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(A19) WalkerSim - Enhanced roaming zombies

I love the sound of this! How hard is it to get up and running?
For a dedicated server, you simply copy the mod into the Mods folder. That's it. The viewer would need to be set up to work with the server, so I did not try that.

What was neat was seeing the initial "wave" of zeds slowly appearing on the horizon. I felt like I needed to keep moving or risk getting surrounded by too many zeds. 

 
This should be fun! :D

EDIT:

Oh man, why does something like the following always has to ruin the fun?

Mod Launcher says:

Failed to compile Mods.dll
Build failed

process exited with error code -1

Make sure you use the latest DMT, I've been testing this with DMT 2.1.7533.22426

 
Make sure you use the latest DMT, I've been testing this with DMT 2.1.7533.22426
I'm using Mod Launcher and it looks like it's downloading and installing DMT automatically. I'm not sure if I can just update its files where Mod Launcher is storing it. You know, Mod Launcher may be editing those files to make DMT work within itself, so if I downloaded a new version of DMT manually and just replaced the files, I would probably break it.

 
So I managed to manually switch Mod Launcher's own DMT with the newer version of it, but Mod Launcher doesn't seem to like it, it gives me some error, but it actually does build the mod correctly with that new DMT version. So the game with this mod seems to work, but I have another issue. Every time I quit the game and go to main menu, console shows up and it's full of red NRE errors.

 
Last edited by a moderator:
mr.devolver said:
So I managed to manually switch Mod Launcher's own DMT with the newer version of it, but Mod Launcher doesn't seem to like it, it gives me some error, but it actually does build the mod correctly with that new DMT version. So the game with this mod seems to work, but I have another issue. Every time I quit the game and go to main menu, console shows up and it's full of red NRE errors.
If you can provide a log for when it happens that would be great, I'm unable to reproduce this here.

 
guys, Im giving it a try and I have a few questions. Basically Im LOVING the "outside", going to the city is cool as f. But entering two houses I noticed no zombies inside, and a clean way to a safe. Is there a way to keep the sleepers working or - even better - have a few zombies walking in the house replacing the sleepers?

My other two questions are:
1 - how does it interact with wandering hordes and screamers? are those removed?
2 - I saw it doesn't keep the gamestage in mind when spawning the zombies, as said by preference. Is it hard to make gamestage affect it? Im just starting with harmony and all this coding stuff , quite a noob still

thank you :)

 
If you can provide a log for when it happens that would be great, I'm unable to reproduce this here.
I can do that, but I must wonder if it has something to do with the way I installed it, by forcing Mod Launcher to use that new DMT version. Maybe doing it that way wasn't the best idea.

 
Last edited by a moderator:
So I let Mod Launcher update DMT normally, builds it fine with no errors this time and this is weird but the errors in game console are gone too today lol

 
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