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enZombies - More Zombie Variations

The challenge is keeping it fun and not making it an extreme struggle.  We found getting started with Undead Legacy very challenging until we adjusted headshot damage.  Still a struggle with zeds, just not extreme.  Food is the big struggle now.  Not sure if i like it or if its too much.  Still trying to get my head around it.  Getting use to hearing my stomach growl  :)


Sounds interesting :D   Player wipe on death is something I could never do haha, sounds WAY too frustrating lol.


i see what you mean. there are players who enjoy multiplay and the socializing aspect with peers during the gameplay. they aren't too picky on the realism as long as the game keeps it's pace and is fun for everyone involved. too much realism here could be a chore. then there are players who like to challenge themselves in singleplayer, and would take the realism and some of the chore as a challenge.. and want to optimize like crazy the entire playthrough, 'finishing' the game in a way that not many others have been able to do. i fall on the later group 😁, but as you rightly mentioned, my play style likely wouldn't be fun as a multiplayer server lol.

 Harsher Death Respawn Penalties is about as far as I can personally go with stuff like that.  The inventory weight mechanic is cool, one of the best parts of Undead Legacy imo (along with it's amazing UI and general mod polish).  I think UL doesn't unlock stuff with skill points either, at least not like Vanilla. 


jaxteller's harsher death respawn would be at minimum would i'd like to use. but i'd still prefer a way for the player to actually lose and fail the game - obviously referring to singleplayer gaming. i'm an old school gamer that remembers those early years where you only had 3 lives and like 2 continues to play... and if you couldn't cut it, you had to start over. ha. i've noticed that when smartphones became a thing, their mobile games tend to be 'casual' where you could 'die' as many time as you want, you simply restart at a savepoint. it seems that started the fail-less singleplayer games. of course any game that offers multiplay on a server (including 7 days) cannot do a hard core mode.. wouldn't be fun for a friend to die and be left out while the rest of the party continued playing lol.

Traders should also have a Enzombies touch. Dont you think ?  Like trader caitlin in a radiated biome. Makes a lot of difference like Darkness falls. 


hmm.. creating more traders using the uma archetypes..... hmmm. i'll definitely need to find out if that's possible.

then a horde of demolitioners hit the base.... one guy managed to lead them all away... all but one.  it blew itself up in the doorway and took our low level crafting box with it.... branches, planks, rope, sap, hinges... everything needed to plug a hole in the wall.


holy jeezus lol. a HORDE of demolishers? yea i certainly wouldn't want to play on a map where a team of them could spawn haha. my UL patch essentially strips out the UL wandering horde configuration for the enZombie wandering horde setup.... in which all harde groups have max 10 zombies spawn... and for demolitions only 1 is allowed to spawn. i wonder if subquake did some other coding magic that still influences wandering horde spawn numbers and essentially resulted in multiplying the enzombie hordes by a certain factor.

For your server config you will have already edited serverconfig.xml right with server name, password etc?  You just pop those extra lines into there, its explained on @Subquake's server config page: https://ul.subquake.com/dedicated-servers (click on "A20 Server Configuration").

<property name="RecipeFilter" value="0"/>
<property name="StarterQuestEnabled" value="true"/>
<property name="WanderingHordeFrequency" value="4"/>
<property name="WanderingHordeRange" value="8"/>
<property name="WanderingHordeEnemyCount" value="10"/>
<property name="WanderingHordeEnemyRange" value="10"/>



ahhh yes @MikeyUK .. i think you're onto something. it appears that <property name="WanderingHordeEnemyCount" value="10"/> could be what's multiplying the enZombie horde numbers in UL. my code only allows 1 demolition zombie.. but if you're seeing 10..... then that would make sense taking into account that above setting. try setting WanderingHordeEnemyCount to 1. 👍

 
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axteller's harsher death respawn would be at minimum would i'd like to use. but i'd still prefer a way for the player to actually lose and fail the game - obviously referring to singleplayer gaming. i'm an old school gamer that remembers those early years where you only had 3 lives and like 2 continues to play... and if you couldn't cut it, you had to start over. ha. i've noticed that when smartphones became a thing, their mobile games tend to be 'casual' where you could 'die' as many time as you want, you simply restart at a savepoint. it seems that started the fail-less singleplayer games. of course any game that offers multiplay on a server (including 7 days) cannot do a hard core mode.. wouldn't be fun for a friend to die and be left out while the rest of the party continued playing lol.


