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War of the Walkers mod


dwallorde

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Hey,

 

I tried this Mod today but I got some NullExceptionErrors. I started a new game with this Mod and as I entered a Traitor-Building, a Survivor appeared. Since then, I had NullExceptionErrors every second until i left the Area. Since then, the game still worked fine. So maybe there is a Bug.

 

But the reason why I am writing is: I wanna use this Mod as it is but without Bandits and Survivors. Which XML-File do I have to edit to remove them from the game?

 

1. Reinstall mod. One of the xml files probably didn't copy over correctly

 

2. Go to Spawning xml and comment out <!-- --> the survivors/bandits spawn groups. Or entity groups xml and comment out all bandits and survivors. Do not comment out entire groups but rather just the contents inside of group as the spawn group may still be in Spawning xml and would cause a error.

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Getting this error spammed.

 

ERR Block on position 398, 33, 500 with value id=1457 px=1 py=0 pz=-1 should be a parent but is not! (3)

 

That is a common error that is not caused by the mod.

It is because two items have spawned in the same position and is colliding with each other. (Often cars)

They essentially appear invisible, which is why you see nothing wrong if you visit the mentioned location.

There has been discussions on the topic if you want to do a search and read up on it.

Apparently if you shoot at the location with a rocket or something, it would make the car or whatever items it is appear before they explode.

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That is a common error that is not caused by the mod.

It is because two items have spawned in the same position and is colliding with each other. (Often cars)

They essentially appear invisible, which is why you see nothing wrong if you visit the mentioned location.

There has been discussions on the topic if you want to do a search and read up on it.

Apparently if you shoot at the location with a rocket or something, it would make the car or whatever items it is appear before they explode.

 

Ah OK.

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graphical bug?

 

Hey I'm having a problem, I'm not sure if its the mod or my driver update or whatever. but I had loaded up a private MP game with a friend who also uses the same mod and for some reason everything is like all black and messed up like graphic wise. I had tried re-installing it to see of that worked and It did not. so I tested something out and deleted the mod and try re-installing 7D2D. and when I started a new game without the mod it was perfectly fine and back to normal. so then I re-installed the mod and tried it and it went back to being messed up. I even reverted my driver and it did the same thing. any help at all? or am I just stupid and messed something up? I added 2 pics for any help. 20170312162426_1.thumb.jpg.ce816bdec255289852ce6bdbbe9d787e.jpg

20170311011415_1.thumb.jpg.32565c4d90433579334068b14a1097ca.jpg

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Verification

 

Hi'' I want to ask if in your great mod when player sleep time pass more speedly so we can pass night without wait to be dawn and if you implement electricty and gas in futures updates..

 

 

thanks for your time

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Version 4.3.7 Released!

 

-Fixed Shotgun Shell Crafting Group

-Fixed Shotgun Slug Crafting Group

-Changed Quest Dwalls Quest 1 Part 5 of 5 requirements

-Changed Nerfed Overalls

-Changed Nerfed Bandit Gas Mask

 

Thank you!

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Hi dwallorde,

 

BanditDwarfSherry still doesn't shoot at me. Here's what I did to make her work. I'm pretty sure the only change necessary is to extend her from banditMelee (I know that doesn't make sense, but it seems to work). The rest of my changes are just leftovers from back when I was experimenting. I just copied and pasted what I had before. I figured if it ain't broke, i won't fix it.

 

 

<entity_class name="BanditDwarfSherry" extends="banditMelee">
<property name="Archetype" value="BanditDwarfSherry"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />
<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />

<!-- in s -->
<property name="AttackTimeoutDay" value="0.5" />
<property name="AttackTimeoutNight" value="0.5" />

<!-- AI properties -->
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="20"/>
<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
<property name="AITask-3" value="ApproachSpot" />
<property name="AITask-4" value="Wander" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
<property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
<property name="CorpseBlock" value="RangedBanditCorpse"/>

