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Romero Mod - A game mode/suite of zombie tweaks

Hey khaine, i like your idea of old school zombie apocalipse, just wandering, will your overhaul work along with mods that adds new zombies, like enZombies or snuffkin? would love to see more variety in the hordes. Thanks for all the work youve done.

 
Vampiricon999 said:
Hi KhaineGB !

I do have a few more questions about your mod if you have time. 😀

  • Are you able to let me know more about what changes were done to GAMESTAGES.XML ? I have been comparing the files but was hoping to hear from you direct, because it is quite a long file. What I am finding that blood moon night is actually the most quiet period! I have hordes of zombies during the day and lots during a normal night, but once I get to blood moon night, it drops right off. This is especially obvious if you set the blood moon to every night. I get an initial rush, and then the rest of the night is quiet. What I am hoping to do is restore the blood moon continual rushes but using normal zombies only. So I have replaced all ferals and spider zombies with normal zombies to try and achieve that effect. But maybe your changes to GAMESTAGES are still limiting the zombie rushes. I can see you have reduced the Diminishing Returns, but I am still working out what you did with the rest of the GAMESTAGES.XML.
  • As you noted previously - by default Blood Moon phase occurs at 7 days, even though it says DISABLED. You have to specifically change it to 0 days, as noted. I did try to get to the bottom of that and I think the game is hardwired to start the default at 7 days blood moon. So I actually restored the Blood Moon to its original setting (via the UI files) so you can enable or disable as you like, and this seems to work fine, except for the fact that Blood Moon night is quiet. I guess my question is, if I restored the original GAMESTAGES.XML to what is in 19.5, is that all I need to do to return Blood Moons to continual rushes? (given that I have replaced most SPIDER and FERAL zombies with regular zombies)
     
  • This question comes up a lot: You have changed the UI to fix the Night Zombie walking speed at WALK in the menu. But at night, the zombies clearly move faster than in the day!! Are you able to let me know a little bit more about this? It is like the Blood Moon DISABLED quirk: It says WALK, you cannot change it, but they appear to almost run at night. (Which I don't mind but just want to understand a little more about how this was modified)
  • I notice the wooden spikes are invincible against the 2 flamethrowers in my pack, and weapons as well. I can destroy them with axes, but they seem immune to other weapons.  Would you know any reason for this?
Sorry for all the question, but really keen to understand a bit more, rather than just reverse engineering your code and guessing.... 

Many thanks!!!!
Vampiricon
 


1) IIRC the gamestages change was JUST for wandering hordes. Bloodmoon was untouched as the intent of this mod pack is for bloodmoon to be OFF (and I have found a way to enforce that as well).
2) No idea.
3) I need to look into that as it seems that the game just overrides the setting and goes with whatever it thinks the default is.
4) No idea. Depends how your flamethrower works.

Hey khaine, i like your idea of old school zombie apocalipse, just wandering, will your overhaul work along with mods that adds new zombies, like enZombies or snuffkin? would love to see more variety in the hordes. Thanks for all the work youve done.
In THEORY.... yes. But I can't promise anything. It may need some tweaks.

 
Hey Kaine.

Just started using your mod and having a great time - it's completely changed my playstyle which is what I wanted.  I have a quick question and a weird bug - question is, have you removed Trader protection in the mod?  For some reason I'm able to destroy things and zombies attacking the trader post aren't causing the usual alarm to sound.  The bug is - for some reason I have 2 copies of the trader NPC spawning in the trading post offering different inventories and different missions.  I'm only using a couple of additional modlets and nothing that should be affecting traders in any way.  Is this a known issue or just some random individual weirdness?  Thanks.

 
Hey, i like the idea of old school zombies, ran into something though, backpack buttons seems to be overlapping in mi game, vanilla buttons are there altogether with the modded  ones, theres a way i can fix this so i can have only one of both? im not using the mod manager btw.

View attachment 17969
I'm not sure how to tag people, but also omegarte mentioned this issue.

Khaine offered a quick attempt at a fix
 

Try deleting the backpack buttons folder from Mods.

I'll double check later and see if I accidentally modded the XML with it and also added the modlet (which is possible cos i'm dumb sometimes) but that should sort it.
I finally started trying this mod yesterday in 19.5, and ran into the same problem.  I am using the mod launcher, and here is how I fixed it:
1) I added Khaine's Lockable Slots mod (because I love it and I'm used to it from my normal 7D2D game.
2) I removed the inventory buttons that are added in the core RomeroMod.  Here's how:

Go in to \Mods\1-RomeroModCore\Config\XUi\windows.xml
You will see 
 

<configs>
<!-- Backpack Buttons mod -->
<append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append>

... then the custom logo mod



That is the code that is putting in the overlapping buttons, and since I have the newer Lockable Slots mod, I don't need these...so here's how I fixed it by commenting out the backpack buttons part.  You should be able to just delete that part between the <configs> line and the comment about the custom logo though.