Well I surely have something for you then LOL, I just saw this today!  See if you can beat that time, looks insane!



I get what you mean though, I have been gaming since I had my Commodore Vic 20 when I was 7 haha, Pitfall for the win!!  Still there are many games (and mods it seems from the above lol) that cater for that sort of thing.  For me 7 Days is survival yes but combined with building (I love) and looting (OMG I LOVE), I am wierd, even organising loot in this game I seriously enjoy haha.  I wish there was MORE MORE MORE loot and things to collect :D  hehe.

I like it to be challenging but at my age not throw my PC through a wall challenging, heck I even play with keep my toolbelt in 7 Days... I do play on the hardest zombie settings and usually 75% or so reduced body damage (not a fan of purely headshot damage).  I use the spawns and settings from the Romero version of the Revenir mod zombies at the moment but I am looking to play with yours, when you are 100% happy with the mod, well not 100% happy rofl, who is ever that?  Maybe 90% happy, let me know :D  hehe.  Next time I do a UL playthrough I will probably use them, if your help above for that chap works!

 
@ErrorNull It took me a while to find this lol, I remember I saw a mod a few weeks back which would be right up your street but I couldn't remember the name, found it at last though!

https://7daystodiemods.com/mostly-dead/

  • The player’s inventory is deleted (the “DropOnDeath” setting is forced to “Delete All”).
  • Skill points are reset (not removed), and books that were read are forgotten.
  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • The player map is reset, including any saved waypoints.
  • Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
  • Player vehicles are destroyed.
  • The player’s active land claim block is rendered inoperable.
  • The player’s ACL (Access Control List – i.e. friends list) is cleared.
  • If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.)
Forum thread is here (food spoilage really interested me!): 


 
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very sorry about this Subquake. i'll dm you see what we can do...

@Subquake doesn't appear that you can take messages, here what i was going to send you:

hey very sorry once again about overlooking your rules. after re-reading your terms of service i can see how creating a patch to work with my mod counts as modifying your game and possibly as distribution. i think it didn't occur to me at first since i was thinking 'modification' was more like taking your UL mod, modifying that, then releasing it as a new variation. you're the boss. 😎  would it be okay for me to continue providing the UL patch for enZombies? i'll be sure to update my forum page and the readme files with more mentions and links of UL.

 
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very sorry about this Subquake. i'll dm you see what we can do...

@Subquake doesn't appear that you can take messages, here what i was going to send you:

hey very sorry once again about overlooking your rules. after re-reading your terms of service i can see how creating a patch to work with my mod counts as modifying your game and possibly as distribution. i think it didn't occur to me at first since i was thinking 'modification' was more like taking your UL mod, modifying that, then releasing it as a new variation. you're the boss. 😎  would it be okay for me to continue providing the UL patch for enZombies? i'll be sure to update my forum page and the readme files with more mentions and links of UL.
The issue is in how you approached the problem, you didn't create a modlet for Undead Legacy, you bluntly copied the contents of those XMLs and changed some values around - that's not original work, it even has my <Subquake> opening and closing tags, the formatting, everything.

