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enZombies - More Zombie Variations

Updated the Attack Range settings mod

Download from GitHub here:

https://github.com/ErrorNull0/enZombiesSettings/tree/main/enZombiesSettings02AttackRange

How to use:

- Drop this mod into your Mods folder (just like any other mod) to activate it.

attack-Range-Mod-Path.png


- Go into the items.xml file and find the line representing the zombie you want to modify

- modify the range Value ... increase value to give zombie further reach, or decrease value to shorten zombie's reach

- Exit and re-run the game.

This mod only allows modifying the attack range of enZombies and not any vanilla zombies.

Any issues or errors, let me know. 😎

 
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@ErrorNullHello! Loving the work so far, everything is going great and the zombie variety is amazing.

I have one little issue that when the zombies spawn in close proximity to you, they always know where you are regardless of being at night silent or inside your base or deep underground. Almost as if they just have feral sense always on (it's turned off on the server) or their detection range is too high or something. Would you know how to modify or what to modify to make it so they spawn and wander around first and not just instantly come after you from 10 meters away?

Thanks for all the work,

 
they always know where you are regardless of being at night silent or inside your base or deep underground. Almost as if they just have feral sense always on (it's turned off on the server) or their detection range is too high or something. Would you know how to modify or what to modify to make it so they spawn and wander around first and not just instantly come after you from 10 meters away?


interesting. inside entityclasses.xml of the main vanilla code, it defines several properties relating to zombie sense and seeking behavior:

<property name="AIFeralSense" value="1.5"/>
<property name="AINoiseSeekDist" value="8"/>




none of the enZombies alter the default value for AIFeralSense, but i do have all spider zombies and the santa helper gal set AINoiseSeekDistance to a much shorter value of 3 instead of 8.  no other enZombie has this change. to see this you would go into entityclasses.xml from within the enZombies mod files, and look for the entity_class for EN_Zombie_Template_Spider and enSnowSantaHelper1.

entityclasses.xml of the main vanilla code also define other zombie characteristics that are related to stealth scenarios (below). none of the enZombies have these properties modified except for two -- the scientist boss zombie and the businessman boss zombie. they both have MaxViewAngle = 200, and SightRange value = 100. no other zombies have this change. to see these two modifications, refer to the entityclasses.xml inside the enZombies mod files and look for the entity_class for enScientistBoss1 and enBusinessmanBoss.

<!-- Stealth -->
<property name="MaxViewAngle" value="180"/>
<property name="SightRange" value="30"/> <!-- distance in m -->
<property name="SightLightThreshold" value="-2,150"/> <!-- how well lit you have to be for the zombie to see you at min,max range -->

<property name="SleeperWakeupSightDetectionMin" value="-40,5"/> <!-- Indiv.Random. sight capability - "I see you" light value at point blank -->
<property name="SleeperWakeupSightDetectionMax" value="340,480"/> <!-- Indiv.Random. "I see you" light value at "SightRange" -->
<property name="SleeperSenseSightDetectionMin" value="-10,0"/> <!-- same for groaning, not waking -->
<property name="SleeperSenseSightDetectionMax" value="200,300"/>

<property name="SleeperNoiseSenseThreshold" value="3,8"/> <!-- Indiv.Random. hearing capability - "I hear something" noise value -->
<property name="SleeperNoiseWakeThreshold" value="9,12"/>

<property name="SleeperSmellSenseThreshold" value="20,50"/> <!-- Indiv.Random. smell capability - "I smell something" player smell value -->
<property name="SoundSleeperSenseChance" value=".5"/> <!-- the chance to play "SoundSleeperSense" when "SleeperSmellSenseThreshold" is triggered -->
<property name="SleeperSmellWakeThreshold" value="40,100"/>

<property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
<property name="SmellAlertThreshold" value="40"/> <!-- for awake zombies -->




it's possible you might have some mods installed that modify these values in a more universal scale, by modifying the entity_class called zombieTemplateMale. all zombies inherit properties from that classes. one way to find out is to check the files within each mod and see if they have an entityclasses.xml file and if it alters anything for class zombieTemplateMale, or alters values for any of the above properties. hope that helps.

 
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Brilliant work, we just uninstalled the Robeloto zombies, fun but not the gritty theme were going for!  We will test more tomorrow but we have them on our server live and their working brilliantly atm.  I did wonder though if they override the feral sense settings as we switch sense to daytime and they didn't seem to sense us?  Other than that really pleased.