 

<configs>
<!-- Backpack Buttons mod -->
<!--append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append-->

<!-- Custom Logo Mod -->


For those not familiar with XML, notice the difference of the <append changed to <!--append at the start, and then the </append> changed to </append--> at the end.  That converts those two bits to comment start and end.  Like I said, probably easiest to just delete the part between <configs> and <!-- Custom Logo Mod -->, but I didn't try that yet and figured I'd get this posted because there's a couple of YouTube streams that would probably like this fixed.

Khaine - Thanks for your great mod work!  You've really given extra life to this game.
 

 
Hey Kaine.

Just started using your mod and having a great time - it's completely changed my playstyle which is what I wanted.  I have a quick question and a weird bug - question is, have you removed Trader protection in the mod?  For some reason I'm able to destroy things and zombies attacking the trader post aren't causing the usual alarm to sound.  The bug is - for some reason I have 2 copies of the trader NPC spawning in the trading post offering different inventories and different missions.  I'm only using a couple of additional modlets and nothing that should be affecting traders in any way.  Is this a known issue or just some random individual weirdness?  Thanks.


Yes.

I'm not sure how to tag people, but also omegarte mentioned this issue.

Khaine offered a quick attempt at a fix
 

I finally started trying this mod yesterday in 19.5, and ran into the same problem.  I am using the mod launcher, and here is how I fixed it:
1) I added Khaine's Lockable Slots mod (because I love it and I'm used to it from my normal 7D2D game.
2) I removed the inventory buttons that are added in the core RomeroMod.  Here's how:

Go in to \Mods\1-RomeroModCore\Config\XUi\windows.xml
You will see 
 

<configs>
<!-- Backpack Buttons mod -->
<append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append>

... then the custom logo mod



That is the code that is putting in the overlapping buttons, and since I have the newer Lockable Slots mod, I don't need these...so here's how I fixed it by commenting out the backpack buttons part.  You should be able to just delete that part between the <configs> line and the comment about the custom logo though.

 

<configs>
<!-- Backpack Buttons mod -->
<!--append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append-->

<!-- Custom Logo Mod -->


For those not familiar with XML, notice the difference of the <append changed to <!--append at the start, and then the </append> changed to </append--> at the end.  That converts those two bits to comment start and end.  Like I said, probably easiest to just delete the part between <configs> and <!-- Custom Logo Mod -->, but I didn't try that yet and figured I'd get this posted because there's a couple of YouTube streams that would probably like this fixed.

Khaine - Thanks for your great mod work!  You've really given extra life to this game.
 


I'm probably gonna be revising this soon because I've been playing with those mods a little, like making sure the slot locking selection thingy is ALWAYS visible, for example.

But that'll be for when 19.6 goes stable.

 
Hey Khaine,

first off thank you very much  for that Mod, I'm a Romero/TWD fan and love your work. Anyway, I'm playing on 200 Zs, insane, 50 Wandering/6 h to keep the game challenging. Also without that fancy traps, robots and turrets stuff. But, I really would like to get rid of the feral and radiated Z's.

I'm not a coder but I can edit the XML files, if I know what has to be done. Would it be possible to replace the ferals and radiated with regular Zs with some easy XML editing?

 
Romero Mod V1.6

- Updated for A19.6b8.
- Fixed the lockable slots mod so it doesn't overlap and buttons are always visible.
- Added a harmony patch that forces zombies to walk and bloodmoon to off.
- Updated the wandering horde mod so hours and zombies can now be random if the player wishes. This is configurable in Mods\1-RomeroModCore\Config\blocks.xml. Default is 4 to 8 hours for the horde, 20 to 50 zombies.

Client (Gitlab/Launcher): https://gitlab.com/KhaineGB/romero-mod-a19-client/-/archive/master/romero-mod-a19-client-master.zip
Server: https://gitlab.com/KhaineGB/romero-mod-a19-server/-/archive/master/romero-mod-a19-server-master.zip

 
Hi KhaineGB

Thanks for answering my questions above. Regarding the two points raise by people above:

  • I also found the Trader Protection was disabled when I first downloaded your mod. It is a setting in Mods\0-SphereIICore\Config\blocks.xml. By default it was set to true. 
                                                <property name="MakeTraderVulnerable" value="false" />

  • I also had the issue with the overlapping sort icons, which was fixed through a similar XML delete as described above. There were basically two bits of code in different sections doing the same thing.


