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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
can you confirm that after the game was started no mods were added or removed (or edited to remove any blocks or items) while people kept playing?

The “appearing randomly after a restart” makes me feel like mods are being changed after the game has started, meaning: on day 1 of a fresh game you have x mods loaded, then some time later a change (any change but likely a change removing blocks or items) is made and this causes a shift in the item tables… meaning you had an item in your box or inventory (or a looted container so the items were already rolled) and then after the mods were changed mid game the item “number” or “position” is shifted so an existing item turns into another… kinda like you had a cornmeal in your container and the game restarts and now it’s a zombie hand or whatever. 
 

This would be the “classic” issue that I’ve heard of before causing item weirdness to happen. Items in mods were removed, the game has a reference in a container of the removed item but it doesn’t remove it, it just use whatever item is not in the removed items place, by the ID number of the item not the item xml name/key.

If not it might be some weird internal thing messing up save games item los order… but that seems unlikely as all 20.3 games would likely have this and be obvious… 
The server has had mods switched out and in yes without a full wipe. The errors are due to coding required, This why I asked if you wanted XML which need to be customised in order to get all the zombies packs to work.

 
just an update:

I loaded just these mods (from the games log) without You've got Mail and I cannot reproduce, but there are several errors when starting a new game (below)

2022-04-16T14:32:19 7.316 INF [MODS] Trying to load from folder: enZombiesHarvest-main
2022-04-16T14:32:19 7.361 INF [MODS] Loaded Mod: enZombiesHarvest (1.5)
2022-04-16T14:32:19 7.362 INF [MODS] Trying to load from folder: enZombies-main
2022-04-16T14:32:19 7.363 INF [MODS] Loaded Mod: enZombies (2.6)
2022-04-16T14:32:19 7.363 INF [MODS] Trying to load from folder: Robeloto_CustomZombies
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: Robeloto_CustomZombies (A.20.2)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: RobelotoZombiePatch
2022-04-16T14:32:19 7.364 INF [MODS] Loaded Mod: RobelotoZombiePatch (1.0)
2022-04-16T14:32:19 7.364 INF [MODS] Trying to load from folder: SnufkinCustomZombiesPLUS_A20_2022Feb02
2022-04-16T14:32:19 7.365 INF [MODS] Loaded Mod: Snufkin Custom Zombies PLUS (A20)
2022-04-16T14:32:19 7.365 INF [MODS] Trying to load from folder: SnufkinZombiePatch
2022-04-16T14:32:19 7.366 INF [MODS] Loaded Mod: SnufkinZombiePatch (1.0)

Loading just these xed mods in a new 20.3 game using navezgane map has errors loading mods:

1. a LOT of enZombiesHarvest warnings, as is it cannot append properly for a lot of things

2. An error parsing "entirygroups.xml" that is associated with zombieRadRobot1 (it cannot find this entity, as if a mod added it to an entity group and there's no entity for it.)

For this:

it looks like its related to errNulls Roberto patch, as there's no zombieRadRobot1 in Robeletos mod, and those references are in errNulls patch. Maybe Robeleto updated hid mos and didn't tell errNull, or errNull has a typo in his mod.

3. An error loading and parsing "spawning.xml", associated with "Farm_Med_Territorial" and ZombieFarmGroup.  I think its saying the "Farm_Med_Territorial" group has  ZombieFarmGroup in it and ZombieFarmGroup is not a group that exists

For this:

ZombieFarmGroup appears to be added by errNulls main zombie mod.

Additionally, just running around in debug mode, I ran into several red console errors about entities not existing, and I didn't see any zeds.  all mailboxes I opened had a book in them at least.

