A.Survivor Posted July 24, 2023 Share Posted July 24, 2023 So, I'm not new to modding, just new to modding 7 days to die. I got tired of the console version being "7 years out of date" so I made the conversion to PC. I am now finding that the only zombie I want to remove is the PartyGirl and all of its variants. I have found the xml files that have it there but.....after editing every entry of PartyGirl the damn zombie is still showing up. And not only that but the xml files keep re-writing the xml files and putting the PartyGirl back in every time i exit the game. I am annoyed to say the least. Can anyone help. Link to comment Share on other sites More sharing options...
BFT2020 Posted July 24, 2023 Share Posted July 24, 2023 (edited) 1 hour ago, A.Survivor said: So, I'm not new to modding, just new to modding 7 days to die. I got tired of the console version being "7 years out of date" so I made the conversion to PC. I am now finding that the only zombie I want to remove is the PartyGirl and all of its variants. I have found the xml files that have it there but.....after editing every entry of PartyGirl the damn zombie is still showing up. And not only that but the xml files keep re-writing the xml files and putting the PartyGirl back in every time i exit the game. I am annoyed to say the least. Can anyone help. Instead of removing the party girl spawning, just modify the entry using an existing model instead. In Entityclasses, change the mesh to one you want. For example, <entity_class name="zombiePartyGirl" extends="zombieTemplateSlimFemale"> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZCocktailWaitress.prefab"/> change to: <entity_class name="zombiePartyGirl" extends="zombieTemplateSlimFemale"> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurse.prefab"/> So any time the Party Girl would spawn, it would use the Nurse zombie model. Would need to do the same thing with the Feral and Radiated versions. Edited July 24, 2023 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
A.Survivor Posted July 24, 2023 Author Share Posted July 24, 2023 I did this and the Party girl is still spawning. <entity_class name="zombiePartyGirl" extends="zombieTemplateSlimFemale"> <property name="UserSpawnType" value="Menu" /> <property name="SizeScale" value="0.99" /> <property name="Tags" value="entity,zombie,walker" /> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZBigMama.prefab" /> <property name="DismemberTag_L_HeadGore" value=" CocktailWaitress/Blunt/Head; CocktailWaitress/Blade/Head" data=" target=Neck+scale=0,0,0+atp=true+type=blunt+detach=true+atb=true; target=Neck+scale=0,0,0+atp=true+type=blade+detach=true+atb=true " /> <property name="DismemberTag_L_LeftUpperLegGore" value=" CocktailWaitress/Blunt/LeftUpperLeg; CocktailWaitress/Blade/LeftUpperLeg" data=" target=LeftUpLeg+scale=1,0.5,1+type=blunt+detach=true; target=LeftUpLeg+scale=1,0.5,1+type=blade+detach=true " /> <property name="DismemberTag_L_LeftLowerLegGore" value=" CocktailWaitress/Blunt/LeftLowerLeg; CocktailWaitress/Blade/LeftLowerLeg" data=" target=LeftLeg+scale=0,0,0+atp=true+type=blunt+detach=true; target=LeftLeg+scale=0,0,0+atp=true+type=blade+detach=true " /> <property name="DismemberTag_L_RightUpperLegGore" value=" CocktailWaitress/Blunt/RightUpperLeg; CocktailWaitress/Blade/RightUpperLeg" data=" target=RightUpLeg+scale=1,0.4,1+type=blunt+detach=true; target=RightUpLeg+scale=1,0.4,1+type=blade+detach=true " /> <property name="DismemberTag_L_RightLowerLegGore" value=" CocktailWaitress/Blunt/RightLowerLeg; CocktailWaitress/Blade/RightLowerLeg" data=" target=RightLeg+scale=0,0,0+atp=true+type=blunt+detach=true; target=RightLeg+scale=0,0,0+atp=true+type=blade+detach=true " /> <property name="DismemberTag_L_LeftUpperArmGore" value=" CocktailWaitress/Blunt/LeftUpperArm; CocktailWaitress/Blade/LeftUpperArm" data=" target=LeftArmRoll+scale=.5,1,1+type=blunt+detach=true; target=LeftArmRoll+scale=.5,1,1+type=blade+detach=true " /> <property name="DismemberTag_L_LeftLowerArmGore" value=" CocktailWaitress/Blunt/LeftLowerArm; CocktailWaitress/Blade/LeftLowerArm" data=" target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true; target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true " /> <property name="DismemberTag_L_RightUpperArmGore" value=" CocktailWaitress/Blunt/RightUpperArm; CocktailWaitress/Blade/RightUpperArm" data=" target=RightArmRoll+scale=.5,1,1+type=blunt+detach=true; target=RightArmRoll+scale=.5,1,1+type=blade+detach=true " /> <property name="DismemberTag_L_RightLowerArmGore" value=" CocktailWaitress/Blunt/RightLowerArm; CocktailWaitress/Blade/RightLowerArm" data=" target=RightForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true; target=RightForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true " /> <!-- Gameplay zombiePartyGirl --> <property name="MoveSpeedAggro" value="0.3, 1.35" /> <!