I'd be interested in any other mods you might have or even assisting with any stress tests etc if you ever want to test a mod out in future. 

 
Brilliant work, we just uninstalled the Robeloto zombies, fun but not the gritty theme were going for!  We will test more tomorrow but we have them on our server live and their working brilliantly atm.  I did wonder though if they override the feral sense settings as we switch sense to daytime and they didn't seem to sense us?  Other than that really pleased.

I'd be interested in any other mods you might have or even assisting with any stress tests etc if you ever want to test a mod out in future. 
Just wanted to add the feral sense thing seems okay now, the sense had been switched over to night only without me knowing :D

 
Any clue why we see all these errors on server start up? (there are a ton more, seems like the entire attack range mod is erroring out)

2022-06-20T13:29:56 116.823 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestFemale'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 8 at pos 2)
2022-06-20T13:29:56 116.824 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestFemale4'    ]/property[@class='Action0']/property[@name='Range']/@value"  (line 9 at pos 2)
2022-06-20T13:29:56 116.825 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestMale'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 10 at pos 2)
2022-06-20T13:29:56 116.826 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_hikerFemale'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 11 at pos 2)
2022-06-20T13:29:56 116.827 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_hikerMale'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 12 at pos 2)
2022-06-20T13:29:56 116.828 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_wildlingFemale'    ]/property[@class='Action0']/property[@name='Range']/@value"  (line 13 at pos 2)
2022-06-20T13:29:56 116.829 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestGoblin'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 14 at pos 2)
2022-06-20T13:29:56 116.830 WRN XML patch for "items.xml" from mod "enZombiesSettings02AttackRange" did not apply: <set xpath="/items/item[@name='enHand_forestGiant'        ]/property[@class='Action0']/property[@name='Range']/@value"  (line 15 at pos 2)

 
Hello..I've been seeing zombies that could be harvested and others that couldn't in my playthrough, just wanted to know is there a way to make every zombie harvestable? The only zombie mod ive installed is EnZombies, just to clarify :0

 
Hello..I've been seeing zombies that could be harvested and others that couldn't in my playthrough, just wanted to know is there a way to make every zombie harvestable? The only zombie mod ive installed is EnZombies, just to clarify :0
Ok turns out only the vanilla zomb can be harvested meanwhile the modded ones can't?

Also can't open up the bag wearing zombies to git sum loot

 
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Hi @Onoes and @ParanoiAndroid - double-check the folder names of the mods. when downloading from github, i know it would sometimes add "-main" on the end of the folder names. be sure to remove that word so that it allows enZombies and its related mods to load in the proper order. so, be sure that enZombies always comes first before enZombiesHarvest in the Mods folder. let me know if that helps.

mods-folder.png


 
Hi @Onoes and @ParanoiAndroid - double-check the folder names of the mods. when downloading from github, i know it would sometimes add "-main" on the end of the folder names. be sure to remove that word so that it allows enZombies and its related mods to load in the proper order. so, be sure that enZombies always comes first before enZombiesHarvest in the Mods folder. let me know if that helps.

Oh damn it actually worked, should've let it be known to prioritize the main EnZombies mod over everything (including other mods (゚ー゚;) ) in the mod folder by row. Unless I'm just dum and it wouldve still work regardless even when it's placed AFTER some random mods by row n as long as the harvest one is under the main mod, in any case the first method worked well for me. Thanks for helping!

 
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Hello..I've been seeing zombies that could be harvested and others that couldn't in my playthrough, just wanted to know is there a way to make every zombie harvestable? The only zombie mod ive installed is EnZombies, just to clarify :0
I was able to integrate Survager's Lootable Corpses modlet and this. It requires modifying the Lootable corpse loot.xml and entityclasses.xml with the EN's new entities.
ErrorNull do you happen to have a full entity list?(enDesertFemale3, enDesertMale1, etc.) I have been grabbing from code and parsing manually.
More than happy to give it to you as an add on.

