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A19/A18 CreaturePacks - A community entity project

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You dont need anything else, but War3Z loads the some of the creaturepacks and then does some edits on the xml to remove many of them.  Loading both is likely your issue.
No _ I just loaded your 3 .... I was just saying That I saw that he had done something else.

Thank you for the reply ... the Old Gamer .. 😌

 
Updated the zombiepack.  Lots of new zombies.  A few are "shiny" as I don't have the time to rebuild all the A18 ones that used Spectacular shaders.   If any really bother folks I will fix those.  Most were rebuilt to reduce size, make A19 compatible, and fix shaders.

Animal pack updated with fixes for the swarms, which were moved into the xythanimals bundle.

 
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I did.  The stripper was too large in file size for the quality of the character.  The cosplay german guy was also large and very shiny and would need rebuilding.  

 
just wondering i put them back in your latest update just for personal use i did notice the file size,so i deleted the guppy soldiers all of guppy zombies are great just wasnt a fan of those 

 
Thanks for fixing the swarms. I have a question. Do you plan to apply the wandering orde bandits to the mod? be scavenging or loot a building and spawn according to game estage, it would be great! I also have another question the behemoth appear the hordes of day 7?

 
just wondering i put them back in your latest update just for personal use i did notice the file size,so i deleted the guppy soldiers all of guppy zombies are great just wasnt a fan of those 
This version I packaged like kinds of zombies together so it would be easy for folks to remove what they didnt like.

Thanks for fixing the swarms. I have a question. Do you plan to apply the wandering orde bandits to the mod? be scavenging or loot a building and spawn according to game estage, it would be great! I also have another question the behemoth appear the hordes of day 7?
Yes, i added 2 days in the 50 day rotation that will have wandering bandit hordes.  I am working on the human pack now.  They all work, but the gun holding position is wrong on most of the new ones since the original authors didnt use that function.  I am rebuilding them with those components.  The behemoth has a small spawn chance in the wasteland during the day, and more likely at night.  Should not spawn in hordes. 

 
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This version I packaged like kinds of zombies together so it would be easy for folks to remove what they didnt like.

Yes, i added 2 days in the 50 day rotation that will have wandering bandit hordes.  I am working on the human pack now.  They all work, but the gun holding position is wrong on most of the new ones since the original authors didnt use that function.  I am rebuilding them with those components.  The behemoth has a small spawn chance in the wasteland during the day, and more likely at night.  Should not spawn in hordes. 
Imagine Behemoth spawning in hordes... Or even hordes of Behemoths... Who would like that? LOL

 
Human pack updated with some new humans.  Some which were in a18 were not added due to bad weapon rotations on the models.  Several others are close but need some adjusting eventually.   Bandits were added to the spawner so on some days bandit squads roam rather than zombie hordes.

 
heya Xyth. 4/5 players are having no issues with the packs thus far (thank you for work), however 1 player is having multiple errors upon entering the game. He has a folder structure that is correct as far as i could see: steamapps/common/7 days to die/mods/0-creaturepack*  . Couple things i noticed is a) its saying "[MODS] No mods folder found" b) when i did a console "killall" -- 2020-09-01T16:53:20 8086.060 INF Executing command 'killall' by Terminal Window - Gave 99999 damage to entity humanWhispererBetaHunter -- and he was able to enter game c) it keeps referencing: steamapps/common/7 days to die/7daystodie_data/../mods/0-creaturepack*/resources/harleysounds.unity3d failed , when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure.. If you can provide assistance I would appreciate it.. I'll provide whatever i can:

output log: https://pastebin.com/XQKT3Wmb

Imgur: https://imgur.com/a/MIqgdFr

 
heya Xyth. 4/5 players are having no issues with the packs thus far (thank you for work), however 1 player is having multiple errors upon entering the game. He has a folder structure that is correct as far as i could see: steamapps/common/7 days to die/mods/0-creaturepack*  . Couple things i noticed is a) its saying "[MODS] No mods folder found" b) when i did a console "killall" -- 2020-09-01T16:53:20 8086.060 INF Executing command 'killall' by Terminal Window - Gave 99999 damage to entity humanWhispererBetaHunter -- and he was able to enter game c) it keeps referencing: steamapps/common/7 days to die/7daystodie_data/../mods/0-creaturepack*/resources/harleysounds.unity3d failed , when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure.. If you can provide assistance I would appreciate it.. I'll provide whatever i can:

output log: https://pastebin.com/XQKT3Wmb

Imgur: https://imgur.com/a/MIqgdFr
Check out the output log:

Code:
D:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/0-CreaturePackAnimals
This is your error right there. Mods folder doesn't go into 7DaysToDie_Data subfolder. It goes into 7 Days To Die folder directly.

 
kinda missed the part where i said "when 7daystodie_data doesnt have a "mods" folder anywhere in his file structure", plus it's saying "Trying to guess path from mod name". Is there a file that i should have him look at to make sure its pointing correctly? he showed me his 7daystodie_data (when he gets home from work i asked him to look in each of the folders to be 100% certain since it said there was a "/../Mods")

imgur of _data folder: https://imgur.com/gkw9fVd

**Edit**: I think i figured it out, he's gonna check when he gets home.. he said he created folders for each of the packs naming the folders "0-CreaturePackAnimals" (as an example), extracted the files (which already have a folder named as such in there) and moved each into Mods folder.. so his file structure is actually: Steam\steamapps\common\7 Days To Die\Mods\0-CreaturePackAnimals\0-CreaturePackAnimals.. so a install oops.. thanks for reply mr.devolver ^5

 
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Before I ask, I love this mod despite only playing it for about 10 minutes (currently playing it as well :)) it reminds me of those old mods back in A15 that actually had non broken bandits. It feels like I found it again. Anyways, is it possible to make the Bandits drop loot? Or is there just a chance they'll drop it?

 
Before I ask, I love this mod despite only playing it for about 10 minutes (currently playing it as well :)) it reminds me of those old mods back in A15 that actually had non broken bandits. It feels like I found it again. Anyways, is it possible to make the Bandits drop loot? Or is there just a chance they'll drop it?
They already do, but it's pretty rare.

 
On the current build, bandits drop a "strong" loot bag 25% of the time, and survivors drop a normal one 10% of the time to limit the benefits of survivor farming.  Change it to whatever % you want.  

 
On the current build, bandits drop a "strong" loot bag 25% of the time, and survivors drop a normal one 10% of the time to limit the benefits of survivor farming.  Change it to whatever % you want.  
If I was to change it for myself, I would probably make the bags from bandits more rare. They tend to have good things that I feel like they are given away a bit early for not much of effort.

 
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