 
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The issue is in how you approached the problem, you didn't create a modlet for Undead Legacy, you bluntly copied the contents of those XMLs and changed some values around - that's not original work, it even has my <Subquake> opening and closing tags, the formatting, everything.
i see what you mean. it's actually how it do the patches, where the intention is to make the minimal amount of code changes to insert the enZombies to spawn. it's usually entitygroups.xml. i literally copy that from the source mod and edit out/in only what's necessary. i'm not looking to be original or change big mechanics. and yes you're right i don't even change the opening close tags. lol. even with skufkin and robeloto's patches i left it as <configs> ... meanwhile all my core mods always use <ErrornNull> tags, because i view them as my creation. but yes, these patches are a bit sloppy and i should better detail and credit them in the readme.. and more importantly turn the UL patch into a modlet like the others. not sure why i didn't make the UL patch a modlet like the other patches.. other than laziness. a modlet it shall be, no problem. for now, i went ahead and took down the UL patch from my github until you are completely satisfied with our way forward.

I get what you mean though, I have been gaming since I had my Commodore Vic 20 when I was 7 haha, Pitfall for the win!!  Still there are many games (and mods it seems from the above lol) that cater for that sort of thing.  For me 7 Days is survival yes but combined with building (I love) and looting (OMG I LOVE), I am wierd, even organising loot in this game I seriously enjoy haha.  I wish there was MORE MORE MORE loot and things to collect :D  hehe.
i played pitfall, desert falcon, and defender on the atari 2600. we might be from the same era. 😎

 
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i see what you mean. it's actually how it do the patches, where the intention is to make the minimal amount of code changes to insert the enZombies to spawn. it's usually entitygroups.xml. i literally copy that from the source mod and edit out/in only what's necessary. i'm not looking to be original or change big mechanics. and yes you're right i don't even change the opening close tags. lol. even with skufkin and robeloto's patches i left it as <configs> ... meanwhile all my core mods always use <ErrornNull> tags, because i view them as my creation. but yes, these patches are a bit sloppy and i should better detail and credit them in the readme.. and more importantly turn the UL patch into a modlet like the others. not sure why i didn't make the UL patch a modlet like the other patches.. other than laziness. a modlet it shall be, no problem. for now, i went ahead and took down the UL patch from my github until you are completely satisfied with our way forward.

i played pitfall, desert falcon, and defender on the atari 2600. we might be from the same era. 😎


Glad all of the above is getting sorted :)

Mid 70s baby I am lol.  I can only wish I had an Atari 2600 tho...  I had to make do with a Grandstand console haha (this one my really bad memory recalls but I did not have a lightgun).  Went through a Commodore phase with my Vic 20 and then 64... My first actual Atari was an Atari 520 STFM which I fecking loved! :D

 
Ive been at this gaming thing since Ultima 3 on my Commodore 64.  Our little group has folks ranging from 40 thru to almost 70.  And everyone likes something different.  Makes the dedicate server a little tricky sometimes.  We also keep our toolbelts on death.  :)

For your server config you will have already edited serverconfig.xml right with server name, password etc?  You just pop those extra lines into there, its explained on @Subquake's server config page: https://ul.subquake.com/dedicated-servers (click on "A20 Server Configuration").

<property name="RecipeFilter" value="0"/>
<property name="StarterQuestEnabled" value="true"/>
<property name="WanderingHordeFrequency" value="4"/>
<property name="WanderingHordeRange" value="8"/>
<property name="WanderingHordeEnemyCount" value="10"/>
<property name="WanderingHordeEnemyRange" value="10"/>



Thanks MikeyUK for pointing this out.  I will get it set up.

holy jeezus lol. a HORDE of demolishers? yea i certainly wouldn't want to play on a map where a team of them could spawn haha. my UL patch essentially strips out the UL wandering horde configuration for the enZombie wandering horde setup.... in which all harde groups have max 10 zombies spawn... and for demolitions only 1 is allowed to spawn. i wonder if subquake did some other coding magic that still influences wandering horde spawn numbers and essentially resulted in multiplying the enzombie hordes by a certain factor.
Yes....  i am expecting to get an earful from one of the guys when he gets on in a couple hours.  10 giants, then 15 demolishers (i killed these away from base), another mob of demolishers (the ones that hit the base), then 30 dogs and then 30 or more cops.... i gave up at that point... lol.  Good fun all round.