#####################################################

Adding You've Got Mail mod to this  same game ... no new loading errors/wanings appear , and my player inventory is the same.

opened mailboxes and only got mail and related items. opened these up and closed game. restarted and no inventory was changed

I opened up the ConfigsDump/loot.xml file (the one that is saved when the game merges all the mods to look at the loot groups of teh mailboxes and and it appears there's some weirdness with Robeleto_CustomZombies mod and its loot.xml mod.  It's putting a lot of copies of its loot groups, possibly into every loot group.  I'm not sure that's causing the issue as the game seems to work ok with this, but it would seem that this would not be desired.

Will add more data in a bit...
@doughphunghuswould you like me to send you a full zip of the mods?

 
@DefiantDucky I loaded the mods up and am unable to reproduce so far, though I'm in a simple player game.

My best guess is still that mods were changed and removed blocks or items during an in progress game, and then this caused those items that were in player inventories to show the zed hands (as that I can reproduce as a known thing). An idea to try is to have people keep playing and if you removed a mod recently and know what it was put that mod back and see if the items are fixed (or more items), but it might just cause more chaos to do this.  not sure what kind of a game you're running (family/friends or lots of unknown people)

Other than gathering more data, I can't see why this would be a "mailboxes mostly" problem, other than my You've Got Mail mod has a large list of items and are mostly in mailboxes, so if there was another mod removed maybe "You've got mail" was hit harder by the items changing around (as its item count is likely a majority of the games items in mailboxes).  I also notice you have the Dad's jokes mod, which also adds to mailboxes and is a lot of items, so maybe it appears mostly in mailboxes due to these 2 mods just adding a LOT of items and thus having a huge loot table when something got corrupted/shifted so its easier to see the effects in mailboxes. You mention that "things in containers" change after restarts and this is a similar symptom that points to an item or something changing and on reload the game cannot find that item. It might be also that people put items from You've got Mail and Dads jokes in these containers so its similar to the mailbox issue?

I've loaded a lot of mods before so the warning you get on startup/load are kinda normal (from my experience) given how some people make their mods (making some warnings not a problem).  So far I'm not seeing an issue.  Another test that would be good is to start a fresh new game and map and load these mods and then make no mod changes and let people play for awhile just to test and see if they can reproduce/See if the issue comes back. TFP has a "did you delete all saves" and other questions when submitting a bug report to make sure there's just not an anomaly somewhere and I think you may need to follow these steps too f it persists to make sure the game is loaded 'clean" so if the issues returns it's more things weeded out.

I've looked in the ConfigDump/loot.xml with all these mods loaded and it looks similar to before (when I tested the other mods). If you're completely unable to find the issue I'd suggest removing "Robeloto_CustomZombies_XML_VERSION" and seeing if that helps as its adding its loot groups to a LOT of loot groups in the game.  maybe its causing some part of it when mixed with the other mods?  it might be that multiple mods are not playing well together somehow.

ummm.. one other possibility: maybe your game is corrupted? Maps get corrupted sometimes, maybe something happened to the map/save game?  I don't have any info on how to check/fix other than manual chunk resets... but others may have better ideas than this.  Maybe there's a way to "clean up' the games loot list (if its corrupted) to resync the items loaded, and then just go in and have everyone drop/scrap the zed hands everywhere.  they may still be in any already searched container that populate a loot list though, so you'll keep finding them for awhile if you use this method.

Anyway,
I'll keep my game and your mods on my system for awhile as a save game, if you can find a good way to reproduce or more "symptoms"
 or containers people are finding them in or I think of something else I can load it up and try/look some more.

 
@DefiantDucky I loaded the mods up and am unable to reproduce so far, though I'm in a simple player game.

