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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
@Davidos667 - FYI: Issue fixed and pushed to github, here: v2.1.2.zip
Hey there Dough! So many good ideas and hard work here! I just downloaded this one and I'm super stoked to see what I find. I've been sick of just mostly finding paper too.

While I'm at it, I'd like to offer my letter writing and/or story services should you want help. I write short stories, poetry, and backstories for DayZ, so I'd be happy to help if you'd want or need it. I can plunk those out fairly quickly, so just say the word, or if you'd like a sample.

Good job and good luck with all you're doing! 😃

 
if "Get Nailed" is intended to require you to use nails, it doesn't work,  no nails are required, just wood.
I just tested it  on a19.2 b4 and it adds nails to some recipes (the Wood Frame for example, requires wood and nails to build a frame).  It might be missing some wood items though as I only try to maintain the mod, I didn't write it. Is there a specific thing you think should require nails with this mod or if you select nails and then check "recipes" there are no items nails are used for?  Also: are you loading any other mods that may conflict?

I tried both The nuts and bolts and nails, you can only repair with nails and bolts, you can't build with them, unless that is was is intended
I loaded AwwNuts on a19.2 b4 and I'm seeing 4 "pages" of recipes that required nuts and bolts. The "Beverage Cooler" is one, as is a steel ladder. Are you not seing these when you put nuts and bolts item in your inventory/backpack and select "recipes"? 

 
Hey there Dough! So many good ideas and hard work here! I just downloaded this one and I'm super stoked to see what I find. I've been sick of just mostly finding paper too.

While I'm at it, I'd like to offer my letter writing and/or story services should you want help. I write short stories, poetry, and backstories for DayZ, so I'd be happy to help if you'd want or need it. I can plunk those out fairly quickly, so just say the word, or if you'd like a sample.

Good job and good luck with all you're doing! 😃
Long story short: Interesting offer :) .  Play the mod for awhile and see if anything comes to mind.  I'll likely need more stuff when a20 comes out *if* they beef up questing, so if they do I'll message you and see what we can come up with.

FYI: currently there are some limits to what this mod can (or should do).

- For "reading" stuff, there is a very small limit to what you can put on a single "piece of paper" (due to the size of the item description window). So a lot of the stuff has to fit on 1 piece of "paper" (or an item if it's an item description... like if you wanted to put a backstory on a gun or something).

- For "reading stuff in a particular order", the only way I know of how to do this (today) is to make a bunch of pieces of paper be named "note 1","note 2", etc.

- Since the game has you looting things and its randomly given, the only way to get multiple pieces of paper, in a nice order, is to open a "book" and have it be destroyed and give you all of the pieces of paper.

- The game has a limit on how many "items" it can handle.  Its like 10,000 or something (someone correct me if I'm wrong).  A lot, but not infinite. Every piece of paper that's a unique note or book holding notes counts as a separate item. Recipes count as items.  I'm not sure how many items the vanilla game loads up, but I'd like to keep this mod under 500-1,000 items.  There like 200 or so currently...so there's room to grow :)

- When you go on a "quest" (or mission) you can't be directed to a specific place or POI...today.  You also cannot get a "quest item" from a POI quest that is unique ( currently its 1 of 2 hardcoded items).  You also have to go to a trader to turn the hardcoded item in to get a "reward"

- Most of the loot is to be found in places where "paper items" or "peoples personal stuff" would be found. Mostly mailboxes, bookshelves, dressers, desks, trash.  Basically all the places where crap loot is normally found :) so you'll have incentive to loot them.

So, given all the above, I'm hoping to eventually add:

- Quests.  Once the game allows having you go to a specific POI, some things really open up.  If they can let you daisy chain quests, and the quest "item" to go to the next quest is not one of the hardcoded things you have to go back to the trader, I really wanted to load in a bunch of "stories" that unfurled as you ran through the quest.  The "final quest item" would *not* necessarily be something useful (like some mega gun or a bunch of ammo) but instead may be some final note finishing the story, and maybe an item you needed to craft something (or scrap it for another note, etc), or just a collectable.

- Better books: I have a lot of books in the mod, mostly just to spruce up the book finding, and dilute out the loot tables to make finding perk books harder :) . I would like to make a few book "series", that have several books in them (Vol 1, Vol2, etc), maybe 2-3 pages each. One I'm thinking of is a special series of recipe books that give you schematics and allow you to craft some special one off things that are mildly useful (never anything OP).  Additionally, I'm thinking of a perk tree that would be just for fun...like "literacy" or "bookworm" or something that is completely useless and only gives a useful perk when you read all the books, or something.

