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Curse of Anubis - CoA - Prefabs

Its not updated for A18.3. I think thats why there are errors.

I prolly update the Mod this Weekend.
I am looking forward to it!

I dont know if this is only for 18.1. I tried adding this mod to 18.2. But got an error about not finding pageflip unity3d file in resources. The quests seemed to work and the creatures, but when I get the quest to go to the sphinx or pyramid, it doesnt work and it says no location for this quest. I found the prefab sphinx, but dunno if that was added from the compopack 42 and only normal zombies spawned inside. It may be that I need to add it in the rwgmixer manually. Ancient Shield recipe seems to not work either with 18.2.

Wanna get this to work so bad, but guess I'll have to wait for your 18.3 version. :) This mod looks insanely fun!

 
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I dont know if this is only for 18.1. I tried adding this mod to 18.2. But got an error about not finding pageflip unity3d file in resources.
Thats because CoA is only available for 18.1. never updated to 18.2. I fixed Pagflips in A18.3 and also quests and things should work if the right prefabs are loaded

The quests seemed to work and the creatures, but when I get the quest to go to the sphinx or pyramid, it doesnt work and it says no location for this quest. I found the prefab sphinx, but dunno if that was added from the compopack 42 and only normal zombies spawned inside. It may be that I need to add it in the rwgmixer manually.
Yea could be the compopack. I see it has an old "vanilla" version of the Sphinx. Of corse it has no custom entity/blocks or any other things :)

I´d say delete it and add the sphinx and the pyramid prefab manual to the rwgmixer.

--> I´ll update in few hours

 
Thats because CoA is only available for 18.1. never updated to 18.2. I fixed Pagflips in A18.3 and also quests and things should work if the right prefabs are loaded



Yea could be the compopack. I see it has an old "vanilla" version of the Sphinx. Of corse it has no custom entity/blocks or any other things :)

I´d say delete it and add the sphinx and the pyramid prefab manual to the rwgmixer.

--> I´ll update in few hours
Nice! I am waiting then before I start up a new world. I really wanna play this! NOW! Hheheh :D

 
:)

Dropbox link is updated and everything is working with A18.3 now

Have Fun

_______

with the update it is also required to have "SphereII NPC Dialog Windows" besides 0-SphereIICoreScripts

 
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:)

Dropbox link is updated and everything is working with A18.3 now

Have Fun

_______

With the update it is also required to have "SphereII NPC Dialog Windows" besides 0-SphereIICoreScripts
Nice! If I want this to be generated through NitroGenMap, what should I add in the Nitrogen prefablist? Seeing how many prefabs starts with xcustom, should I name it xcustom_EgyptSphinx and xcustom_EgyptPyramid, and seems every prefab has numbers after them like this:

xcostum_AltenburgCastle(by_Horst),ANY;COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-4,156,50,95,alone;unique

 
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Nice! If I want this to be generated through NitroGenMap, what should I add in the Nitrogen prefablist? Seeing how many prefabs starts with xcustom, should I name it xcustom_EgyptSphinx and xcustom_EgyptPyramid, and seems every prefab has numbers after them like this:
xcostum_AltenburgCastle(by_Horst),ANY;COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-4,156,50,95,alone;unique
No, that is not how you do it. Use the Prefablistgenerator

EgyptPyramid,any,3,-28,80,63,88,smalltown;alone;cave

EgyptSphinx,any,2,-40,109,80,118,smalltown;alone;cave
Should be right. And add ;unique at the end if you only want to spawn 1 of each I think.

I am so looking forward to play this Andy btw. Really great work with this mod! Cannot imagine how long you have worked with this. Was going to play yday, but one of my friends could not build any mod with the DMT tool, so next time we are playing I am maybe going to try to just copy/paste my 7 days folder over his and see if that could work instead. ^^

Edit: I just have to add that I am encountering some strange problems with the listen server vs dedicated. I tried generating a world on nitrogen with the EgyptSphinx and EgyptPyramid, then I start singleplayer on that world and give myself the quests to test them out. The quests for the Sphinx and the Pyramid works fine and they show the distance to the location. But if I load up the exact same world on dedicated server(same pc btw). The game says there is no location and it says 0, 0, 0. The solution was to give myself the quests on singleplayer first. Give quest quest_TheSphinx5 and 9 and exit. Then I start the dedicated server with that player save and it works. I can't understand why the dedicated server cannot find the location of the quests. It works in singleplayer so why not on dedi?

 
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Nice! If I want this to be generated through NitroGenMap, what should I add in the Nitrogen prefablist? Seeing how many prefabs starts with xcustom, should I name it xcustom_EgyptSphinx and xcustom_EgyptPyramid, and seems every prefab has numbers after them like this:
xcostum_AltenburgCastle(by_Horst),ANY;COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-4,156,50,95,alone;unique
I dont know how Nitrogen works. never used it. Thats why i cant help with that.

One thing i know is: Dont rename the Prefabs. The Quests which refers to the Prefabs are using the names ( EgyptSphinx / EgyptPyramid).

If you rename the Prefabs the quests will not find any Prefabs.

