G
Guest
Guest
(Updated with download link)
Here is the Behemoth Abode Prefab with the Behemoth creature integrated and added to the Behemoth Abode Prefab sleeper volumes and Wasteland spawn group.
https://github.com/arramus/Wasteland-Behemoth-with-Abode-Prefab
If you would like to use the Prefab without the Behemoth and are not familiar with editing, here is a version called Catman Cave which has 3 soldiers in the Behemoth's place instead and remains questable. View attachment 16546
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I'm a couple of days working through some Prefab making tutorials in the forum and from some of the Prefab creator's external videos elsewhere to get to grips with the Editor interface and workflow. I've had some experience (many years ago) with the Unreal Engine 2.0 Editor and the old Jupiter game engine Editor so it's still there to some extent but it's going to take time to refresh.
xyth kindly let me make the Behemoth Zombie into a standalone mod and it seems a big purpose of the creature packs is to incorporate them into other mods or overhauls. I have no programming ability to take it too far but I am trying to make a Prefab for the Behemoth which can be added into other Worlds or overhauls should it fit in with other people's motives.
Things I've done so far:
+ 'Chiselled away at a structure from a large chunk of stone. I've worked inside out on the base structure as that's how I used to make things on the Unreal Engine 2.0 and it's become intuitive.
+ Add some internal features both from chiselling and block laying. Block laying is actually very versatile and I've had more than enough practice in game to have that up to speed.
+ Add a couple of Sleeper Volumes for things to spawn.
+ Decorated outside and a little on the inside with props from the creative menu.
+ Built a mod to add the Behemoth to 'gamestages.xml' for both the sleeper group and spawner and its own unique entry in 'entitygroups.xml' so it will be the only entity.
+ Widened a few areas here and there to help the Behemoth who really needs a wide birth to path its way around.
+ Balanced the spawns to reduce the birds as it can get testy if the full spawn count is reached and they all depart at once. On top of that there are regular zombies roaming and it gets crazy at night.
+ Decorations and polish. In fact the Prefab xml had a setting for <property name="AllowTopSoilDecorations" value="True" /> which drops debris and does is to good effect.
+ Played until it started to feel right. You really don't want to do this at night though unless you bring a group. Solo in the daytime is very acceptable.
+ Copied a setting in another Prefab for <property name="AllowedBiomes" value="wasteland"/> which I hope will place it where it functions well.
+ Improved on how to place Prefabs in a real World and use the shortcut to restore regions if it needs shifting.
Things to do:
- Let others play test it. And play test it in a group.
- Test a trader quest. While it seems to be set up for a quest I was unable to get it to appear in the trader even after resetting the trader quests. Maybe this needs an xml tweak.
Anyways, here are a few photos and an explanation.

And a side shot. The Behemoth is entombed in its own lair beyond the front entrance. It seems to fit the Wasteland environment without looking too out of place. If fits even more in the dark with the embers glowing and a flashlight on it. I will not do that alone....

After triggering a Sleeper Volume near the entrance while eyeing the loot in front, the first wave hits you.


I'll show the next set from inside the Editor as they show up better without the Wasteland gloom. And then the second. Mamma Piggy may or may not spawn as well.

And the third which didn't bother to leave the first time. I hope Alfred Hitchcock would approve. At times it can be a bit of a swarm but they can be picked off quite readily unless the whole flock charges. As I backed off here a little and continue to back off further some of the birds continue to flock above the top and circle. It's an effect I was hoping for and this lasts a little while until they attempt to head back inside. Navigation pathing is somewhat tricky for them but this also creates an interesting situation where the birds 'rest' on the wall and look like they are perching at different levels.

Once they are all done for, you can safely head inside to explore. It is dark and gloomy but has a simple figure of 8 style loop to house 2 Sleeper Volumes so it's impossible to lose your way. A simple upper level has an overhead walkway which runs around the whole inner circumference. There are some trader 'fetch' satchels up there and scattered around as it is set up for a quest. It also has loot goodies up there which makes it a worthwhile venture. It'll need some crates or a ladder to get up there though. Some jutting edges should be suitable for the high jumpers as well.

Time to stock up on that entrance loot.

And head to the second loop in the figure of 8.

The last turn and there it waits. After a moment of eye contact it's probably best to make a rapid exit.

It won't necessarily be an assured win as that thing can really move when it wants to and can cause a one hit kill.

Photo'dive'bomb.

Overall, it's a lot of fun using the Editor although I wish I knew the hotkey for how to manually remove an individual sleeper entity such as Mamma Pig as shooting them with the Dev tools does not destroy them. I shall have to try a regular axe next time...
Again, it needs polish and tweaking, as do I, before it's ready to share. Certainly nothing special but it does give the Behemoth a little lore and a place of its own.