- Collectibles: I'd like to make things "more collectible" vs people just scrapping all the stuff. Like maybe if you can collect all the pages/notes from a series you can then craft a book to get a final item or just more of the story.

Anyway:

- All of the "cool fun stuff" is likely to be in quests.  I'm hoping in a20 that TFP beefs up the quest system to enable story driven questing. If they do a lot of this will open up and I'll be needing some backstories. I'll message you if you're interested if this is do-able in a20 as I don't have any stories for this yet :)

- I actually have been needing some poetry, as it is likely to be small and fit on a "page".  It might make more sense if these were a set of books though, with the poem text just written in the description.  I'm looking for stuff that fits in the game (like maybe Arlene writes the poems, and she has a series of books, etc.), or anything just silly/fun/puns/play on words to poke fun at the game ("Every picture on the wall, is the same six faces of them all..." or "So hungry! A question in my head is, if you look in every cabinet and every shed, why you'll never find, a loaf of bread...").  Hard to say, other than I am not a poet ;)-.  Play the mod for awhile and you'll see the text length limitations that exist for the books/items/boxes and think about it. I'll message you when I update the mod for a20 and see how many might be added and how they might fit in if you're still interested. (probably about 10 small poems most likely)

- TFP is actually planning on throwing in some backstory....someday  There's fragments of what it might be on the forums (2 factions fighting, one you can join, etc).  I don't know much about it actually. It's likely to come in later updates, as I believe when bandits are added it might come around then.  Anyway, this is also kinda a block for writing backstory that fits in nicely with the game.  Currently I've been focusing on just "little things people would have left around".  I've tried to tie it to the names of the characters of zombies (a little) but some are just named "Nurse" in the game so that's not so easy. Any small backstory I've written is chaotic and piecemeal and completely fabricated from thin air.

 
Long story short: Interesting offer :) .  Play the mod for awhile and see if anything comes to mind.  I'll likely need more stuff when a20 comes out *if* they beef up questing, so if they do I'll message you and see what we can come up with.

FYI: currently there are some limits to what this mod can (or should do).

- For "reading" stuff, there is a very small limit to what you can put on a single "piece of paper" (due to the size of the item description window). So a lot of the stuff has to fit on 1 piece of "paper" (or an item if it's an item description... like if you wanted to put a backstory on a gun or something).

- For "reading stuff in a particular order", the only way I know of how to do this (today) is to make a bunch of pieces of paper be named "note 1","note 2", etc.

- Since the game has you looting things and its randomly given, the only way to get multiple pieces of paper, in a nice order, is to open a "book" and have it be destroyed and give you all of the pieces of paper.

- The game has a limit on how many "items" it can handle.  Its like 10,000 or something (someone correct me if I'm wrong).  A lot, but not infinite. Every piece of paper that's a unique note or book holding notes counts as a separate item. Recipes count as items.  I'm not sure how many items the vanilla game loads up, but I'd like to keep this mod under 500-1,000 items.  There like 200 or so currently...so there's room to grow :)

- When you go on a "quest" (or mission) you can't be directed to a specific place or POI...today.  You also cannot get a "quest item" from a POI quest that is unique ( currently its 1 of 2 hardcoded items).  You also have to go to a trader to turn the hardcoded item in to get a "reward"

- Most of the loot is to be found in places where "paper items" or "peoples personal stuff" would be found. Mostly mailboxes, bookshelves, dressers, desks, trash.  Basically all the places where crap loot is normally found :) so you'll have incentive to loot them.

So, given all the above, I'm hoping to eventually add:

- Quests.  Once the game allows having you go to a specific POI, some things really open up.  If they can let you daisy chain quests, and the quest "item" to go to the next quest is not one of the hardcoded things you have to go back to the trader, I really wanted to load in a bunch of "stories" that unfurled as you ran through the quest.  The "final quest item" would *not* necessarily be something useful (like some mega gun or a bunch of ammo) but instead may be some final note finishing the story, and maybe an item you needed to craft something (or scrap it for another note, etc), or just a collectable.

- Better books: I have a lot of books in the mod, mostly just to spruce up the book finding, and dilute out the loot tables to make finding perk books harder :) . I would like to make a few book "series", that have several books in them (Vol 1, Vol2, etc), maybe 2-3 pages each. One I'm thinking of is a special series of recipe books that give you schematics and allow you to craft some special one off things that are mildly useful (never anything OP).  Additionally, I'm thinking of a perk tree that would be just for fun...like "literacy" or "bookworm" or something that is completely useless and only gives a useful perk when you read all the books, or something.