-- slim, regular --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="125" /> </effect_group> </entity_class> <entity_class name="zombiePartyGirlFeral" extends="zombiePartyGirl"> <property name="UserSpawnType" value="Menu" /> <property name="Tags" value="entity,zombie,walker,feral" /> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZBigMamaFeral.prefab" /> <!-- Gameplay zombiePartyGirlFeral --> <property name="DismemberMultiplierHead" value=".7" /> <property name="DismemberMultiplierArms" value=".7" /> <property name="DismemberMultiplierLegs" value=".7" /> <!-- Feral --> <property name="PainResistPerHit" value=".7" /> <!-- Feral --> <property name="MoveSpeedAggro" value="0.6, 1.45" /> <!-- slim, feral --> <property name="JumpMaxDistance" value="4.6, 5" /> <property name="HandItem" value="meleeHandZombieShortFeral" /> <property name="ExperienceGain" value="750" /> <!-- XP grunt feral --> <property name="LootDropProb" value=".03" /> <!-- Feral --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="300" /> <!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--> <!-- Feral damage --> </effect_group> </entity_class> <entity_class name="zombiePartyGirlRadiated" extends="zombiePartyGirlFeral"> <property name="UserSpawnType" value="Menu" /> <property name="Tags" value="entity,zombie,walker,feral,radiated" /> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZBigMamaRadiated.prefab" /> <!--<property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/>--> <!-- Gameplay zombiePartyGirlRadiated --> <property name="DismemberMultiplierHead" value=".4" /> <property name="DismemberMultiplierArms" value=".4" /> <property name="DismemberMultiplierLegs" value=".4" /> <!-- Radiated --> <property name="PainResistPerHit" value=".9" /> <!-- Radiated --> <property name="ExperienceGain" value="1200" /> <!-- XP grunt radiated --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="550" /> <!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--> <!-- Feral damage --> <triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4" /> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen" /> </effect_group> </entity_class> Link to comment Share on other sites More sharing options...
BFT2020 Posted July 24, 2023 Share Posted July 24, 2023 Sorry I forgot about the new gore / dismemberment changes. Probably what I would do would be the following: <remove xpath ="//entity_class[contains(@name,'zombiePartyGirl')]"/> <insertAfter xpath ="//entity_class[@name='zombieMarleneRadiated']"> <entity_class name="zombiePartyGirl" extends="zombieTemplateShort"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,zombie,walker"/> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurse.prefab"/> <property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemaleroam"/> <property name="SoundAlert" value="Enemies/Base_Zombie_Female/zombiefemalealert"/> <property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemaleattack"/> <property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalepain"/> <property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemaledeath"/> <property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalesense"/> <property name="ModelType" value="Standard"/> <property name="WalkType" value="7"/> <property name="Mass" value="130"/> <property name="RootMotion" value="true"/> <property name="HasDeathAnim" value="true"/> <property name="AIPathCostScale" value=".5, .65"/> <property name="DanceType" value="2" /> <property name="DismemberTag_L_HeadGore" value=" Nurse/Blunt/Head; Nurse/Blade/Head" data=" target=Neck+scale=0,0,0+atp=true+type=blunt+detach=true+atb=true; target=Neck+scale=0,0,0+atp=true+type=blade+detach=true+atb=true "/> <property name="DismemberTag_L_LeftUpperLegGore" value=" Nurse/Blunt/LeftUpperLeg; Nurse/Blade/LeftUpperLeg" data=" target=LeftUpLeg+scale=1,0.5,1+type=blunt+detach=true; target=LeftUpLeg+scale=1,0.5,1+type=blade+detach=true "/> <property name="DismemberTag_L_LeftLowerLegGore" value=" Nurse/Blunt/LeftLowerLeg; Nurse/Blade/LeftLowerLeg" data=" target=LeftLeg+scale=0,0,0+atp=true+type=blunt+detach=true; target=LeftLeg+scale=0,0,0+atp=true+type=blade+detach=true "/> <property name="DismemberTag_L_RightUpperLegGore" value=" Nurse/Blunt/RightUpperLeg; Nurse/Blade/RightUpperLeg" data=" target=RightUpLeg+scale=1,0.4,1+type=blunt+detach=true; target=RightUpLeg+scale=1,0.4,1+type=blade+detach=true "/> <property name="DismemberTag_L_RightLowerLegGore" value=" Nurse/Blunt/RightLowerLeg; Nurse/Blade/RightLowerLeg" data=" target=RightLeg+scale=0,0,0+atp=true+type=blunt+detach=true; target=RightLeg+scale=0,0,0+atp=true+type=blade+detach=true "/> <property name="DismemberTag_L_LeftUpperArmGore" value=" Nurse/Blunt/LeftUpperArm; Nurse/Blade/LeftUpperArm" data=" target=LeftArmRoll+scale=.5,1,1+type=blunt+detach=true; target=LeftArmRoll+scale=.5,1,1+type=blade+detach=true "/> <property name="DismemberTag_L_LeftLowerArmGore" value=" Nurse/Blunt/LeftLowerArm; Nurse/Blade/LeftLowerArm" data=" target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true; target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true "/> <property name="DismemberTag_L_RightUpperArmGore" value=" Nurse/Blunt/RightUpperArm; Nurse/Blade/RightUpperArm" data=" target=RightArmRoll+scale=.5,1,1+type=blunt+detach=true; target=RightArmRoll+scale=.5,1,1+type=blade+detach=true "/> <property name="DismemberTag_L_RightLowerArmGore" value=" Nurse/Blunt/RightLowerArm; Nurse/Blade/RightLowerArm" data=" target=RightForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true; target=RightForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true "/> <!