<property name="SoundRandom" value="" />
<property name="SoundAlert" value="" />
<property name="SoundSense" value="" />
<property name="SoundAttack" value="" />
<property name="SoundHurt" value="Player_Female/player2painlg" />
<property name="SoundHurtSmall" value="Player_Female/player2painsm" />
<property name="SoundDeath" value="Player_Female/player2death" />
<property name="SoundStamina" value="Player_Female/player2stamina" />
<property name="SoundDrownPain" value="Player_Female/player2drownpain" />
<property name="SoundWaterSurface" value="Player_Female/player2drownsurface" />
<property name="SoundDrownDeath" value="Player_Female/player2drowndeath" />
<property name="SoundJump" value="Player_Male/player2Jump" />
<property name="SoundLandSoft" value="Player_Male/player2LandSoft" />
<property name="SoundLandHard" value="Player_Male/player2LandHard" />
<property name="SoundPlayerLandThump" value="PlayerLandThump" />

</entity_class>

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Hi dwallorde,

 

BanditDwarfSherry still doesn't shoot at me. Here's what I did to make her work. I'm pretty sure the only change necessary is to extend her from banditMelee (I know that doesn't make sense, but it seems to work). The rest of my changes are just leftovers from back when I was experimenting. I just copied and pasted what I had before. I figured if it ain't broke, i won't fix it.

 

 

<entity_class name="BanditDwarfSherry" extends="banditMelee">
<property name="Archetype" value="BanditDwarfSherry"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />
<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />

<!-- in s -->
<property name="AttackTimeoutDay" value="0.5" />
<property name="AttackTimeoutNight" value="0.5" />

<!-- AI properties -->
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="20"/>
<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
<property name="AITask-3" value="ApproachSpot" />
<property name="AITask-4" value="Wander" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
<property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
<property name="CorpseBlock" value="RangedBanditCorpse"/>

<property name="SoundRandom" value="" />
<property name="SoundAlert" value="" />
<property name="SoundSense" value="" />
<property name="SoundAttack" value="" />
<property name="SoundHurt" value="Player_Female/player2painlg" />
<property name="SoundHurtSmall" value="Player_Female/player2painsm" />
<property name="SoundDeath" value="Player_Female/player2death" />
<property name="SoundStamina" value="Player_Female/player2stamina" />
<property name="SoundDrownPain" value="Player_Female/player2drownpain" />
<property name="SoundWaterSurface" value="Player_Female/player2drownsurface" />
<property name="SoundDrownDeath" value="Player_Female/player2drowndeath" />
<property name="SoundJump" value="Player_Male/player2Jump" />
<property name="SoundLandSoft" value="Player_Male/player2LandSoft" />
<property name="SoundLandHard" value="Player_Male/player2LandHard" />
<property name="SoundPlayerLandThump" value="PlayerLandThump" />

</entity_class>

 

 

Both the bandits and the survivors included in the mod don't attack. Bandits get nose-to-nose with you but they just don't shoot or attack you,for some reason. Is there any chance that you can fix the rest of the survivors and bandits?

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This is my revised code for survivors if anyone is interested. You may have to check the spawning.xml file to ensure all the the names match up (the actual named ones would, but if the template ones might not, since I do not spawn the templates)

 