 
Ive been at this gaming thing since Ultima 3 on my Commodore 64.  Our little group has folks ranging from 40 thru to almost 70.  And everyone likes something different.  Makes the dedicate server a little tricky sometimes.  We also keep our toolbelts on death.  :)

Thanks MikeyUK for pointing this out.  I will get it set up.

Yes....  i am expecting to get an earful from one of the guys when he gets on in a couple hours.  10 giants, then 15 demolishers (i killed these away from base), another mob of demolishers (the ones that hit the base), then 30 dogs and then 30 or more cops.... i gave up at that point... lol.  Good fun all round.


Good luck with those UL settings, let me know if they calm things down, I was thinking of starting a playthrough soon possibly using enZombies.

 
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10 giants, then 15 demolishers (i killed these away from base), another mob of demolishers (the ones that hit the base), then 30 dogs and then 30 or more cops.... i gave up at that point... lol.  Good fun all round.
yea noo.. that's not fun at all. 😅 certainly look into dialing down that WanderingHordeEnemyCount setting in UL.

 
'What follows are the dreamy imaginings of a long, long time survivor....'

I've played with both yours and the NPC modlet. I've thoroughly enjoyed both, alternating playthroughs with each. It's a really great position to be in with such awesome modders doing what they do best but to have to choose between them is like asking who is my favourite child.

 The NPC aim ( to my understanding ) is to provide a framework for people to pick up the ball and make the magic happen - you my friend with your work here are indeed a magician!

 Each are continually making huge strides in growing what we as players can enjoy.

In a crazy alternative reality I can see your powers combine to produce the ultimate zombie modlet taking the game to new heights.

No prodding with pointy sticks was intended with this post - just a heartfelt expression of my thanks for all of the work done with the goal of making this game as thrilling as it can be.

Cheers

 
'What follows are the dreamy imaginings of a long, long time survivor....'

I've played with both yours and the NPC modlet. I've thoroughly enjoyed both, alternating playthroughs with each. It's a really great position to be in with such awesome modders doing what they do best but to have to choose between them is like asking who is my favourite child.

 The NPC aim ( to my understanding ) is to provide a framework for people to pick up the ball and make the magic happen - you my friend with your work here are indeed a magician!

 Each are continually making huge strides in growing what we as players can enjoy.

In a crazy alternative reality I can see your powers combine to produce the ultimate zombie modlet taking the game to new heights.

No prodding with pointy sticks was intended with this post - just a heartfelt expression of my thanks for all of the work done with the goal of making this game as thrilling as it can be.

Cheers
Thanks for the positive vibes. 😎 with each new version update, i'm hoping to make my main enZombies code more compatible with other mods. some of the patches and add-ons i've made for other mods are more of a temporary solution, while i learn more ways to bend this XML stuff in a way to make it enjoyable for everyone. My goal is also to do this all server side, so players have zero friction to jump in, which is why i haven't jumped on NPCMod yet since it requires client side install and disabling EAC. but, i know at some point, i'll be migrating to that platform....

 
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Hmmm,  I am very new to adding any MODS strictly on My own  ( without use of a Mod Manager)  but I love the look and idea behind this Mod;  but I am wondering,  if I wanted to start off 'light'  with My little group of survivors and add in just 6-8 new zombie types from this Mod,  would that be a do=able thing?   I think it might keep the A20 experience fresh,  to let the group realise there are some new faces around zombietown,  then after 3-4 weeks, add in another 10 or so?  

Tips and advice always very welcome.

Thank you sincerely for the effort that I can clearly see went into this MOD,  both in talent and time to look after the little details.

 
Hmmm,  I am very new to adding any MODS strictly on My own  ( without use of a Mod Manager)  but I love the look and idea behind this Mod;  but I am wondering,  if I wanted to start off 'light'  with My little group of survivors and add in just 6-8 new zombie types from this Mod,  would that be a do=able thing?   I think it might keep the A20 experience fresh,  to let the group realise there are some new faces around zombietown,  then after 3-4 weeks, add in another 10 or so?  

Tips and advice always very welcome.