- Collectibles: I'd like to make things "more collectible" vs people just scrapping all the stuff. Like maybe if you can collect all the pages/notes from a series you can then craft a book to get a final item or just more of the story.

Anyway:

- All of the "cool fun stuff" is likely to be in quests.  I'm hoping in a20 that TFP beefs up the quest system to enable story driven questing. If they do a lot of this will open up and I'll be needing some backstories. I'll message you if you're interested if this is do-able in a20 as I don't have any stories for this yet :)

- I actually have been needing some poetry, as it is likely to be small and fit on a "page".  It might make more sense if these were a set of books though, with the poem text just written in the description.  I'm looking for stuff that fits in the game (like maybe Arlene writes the poems, and she has a series of books, etc.), or anything just silly/fun/puns/play on words to poke fun at the game ("Every picture on the wall, is the same six faces of them all..." or "So hungry! A question in my head is, if you look in every cabinet and every shed, why you'll never find, a loaf of bread...").  Hard to say, other than I am not a poet ;)-.  Play the mod for awhile and you'll see the text length limitations that exist for the books/items/boxes and think about it. I'll message you when I update the mod for a20 and see how many might be added and how they might fit in if you're still interested. (probably about 10 small poems most likely)

- TFP is actually planning on throwing in some backstory....someday  There's fragments of what it might be on the forums (2 factions fighting, one you can join, etc).  I don't know much about it actually. It's likely to come in later updates, as I believe when bandits are added it might come around then.  Anyway, this is also kinda a block for writing backstory that fits in nicely with the game.  Currently I've been focusing on just "little things people would have left around".  I've tried to tie it to the names of the characters of zombies (a little) but some are just named "Nurse" in the game so that's not so easy. Any small backstory I've written is chaotic and piecemeal and completely fabricated from thin air.
You sir, have yourself a deal! I think it's totally doable to have small things written. Like remember if you ever played Elder Scrolls, that sometimes you'd find just a list of ingredients for a recipe, or a note that someone wrote to remind themselves of something piddly. Yeah, this is totally doable and I'm excited.

I'll do as you say and play some to see the limitations, but I'll tell you up front, I don't see this being a problem, even right now, including creating and using snippets of poetry.

I don't know if you saw it and I don't remember offhand who made it, but they created animated comic books. I JUST looked at it too, so it's dumb I can't remember the mod author. Anyway, they have created books that can be read sequentially. If I can remember or find that mod again, I'll let you know. 

In the meantime, lemme play a bit and then come up with some samples that you might like for now or a20 or both. Whichever suits your fancy.

 
I don't know if you saw it and I don't remember offhand who made it, but they created animated comic books
I think xyth made those as a demo.  They are cool and much better that what we have today :)  In the spirit of keeping this mod server side compatible though, they can’t be used yet unless TFP makes these type of assets auto sync to the clients :(

 
I think xyth made those as a demo.  They are cool and much better that what we have today :)  In the spirit of keeping this mod server side compatible though, they can’t be used yet unless TFP makes these type of assets auto sync to the clients :(
That's right! It was xyth. I had just been on his page and saw them. 

That makes sense as far as keeping things server side with your mod. I think what you have is good. It works and is fun, interesting, etc. I already have a chess piece 😁

As far as the books and items, I began finding them right away! I got a hand towel and was elated, lol So cute!

The notes were interesting, especially- "Vine? What Vine?" 😆

This is totally doable for me. I'm ready to begin when you are. Just let me know. I've already been thinking of small haikus, limericks, etc. that might give one a chuckle, as well as notes with little snippets of intrigue. Those are fun, as they make one want to find other books, like the one you have that notes it is part of a series. I found one book and was scared to read it, lol I won't say which one, but I didn't want to find that part of myself, lmao!

Just let me know if how you'd like to proceed, I'm excited for this 😊

 
Just let me know if how you'd like to proceed, I'm excited for this 😊
Well, if you’ve gotten some stuff already, or are just coming up with ideas and want to share them..... how about this:

- write down whatever you want to submit in a text file (like using notepad or something. Don’t use Microsoft word or anything fancy that requires a special program to open).  Since this stuff likely works better with some formatting, format it like you want (add new lines to separate lines, etc). 
- for each item, try to give it a title. Because the paper notes and books need titles in the game.

