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enZombies - More Zombie Variations

I could join mrgreaper's server for an hour, and even with an abundance of mods, it was an error free and fun run through. During all that time, I experienced 2 pause moments and they were barely noticable. They were rare enough that they can be seen as just background noise. I took on 3 quests in that time and certainly came across a very large amount of enZombies because the server was running a X2 spawn mod.

 
I do not have access to A19 files any more, and will not download again to check, lol, but believe CrawlerSteve was the last remaining UMA type hybrid zombie which now has its own nice mesh covering.
i tested with 19.5 and there is practically no pauses on spawning any number of UMA zombies. there were a few times where maybe there was a very tiny pause (like a fraction of what we're seeing now on alpha 20), but it was either so negligible or it was just my mind trying to find a pause which wasn't really there.

it seems we may need to live with this pausing issue for alpha 20. who knows, maybe it will be ironed out at some point prior to the UMA system getting dumped for alpha 21 (?). for now, the worst case is we see some noticeable stuttering when larger UMA zombies spawn, and best case it's very slight and maybe not that noticeable to most players.

 
i tested with 19.5 and there is practically no pauses on spawning any number of UMA zombies. there were a few times where maybe there was a very tiny pause (like a fraction of what we're seeing now on alpha 20), but it was either so negligible or it was just my mind trying to find a pause which wasn't really there.

it seems we may need to live with this pausing issue for alpha 20. who knows, maybe it will be ironed out at some point prior to the UMA system getting dumped for alpha 21 (?). for now, the worst case is we see some noticeable stuttering when larger UMA zombies spawn, and best case it's very slight and maybe not that noticeable to most players.
Yeah in normal play the micro freeze is ignorable, it does however become more annoying on a hoard night (blood moon) but we have managed it twice. I am hopeful that it can be solved before alpha 21 as it does get frustrating at times.

After a discussion our little group prefer to have the zombies and a little freeze now and again than go back to the default boring, repetitive, bland, zombies.

 
Yeah in normal play the micro freeze is ignorable, it does however become more annoying on a hoard night (blood moon) but we have managed it twice. I am hopeful that it can be solved before alpha 21 as it does get frustrating at times.

After a discussion our little group prefer to have the zombies and a little freeze now and again than go back to the default boring, repetitive, bland, zombies.
If it becomes too much of a problem for Horde Night, there's always the possibility to comment out / remove that part of the entitygroups.xml so the archetype 'UMA' zombies do not visit for Horde Night while all the rest still do. You'll still get a large variety of the 'boss' zombies as they use a regular zombie model. You'll be good with this based on the custom modding you've already added to your own server set up.

 
If it becomes too much of a problem for Horde Night, there's always the possibility to comment out / remove that part of the entitygroups.xml so the archetype 'UMA' zombies do not visit for Horde Night while all the rest still do. You'll still get a large variety of the 'boss' zombies as they use a regular zombie model. You'll be good with this based on the custom modding you've already added to your own server set up.
Yeah I am slowly learning how to mod the game lol

 
Bugs I got on the A20

Get this wile hordes going.
Error Could not load file ‘#Entities/Zombies?Zombies/zombie01Ragdoll.prefab’ for entity_class ‘khzCharlotte’
And
Businessman Boss will flood the console with red lines where you have to restart the server.
he was working in 19.
 

 
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First I wanted to say great mod.  I just have enzombies installed with the loot mod. I do love the fact they all look like dead survivers.  Adds new look to the game.

For the regular zombies I was using the mod jaxteller718 reduce zombie hand reach.  This does not seem to effect your added zombies.  

I was wondering if there was a way to edit your mod so I can reduce the range of the zombie hand hit range?  I'm new to moding so any tips would be appreciated.

Thank you for your time.

 
Bugs I got on the A20

Get this wile hordes going.
Error Could not load file ‘#Entities/Zombies?Zombies/zombie01Ragdoll.prefab’ for entity_class ‘khzCharlotte’
And
Businessman Boss will flood the console with red lines where you have to restart the server.
he was working in 19.
 
Maybe ErrorNull is a bit wrapped up with bits at the moment to provide an update. I am also using the enZombies and am glad you spotted these because they are something we all need to consider.

For now:

1. khz type of zombies

Replace at line 5901 and 6196
        <property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" />

with

        <!--property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /-->

(We're just adding !-- at the beginning area and -- at the end)

in your entityclasses.xml file under 2 areas for 'khzTemplateMale1' and also 'aa_00'. aa_00 looks like a test entity but it shouldn't hurt game play. You never know who uses F6 to spawn things in though.

This will 'comment out' that entry for now and let this character fall back on the regular zombie template used for all zombies and should resolve the khzCharlotte and all other khz entity issues.

20211229131035_1.jpg

20211229131107_1.jpg

2. Business Boss

Replace at line 5784:

<property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSuitHDRagdoll.prefab"/>

with

<property name="Mesh" value="#Entities/Zombies?Prefabs/ZSuitRadiated.prefab"/>

It's the Radiated Businessman Zombie mesh for the model but will stop the critical issue for now.