My best guess is still that mods were changed and removed blocks or items during an in progress game, and then this caused those items that were in player inventories to show the zed hands (as that I can reproduce as a known thing). An idea to try is to have people keep playing and if you removed a mod recently and know what it was put that mod back and see if the items are fixed (or more items), but it might just cause more chaos to do this.  not sure what kind of a game you're running (family/friends or lots of unknown people)

Other than gathering more data, I can't see why this would be a "mailboxes mostly" problem, other than my You've Got Mail mod has a large list of items and are mostly in mailboxes, so if there was another mod removed maybe "You've got mail" was hit harder by the items changing around (as its item count is likely a majority of the games items in mailboxes).  I also notice you have the Dad's jokes mod, which also adds to mailboxes and is a lot of items, so maybe it appears mostly in mailboxes due to these 2 mods just adding a LOT of items and thus having a huge loot table when something got corrupted/shifted so its easier to see the effects in mailboxes. You mention that "things in containers" change after restarts and this is a similar symptom that points to an item or something changing and on reload the game cannot find that item. It might be also that people put items from You've got Mail and Dads jokes in these containers so its similar to the mailbox issue?

I've loaded a lot of mods before so the warning you get on startup/load are kinda normal (from my experience) given how some people make their mods (making some warnings not a problem).  So far I'm not seeing an issue.  Another test that would be good is to start a fresh new game and map and load these mods and then make no mod changes and let people play for awhile just to test and see if they can reproduce/See if the issue comes back. TFP has a "did you delete all saves" and other questions when submitting a bug report to make sure there's just not an anomaly somewhere and I think you may need to follow these steps too f it persists to make sure the game is loaded 'clean" so if the issues returns it's more things weeded out.

I've looked in the ConfigDump/loot.xml with all these mods loaded and it looks similar to before (when I tested the other mods). If you're completely unable to find the issue I'd suggest removing "Robeloto_CustomZombies_XML_VERSION" and seeing if that helps as its adding its loot groups to a LOT of loot groups in the game.  maybe its causing some part of it when mixed with the other mods?  it might be that multiple mods are not playing well together somehow.

ummm.. one other possibility: maybe your game is corrupted? Maps get corrupted sometimes, maybe something happened to the map/save game?  I don't have any info on how to check/fix other than manual chunk resets... but others may have better ideas than this.  Maybe there's a way to "clean up' the games loot list (if its corrupted) to resync the items loaded, and then just go in and have everyone drop/scrap the zed hands everywhere.  they may still be in any already searched container that populate a loot list though, so you'll keep finding them for awhile if you use this method.

Anyway,
I'll keep my game and your mods on my system for awhile as a save game, if you can find a good way to reproduce or more "symptoms"
 or containers people are finding them in or I think of something else I can load it up and try/look some more.
Hello again, I believe I have found one of the root causes.

A farming, fishing and animal domestication mod... I have contacted the owners to inform them of this development. I tested this out in single player and it is confirmed to be the culprit of a secondary problem of plant fiber clothing being unscrappable. After deleting this mod, resetting the map the loot tables have also have seemed to reset. We are fully back in control with no error logs or loot showing after 2 hours.

@doughphunghus Thank you so much for your time, as soon as you mentioned loot tables I recognized something, thank you and thank you for your great work

 
Hi @doughphunghus,

I find the idea with the display of the names (Hide HP Bar But Show Name) really great.

I downloaded it right away and tried it once.

The display works, but I found the alignment of the text (left) not so nice and then tested a little how I can make it nicer.

Here is my result (only windows.xml):

<remove xpath="/windows/window[@name='windowTargetBar']"/>
<append xpath="/windows">
<window name="windowTargetBar" controller="TargetBar" visibility="always">
<rect pos="-200,-85" width="400" height="36">
<sprite depth="1" name="border" color="0,0,0,0" type="sliced" width="400" globalopacity="false" />
<filledsprite depth="2" name="BarContent" type="filled" color="0,0,0,0" width="400" fill="{fill}" globalopacity="false" />
<label depth="3" name="TextContent" pos="200,-4" font_size="15" color="255,200,200" justify="center" pivot="center" text="{name}" height="30" />
<label depth="5" name="MinionCount" pos="482,-13" font_size="30" color="0,0,0,0" justify="left" pivot="topleft" text="x{minioncount}" height="30" effect="Outline8" effect_color="0,0,0,255" effect_distance="2,2" />
</rect>
</window>
</append>




It will look like this in the game (sorry i play german ;) )

show_zombiename.png

I have made other adjustments to the UI, but here it is only about the display of the name, and that works.