- if multiple items go together, or have some specific person/character they are for, or something, just put a note in there indicating it. Like “Note: Arlenes Diary” or whomever it is for.  if they go in an order, add “part 1”, “part 2”, etc.

- either put all of it into a single text file, with some sort of separator for each thing (like a line of dashes) or put each thing into a separate text file and then zip them all up into 1 file.

- send me the file as a private message on this forum.

This will give me some starting point to package it all up.  If it’s just poems/notes/etc. I can likely just run a few tests and then push out a new version with the new stuff in it.  I haven’t looked at the mod in a little while as a whole to see how things are balanced, but it can always be moved around/fixed later, which I was thinking of doing for a20 to try to make things more immersive. 
 

note: currently if a book has “vol 1” or something that seems like it’s part of a series, it may not have other books yet :(   I originally just put a bunch of random stuff in it, then started adding more coherent stuff/special items.  From some input I’ve gotten (and me playing it) it seems that it would be better if more items were collectibles or had uses other than just fun content so people have a reason to check each item out/hang onto it and not scrap it immediately, so I’m probably going to try to go more in that direction.  This means things like books will have multiple volumes, or something, so you’d want to collect them and then maybe craft something   (Or get a special quest) when you have all of them. Haven’t decided yet :) . Anyway, long story short, I’ll likely add the additional volumes to whatever books you’ve found when that time comes, but it will have to be a new game in a20.

 
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Ok, will do. I've already written a couple of things. Give me a few days to compile more. 

It's ok what you have now. I've been getting a kick out of the notes. You've done a splendid job! I know there's more to come. You have some good things planned.

I appreciate you letting me be a part of it 😁

I'll send you a few things soon.

 
Recent modlet updates of significance not mentioned in above posts:

NEW: Added Hide the Day and Time - Hides the current Day and Time information from you! Adds a small arrow/pointer under the compass where this info used to be to avoid warnings when it loads.  Also removes this info from the Map view

NEW: Added Add More Grenades - Adds 2 Steel grenades. These are a little less powerful than TNT and are very dangerous (especially the Steel Contact Grenade), and can also destroy (cause damage to) to blocks.

NEW: Added Doughs-UI-Add-2ModSlots - Adds 2 more mod slots to items that accept mods. Staggers the mod slots tso you have to have a tier 5 or 6 item to get all teh slots opened.  The UI is a little rough on this one under the recipe ingredient area
 

NEW: Added Electric - CapacitorBank - Added CapacitorBank and Capacitor electrical components. Basically a very short lived battery bank that charges very fast. Can be used as a timer mechanism (depending on teh wuality and number of capacitors added) or a "cheap" but very short lived (read: manually controlled is best. You do not leave this on and walk away) battery bank to power electrical devices in early game.  Careful how you hook it up or the power drain on the relays and other electrical components will discharge it!

UPDATE: Updates for You've got Mail - Added items to air drops and some other fixes.

 
Is the 7D2D-EntityRandomizer 19.2 b3 save to use with the latest 19.2 b4 build?
I'm not sure :)   I don't know all TFP does when they make updates (I don't want to promise it will work, but the version change is so small it might work) BUT I just now generated and added a "Pre-generated modlet" for a19.2 b4 and ran a quick test and it appears to work.

Here's the link the the latest download page with the new a19.2 b4 modlet in it: 7D2D-EntityRandomizer - v2.0.15.zip

 
Love the screamer bear mod! However, I decided to uninstall it from my mods folder and I keep getting these messages in the wasteland. Any advice on how to resolve this issue? 

image.png

 
Love the screamer bear mod! However, I decided to uninstall it from my mods folder and I keep getting these messages in the wasteland. Any advice on how to resolve this issue? 

View attachment 17185
This is likely a consequence of removing any mod, but likely not too bad as its entities (which are kinda temporary) being removed and not blocks. I’ll have to take a look at it as it’s been awhile since I’ve messed with that mod.  I do believe all it does is add a new bear, remove the screamer from the “scouts” spawn group, and put the bear in there. And it should , since it’s a modlet, do all of this “safely” meaning if the modlet was removed the spawning changes would be put back, but those errors make me think it’s “remembering” the bear, and it’s in a spawn group,  and trying to spawn it and not having the bear to spawn.  So maybe removing the modlet didn’t clean something up in your local save game config file(s). 
 

