corona9800
New member
always looking fwd to new zombies love your work my friend.
No _ I just loaded your 3 .... I was just saying That I saw that he had done something else.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.
This version I packaged like kinds of zombies together so it would be easy for folks to remove what they didnt like.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
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.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?
Imagine Behemoth spawning in hordes... Or even hordes of Behemoths... Who would like that? LOLThis 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.
Check out the output log: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
D:/SteamLibrary/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/0-CreaturePackAnimals
They already do, but it's pretty rare.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?
Oh, I'm able to tweak those up in the xml file, right? I'm assuming they have the same loot as zombies as well?They already do, but it's pretty rare.
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.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.