-- Gameplay zombieNurse --> <property name="MoveSpeedAggro" value="0.3, 1.35"/> <!-- slim, regular --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="125"/> </effect_group> </entity_class> <entity_class name="zombiePartyGirlFeral" extends="zombiePartyGirl"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,zombie,walker,feral"/> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurseFeral.prefab"/> <!-- Gameplay zombieNurseFeral --> <property name="DismemberMultiplierHead" value=".7"/><property name="DismemberMultiplierArms" value=".7"/><property name="DismemberMultiplierLegs" value=".7"/><!-- Feral --> <property name="PainResistPerHit" value=".7"/><!-- Feral --> <property name="MoveSpeedAggro" value="0.6, 1.45"/> <!-- slim, feral --> <property name="JumpMaxDistance" value="4.6, 5"/> <property name="HandItem" value="meleeHandZombieShortFeral"/> <property name="ExperienceGain" value="750"/><!-- XP grunt feral --> <property name="LootDropProb" value=".03"/> <!-- Feral --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="300"/> <!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--> <!-- Feral damage --> </effect_group> </entity_class> <entity_class name="zombiePartyGirlRadiated" extends="zombiePartyGirlFeral"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,zombie,walker,feral,radiated"/> <property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurseRadiated.prefab"/> <!-- Gameplay zombieNurseRadiated --> <property name="DismemberMultiplierHead" value=".4"/><property name="DismemberMultiplierArms" value=".4"/><property name="DismemberMultiplierLegs" value=".4"/><!-- Radiated --> <property name="PainResistPerHit" value=".9"/><!-- Radiated --> <property name="ExperienceGain" value="1200"/><!-- XP grunt radiated --> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="550"/> <!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--><!-- Feral damage --> <triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/> </effect_group> </entity_class> </insertAfter> So what I did there was remove the party girl entities completely, and the new ones are the Zombie nurse variants copied but with the name and extend tags change to reflect the party girl variants. 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A.Survivor Posted July 24, 2023 Author Share Posted July 24, 2023 Ah i see so that it wont load up the actual body parts of the original mesh?! Link to comment Share on other sites More sharing options...
BFT2020 Posted July 24, 2023 Share Posted July 24, 2023 2 minutes ago, A.Survivor said: Ah i see so that it wont load up the actual body parts of the original mesh?! That's my theory. I believe I did a modlet for someone back in A20 where I just changed the mesh, but that was before dismemberment became a big thing in A21. All of this, even the code I just posted, is not verified in game yet as I can't test it at work. Link to comment Share on other sites More sharing options...
A.Survivor Posted July 24, 2023 Author Share Posted July 24, 2023 Ill give it a test and let you know. any idea as to why it keeps re-writing the xml file after log out? I made a copy of the edited file just to load before i start the game Link to comment Share on other sites More sharing options...
BFT2020 Posted July 24, 2023 Share Posted July 24, 2023 (edited) You need to create a modlet to do it. If you just edit the actual data file, Steam will notice that the file is not the same as vanilla and will download the "right" version. Here is an example of one where I replaced snakes with wolves coyotes for someone that didn't want snakes in the game Edited July 24, 2023 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
A.Survivor Posted July 24, 2023 Author Share Posted July 24, 2023 Well I made a Modlet, and it works flawlessly off your help thank you so much! I will be posting it soon for people who like me don't want Ho's in the game. And of course it will have all credit to you thank you again Link to comment Share on other sites More sharing options...
A.Survivor Posted July 25, 2023 Author Share Posted July 25, 2023 a-survivor/7-days-to-die: Mods for 7 days (github.com) 1 Link to comment Share on other sites More sharing options...
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