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enZombies - More Zombie Variations

Thank you for the quick reply!

1. It was in the items.xml but, after removing the entry from Santa, users were able to join.

2. Odd the other items are working okay but just that T1Handgun was not

3. According to the folder names/load order, I can confirm enZombies is loading first

4. I am 99% sure I have the latest as the server was a fresh install as of 1 day ago.

I will do some testing soon, server is working good and I will download the enZombies files again to be 100% sure I didn't accidently get the versions mixed up.

 
Just a quick note that the minute we add enzombie harvest addon all hell breaks loose, get mod errors when the client starts up. video button in settings wont work, we do use a lot of mods, been adding them back in and updating them one by one all day and it turned out to be this one that caused the issues lol.... tbh it was the one i least expected.

 
Just a quick note that the minute we add enzombie harvest addon all hell breaks loose, get mod errors when the client starts up. video button in settings wont work, we do use a lot of mods, been adding them back in and updating them one by one all day and it turned out to be this one that caused the issues lol.... tbh it was the one i least expected.
if u have any of the other custom zombie mods such as snufkin's or robeloto's along with their EXzombies patches that would be your issue as both snufkin's and robeloto's zombies mods were updated a couple times while all ENzombies stuff is still waiting its needed updates.

 
if u have any of the other custom zombie mods such as snufkin's or robeloto's along with their EXzombies patches that would be your issue as both snufkin's and robeloto's zombies mods were updated a couple times while all ENzombies stuff is still waiting its needed updates.
ah yes we use snuffkins and the patch for it.
Strangly I originally tried the mod pack i made for a20 back in january with just cp48 added (why mess with perfection?) had the same error. I had assumed the harvest one simply was not compatable with the latest a20 build.

Its not the end of the world, though and forced me to update all the mods (hopefully the stutter is gone when zombies spawn, though i see it still listed in known issues) just wanted to give a heads up as maybe not many have tried it

 
ah yes we use snuffkins and the patch for it.
Strangly I originally tried the mod pack i made for a20 back in january with just cp48 added (why mess with perfection?) had the same error. I had assumed the harvest one simply was not compatable with the latest a20 build.

Its not the end of the world, though and forced me to update all the mods (hopefully the stutter is gone when zombies spawn, though i see it still listed in known issues) just wanted to give a heads up as maybe not many have tried it
That answers my question as I also had a similar issue when robeloto's mod was updated while I was using it along with the patch for it from ENzombies. right now I have robeloto's most recent version and I'm currently waiting for Enzombies to update as robeloto has added some new zombies and renamed some older ones which can be a problem.

 
enZombies v2.7 Progress:

done with all feral and radiated variations for the upcoming new zombies. also updated the zombiesHarvest add-on mod for the new zombies so you can loot and harvest their corpses. now i just need to add them all to the spawning groups, update the Snufkin and Robeloto patch mods, and take care of some other minor bugs. almost there! 😎

A20-4-2022-05-20-11-54-21.jpg


 
enzombies update is pretty much complete. just doing some final testing. i should be able to release by tomorrow. thanks for your patience guys. 😎
glad to hear that as my friends new gaming PC has just arrived a couple days ago and as of now he and his brother are setting it up as we have plans for a massive cinematic gameplay series for 7Days that will include your mod along with a few others. we dont have an official title for the series yet as we still have lots of other work to do but we have lots of details already set up such as how myself and my friend are both partially German in real life so we'll be playing a pair of custom German characters with full accents. and we'll be joind by a pair of mexican friends of ours (4 of us in total) one of them has stuck around with us since high school. now when I say cinematic series its a cinematic gameplay that will be far better than literally everything neebs gaming has done as we have plans for more cinematic details than just cinematic camera angles. when we begin work on the series my friend will upload an announcement video to his channel where he will go over many details of everything we have planned. however we are extremely unapologetic so we will be found on a different video site rather than YouTube as they now have policies regarding everything offensive and violent that are too much for us to handle so Vimeo is the likely site to find our content.

 
Version 2.7 Released!

(Updated download link on original post)

Wow so that took a while. Thanks for waiting folks.

So first we have the elemental zombies. The moldy green one will appear mostly in the forest, while the stone and sand ones will spawn mostly in the desert, and the iron elemental will show in the wasteland. The sand, stone and iron elementals are immune to bleeding damage and are buffed against ranged attacks. But, take out your shovel and pickaxe and you'll have a better chance! The super radiated one is tough as nails and will irradiate you if you get too close.

A20-5-2022-06-07-16-15-49.jpg


Next we have our hospital zombies. These poor folks got turned while waiting for the operating table. They are highly infectious and the nurse and lab female zombies will try try to stab you!

A20-5-2022-06-05-21-31-31.jpg


Here are two more lumberjacks to join the earlier two. However, they got the wood-cutting tools on them, and will use them on you without hesitation! They spawn in the forest and snow biomes.