I do have a couple of new question for you if you have time - about your Wandering Horde mod specifically.

  • What software did you use to create the DLL file that controls your Wandering Horde settings ? (Harmony-1-RomeroModCore.dll)  I looked on the Unity3D site as well as Harmony and DMT sites but I could not find anything that mentioned how you would create a DLL file for use, or what software I needed. I gather it is a Harmony specific mod but aside from that, I am lost. 
  • For your Wandering Horde mod - is there some setting that stops the Wandering Hordes from occurring on Blood Moon night? I have configured the game to spawn 30 zombies every 4 hours. And it seems to work fine most of the time, except when I set the Blood Moon to every night (for testing). I notice in the game log that it is not spawning the hordes every 4 hours like I expected.
  • How does the actual spawning mechanic work? Is it a case of literally every x hours a wandering horde should be spawned after Day 2? So if I set the WH period to 4 hours, would I expect 6 spawns in a 24 hour period EVERY day? Or do things like blood moon override it? Do the WH spawns still occur during the night time phase?
  • Sorry for the questions but sometimes the AI director seems very inconsistent sometimes when it generates the Hordes. I am not using V1.6 yet btw. Still on 19.5. (Is it just me or is 7DTD v19.6 barely an update from 19.5?)
thanks for your time!

I actually like having Blood Moon as an option with your mod - so I probably cannot move to your V1.6 since you forced bloodmoons off now.

So it means I might have to understand how you built your V1.5 DLL in case I ever needed to recompile it.....at the moment I do not even know how to view it.

V

Ooops one more question : If I set Logging to true in your BLOCK.XML, what effect does that have? Will I get additional information about the AI director activities? Does it send any extra log information into the main game log file ? Does not seem to make any difference when I change it from false to true.

thanks!

<property class="WHConfigLoad">
                <property name="Logging" value="true"/>
                <property name="WHHours" value="4" />           <-- Does this really mean every 4 hours starting from Day 2 ( ie. 6 times a day, every day?)
                <property name="WHZombies" value="30" />   

 
I use DMT to make the DLL.

Wandering hordes are disabled on bloodmoon. That's base game functionality. As an aide, screamers can't spawn hordes either during bloodmoon.

The spawning is... odd. So if you set 4 hours, ever 4 hours it will check if it's safe to spawn a wandering horde. Sometimes it does so immediately, sometimes it decides it's best to wait an hour. On rare occasions, it delays it for 12 hours. Still not sure why it does that and I need to investifate it more before I disable it.

The forced bloodmoons off is a seperate harmony patch you can just delete, but the point of this mod is to play it with bloodmoon off.

Logging is just for me to do debugging. It doesn't do anything else. Most of it's functionality is disabled because I don't need it.

 
Thanks for the reply - champion!

I will explore DMT a bit more then, I am still getting my head around it.

Yes the spawning is odd. I agree with all your comments above. You can see when the WH spawns that sometimes it makes different decisions.

I have no issues with you disabling Blood Moon - it is handy that I can just delete that DLL as you mentioned. But I like having it available as an option.

So for my Day of the Dead Mod I still want to use your Headshot mod via Sphere and your own Wandering Horde mod - but still enable Blood Moons and without forcing walk.

I am just having some issues with my latest round of changes, the WH setting of every 4 hours has suddenly stopped, it has been working fine on all my previous updates.

So just trying to nail down the issue.....

cheers!

 
I  installed the 7/30 version into a clean 19.6 game and now on day 7 I got the bloodmoon. Red day number in the morning, then in the evening, lightning, red sky, music, and a horde. You mentioned you added a harmony patch that forced bloodmoon off, so I assumed we did not need to mess around with changing bloodmoon from disabled to 0, or back. Is this not the case? When the lightning started, I did exit to menu and changed it to zero, but the horde still came.

 
I've been testing this mod a little bit, and right away, my least favorite part is how useless explosives are. Pipe bombs and grenade only do 1 damage, no matter what you do. If anything, they should be more effective, and cause more ragdolling, stuns and dismemberment if possible. If I remember correctly, explosion damage is a bit buggy with this mod. 

Other than that, the change to the pacing is quite exciting. 

 
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