	<entity_class name="SurvivorTemplateMale">
	<!-- This one decides for scoring -->
	<property name="EntityType" value="Player" />
	<!-- Mesh and class properties -->
	<property name="Mesh" value="Player/Male/player_maleRagdoll" />
	<property name="AvatarController" value="AvatarUMAController" />
	<property name="ModelType" value="NpcUMA" />
	<property name="HasRagdoll" value="true" />
	<property name="Prefab" value="NPC" />
	<property name="Class" value="EntitySurvivor" />
	<property name="Parent" value="Players" />
	<property name="PhysicsBody" value="Player" />
	<!-- AI properties -->
	<property name="AITask-1" value="Territorial" param1="10" />
	<property name="AITask-2" value="RangedAttackTarget2" param1="0" param2="5"/>
	<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityEnemy" />
	<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityHornet" />
	<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityAnimalBear" />
	<property name="AITask-6" value="ApproachSpot" />
	<property name="AITask-7" value="Wander" />
	<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
	<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityHornet" />
	<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityAnimalBear" />
	<property name="AITarget-4" value="BlockingTargetTask" />
	<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
	<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityHornet" />
	<property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" />
	<!-- General entity properties -->
	<property name="MaxHealth" value="300" />
	<property name="MaxViewAngle" value="320" />
	<property name="Weight" value="70" />
	<property name="WanderSpeed" value="0.5" />
	<property name="ApproachSpeed" value="1.25" />
	<property name="NightWanderSpeed" value="0.5" />
	<property name="NightApproachSpeed" value="1.25" />
	<property name="PanicSpeed" value="1.15" />
	<property name="CanClimbLadders" value="true" />
	<property name="IsEnemyEntity" value="false" />
	<property name="ExperienceGain" value="1"/>
	<property name="DeadBodyHitPoints" value="20" />
	<property name="TimeStayAfterDeath" value="5" />
	<property name="LootListOnDeath" value="15" />
	<property name="HasDeathAnim" value="true" />
	<property name="CorpseBlock" value="MeleeSurvivorCorpse"/>
	<property name="CorpseBlockChance" value="1"/>
	<!-- This decides on the particle effect played on hit -->
	<property name="SurfaceCategory" value="organic" />
	<property name="WalkType" value="7" />
	<property name="ParticleOnDeath" value="blood_death" />
	<property name="SoundRandomTime" value="200.0" />
	<!-- It will play the roam every 60/30 seconds -->
	<property name="SoundRandom" value="Player_Male/player1stamina" />
	<property name="SoundHurt" value="Player_Male/player1painlg" />
	<property name="SoundHurtSmall" value="Player_Male/player1painsm" />
	<property name="SoundDeath" value="Player_Male/player1death" />
	<property name="SoundStamina" value="Player_Male/player1stamina" />
	<property name="SoundDrownPain" value="Player_Male/player1drownpain" />
	<property name="SoundWaterSurface" value="Player_Male/player1drownsurface" />
	<property name="SoundDrownDeath" value="Player_Male/player1drowndeath" />
	<property name="SoundJump" value="Player_Male/player1Jump" />
	<property name="SoundLandSoft" value="Player_Male/player1LandSoft" />
	<property name="SoundLandHard" value="Player_Male/player1LandHard" />
	<property name="SoundPlayerLandThump" value="PlayerLandThump" />
</entity_class>
<entity_class name="SurvivorTemplateFemale" extends="SurvivorTemplateMale">
	<property name="CorpseBlock" value="RangedSurvivorCorpse"/>
	<property name="SoundHurt" value="Player_Female/player2painlg" />
	<property name="SoundHurtSmall" value="Player_Female/player2painsm" />
	<property name="SoundDeath" value="Player_Female/player2death" />
	<property name="SoundStamina" value="Player_Female/player2stamina" />
	<property name="SoundDrownPain" value="Player_Female/player2drownpain" />
	<property name="SoundWaterSurface" value="Player_Female/player2drownsurface" />
	<property name="SoundDrownDeath" value="Player_Female/player2drowndeath" />
	<property name="SoundJump" value="Player_Female/player2Jump" />
	<property name="SoundLandSoft" value="Player_Female/player2LandSoft" />
	<property name="SoundLandHard" value="Player_Female/player2LandHard" />
	<property name="SoundPlayerLandThump" value="PlayerLandThump" />
</entity_class>
<entity_class name="SurvivorBob" extends="SurvivorTemplateMale">
	<property name="Archetype" value="SurvivorBob"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="clubBarbedBandit" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="clubBarbedBandit" />
</entity_class>
<entity_class name="SurvivorKevin" extends="SurvivorTemplateMale">
	<property name="Archetype" value="SurvivorKevin"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="BanditMachete" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="BanditMachete" />
</entity_class>
<entity_class name="SurvivorLarry" extends="SurvivorTemplateMale">
	<property name="Archetype" value="SurvivorLarry"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="huntingKnifeBandit" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="huntingKnifeBandit" />
</entity_class>
<entity_class name="SurvivorBill" extends="SurvivorTemplateMale">
	<property name="Archetype" value="SurvivorBill"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="BanditMachete" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="BanditMachete" />
</entity_class>
<entity_class name="SurvivorSheela" extends="SurvivorTemplateFemale">
	<property name="Archetype" value="SurvivorSheela"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunBanditPistol,9mmBanditBullet" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunBanditPistol,9mmBanditBullet" />
</entity_class>
<entity_class name="SurvivorEmma" extends="SurvivorTemplateFemale">
	<property name="Archetype" value="SurvivorEmma"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gun44MagnumBandit,44MagBulletBandit" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gun44MagnumBandit,44MagBulletBandit" />
</entity_class>
<entity_class name="SurvivorHannah" extends="SurvivorTemplateFemale">
	<property name="Archetype" value="SurvivorHannah"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunHuntingRifleBandit,762mmBulletBandit" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunHuntingRifleBandit,762mmBulletBandit" />
</entity_class>
<entity_class name="SurvivorZoey" extends="SurvivorTemplateFemale">
	<property name="Archetype" value="SurvivorZoey"/>
	<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunMP5Bandit,10mmBulletBandit" />
	<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunMP5Bandit,10mmBulletBandit" />
</entity_class>