 
And add ;unique at the end if you only want to spawn 1 of each I think.
Thats cool. maybe ill look into Nitrogen in the future

I am so looking forward to play this Andy btw. Really great work with this mod! Cannot imagine how long you have worked with this. Was going to play yday, but one of my friends could not build any mod with the DMT tool, so next time we are playing I am maybe going to try to just copy/paste my 7 days folder over his and see if that could work instead. ^^

Edit: I just have to add that I am encountering some strange problems with the listen server vs dedicated. I tried generating a world on nitrogen with the EgyptSphinx and EgyptPyramid, then I start singleplayer on that world and give myself the quests to test them out. The quests for the Sphinx and the Pyramid works fine and they show the distance to the location. But if I load up the exact same world on dedicated server(same pc btw). The game says there is no location and it says 0, 0, 0. The solution was to give myself the quests on singleplayer first. Give quest quest_TheSphinx5 and 9 and exit. Then I start the dedicated server with that player save and it works. I can't understand why the dedicated server cannot find the location of the quests. It works in singleplayer so why not on dedi?
Since i dont have a 7dtd Server i could not test things on an mutliplayer environment but i will talk to SphereII. Maybe its something wrong with his scripts.

I know that custom entity Attacks just got fixed a few days ago. Before they did not attack on servers. This should work now.

so..ill look into this but for now i cant help with quests not refering to the position on servers.

 
Thats cool. maybe ill look into Nitrogen in the future



Since i dont have a 7dtd Server i could not test things on an mutliplayer environment but i will talk to SphereII. Maybe its something wrong with his scripts.

I know that custom entity Attacks just got fixed a few days ago. Before they did not attack on servers. This should work now.

so..ill look into this but for now i cant help with quests not refering to the position on servers.
I do not own a server either so I just start one on same PC using the 7 days dedicated server tool on steam. :) Maybe something else need to be added in the quest.xml or something. The command

<objective type="GotoPOISDX, Mods" value="500-10500" phase="1"><property name="completion_distance" value="50" />

<property name="PrefabName" value="EgyptSphinx" />

</objective>
works perfect in singleplayer, so maybe something else need to be done to get it to work on dedi. I am noob on this, so I cannot really understand why it even should be a problem when it works so well on SP.
 
works perfect in singleplayer, so maybe something else need to be done to get it to work on dedi. I am noob on this, so I cannot really understand why it even should be a problem when it works so well on SP.
As far as i understand SP and MP dont share the same map seed. could be that there´s sth wrong and the prefabs havent spawned?

i´ve talked to SphereII and the "GOtoPOISDX" should work in MP too now. Is your 0-SphereIIcore up to date?

 
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As far as i understand SP and MP dont share the same map seed. could be that there´s sth wrong and the prefabs havent spawned?
i´ve talked to SphereII and the "GOtoPOISDX" should work in MP too now. Is your 0-SphereIIcore up to date?
Oh, cool! I dunno if I have the newest. I downloaded it some day ago for 18.3. So I can test if this works, maybe tomorrow!

Edit: Tested yesterday! And now it works on dedicated! That's very nice! :)

 
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Its all up to you and your imagination!
While I don't plan on running a fantasy-genre 7 Days to Die server any time soon, I am certain there are those out there who are doing it now. Appreciate all the work you've put into this mod. My imagination is suggesting you should check out this other mod that just arrived on Nexus today, and maybe include it into your spawn lists?

Shiny Zombies by Guccimarsh

https://www.nexusmods.com/7daystodie/mods/789

 
Andyjoki anyone ever mention The Sphinx poi is a work of art?  Evil and confusing but impressive.  Thanks I guess.  Lol.

 
just a quick update for A19.

I started converting both Prefabs to be compatible with EAC .     (Pyramid / Sphinx)
So in the Future there is no need to extra compile or use DMT for this to work.

Right now im working on all the Entity and make them Vanilla compatible. All the Entity can then be found in Xyth´s Creature Pack too.

 
Updated for A19. No SDX required. CoA is Vanilla compatible. Just drag the Mod into The games Mod folder.

Have Fun

 
thanks will look into it. No clue how and when the whole entityclass dissapeared..

thats what you need to add to entityclasses in order to function. I also updated the DL-link.

Code:
		<entity_class name="EgyptAnubisVanilla" extends="EgyptVanillaMaleEntityTemplate">
			<property name="Tags" value="entity,cp,male,human,melee,egyptboss"/>
			<property name="Mesh" value="#@modfolder:Resources/CoAVanillaEntity.unity3d?Anubis"/>
			<property name="HideInSpawnMenu" value="false"/>
			<property name="Faction" value="bandits"/>
			<property name="IsEnemyEntity" value="false"/>
			<property name="Class" value="EntityZombie"/>
			<property name="WalkType" value="6"/> 
	<property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=5"/>
	<property name="HandItem" value="EgyptmeleeHandAnubis"/>
	<property name="HandItemCrawler" value="EgyptmeleeHandAnubis"/>
	<property name="LootDropEntityClass" value="EgyptLootContainerBossAnubis"/>	
	<property name="PainResistPerHit" value=".9"/>
	<property name="ExperienceGain" value="7000"/>
	<property name="LootDropProb" value="1"/>
	<!-- <property name="LootListOnDeath" value="45"/> -->		
			<effect_group name="Base Effects">
		<passive_effect name="DistractionResistance" operation="base_set" value="0,0"/>
		<triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/>
		
		<passive_effect name="HealthMax" operation="base_set" value="1500"/>
		<passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale -->
		<passive_effect name="StaminaMax" operation="base_set" value="550"/>
		<passive_effect name="StaminaMax" operation="perc_set" value="1"/> <!-- Zombie Stamina scale -->
		<passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage -->
		
		<passive_effect name="PhysicalDamageResist" operation="base_set" value="25"/>
		
		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffZombieEffect" />
		<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffFireCurse0" />
		
			</effect_group>
			</entity_class>
 
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