I've been wanting to create my own Zombie free 7DTD experience for a while. I know I played with replacing Zs with bees, but they no longer exist. What's more, is that the horde spawning and things like that are quite complicated now. So, I expected for a Zombie Free 7DTD would take way too much time for me to reasonably want to do. Thankfully, I was wrong. 
I just replaced each Zombie's settings with a Nerfed Dire Wolve's settings. They now don't infect you, have way less HP, and do quite a bit less dmg per hit, so as to not make things too difficult. It could probably have been done more elegantly, so please share, if you improve on it.
Unzip the following files and replace your entityclasses.xml and items.xml files, if you've not modded them:
View attachment 25183 View attachment 25184
Usually located here:
What I did and you can do too:
I moved these entries to just under the Zombie Template entry (zombieTemplateMale) in the entityclasses.xml file:
Then I modified every Zombie Class by highlighting everything from extends to just before the closing entity_class tag and pasting in the modified dire wolves' settings.
Unmodified Zombie Class:
Modified Zombie Class:
entityclasses.zip
items.zip

I just replaced each Zombie's settings with a Nerfed Dire Wolve's settings. They now don't infect you, have way less HP, and do quite a bit less dmg per hit, so as to not make things too difficult. It could probably have been done more elegantly, so please share, if you improve on it.

Unzip the following files and replace your entityclasses.xml and items.xml files, if you've not modded them:
View attachment 25183 View attachment 25184
Usually located here:
The benefit of just modifying the entity classes, is that you don't have to worry about how to fix the hordes, block the hordes from running, or doing anything fancy to just get a Zombie free experience. Even with zombie spawning turned off, you'd still have some Zombies, because I assume they were added in the prefabs or some odd thing like that. This way you still get a challenging interesting game, just with no Zombies.C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config
What I did and you can do too:
I moved these entries to just under the Zombie Template entry (zombieTemplateMale) in the entityclasses.xml file:
Code:
<entity_class name="animalTemplateHostile">
<property name="Mesh" value="Zombies/zombieDogPrefab"/>
<property name="ModelType" value="Standard"/>
<property name="Prefab" value="NPC"/>
<property name="Class" value="EntityEnemyAnimal"/>
<property name="Parent" value="Animals"/>
<property name="AvatarController" value="GameObjectAnimalAnimation"/>
<property name="Weight" value="300"/>
<property name="RotateToGround" value="true"/>
<property name="IsEntityAnimal" value="true"/>
<property name="IsEnemyEntity" value="true"/> <!-- Set this if you want this entity to be spawned when user chooses 'enemy entities off' -->
<property name="PhysicsBody" value="bear"/>
<property name="Faction" value="animals"/>
<property name="AITask-1" value="Swim"/>
<property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer" param2="20"/>
<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityNPC" param2="20"/>
<property name="AITask-4" value="ApproachSpot"/>
<property name="AITask-5" value="Wander"/>
<property name="AITarget-1" value="SetAsTargetIfHurt"/>
<property name="CanClimbLadders" value="false"/>
<property name="HandItem" value="handAnimalBear"/>
<property name="MaxHealth" value="1200"/>
<property name="MaxViewAngle" value="180"/>
<property name="WanderSpeed" value="0.25"/>
<property name="PanicSpeed" value="2.0"/>
<property name="ApproachSpeed" value="1.3"/>
<property name="NightWanderSpeed" value="0.25"/>
<property name="NightApproachSpeed" value="1.4"/>
<property name="MaxTurnSpeed" value="360"/>
<property name="IsEnemyEntity" value="true"/>
<!-- Stealth settings -->
<property name="SightRange" value="30"/> <!-- distance in m -->
<property name="SightScale" value="-2,150"/>
<property name="NoiseAlertThreshold" value="20"/> <!-- for awake zombies -->
<property name="SmellAlertThreshold" value="20"/> <!-- for awake zombies -->
<property name="SurfaceCategory" value="organic"/>
<property name="ParticleOnDeath" value="blood_death"/>
<property name="TimeStayAfterDeath" value="300"/>
<property name="ExperienceGain" value="2509"/>
<!--<property name="CorpseBlock" value="animalGore"/>
<property name="CorpseBlockChance" value="0"/>-->
<property name="DeadBodyHitPoints" value="350"/>
</entity_class>
<entity_class name="animalWolf" extends="animalTemplateHostile">
<property name="AvatarController" value="AvatarAnimalController"/>
<property name="ModelType" value="Standard"/>
<property name="HasRagdoll" value="true"/>
<property name="PhysicsBody" value="wolf"/>
<property name="Mesh" value="Animals/Wolf/animalStandardWolfRagdoll"/>
<property name="HandItem" value="handAnimalWolf"/>
<property name="MaxHealth" value="200"/>