Then one more hint. The xui.xml does not need to be adjusted at all. The windowTargetBar is already included in the compass group.

Greetings :)

 
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Hi @doughphunghus,

I find the idea with the display of the names (Hide HP Bar But Show Name) really great.

I downloaded it right away and tried it once.

The display works, but I found the alignment of the text (left) not so nice and then tested a little how I can make it nicer.

Here is my result (only windows.xml):

<remove xpath="/windows/window[@name='windowTargetBar']"/>
<append xpath="/windows">
<window name="windowTargetBar" controller="TargetBar" visibility="always">
<rect pos="-200,-85" width="400" height="36">
<sprite depth="1" name="border" color="0,0,0,0" type="sliced" width="400" globalopacity="false" />
<filledsprite depth="2" name="BarContent" type="filled" color="0,0,0,0" width="400" fill="{fill}" globalopacity="false" />
<label depth="3" name="TextContent" pos="200,-4" font_size="15" color="255,200,200" justify="center" pivot="center" text="{name}" height="30" />
<label depth="5" name="MinionCount" pos="482,-13" font_size="30" color="0,0,0,0" justify="left" pivot="topleft" text="x{minioncount}" height="30" effect="Outline8" effect_color="0,0,0,255" effect_distance="2,2" />
</rect>
</window>
</append>




It will look like this in the game (sorry i play german ;) )

View attachment 25111

I have made other adjustments to the UI, but here it is only about the display of the name, and that works.

Then one more hint. The xui.xml does not need to be adjusted at all. The windowTargetBar is already included in the compass group.

Greetings :)
@dwarfmaster1974 - thanks for the input and the xml! I’ll check it out when I can (likely tonight) and merge your changes in if it tests well (it should, unless there’s something there that conflicts with something. I try to have most of my mods all able to load up together with no errors/warnings).

you are doing some “removal”

of elements so I might see if I can just do overwrite/append as that’s more likely to play well if this mod is loaded with other mods (it seems), and is a bit easier to manage sometimes when the game updates and if the XML for this element changes but having the full XML is very helpful.

im also not sure if I purposefully chose left for any reason or just did out of habit for formatting possible

long text, but your screenshot shows a long name fits well

 
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Hey @doughphunghus!

I have a simple question about Buff Ambiance – Darker Nights (and sorry if it has been asked before)

What's the difference between your modlet and just turning the game's Brightness to the minimum? I know the in-game setting doesnt affect light sources, it's kinda like a Gamma slider.

Thanks!

 
Hey @doughphunghus!

I have a simple question about Buff Ambiance – Darker Nights (and sorry if it has been asked before)

What's the difference between your modlet and just turning the game's Brightness to the minimum? I know the in-game setting doesnt affect light sources, it's kinda like a Gamma slider.

Thanks!
My best interpretation is:

- turning brightness down just dims “everything” in the game. All light sources like torches/lights as well as the sun and the moon. 
- the “darker nights” tweaks some settings (and I will admit to not knowing exactly what they all are or mean, as I just tinkered with the settings)  related to the ambient moonlight.  In addition, there are some settings that relate to the “light emitted from the horizon” or maybe “moving the horizon angle?” to block more light from coming out at night. So I guess ultimately it’s blocking or stopping more light from the moon (and sun, at the horizon in the late evening and early morning) from being emitted at all. So lights/torches/etc should still be very “bright” at day and night as would be the sun during the daytime. 

 
@doughphunghus

There are three mods that randomize zombies.  Bragado's Zombie Fiesta is currently bugged to spawn ferals and radiated on day 1, which is not fitting our ironman playstyle.  You're is out of date and requires Perl installation, if I understand correctly.  Trub64's isn't hosted anywhere where it can be verified as safe.