Thank you sincerely for the effort that I can clearly see went into this MOD,  both in talent and time to look after the little details.


hi @PoppaSmirk - how's it going? the quick and dirty way is by adding a line code at the very bottom of the entitygroups.xml file of the enZombies mod, but right above the </ErrorNull> tag.  for example if you wanted to remove the forest giant from spawning:

<remove xpath="/entitygroups/entitygroup/entity[contains(@name,'enForestGiant')]"/>




you then add another row like that but for each additional zombie you wish to disable. you'd want to refer to the file entityclasses.xml to find out the specific XML zombie name (eg. "enForestGiant") to use for that line of code.

i do have a small mod that already has all this code typed up and the player just needs to add in the zombie names. but, i had removed that mod from my GitHub page while i did my recent reorganizing of everything. i'll have it posted up soon.

one thing to consider is that the random wilderness spawning for each biome are specially tailored for the full range of enZombies of which there are 160+ not including the KHz zombies (thx again to @khzmusik) . in the unmodded vanilla game, there are a pool of only about 30 vanilla zombies that the devs more or less need to spawn anywhere and everywhere. the enZombies mod specifically selects only about 5-10 of the vanillas to spawn in certain biomes based on their looks.. and the remaining vanillas are specially selected for certain wandering hordes, and other zombie themed groups. when too many enZombies are removed, more repeat zombies will start appearing due to the reduction in variety in the customized spawn pools. this is even more so the case with the wandering hordes, which have been customized to spawn mostly enZombies, and very few vanilla ones. this was to showcase the many unique groups/themes that enZombies has made possible like hikers, miners, school athletic, strippers, punk gangsters, lab creatures, etc. which do not have vanilla zombie equivalents. the more enZombies are removed, the more repeating zombies will show... and potentially have no zombies spawning from certain enZombie groups where all their members were removed. 😓

another workable approach is to start from the base unmodded game, and go into the entitygroups.xml and insert each enZombie individually into all spawn groups.  this way you will avoid the issues above, and can add only a few enZombies at a time. you do lose the effect of biome themed zombies and themed groups of zombies within wandering hordes and other locations. but might be a good tradeoff for your group. then, once your party is ready to play with all the enZombies, you can do away with this workaround and just use the main enZombies mod. 👍

 
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enZombies v2.7 Progress:

i've completed a good amount of code clean-up and improvements. now working on more zombies:  first up, the torso-only crawler zombie. this is a cool model which needs more variety, but it can't be mimicked well with the UMA archetype method. so i've been exploring the replaceMaterial technique that @Robeloto does very well in his custom zombie mod. here are some textures i've picked out that match crawler zombie.. and i like how it blends them into the grass for some nice sneak attack opportunities. thanks again robeloto for showing me what tools and files to work with in order to achieve this. 👍

A20-2-2022-02-24-07-40-19.jpg


 
enZombies v2.7 Progress:

i've completed a good amount of code clean-up and improvements. now working on more zombies:  first up, the torso-only crawler zombie. this is a cool model which needs more variety, but it can't be mimicked well with the UMA archetype method. so i've been exploring the replaceMaterial technique that @Robeloto does very well in his custom zombie mod. here are some textures i've picked out that match crawler zombie.. and i like how it blends them into the grass for some nice sneak attack opportunities. thanks again robeloto for showing me what tools and files to work with in order to achieve this. 👍

Nice job ^^

 
Absolutely LOVE this mod!!! Just got into the modding scene and this feels like a must.

Unfortunately…for whatever reason, when this mod is enabled, our nighttime’s turn to PITCH BLACK.

You can see the sky box just fine, but if you’re not within a light source, everything else on the screen turns black and you can’t see or traverse anything, let alone fight zombies. Any idea?

I only have s couple modlets to increase stack size and loot drop frequency. So I don’t think it’s conflicting with anything.

 
That's it! That's what i'm talking about! More kind of zombies!They should hire you .Oh...Maybe they will...If they find your mods.Good job....

 
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