/> <property name="NavObject" value="twitch_spawn,twitch_spawn_other,animaltracking_coyote,clear_sleeper" /> </entity_class> </insertAfter> 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted March 13, 2023 Share Posted March 13, 2023 Give me a day and I will see if I can write up and test a modlet tonight to replace snakes with the coyote. I thought I did it before, but didn't see a modlet at my site so everything might have been simply posting in the forums to date. 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted March 14, 2023 Share Posted March 14, 2023 (edited) This modlet will replace all snakes with coyotes https://github.com/BFT2020/No-Snakes.git The first picture is the POI filler on the corner while the second one is the farm inside the tunnel. Edited March 14, 2023 by BFT2020 (see edit history) 2 Link to comment Share on other sites More sharing options...
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