I'm sure you agree that more zombie randomization rules, or you wouldn't have made the mod.  Do you have any thoughts on if I'm wrong about any of the above, or how to solve the current state of affairs?

Cheers, and thanks for the mods.

BAC

 
You're is out of date and requires Perl installation, if I understand correctly. 
Yeah, I haven’t tested mine again since a19, but it may work without much tweaking. The code is … a mess… as I wanted just to see what I could do quickly and how it “looked” in game when they could have many attributes randomized, as well to see if I could actually load thousands of unique zeds and it would work.basically to feel out if it was worth making a better script. I knew Perl was a bad choice but it’s a language I can just code spaghetti in a hurry without thinking.l and it will work.

Anyway, I wasn’t sure if anyone was actually going to go the long route and install Perl, and I was hoping to bundle it with docker or something to make it easier… but that’s more work too. Rewriting in python is still possible as most of the basic gotchas are worked out.

I was working on trying to randomize (and make it look good) zed clothing or something… but the idea that the UMA zeds may go away after a20 killed the idea for me. 
 

Anyway: I’m kinda taking a break from modding as some family things have come up. I have a lot of “todos” and I may revisit this “randomizer script experiment”.  The code just reads and randomizes against the vanilla XML, so maybe in a bit I can generate some mods for a20 and do some testing to see if they will “just work” and then no one will have to load Perl and can just load the pre generated  set of them. I did want to tweak the lower random speed configs for the animals as some move very slow (too slow) and it looks bad in game.

 
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@doughphunghus

There are three mods that randomize zombies.  Bragado's Zombie Fiesta is currently bugged to spawn ferals and radiated on day 1, which is not fitting our ironman playstyle.  You're is out of date and requires Perl installation, if I understand correctly.  Trub64's isn't hosted anywhere where it can be verified as safe.

I'm sure you agree that more zombie randomization rules, or you wouldn't have made the mod.  Do you have any thoughts on if I'm wrong about any of the above, or how to solve the current state of affairs?

Cheers, and thanks for the mods.

BAC
I forgot I found this.  I have not tested it but its based on python and is similar to my original code (as a concept).  maybe this can work for you in the interim (which might be awhile for me to make updates):

https://github.com/trub64/trubs-variants

 
@BasicallyACat: I generated a new set of pre-gnerated modlets with my script for a20.b5, and *very very lightly* tested it. it loads without errors, and the zeds appear random and with the health bar modlet they have proper names.  but I didn't do a full test by seing if each type can generate.  I ran into a bobs boars and a lot of boars moved... slowly... but hard to say if that's just bad luck randomness or not.

https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets

 
@BasicallyACat: I generated a new set of pre-gnerated modlets with my script for a20.b5, and *very very lightly* tested it. it loads without errors, and the zeds appear random and with the health bar modlet they have proper names.  but I didn't do a full test by seing if each type can generate.  I ran into a bobs boars and a lot of boars moved... slowly... but hard to say if that's just bad luck randomness or not.

https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets
Thanks for this.  We are going to try it and we will get back to you with what we see.

I understand about life getting in the way.  Kind of you to take a minute to generate something for A20.

 
@BasicallyACat: I generated a new set of pre-gnerated modlets with my script for a20.b5, and *very very lightly* tested it. it loads without errors, and the zeds appear random and with the health bar modlet they have proper names.  but I didn't do a full test by seing if each type can generate.  I ran into a bobs boars and a lot of boars moved... slowly... but hard to say if that's just bad luck randomness or not.

https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets


So we had some sort of problem related to players not being able to 'see' each other in the screen where you party up.  I didn't think to take the screenshot, but we could maybe try to reproduce the problem if you have no idea what might be causing that.