 
ErrorNull do you happen to have a full entity list?(enDesertFemale3, enDesertMale1, etc.) I have been grabbing from code and parsing manually.
More than happy to give it to you as an add on.
yes. i have a python program that scans through any of the xml files and pulls the tags and attributes i need into a txt file. 😎

and just fyi to anyone. enZombies by itself don't have harvestable or lootable zombies. that comes only if you install the enZombiesHarvest mod too, then you can harvest and loot all enZombies and vanilla zombies. for those who use the Snufkin or Robeloto zombie patch mods that i created, by default it doesn't let you harvest those zombies, but you can enable that behavior. any other mods which add more custom zombies that i haven't made a patch for, will not be harvestable/lootable... you will need to rely on other mods to add that capability.

 
Reduce enZombie Spawn during Bloodmoon Horde Night by 50%

i've uploaded a modified entitygroups.xml file to my github page that anyone can use which reduces enZombie spawning by 50% during bloodmoon horde night. this was created for @RAGE PVE, but might as well anyone use this if you want to have more vanilla zombies (or zombies from other mods) appear over the enZombies. here's the github link: https://github.com/ErrorNull0/enZombies

all you need to download is the entitygroups_50.xml -- no need to reinstall the entire enZombies mod. be sure to follow the readme file which explains how to install.

 
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enZombies v2.8 Progress:

working on biome bosses! for a while now i wanted to have a way to motivate players to explore all biomes. sometimes there's a tendency to just find a comfortable spot in the easy forest biome, setup of a base by the nearest trader and just do quests and play through horde nights until day 7000, within the same 500m radius.

now, each biome will have one (or possibly two?) very tough boss-level enemies that will spawn randomly, but very very rarely outside in the wilderness. they will not spawn inside POIs, or during any type of horde. only outside, randomly, on their own -- and most likely only at night. so there is a chance these boss level enemies will spawn during beginning game stages, so players should stay away from them.

the motivation for hunting down and killing a biome boss will be to obtain ingredients (by way of body harvesting or loot bag) to craft unique items (weapon/armor/ammo/consumables) needed to defeat the next biome boss. the idea is that as players defeat and re-defeat these biome bosses, players can accumulate enough equipment upgrades and consumables to even stand a chance against the final end boss... which must be summoned using ingredients obtained from defeating all biome bosses. not sure what the final boss will be nor what these unique equipment upgrades will actually be... still work in progress. 😎

below are the biome bosses i've thought of so far. they stand next to their vanilla counterparts to show their size scale. from left to right: forest, desert, and snow.

A20-5-2022-06-24-10-55-58.jpg


A20-5-2022-06-25-16-34-05.jpg


 
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enZombies v2.8 Progress:

working on biome bosses! for a while now i wanted to have a way to motivate players to explore all biomes. sometimes there's a tendency to just find a comfortable spot in the easy forest biome, setup of a base by the nearest trader and just do quests and play through horde nights until day 7000, within the same 500m radius.

now, each biome will have one (or possibly two?) very tough boss-level enemies that will spawn randomly, but very very rarely outside in the wilderness. they will not spawn inside POIs, or during any type of horde. only outside, randomly, on their own -- and most likely only at night. so there is a chance these boss level enemies will spawn during beginning game stages, so players should stay away from them.

the motivation for hunting down and killing a biome boss will be to obtain ingredients (by way of body harvesting or loot bag) to craft unique items (weapon/armor/ammo/consumables) needed to defeat then next biome boss. the idea is that as players defeat and re-defeat these biome bosses, players can accumulate enough equipment upgrades and consumables to even stand a chance against the final end boss... which must be summoned using ingredients obtained from defeating all biome bosses. not sure what the final boss will be nor what these unique equipment upgrades will actually be... still work in progress. 😎

below are the biome bosses i've thought of so far. their size scale is not easy to see from the pic, but they are close to 2x the size of the normal ones.

from left to right: forest, desert, and snow.

naming the radiated deer "the skinwalker" would make sense because this native legend often takes the form of a rotted deer and arizona has a large honk of land in Navajo territory still very cool bosses.

 
here is the rough draft of the first set of biome bosses so far. made some changes and may tweak again down the line. Mr Boe and Ms Stripper included to show size scale. from left to right:

forest biome - freak radiated stag (skinwalker?). charges at you and attacks with antlers.

desert biome - radiated stone elemental. showers boulders with instant knockdown.

snow biome - radiated snowman (should i add a santa hat?). casts a flurry of snowballs that freeze you stiff

burnt biome - radiated fire elemental. sends a barrage of fireballs that bursts into more flames and smoke upon impact.

wasteland biome - radiated metal-infused rocket demo. sends lots and lots of rockets your way..

final game boss: not sure yet...

