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[A19] khzmusik's modlets

below are two things i discovered while creating UMA zombies for my enZombies mod. it's listed in my "known issues" section of my enZombies mod page, and I believe this would apply to your UMA archetype zombies:

- UMA zombies don't catch fire from torch attacks. However, they do burn and suffer damage from molotov cocktails, flaming arrows/bolts. The flame effects just don't visually show on their bodies.

- UMA zombies don't get shocked when walking into electric fence traps. However, they occasionally get shocked while knocked down on the fence. Stun batons shock the zombies just fine though.


This flame issue sounds like exactly the same problem with the fire particle that plagued the non-UMA characters.

I made a fix for this in my "zombie adjustments" modlet, which was adapted from something Xyth did in his character effects modlet. It appends a new effect to the "on fire" buff, that puts a vanilla flame particle on the model's "Hips" bone. It only targets entities with a specific tag - Xyth's NPCs have the "cp" tag for this purpose.

I haven't yet tested it, but since UMA zombies use the vanilla controller, which requires the same bone structure as the non-UMA models, I assume they also have a "Hips" bone so it should work.

Here's the XML that I added in buffs.xml. You could try adapting it:

<insertAfter xpath="//buff[@name='buffIsOnFire']/effect_group[@name='run particles, cleanup']">
<effect_group name="run particles for customs, cleanup">
<!-- This uses a tag named "cp" but you can use whatever tag you like -->
<requirement name="EntityTagCompare" tags="cp" />
<!-- The burning barrel particle seems to work best, visually -->
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_burning_barrel" local_offset="0,-1,0" parent_transform="Hips" />
<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_burning_barrel" local_offset="0,-1,0" parent_transform="Hips" />
<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_burning_barrel" />
<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_burning_barrel" />
</effect_group>
</insertAfter>




You'll need to add whatever tag to all the zombies in your mod (Xyth uses "cp" and you could reuse that, but it could be anything).

The electricity issue is new to me though. Electricity still uses the same particle code as it always has, AFAIK, so I don't know how to fix that.

 
The electricity issue is new to me though. Electricity still uses the same particle code as it always has, AFAIK, so I don't know how to fix that.


I just tested this. It's not what I thought it was.

I thought you meant that the UMA zombies were still shocked, but the shock effect didn't show on them. That's not it. From my tests, it seems like UMA zombies just walk right on through electric fences as if they don't exist.

That seems like some kind of collision issue. I don't know what the UMA assets use for colliders, but it looks like they're not what the electric fence wires are looking for.

If this can be fixed at all, I don't think it can be fixed without either custom code or custom assets. Either of these would make the UMA zombies non-server-side-only, which I think is a lot of their appeal. So, I'm not sure what to tell you, unfortunately.

 
@khzmusik awesome i try that flame fix on my enzombies when i get the chance. but yea, the electric shock one is strange. they pass right through the electric wires... BUT occasionally the will get shocked if they are knocked down while touching the wires. i don't expect the issue can easily be fixed. it's not a super bid deal for me though. cheers.

 
Is this the same collision issue that causes some zombies to be invulnerable to being driven over with vehicles?

 
Is this the same collision issue that causes some zombies to be invulnerable to being driven over with vehicles?


EDIT: Xyth has confirmed that the electric fences do use the "Collider" object, just as the vehicles do. So, you are right, it is the same issue.

The issue is caused by the lack of a "Collider" object on the model (that's actually what the object is called, not just what it does). That object is present on my Unity zombies, and should be on the CreaturePack zombies as well. I don't know if it's on the model that is used for UMA.

Xyth talks about it here (about seven minutes in): 



 
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How do I completely remove the behemoth? 


I assume that you are using my 0-CreaturePackZombies_khzmusik_Adjustments modlet?