Just as a guess: have you tried completely shutting the game down (closing steam, etc), making double sure the modlet is uninstalled, and then restarting steam? I’m betting this will not work anyway, just checking.

another guess: it may have had some screamer bears spawned in the world in some chunks and were saved, and then you removed the mod, and the game is trying to put them back as they were not removed (in the game. It still has remnants of the screamer bears it saved when you left that chunk even though the mod is gone). I’m not sure how to correctly remove them from the entire game if they were already spawned in somewhere.  It’s possible the errors are harmless if the game tries to spawn them, and fails but I’m not sure if it always remembers them or if it deletes them when it fails.  There is a “killall”   Debug command that should Kill all entities, but it’s all zombies, and I think it’s only for the chunk you are in.

 
7D2D-EntityRandomizer

- Updated. Now generates a Localization file with silly randomly generated zed/animal names for all clones (not vanilla or other mods).  I recommend loading an Enemy Health Bar modlet As documented for the creature-renaming-modlet-series mod by @ztensity (as well as his mods to handle the vanilla zeds) to see the localization names if you want to have fun with the clones ;)

If you don't want the clone localization names, just delete the Localization.txt file from the "pre-generated modlets" folder you're using.

Example clone names:

Zed: Roberto the Curiously Underhanded and Inexcusable

Friendly Animal: Loverboy the Intently Hopeful

Enemy Animal: Emma the Sort Of Ugly

- Archived all previous "pre-generated modlets" and generated 3 new ones.


Doughs-RandEnts_For_a19.2-b4_vanilla-enemy-animals-only-600-clones


600 randomized clones of vanilla zombie animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-friendly-animals-only-400-clones


400 randomized clones of vanilla friendly/wild animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-zeds-only-4920-clones


4920 randomized clones of vanilla zombies, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)


 
Very new to the forum and very much enjoy your modlets in solo games, but I've run into a weird hiccup.  Using the One Hour of Daylight modlet, it seems the Blood Moon Horde lasts, as far as I can tell, indefinitely when daylight is set to zero, not just until 4 am the following day and resets to the first horde if the game is quit during that same day and continued later.  Challenging to say the least.  I have not survived to see if surviving until the end of the 8th day will end it.

 
Very new to the forum and very much enjoy your modlets in solo games, but I've run into a weird hiccup.  Using the One Hour of Daylight modlet, it seems the Blood Moon Horde lasts, as far as I can tell, indefinitely when daylight is set to zero, not just until 4 am the following day and resets to the first horde if the game is quit during that same day and continued later.  Challenging to say the least.  I have not survived to see if surviving until the end of the 8th day will end it.
I think making it to the next “day” at the normal “horde over time” (6am?) will stop the horde. I don’t know if the issue you mention is actually something that could be fixed by a mod. The 0 hours of daylight is just a 1 line change allowing you to select down to 0 hours in the start menu. I haven’t tried measuring it to see when/if the horde stops coming. For what it’s worth, I usually play with 2-4 hours of daylight for a few reasons:

- get some daytime visual effects (change it up a bit)

- if I’m trapped (early game) there is a small window of daylight to wait for escape. 
- a little daylight to hunt, should it be needed.
- more zombie “speed options”.  I usually have them go a little slower in the day vs normal night speeds.

- the “audio cues” for day/night are a little more “normal sounding”.  It might be worth making a mod to remove them so you don’t know when day/night transitions (I also have a mod to remove the day/time and the audio cues give the time away)

- there are other settings in the game that activate on day/night. Not having any daylight means you miss those (like weather settings ). Some perks are “active at night only”.

I used to play 0 hours of daylight (and it is fun) but I found that I missed the sun just a little bit.  I really wish the concept of “seasons” existed so you could set like 14 days for each season. Then you could make “summer” the brightest (like 6 hours of daylight)  and the rest much darker (winter being pitch black).  Then you’d have to fight horde nights in each season/type. 

Actually, it might end at noon or midnight the next day?  The more I think about it, when you change the daylight to be “less” it triggers at odd times (forget what), you can’t say “start the day at 10 am), just “make there 3 hours of daylight “ for example. I think if you set it to 1 hour (example) or daylight the game starts you on a new map at like 11 pm. So maybe “hour 0 “ is midnight, and that when horde night finishes if there’s no daylight?

 
I think making it to the next “day” at the normal “horde over time” (6am?) will stop the horde. I don’t know if the issue you mention is actually something that could be fixed by a mod. The 0 hours of daylight is just a 1 line change allowing you to select down to 0 hours in the start menu. I haven’t tried measuring it to see when/if the horde stops coming. For what it’s worth, I usually play with 2-4 hours of daylight for a few reasons:

- get some daytime visual effects (change it up a bit)

- if I’m trapped (early game) there is a small window of daylight to wait for escape. 
- a little daylight to hunt, should it be needed.
- more zombie “speed options”.  I usually have them go a little slower in the day vs normal night speeds.

