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A19/A18 CreaturePacks - A community entity project

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@xyth ... OK great! ... 

I tried removing the "gupyyZombieAnimals.unity3d" from "Resources" ... and that did not go well. 

In the "entitygroups.xml" I found four instances of "animalzombiedog" ... so I'll delete all of that stuff and give it another try.. 

Thanks again!

 
@xyth ... Well ... deleted those files ... loaded up my game ... and the damn thing is still there. 

Maybe I just mislabeled it ... Veiny dog with a predator face = Animalzombiedog ???

Two hits ... killed me again. ha ha. Thing is a nightmare. 

 
Not sure what it is called, but removing it the way Xyth said will just prevent new spawns. So any right around you would still be there. 

Once it despawns though you shouldn't see anymore unless some got stored as a sleeper somewhere. 

 
Not sure what it is called, but removing it the way Xyth said will just prevent new spawns. So any right around you would still be there. 

Once it despawns though you shouldn't see anymore unless some got stored as a sleeper somewhere. 


OK ... that makes sense.

Thanks for all the help!

 
However, there is this "dog zombie replacement" thing. Veiny mole-headed monstrosity that can take down a metal door with a few hits, take 20 bullets to the face, and then two hit kill me while I'm sprinting away.
W T F ! ? I have not seen this yet... I'm excited LOL

 
He/she may be talking about one of my contributions; I'm not sure if the boss version is in CP as well, but it's even meaner. 😃

 
Hi again
We have really enjoyed these packs on our server, and everything work fine.
But there is one big issue, one of the fantasy creatures create problems, we get this error message:



NullReferenceException: Object reference not set to an instance of an object
  at BlockDamage.OnEntityCollidedWithBlock (WorldBase _world, System.Int32 _clrIdx, Vector3i _blockPos, BlockValue _blockValue, Entity _targetEntity) [0x000a5] in <8966b1f384fe4ecab81b938f521bef70>:0
  at ChunkCluster.CheckCollisionWithBlocks (Entity _entity) [0x0023f] in <8966b1f384fe4ecab81b938f521bef70>:0
  at World.CheckEntityCollisionWithBlocks (Entity _entity) [0x0002b] in <8966b1f384fe4ecab81b938f521bef70>:0
  at Entity.ccEntityCollisionResults () [0x001ce] in <8966b1f384fe4ecab81b938f521bef70>:0
  at Entity.ccEntityCollision (UnityEngine.Vector3 _vel) [0x00016] in <8966b1f384fe4ecab81b938f521bef70>:0
  at Entity.entityCollision (UnityEngine.Vector3 _motion) [0x0001c] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityAlive.DefaultMoveEntity (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00275] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityAlive.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x002c1] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityZombie.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00124] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityAlive.OnUpdateLive () [0x001a8] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityEnemy.OnUpdateLive () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityZombie.OnUpdateLive () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0
  at EntityAlive.OnUpdateEntity () [0x0001e] in <8966b1f384fe4ecab81b938f521bef70>:0
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <8966b1f384fe4ecab81b938f521bef70>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <8966b1f384fe4ecab81b938f521bef70>:0
  at World.TickEntitiesFlush () [0x0000c] in <8966b1f384fe4ecab81b938f521bef70>:0
  at GameManager.UpdateTick () [0x00033] in <8966b1f384fe4ecab81b938f521bef70>:0
  at GameManager.gmUpdate () [0x00265] in <8966b1f384fe4ecab81b938f521bef70>:0
  at GameManager.Update () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0






Sometimes it break the game so we have to restart, other times it slow down the game for many seconds, but if we mange to kill the right zombie everything is working fine again.  I think it is fantasyNightmare02 but not sure.
Im currently using a version 19.2.1.9 of the mod.

 
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The fantasy mod was released as part of the WinterWeen project and never released as a solo mod and was never tested outside of WW.  The release version is  <Version value="19.2.1.1" />  so no idea how you got that other version.  You can remove that entity from spawning if you think its that one.  Let me now if you confirm its that one.  

 
Hi, I am using Alpha 19 and I have downloaded the Creature Pack Mods. As instructed, I have copied them properly in the mods folder. A new set of Zombies have now started appearing in the game but there are no creatures, NPCs, Bandits etc. If I have to do something else too or if I am missing anything, please let me know. Thanks.

 
Hi, I am using Alpha 19 and I have downloaded the Creature Pack Mods. As instructed, I have copied them properly in the mods folder. A new set of Zombies have now started appearing in the game but there are no creatures, NPCs, Bandits etc. If I have to do something else too or if I am missing anything, please let me know. Thanks.

 
Might just be low random spawn rates, but without your log file its hard to know what might be wrong.

 
Donmegawatt said:
However, there is this "dog zombie replacement" thing. Veiny mole-headed monstrosity that can take down a metal door with a few hits, take 20 bullets to the face, and then two hit kill me while I'm sprinting away. It's spawning in low level buildings (sometimes two together) early game and that's a bit too intense for me.
@DonmegawattBelieve you want to remove all lines referencing "zombieGuppyCreepyCrawly" and "zombieGuppyInfernalDog" in  \Mods\0-CreaturePackZombies\config\entitygroups.xml (as Xyth mentioned earlier). Make certain you are inside the Mods folder first, before you drill down into the subfolders. You may also need to re-verify your original files, as you've probably accidentally deleted the regular undead dobermans from vanilla spawn groups. Cheers!

@xythPersonally, would love it if the CreaturePack split off all the medieval/magic/elemental/demonic mobs into a Fantasy pack, and the mutated stuff (including Guppy's dogs and several from Bdub's Wastelands) into a Mutant pack. Not holding my breath though, as I imagine you have your hands full atm, and possible authors clenching sphincters at the thought of their IP being re-utilized for a community mod...

 
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Hello,

I got a problem with this mod. This pack is a part of the war of the walkers mod but what I see is only vanilla zombies and animals. I found new zombies maybe twice and only in wandering horde. I am using 7days to die launcher to start the game.

Pleae help

 
During blood moon they are not appearing too. Any idea how to fix this? I Remember that I played around half year ago and everything was working just fine

 
Edit the entitygroups and add the zombies to those groups.  


Guppy is correct. For horde nights, you want to target the "feralHordeStageGS(N)" entity groups (where "(N)" is a game stage number).

There are quite a lot of them, so adding them to each game stage group is a PITA. One thing I have done, that works OK, is to search for specific vanilla zombies within these entity groups, then append an NPC after it.

Example:

<append xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStage')]/entity[@name='zombieArlene']">
<entity name="npcWhispererFemale02EmptyHand" prob="0.3" />
<entity name="npcWhispererFemale02Club" prob="0.3" />
<entity name="npcWhispererFemale02Knife" prob="0.3" />
<entity name="npcWhispererFemale02Bow" prob="0.3" />
</append>




This will append one of the female whisperer NPCs into all of those groups, after the vanilla Arlene zombie. If the entity group doesn't have Arlene, the NPC won't  be added. By choosing which vanilla zombie to associate with the NPC, you can sort of game stage the NPCs - for example, a very powerful NPC could be associated with demolishers, so only spawn in later game stages.

(Note: That's the NPCPackHuman version of the female whisperer. I'm not positive what WotW uses, but if it's the CPHuman version, it starts with "human" not "npc".)

 
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