If so - look at the bottom of entitygroups.xml. Comment out, or remove, these lines:

<insertAfter xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStage')]/entity[@name='zombieDemolition']">
<entity name="zombieBehemoth" prob=".25" />
</insertAfter>




I also just noticed that they are set to spawn in blood moon nights with feral cops and wights. To remove those, go to the entitygroups.xml file in the 0-CreaturePackZombies modlet, and remove or comment out these lines:

<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieFatCopFeral']">
<entity name="zombieBehemoth" prob=".25" />
</insertAfter>

<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieWightFeral']">
<entity name="zombieBehemoth" prob=".25" />
</insertAfter>




You could also do this through XPath if you make your own modlet - that way you won't have to keep doing this every time you update the CreaturePack modlets. If so, simply put this code into a file called entitygroups.xml in your own modlet:

Code:
<configs>
  <remove xpath="/entitygroups/entitygroup/entity[@name='zombieBehemoth']" />
</configs>
 
i have this big red error and the yellow ones, when i remove trader lore, the error is gone. note: i download trader lore 3 times cuz my internet is poop but that is not the problem apparently

error.png

 
i have this big red error and the yellow ones, when i remove trader lore, the error is gone. note: i download trader lore 3 times cuz my internet is poop but that is not the problem apparently

View attachment 21260


The red error is because the loot group added in the Trader Lore modlet is placed later in the XML file than the loot container used for air drops. Since the XML file is parsed top to bottom, if there is a reference to something later in the file, it breaks.

This shouldn't happen with the vanilla loot.xml file. Do you have any other modlets installed, which add a loot group, and are loaded before the Trader Lore modlet? If so, it's probably just appending its loot group to the end of the file, and that is causing the Trader Lore modlet to append its loot group afterwards.

I will push a patch to Trader Lore that will change how it appends its own loot group, so that it doesn't blindly append it after the last loot group in the file. In the meantime, if you do have another modlet installed that appends a loot group, try uninstalling that modlet to see if the issue goes away.

The yellow warnings are a different issue. My guess is that you have the khzmusik_Human_Factions_Prefabs_NPCPackHumans modlet installed, but you didn't install the khzmusik_Human_Factions_Prefabs modlet. The former is dependent upon the latter, and doesn't do anything without it. Either that, or you also have the khzmusik_Human_Factions_Prefabs_CreaturePackHumans modlet installed, and you can't have both (and don't need both).

 
I'm testing the trader lore patch and it seems to work fine, sorry but I have 84 mod folders and I'm very lazy and I hardly have time to look at which of those mods the incompatibility is.

About the Yellow Warnigs, you were right about and don't need both.

I send you the capture of the mods activated in DMT.

and i have a new yellow warnigs.

dmt compo.png

warnigs.jpg

 
I'm testing the trader lore patch and it seems to work fine, sorry but I have 84 mod folders and I'm very lazy and I hardly have time to look at which of those mods the incompatibility is.

About the Yellow Warnigs, you were right about and don't need both.

I send you the capture of the mods activated in DMT.

and i have a new yellow warnigs.

View attachment 21268

View attachment 21269


The first warning is from another modlet, Smitty's Armor, so I can't help with that.

The next three are expected and can be ignored. I remove any existing factions with the same names as the ones I'm adding, just in case other modlets also add them (and Xyth's modlet does add the "whisperers" and "vault" factions). If nobody else added those factions, then there is nothing to remove, hence the warnings.

EDIT: Supposedly A20 will handle warnings like these better, so hopefully they'll be gone when the A20 versions come out.

 
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These days I have been playing the mod npc version, and it seems that it works very well, I have already completed several missions of whiteriver, incredible work, thank you very much for your effort. I only ask for one thing, list of prefabs for nitrogen. 

regards

 
These days I have been playing the mod npc version, and it seems that it works very well, I have already completed several missions of whiteriver, incredible work, thank you very much for your effort. I only ask for one thing, list of prefabs for nitrogen. 

regards


Done. I didn't add one before, because I didn't think anyone was still using NitroGen, I thought everyone had moved to KingGen.

It's now pushed to the master branch, so it should show up in the Mod Launcher soon. Or, here's a direct link to the file:
https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/blob/master/khzmusik_Human_Factions_Prefabs/NitroGen-prefablist.txt

You'll need to append it to the end of an existing NitroGen prefablist.txt file (since I don't know what other prefabs you're using). 