A20-5-2022-06-28-19-01-06.jpg


all biome bosses will have that radiated aura which allows players to easily spot them and keep a distance... which is good, since the radiation will inflict damage if players get too close. ranged weapons are also extremely nurfed against them, which force players into challenging hand-to-hand, or must craft or use the special gear/consumables only obtainable from defeating the easier biome bosses.

the 2nd set of biome bosses will compliment each of these five. i'm thinking about focusing on more flying type enemies..

 
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enZombies v2.8 Progress:

working on biome bosses! for a while now i wanted to have a way to motivate players to explore all biomes. sometimes there's a tendency to just find a comfortable spot in the easy forest biome, setup of a base by the nearest trader and just do quests and play through horde nights until day 7000, within the same 500m radius.

now, each biome will have one (or possibly two?) very tough boss-level enemies that will spawn randomly, but very very rarely outside in the wilderness. they will not spawn inside POIs, or during any type of horde. only outside, randomly, on their own -- and most likely only at night. so there is a chance these boss level enemies will spawn during beginning game stages, so players should stay away from them.

the motivation for hunting down and killing a biome boss will be to obtain ingredients (by way of body harvesting or loot bag) to craft unique items (weapon/armor/ammo/consumables) needed to defeat the next biome boss. the idea is that as players defeat and re-defeat these biome bosses, players can accumulate enough equipment upgrades and consumables to even stand a chance against the final end boss... which must be summoned using ingredients obtained from defeating all biome bosses. not sure what the final boss will be nor what these unique equipment upgrades will actually be... still work in progress. 😎

below are the biome bosses i've thought of so far. they stand next to their vanilla counterparts to show their size scale. from left to right: forest, desert, and snow.



It is brilliant, be happy to test it on our dev server with players...I'd consider a famous theme however for each biome so that players can really get into the idea!  Like Whitewalkers in snow, desert maybe zombie Mad Max??  I saw Freddy Kruger I'm sure in a pack of zombies, that one yours?   https://www.empireonline.com/movies/features/best-movie-villains/ we are looking at more zombie theme but these kinds of enemies would be funny, obviously whatever might fit in with your current models ofc

Immortal Joe - Mad max desert
leatherface - chainsaw
 Jason Voorhees
 

RAGE PVE said:
It is brilliant, be happy to test it on our dev server with players...I'd consider a famous theme however for each biome so that players can really get into the idea!  Like Whitewalkers in snow, desert maybe zombie Mad Max??  I saw Freddy Kruger I'm sure in a pack of zombies, that one yours?   https://www.empireonline.com/movies/features/best-movie-villains/ we are looking at more zombie theme but these kinds of enemies would be funny, obviously whatever might fit in with your current models ofc

https://www.insider.com/greatest-movie-villains-all-time-ranked-2020-10#50-biff-tannen-back-to-the-future-franchise-1 - Zombie BIFF oh my days!! :D


 
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Reduce enZombie Spawn during Bloodmoon Horde Night to 25% or 10% of original

more alternative entitygroups.xml files are now available to further reduce enzombies presence during the bloodmoon horde nights. this time you can reduce enzombies to only 25% or 10% of their original probabilities. any issues let me know. @RAGE PVE

github download here:

https://github.com/ErrorNull0/enZombies

 
Like Whitewalkers in snow, desert maybe zombie Mad Max??  I saw Freddy Kruger I'm sure in a pack of zombies, that one yours? 
i may play around with the GoT whitewalkers and Mad Max ideas. loved GoT and mad max series. the trick is whether or not the built-in 7days will have the textures, clothing, and items i can choose from to mimic those styles. since i'm only using UMA elements, i can't create any new textures or items. whitewalkers should be fairly easy as they pretty much are zombies and i can just tint all their textures a bluish white. the mad max style zombies will be fun and challenging.. i'm picturing lots of goggles, blades, clubs, shirtless or lightly clothed zombies, and clothing that's predominantly gray, blacks and browns. too bad zombies can't drive vehicles, or spawn in them, it would be hilarious to see the mad max horde charging you with snufkin server side vehicles. 🙃

 
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