<property name="HasDeathAnim" value="true"/>
<property name="RootMotion" value="true"/>
<property name="RagdollOnDeathChance" value=".5"/>
<property class="MechanimAttackTriggers">
<property name="state0" value="AttackTrigger"/>
</property>
<property class="MechanimAttackStates">
<property name="state0" value="Attack"/>
<property name="state1" value="AttackStandingStill"/>
</property>
<property class="MechanimPainTriggers">
<property name="state0" value="PainTrigger"/>
</property>
<property class="MechanimPainStates">
<property name="state0" value="Pain"/>
</property>
<property class="MechanimDeathTriggers">
<property name="state0" value="DeathTrigger"/>
</property>
<property class="MechanimDeathStates">
<property name="state0" value="Death"/>
</property>
<property name="AITask-1" value="Swim"/>
<property name="AITask-2" value="BreakDoor"/>
<property name="AITask-3" value="BreakBlock"/>
<property name="AITask-4" value="Territorial"/>
<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityAnimalStag" param2="40"/>
<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityPlayer" param2="15"/>
<property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityZombie" param2="30"/>
<property name="AITask-8" value="ApproachSpot"/>
<property name="AITask-9" value="Wander"/>
<property name="AITarget-1" value="SetAsTargetIfHurt"/>
<property name="AITarget-2" value="BlockingTargetTask"/>
<property name="AITarget-3" value="SetNearestEntityAsTarget" param1="EntityPlayer" param2="8"/>
<property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>
<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie"/>
<property name="SmellAlertThreshold" value="5"/> <!-- for awake zombies -->
<property name="SoundRandom" value="Animals/Wolf/wolfroam"/>
<property name="SoundAlert" value="Animals/Wolf/wolfalert"/>
<property name="SoundHurt" value="Animals/Wolf/wolfpain"/>
<property name="SoundDeath" value="Animals/Wolf/wolfdeath"/>
<property name="SoundAttack" value="Animals/Wolf/wolfattack"/>
<property name="SoundSense" value="Animals/Wolf/wolfsense"/>
<property name="SoundGiveUp" value="Animals/Wolf/wolfgiveup"/>
<property name="ExperienceGain" value="1407"/>
<drop event="Harvest" name="rawMeat" tool_category="Butcher" count="5"/> <!-- animalWolf -->
<drop event="Harvest" name="animalHide" tool_category="Butcher" count="10"/>
<drop event="Harvest" name="animalFat" tool_category="Butcher" count="5"/>
<drop event="Harvest" name="femur" tool_category="Butcher" count="2"/>
</entity_class>
Unmodified Zombie Class:
Code:
<entity_class name="zombieBoe" extends="zombieTemplateMale">
<property name="SoundRandom" value="Enemies/Base_Zombie_Male2/zombiemale2roam"/>
<property name="SoundAlert" value="Enemies/Base_Zombie_Male2/zombiemale2alert"/>
<property name="SoundAttack" value="Enemies/Base_Zombie_Male2/zombiemale2attack"/>
<property name="SoundHurt" value="Enemies/Base_Zombie_Male2/zombiemale2pain"/>
<property name="SoundDeath" value="Enemies/Base_Zombie_Male2/zombiemale2death"/>
<property name="SoundSense" value="Enemies/Base_Zombie_Male2/zombiemale2sense"/>
<property name="Mesh" value="Zombies/zombieStandardBoeRagdoll"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="WalkType" value="2"/>
<property name="ExperienceGain" value="1039"/>
<property name="MaxHealth" value="200"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>
<drop event="Harvest" name="rottingFlesh" tool_category="Butcher" count="0"/>
</entity_class>
Code:
<entity_class name="zombieBoe" extends="animalWolf">
<property name="Mesh" value="Animals/Wolf/animalStandardDireWolfRagdoll"/>
<property name="HandItem" value="handAnimalZombieDogFeral"/>
<property name="MaxHealth" value="50"/>
<property name="ExperienceGain" value="500"/>
<property name="ReplaceMaterial1" value="entities/animals/wolf/materials/wolfEyeFeral"/>
<property name="AITask-1" value="Swim"/>
<property name="AITask-2" value="BreakDoor"/>
<property name="AITask-3" value="BreakBlock"/>
<property name="AITask-4" value="Territorial"/>
<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityAnimalStag" param2="30"/>
<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityPlayer" param2="30"/>
<property name="AITask-8" value="ApproachSpot"/>
<property name="AITask-9" value="Wander"/>
<property name="AITarget-1" value="SetAsTargetIfHurt"/>
<property name="AITarget-2" value="BlockingTargetTask"/>
<property name="AITarget-3" value="SetNearestEntityAsTarget" param1="EntityPlayer" param2="30"/>
<property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>
<property name="DeadBodyHitPoints" value="50"/>
<drop event="Harvest" name="rottingFlesh" tool_category="Butcher" count="2"/> <!-- animalDireWolf -->
<drop event="Harvest" name="animalHide" tool_category="Butcher" count="2"/>
<drop event="Harvest" name="animalFat" tool_category="Butcher" count="2"/>
<drop event="Harvest" name="femur" tool_category="Butcher" count="2"/>
</entity_class>
items.zip
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