 
Hello @khzmusik,

I wanted to use the automechanic trader and was also happy that it could work. However, it does not work so well for me with placing him.

I wanted to place the trader via the debug menu / spawn menu inside the game, but he does not appear there.

Do I have to pay attention to something special?

I have used the current version from the gitlab cloned.

 
Hello @khzmusik,

I wanted to use the automechanic trader and was also happy that it could work. However, it does not work so well for me with placing him.

I wanted to place the trader via the debug menu / spawn menu inside the game, but he does not appear there.

Do I have to pay attention to something special?

I have used the current version from the gitlab cloned.


I assume you mean the trader NPC itself, and not the entire POI?

If you, you would need to add this to the "npcTraderMartin" definition in entityclasses.xml:

<property name="HideInSpawnMenu" value="false"/>




Trader Martin inherits from the other trader entity classes, which have this set to "true".

However - being a trader, I don't know how it would behave in game. I haven't tested, but I'm guessing it would not behave well at all as an NPC "out in the world."

If what you want is to create a new trader POI with him in it, I suggest using the custom spawn block I created. It is a block called "spawnTraderMartin", and you would place it in the POI like any other block. This is the same way the vanilla traders are spawned (but with a different spawn block).

 
Hi ...

that was exactly the right hint. Now I can also set the trader in the game via the debug menu.
It works wonderfully, by the way. 😇

I will follow your advice for the server later and use the SpawnBlocks.
But at this point I am not yet, the plan is a somewhat larger market with a variety of different traders with different goods.

But one more question.
Is there a program / software with which I can create such characters, or is it just dabbling in the XML file (archetypes)?

 
Hi ...

that was exactly the right hint. Now I can also set the trader in the game via the debug menu.
It works wonderfully, by the way. 😇

I will follow your advice for the server later and use the SpawnBlocks.
But at this point I am not yet, the plan is a somewhat larger market with a variety of different traders with different goods.

But one more question.
Is there a program / software with which I can create such characters, or is it just dabbling in the XML file (archetypes)?


Trader Martin is a UMA character. Those can be created with XML. However, UMA is on the way out in 7D2D, so that method probably won't be around forever. It's the system used for player characters, and TFP are moving towards their own system.

If you want to make your own character model, you'll need to do it in a modeling app and set it up in Unity. I use Fuse for my modeled zombies, rigged them in Mixamo, and followed Xyth's tutorials to set them up in Unity. It's not a straightforward process but it's doable if you're willing to learn it all.

If you do work with UMA, them probably the easiest thing to do is start with existing archetypes and go from there. I have a bunch of notes in my UMA zombie modlet if you want to check that out. They're in the README.md for for that modlet, there should be a link in the first post.

EDIT: And, happy Thanksgiving, if you're American. 

 
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EDIT: And, happy Thanksgiving, if you're American. 
Hi @khzmusik,

no, not really 😁. I come from Germany, but a nice turkey  and the other delicacies I could also take well now. 😋

I run together with another admin the 'Nachtwache II' what makes me currently very much fun. There we are planning a somewhat larger prefab and there Martin would fit in very well with his new buddies.

Thanks for the links to the UMA which will help me a lot.

Unfortunately, the link to the wearables is no longer available.
https://7daystodie.com/forums/showthread.php?52099-Bad-Company/page3

Is there anywhere else I can look at a list for this?

 
Unfortunately, the link to the wearables is no longer available.
https://7daystodie.com/forums/showthread.php?52099-Bad-Company/page3

Is there anywhere else I can look at a list for this?


It took me a while, but I finally found a link to that post that works after the forums were moved:





The rest of the thread is worth reading too.

EDIT: Keep in mind that was made back in A16 (I believe) so some of it is probably outdated. For example, I doubt that the colored items are still around, after they introduced dyes. But, you could double-check the wearable items by comparing that list with the items in items.xml.

EDIT 2: Also updated the link in my README.md file.

 
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