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I am (although I tweaked the mod, but you don't have to download anything). The server is called "War of the Walkers" and the random gen key is WoWShowers. I think I'm on day 8, but if you want to join, I can always reset it to day 1.

 

Thanks Rogue Tomato. I found one and a buddy jumped in with me. Just wanted to try the mod out.

 

Surjin

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Both the bandits and the survivors included in the mod don't attack. Bandits get nose-to-nose with you but they just don't shoot or attack you,for some reason. Is there any chance that you can fix the rest of the survivors and bandits?

 

I'm pretty sure the rest of the bandits and survivors attack for me, but I'll check it out later after work. I'll post my fixes if there are any.

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Thanks Rogue Tomato. I found one and a buddy jumped in with me. Just wanted to try the mod out.

 

Surjin

 

It's my favorite mod, but there are just some things in Valmod I can't live without. So I took a little from Valmod and added it to my War of the Walkers. I added a weed cleaver, working oven, working sink, garbage disposal (with trash bags), and adhesive trap. None of these use custom icons, so no downloads are needed. I use existing icons with a tint to show that they're different.

 

I also added my own touches, like modding the gore blocks so that you have to harvest rotting flesh and bones. Destroying the block with something like a hammer doesn't put anything in your inventory. I also added the catapult trap (which I no longer use, because it kills wandering survivors) and zombie lures. Again, no custom icons.

 

Drop 5-10 zombie lures and you'll be covered in zombies in no time.

 

(Side note: I could simply have used WoW's slow trap instead of adding adhesive trap, but I had already modified the adhesive trap to do what I want, so I just added it.)

Edited by The Rogue Tomato (see edit history)
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It's my favorite mod, but there are just some things in Valmod I can't live without. So I took a little from Valmod and added it to my War of the Walkers. I added a weed cleaver, working oven, working sink, garbage disposal (with trash bags), and adhesive trap. None of these use custom icons, so no downloads are needed. I use existing icons with a tint to show that they're different.

 

I also added my own touches, like modding the gore blocks so that you have to harvest rotting flesh and bones. Destroying the block with something like a hammer doesn't put anything in your inventory. I also added the catapult trap (which I no longer use, because it kills wandering survivors) and zombie lures. Again, no custom icons.

 

Drop 5-10 zombie lures and you'll be covered in zombies in no time.

 

(Side note: I could simply have used WoW's slow trap instead of adding adhesive trap, but I had already modified the adhesive trap to do what I want, so I just added it.)

 

Same here.

I've added some ideas from valmod, project z, true survival, gnamod, comsenmod, etc. To name a few.

I also added in some of my own tweaks and ideas.

This is a great community with awesome ideas and I love being able to combine the ideas together and have the best of all worlds.

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On 4.3.8 :

 

- Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

- Bandits now attack properly,both melee and ranged.

- Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.

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