The problem happens with your modlets in, but when we remove them and return to our original set of modlets, we're fine.

 
So we had some sort of problem related to players not being able to 'see' each other in the screen where you party up.  I didn't think to take the screenshot, but we could maybe try to reproduce the problem if you have no idea what might be causing that.

The problem happens with your modlets in, but when we remove them and return to our original set of modlets, we're fine.
That’s a new one. The original goal of this mod was to see if a huge number of zeds food be generated nicely, and if the game would allow it (like not use up a lot of memory, freak out, only choose the first 300, etc).  I wonder if there is a limit and it causes weird issues like this.

ill see if I can reproduce and if so if there’s a limit. I noticed the generator made a few more zeds than in a19 and it went over 5k zeds (don’t know why, assumes there was an extra zed definition in there) so maybe that’s part of it.  I don’t think anyone needs 5k unique zeds (even if I had Uma clothes on them) but that number was more for the “unique name generator” when you put a health bar mod on and can see their names. But still maybe 2-3k might be enough/overkill, so hopefully it’s as simple as dropping the zed count

 
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@BasicallyACat: I've moved the 5000+ random zed pre generated modlet to the project Archive on github and generated 2 smaller zed modlets:

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-3440-clones

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-4300-clones

Found here: https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets

This is just so they are "available" for testing if you wish for the issue.  Note: if you load into an existing game (with the other random zed mod I made that you had issues with), it might get weird/not load right. I don't want to break an existing game (or claim this is safe), but you can probably remove the old one, and then load this one, and you might get some red errors as the "old" zeds try to spawn in, if you ran around the map a lot.

 
@BasicallyACat: I've moved the 5000+ random zed pre generated modlet to the project Archive on github and generated 2 smaller zed modlets:

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-3440-clones

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-4300-clones

Found here: https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets

This is just so they are "available" for testing if you wish for the issue.  Note: if you load into an existing game (with the other random zed mod I made that you had issues with), it might get weird/not load right. I don't want to break an existing game (or claim this is safe), but you can probably remove the old one, and then load this one, and you might get some red errors as the "old" zeds try to spawn in, if you ran around the map a lot.
We pulled the ones you made from 5ish days ago right away.

We will try the smaller one 3440 tonight and see if we have any issues, first with a test game.  We might cry if it breaks our main game because we are crazy enough to play in TEAM IRONMAN mode and nobody has died for a while.... but we won't blame you.

As far as user experience goes, frankly we'd be happy with like 5 of each zombie.... just anything to break up the monotony of seeing the same dingus over and over.

EDIT: how much harder do you think it makes the average zombie?  I couldn't remember if yours was predominantly cosmetic or not, but I see in your notes on github that it makes them harder.

We have one other zombie mod in there, two modlets from Improved Hordes by "filunderscore".  I put a 'z' in front of your 3 modlet folders (2 animals, 1 zombies).

 
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@BasicallyACat: I've moved the 5000+ random zed pre generated modlet to the project Archive on github and generated 2 smaller zed modlets:

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-3440-clones

Doughs-RandEnts_For_a20.5.b2_vanilla-zeds-only-4300-clones

Found here: https://github.com/doughphunghus/7D2D-EntityRandomizer/tree/master/Pre-Generated-Modlets

This is just so they are "available" for testing if you wish for the issue.  Note: if you load into an existing game (with the other random zed mod I made that you had issues with), it might get weird/not load right. I don't want to break an existing game (or claim this is safe), but you can probably remove the old one, and then load this one, and you might get some red errors as the "old" zeds try to spawn in, if you ran around the map a lot.
Ok so....

Strangely we didn't have the problem with a very quick test in a test game.  But then when we tried to load it into our normal 3-player game, we had errors when the other players started to load in, and we couldn't party up.

For now we are going to pull it but we could test it again.

On our side we have a few things going on: Mac and PC, everyone's playing in a new instance and not directly through Steam.

 
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