20211229130934_1.jpg

20211229131008_1.jpg

 
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meleeHandZombie01

First I wanted to say great mod.  I just have enzombies installed with the loot mod. I do love the fact they all look like dead survivers.  Adds new look to the game.

For the regular zombies I was using the mod jaxteller718 reduce zombie hand reach.  This does not seem to effect your added zombies.  

I was wondering if there was a way to edit your mod so I can reduce the range of the zombie hand hit range?  I'm new to moding so any tips would be appreciated.

Thank you for your time.
I'll make a couple of suggestions as I was still tinkering with the previous post and could check JaxTeller718-ZombieReach Mod as I also use it for players who have latency issues caused by distance.

The enZombies are linked back up the line to the same settings that Zombie Reach use through extensions. But, based on Mod load order and possible limits on those extensions, it may well have no impact as you are seeing.

First try load order. Rename enZombies mod to ZenZombies mod so it loads after the JaxTeller718-ZombieReach Mod and those reach settings can be cached first.

If that doesn't work, consider adding this to your Zombie Reach items.xml just below the bottom entries for meleeHandMaster. They will be identical but have meleeHandZombie01 instead as these are linked back to enZombies.

    <set xpath="/items/item[@name='meleeHandZombie01']/property[@class='Action0']/property[@name='Range']/@value">1.00</set>
    <set xpath="/items/item[@name='meleeHandZombie01']/effect_group[@name='meleeHandZombie01']/passive_effect[@name='DamageFalloffRange']/@value">1.05</set>

These suggestions may or may not work, and the next option would possibly be adding those reach settings manually (based on the default properties xml found in the default files for meleeHandMaster but updated to Zombie Reach values) to each and every individual enZombie as they have some very special unique features and effects which all adds to the enZombies fun.

 
Maybe ErrorNull is a bit wrapped up with bits at the moment to provide an update. I am also using the enZombies and am glad you spotted these because they are something we all need to consider.

For now:

1. khz type of zombies

Replace at line 5901 and 6196
        <property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" />

with

        <!--property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /-->

(We're just adding !-- at the beginning area and -- at the end)

in your entityclasses.xml file under 2 areas for 'khzTemplateMale1' and also 'aa_00'. aa_00 looks like a test entity but it shouldn't hurt game play. You never know who uses F6 to spawn things in though.

This will 'comment out' that entry for now and let this character fall back on the regular zombie template used for all zombies and should resolve the khzCharlotte and all other khz entity issues.

View attachment 22385

View attachment 22386

2. Business Boss

Replace at line 5784:

<property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSuitHDRagdoll.prefab"/>

with

<property name="Mesh" value="#Entities/Zombies?Prefabs/ZSuitRadiated.prefab"/>

It's the Radiated Businessman Zombie mesh for the model but will stop the critical issue for now.

View attachment 22383

View attachment 22384
Thank you so much! If I spot anything else, I will post it

 
Bugs I got on the A20

Get this wile hordes going.
Error Could not load file ‘#Entities/Zombies?Zombies/zombie01Ragdoll.prefab’ for entity_class ‘khzCharlotte’
And
Businessman Boss will flood the console with red lines where you have to restart the server.
he was working in 19.
 
Hi @Scharie - it looks like the devs removed the zombie challenge quests from alpha 20 for the time being, and also changed some coding for that mechanic. this resulted in errors for my custom challenge quests that were part of the enZombies mod when i created them in alpha 19:

- Goblin Raid

- Forest Goblin Raid

- Desert Goblin Raid

- Snow Goblin Raid

- Red Goblin Raid

- Wasteland Goblin Raid

- Business Meeting Gone Wrong

i haven't prioritized updating these alpha 19 challenge quests yet, but plan to for the next update. this is also why i haven't yet updated any code for the businessman boss, because he only spawns in the challenge quest called "Business Meeting Gone Wrong"... which i disabled along with all the other challenge quests. it's strange that this zombie spawsn for you in-game? until my next update, using the fix that @arramus suggested is the best.

For now:

1. khz type of zombies

Replace at line 5901 and 6196
        <property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" />

with

        <!--property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /-->


thanks @arramus for detailing this. i have now done the same change and it will be reflected in the next update. the mesh "zombie01Ragdoll.prefab" does not appear necessary for any of the uma archetypes at this point and i had already commented in out for all my main enZombies, but forgot to comment out this mesh for Khz's UMA zombies.

 
If that doesn't work, consider adding this to your Zombie Reach items.xml just below the bottom entries for meleeHandMaster. They will be identical but have meleeHandZombie01 instead as these are linked back to enZombies.