A20-5-2022-06-05-21-38-15.jpg


And, here are two more biker zombies - that are a bit bigger than the prior two and are wearing their protective gear... helmets! They are happy to start a bar fight with you anytime.

A20-5-2022-06-05-21-41-42.jpg


Among many other things, this update also includes some new loading screen tips. This will provide more descriptions and tips regarding unique enZombies. I've only added a few for now, but more are planned since there are lots of good info about my enZombies.

7days-screenshot.png


Below are all the specific details of the v2.7 update.

(Download link to my github is on the main page.)

-removed ability for any zombies that wear hats/helmets, holding items/weapons, or are giants, from becoming crawlers
-removed all custom zombie crawlers to simplify code. existing zombies (that are not mentioned above) can still be crawlers if they are crippled.
-added elemental zombies: enElementalOrganicCrawler, enElementalSandCrawler, enElementalStoneCrawler, enElementalIronCrawler, enElementalSandWalker, enElementalStoneWalker, enElementalIronWalker, enElementalRadiatedWalker
-added custom characteristics to elemental zombies: nerfed ranged weapons against them, bonus to mining tools against them, they do not bleed, they have increased entity and block damage
-redid wandering horde code to use vanilla groups and progression. should make more mods (like UL) no need for patch
-renamed enSnufkinBoss to enScientistBoss1
-added feral versions of khzAiden and khzChang
-added hospital zombies: patientFemale1, patientFemale2, and patientFemale3, patientMale1 and patientMale2, labFemale1, nurseHD
-added more existing zombies: biker3 and biker4, lumberjack3 and lumberjack4
-renamed and streamlined all enemy handitems
-added louder swoosh sounds to the larger weapons carried by zombies: clubs, shovels, pickaxes, stun baton, etc
-updated all entitygroups/spawning code to be more compatible with mods that rely on vanilla zombie groups
-removed game animals from spawning in wasteland (since it was removed from vanilla game)
-added loadingscreen tips specific to enZombies

The following mods have also been updated for use with enZombies v2.7.  So if you are using these add-on mods, please go to my github and download the latest one. The readme file within each add-on mod will show what changes have been made.

- enZombieHarvest

- enZombiesSettings01NoNudes

- enZombiesSettings03WildernessSpawn

- enZombiesSettings04WanderingSpawn

- RobelotoZombiePatch

- SnufkinZombiePatch

- ZulkZombiePatch

I have also added another settings mod that allows you to remove any specific enZombie from spawning anywhere. Go to my github page here that lists all the current 'settings' mods - https://github.com/ErrorNull0/enZombiesSettings  . Note: if you are using other zombie mods like Snufkins or Robelotto, this settings mod cannot control their existence.

For the next update i will spend more time on compatibility with other zombie mods (NPCMod and Darkness Falls), and ability to modify attack reach of any enZombie, and modify HP and XP of any enZombie, etc. Of course i'll throw in a couple more new zombies too --- i still want to add some shopkeeper zombies, normal cops, and more zombies that fly and attack with projectiles...

As always please let me know if you see any errors or bugs. Enjoy!

------------
 

@ktrain I noticed that in the zulk mod, the green giant's feet is slightly floating above the ground. To fix this you can do the following:

- go into the file entityclasses.xml

- look for the section entity_class name="Zulk"

- within all the "property" tags, create another property tag like below:

<property name="SizeScale" value="0.97"/>




Now the giant looks much better on the ground. 😎

 
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AndrewT said:
glad to hear that as my friends new gaming PC has just arrived a couple days ago and as of now he and his brother are setting it up as we have plans for a massive cinematic gameplay series for 7Days that will include your mod along with a few others. we dont have an official title for the series yet as we still have lots of other work to do but we have lots of details already set up such as how myself and my friend are both partially German in real life so we'll be playing a pair of custom German characters with full accents. and we'll be joind by a pair of mexican friends of ours (4 of us in total) one of them has stuck around with us since high school. now when I say cinematic series its a cinematic gameplay that will be far better than literally everything neebs gaming has done as we have plans for more cinematic details than just cinematic camera angles. when we begin work on the series my friend will upload an announcement video to his channel where he will go over many details of everything we have planned. however we are extremely unapologetic so we will be found on a different video site rather than YouTube as they now have policies regarding everything offensive and violent that are too much for us to handle so Vimeo is the likely site to find our content.
looking forward to see your 7Days series. sounds pretty cool. 👍

 
Last edited by a moderator:
...
 

@ktrain I noticed that in the zulk mod, the green giant's feet is slightly floating above the ground. To fix this you can do the following:

- go into the file entityclasses.xml

- look for the section entity_class name="Zulk"

- within all the "property" tags, create another property tag like below:

<property name="SizeScale" value="0.97"/>




Now the giant looks much better on the ground. 😎
Excellent timing on the release, I have tomorrow and the next day off work to test it out!

Great find, I will also try that...but can it be done automatically for everyone through the ZulkZombiePatch?

 
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