View attachment 15293
Here is the Behemoth Abode Prefab with the Behemoth creature integrated and added to the Behemoth Abode Prefab sleeper volumes and Wasteland spawn group.
https://github.com/arramus/Wasteland-Behemoth-with-Abode-Prefab
If you would like to use the Prefab without the Behemoth and are not familiar with editing, here is a version called Catman Cave which has 3 soldiers in the Behemoth's place instead and remains questable. View attachment 16546
--------------------------------
I'm a couple of days working through some Prefab making tutorials in the forum and from some of the Prefab creator's external videos elsewhere to get to grips with the Editor interface and workflow. I've had some experience (many years ago) with the Unreal Engine 2.0 Editor and the old Jupiter game engine Editor so it's still there to some extent but it's going to take time to refresh.
xyth kindly let me make the Behemoth Zombie into a standalone mod and it seems a big purpose of the creature packs is to incorporate them into other mods or overhauls. I have no programming ability to take it too far but I am trying to make a Prefab for the Behemoth which can be added into other Worlds or overhauls should it fit in with other people's motives.
Things I've done so far:
+ 'Chiselled away at a structure from a large chunk of stone. I've worked inside out on the base structure as that's how I used to make things on the Unreal Engine 2.0 and it's become intuitive.
+ Add some internal features both from chiselling and block laying. Block laying is actually very versatile and I've had more than enough practice in game to have that up to speed.
+ Add a couple of Sleeper Volumes for things to spawn.
+ Decorated outside and a little on the inside with props from the creative menu.
+ Built a mod to add the Behemoth to 'gamestages.xml' for both the sleeper group and spawner and its own unique entry in 'entitygroups.xml' so it will be the only entity.
+ Widened a few areas here and there to help the Behemoth who really needs a wide birth to path its way around.
+ Balanced the spawns to reduce the birds as it can get testy if the full spawn count is reached and they all depart at once. On top of that there are regular zombies roaming and it gets crazy at night.
+ Decorations and polish. In fact the Prefab xml had a setting for <property name="AllowTopSoilDecorations" value="True" /> which drops debris and does is to good effect.
+ Played until it started to feel right. You really don't want to do this at night though unless you bring a group. Solo in the daytime is very acceptable.
+ Copied a setting in another Prefab for <property name="AllowedBiomes" value="wasteland"/> which I hope will place it where it functions well.
+ Improved on how to place Prefabs in a real World and use the shortcut to restore regions if it needs shifting.
Things to do:
- Let others play test it. And play test it in a group.
- Test a trader quest. While it seems to be set up for a quest I was unable to get it to appear in the trader even after resetting the trader quests. Maybe this needs an xml tweak.
Anyways, here are a few photos and an explanation.

And a side shot. The Behemoth is entombed in its own lair beyond the front entrance. It seems to fit the Wasteland environment without looking too out of place. If fits even more in the dark with the embers glowing and a flashlight on it. I will not do that alone....

After triggering a Sleeper Volume near the entrance while eyeing the loot in front, the first wave hits you.


I'll show the next set from inside the Editor as they show up better without the Wasteland gloom. And then the second. Mamma Piggy may or may not spawn as well.

And the third which didn't bother to leave the first time. I hope Alfred Hitchcock would approve. At times it can be a bit of a swarm but they can be picked off quite readily unless the whole flock charges. As I backed off here a little and continue to back off further some of the birds continue to flock above the top and circle. It's an effect I was hoping for and this lasts a little while until they attempt to head back inside. Navigation pathing is somewhat tricky for them but this also creates an interesting situation where the birds 'rest' on the wall and look like they are perching at different levels.

Once they are all done for, you can safely head inside to explore. It is dark and gloomy but has a simple figure of 8 style loop to house 2 Sleeper Volumes so it's impossible to lose your way. A simple upper level has an overhead walkway which runs around the whole inner circumference. There are some trader 'fetch' satchels up there and scattered around as it is set up for a quest. It also has loot goodies up there which makes it a worthwhile venture. It'll need some crates or a ladder to get up there though. Some jutting edges should be suitable for the high jumpers as well.

Time to stock up on that entrance loot.

And head to the second loop in the figure of 8.

The last turn and there it waits. After a moment of eye contact it's probably best to make a rapid exit.

It won't necessarily be an assured win as that thing can really move when it wants to and can cause a one hit kill.

Photo'dive'bomb.

Overall, it's a lot of fun using the Editor although I wish I knew the hotkey for how to manually remove an individual sleeper entity such as Mamma Pig as shooting them with the Dev tools does not destroy them. I shall have to try a regular axe next time...
Again, it needs polish and tweaking, as do I, before it's ready to share. Certainly nothing special but it does give the Behemoth a little lore and a place of its own.

View attachment 15293
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