- the “audio cues” for day/night are a little more “normal sounding”.  It might be worth making a mod to remove them so you don’t know when day/night transitions (I also have a mod to remove the day/time and the audio cues give the time away)

- there are other settings in the game that activate on day/night. Not having any daylight means you miss those (like weather settings ). Some perks are “active at night only”.

I used to play 0 hours of daylight (and it is fun) but I found that I missed the sun just a little bit.  I really wish the concept of “seasons” existed so you could set like 14 days for each season. Then you could make “summer” the brightest (like 6 hours of daylight)  and the rest much darker (winter being pitch black).  Then you’d have to fight horde nights in each season/type. 

Actually, it might end at noon or midnight the next day?  The more I think about it, when you change the daylight to be “less” it triggers at odd times (forget what), you can’t say “start the day at 10 am), just “make there 3 hours of daylight “ for example. I think if you set it to 1 hour (example) or daylight the game starts you on a new map at like 11 pm. So maybe “hour 0 “ is midnight, and that when horde night finishes if there’s no daylight?
So I managed to survive until 11 pm on the day after the Blood Moon horde, day 8 on a 7th day horde, and the horde stopped. It was fun.  I don't think it need fixing at all, it was an interesting experience and wanted to share.

 
7D2D-EntityRandomizer

- Updated. Now generates a Localization file with silly randomly generated zed/animal names for all clones (not vanilla or other mods).  I recommend loading an Enemy Health Bar modlet As documented for the creature-renaming-modlet-series mod by @ztensity (as well as his mods to handle the vanilla zeds) to see the localization names if you want to have fun with the clones ;)

If you don't want the clone localization names, just delete the Localization.txt file from the "pre-generated modlets" folder you're using.

Example clone names:

Zed: Roberto the Curiously Underhanded and Inexcusable

Friendly Animal: Loverboy the Intently Hopeful

Enemy Animal: Emma the Sort Of Ugly

- Archived all previous "pre-generated modlets" and generated 3 new ones.


Doughs-RandEnts_For_a19.2-b4_vanilla-enemy-animals-only-600-clones


600 randomized clones of vanilla zombie animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-friendly-animals-only-400-clones


400 randomized clones of vanilla friendly/wild animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-zeds-only-4920-clones


4920 randomized clones of vanilla zombies, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)
I love it man! Thanks for the shout out! :D

 
Getting weird error on the buff infection mod. First noticed when started game red errors flagged up as would not load. When go into buffs.xml file just shows "10800 10800" which is clearly why not work. Figured must have corrupted when downloaded it so tried again. Still same. Weird part is if go to edit the file the whole xml data suddenly appears as it should but when try save the xml or come out of file it goes back to "10800 10800". Any ideas?

 
7D2D-EntityRandomizer

- Updated. Now generates a Localization file with silly randomly generated zed/animal names for all clones (not vanilla or other mods).  I recommend loading an Enemy Health Bar modlet As documented for the creature-renaming-modlet-series mod by @ztensity (as well as his mods to handle the vanilla zeds) to see the localization names if you want to have fun with the clones ;)

If you don't want the clone localization names, just delete the Localization.txt file from the "pre-generated modlets" folder you're using.

Example clone names:

Zed: Roberto the Curiously Underhanded and Inexcusable

Friendly Animal: Loverboy the Intently Hopeful

Enemy Animal: Emma the Sort Of Ugly

- Archived all previous "pre-generated modlets" and generated 3 new ones.


Doughs-RandEnts_For_a19.2-b4_vanilla-enemy-animals-only-600-clones


600 randomized clones of vanilla zombie animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-friendly-animals-only-400-clones


400 randomized clones of vanilla friendly/wild animals, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)



Doughs-RandEnts_For_a19.2-b4_vanilla-zeds-only-4920-clones


4920 randomized clones of vanilla zombies, with localization (Recommend loading an enemy health bar viewer modlet to see the names!)
I had issues with the 4920 zeds one. Mostly that I could load it locally just fine, but on my server it would run into a memory exception and get stuck in a loop while downloading configs trying to load in to the world. I went through and cut it down to a little over 400 and it works on the server just fine. Really love the zombie names, but my players didn't want health bars. Luckily since I'm also running a mod that makes the dead zombies lootable it shows the names then. 

 
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