    <set xpath="/items/item[@name='meleeHandZombie01']/property[@class='Action0']/property[@name='Range']/@value">1.00</set>
    <set xpath="/items/item[@name='meleeHandZombie01']/effect_group[@name='meleeHandZombie01']/passive_effect[@name='DamageFalloffRange']/@value">1.05</set>

These suggestions may or may not work, and the next option would possibly be adding those reach settings manually (based on the default properties xml found in the default files for meleeHandMaster but updated to Zombie Reach values) to each and every individual enZombie as they have some very special unique features and effects which all adds to the enZombies fun.


thanks for suggesting this @arramus , but unfortunately the above likely won't work. the way the hand/attack range settings work for all the enZombies is that they use the default "range" value inherited from the handitem called "meleeHandZombie01".... which actually inherits that value from "meleeHandMaster". this default range value is 1.65. however, many (but not all) of the enZombies have custom reach values that simply ignore this inherited default value. for example, the forest goblins are short and have a custom range = 1.2 and the male forest hikers wield torches and have a custom range = 2.2. so if you change the range value from within meleeHandZombie01 or meleeHandMaster, any enZombies with custom range values will disregard those values anyway and use the custom ones that are defined within items.xml of the enZombies mod. one solution, as you've alluded to, is to redefine the range value from within each custom handitem within the enZombies mod. 👍

this is not too tedious as you can go into the items.xml file, use a text editor to find all matches for the keyword name="Range" and replace it's associated value to whatever is desired. another solution is to use an xpath statement at the very bottom of the items.xml file, like after the closing </append> tag, that will alter any/all Range attributes (not just for meleeHandZombie01) to the desired value... for example:

<set xpath="/items/item/property[@class='Action0']/property[@name='Range']/@value">1.00</set>

i haven't tested this, but i believe it should have the intended result of the JaxTeller718-ZombieReach mod. i would love to know if that works.

 
Last edited by a moderator:
Yeah in normal play the micro freeze is ignorable, it does however become more annoying on a hoard night (blood moon) but we have managed it twice. I am hopeful that it can be solved before alpha 21 as it does get frustrating at times.

After a discussion our little group prefer to have the zombies and a little freeze now and again than go back to the default boring, repetitive, bland, zombies.


i got the chance to start a fresh new map today with your 2.60 mods package. i had to correct an error with "Daves" mod regarding the SET tag on line 44, but didn't seem too big of a deal. i then played in single player mode, played through a few quests.. and using DM mode quickly put myself to level 300 and jumped to day 14 horde night. what i can say is that the stuttering and freezing was very noticeable during the trader quests and during the horde night playthrough. ... to the point i was not happy with the performance. the stuttering would occur almost every 5 or so seconds as i explored inside a POI or while fighting zombies during the horde night.

if i were to remove all the mods within the 2.60 collection and just left in the enzombies, enZombiesAddonSnufkin, and enZombiesHarvest, the freezeups are infrequent and not that noticeable and performance is much better. i didn't get a chance to test the 2.60 mod package on a server with friends, but i'd suspect similar behavior. i'm thinking there is one or more mods in this collection that isn't working well with enZombies. when i get the chance, i'll sort through each mod to see which one(s) introduces the big decrease in performance.. and see if it can be fine-tuned to work better with enZombies. keep me posted any further issues you find. 👍

 
i got the chance to start a fresh new map today with your 2.60 mods package. i had to correct an error with "Daves" mod regarding the SET tag on line 44, but didn't seem too big of a deal. i then played in single player mode, played through a few quests.. and using DM mode quickly put myself to level 300 and jumped to day 14 horde night. what i can say is that the stuttering and freezing was very noticeable during the trader quests and during the horde night playthrough. ... to the point i was not happy with the performance. the stuttering would occur almost every 5 or so seconds as i explored inside a POI or while fighting zombies during the horde night.

if i were to remove all the mods within the 2.60 collection and just left in the enzombies, enZombiesAddonSnufkin, and enZombiesHarvest, the freezeups are infrequent and not that noticeable and performance is much better. i didn't get a chance to test the 2.60 mod package on a server with friends, but i'd suspect similar behavior. i'm thinking there is one or more mods in this collection that isn't working well with enZombies. when i get the chance, i'll sort through each mod to see which one(s) introduces the big decrease in performance.. and see if it can be fine-tuned to work better with enZombies. keep me posted any further issues you find. 👍
2.60 is the old versio to be honest, https://drive.google.com/file/d/1HyHWZ44AVoJn1Eau7I9Xt0Y3yQmb-AdU/view?usp=sharing is the version we are using at mo (fixed my daves mod error, i had forgotten </set> like an idiot...and i was referencing using @class not @name...no idea why. I also merged a lot of the loot mods we had into the loot file of the daves mod which makes looting not have that pause where the computer works out what to put into it...in most cases. We also added two mods @arramussuggested but only server side not in the client side mod file yet (i know they dont have to go there, but i tend to like keeping it the same)....though one of those mods has been a tiny bit annoying us as its putting guards in nearly every drop...I must get around to editing that loot table file lol.
A modder called War3zuk mentioned the M1 Grande is in his mod so I may be adding that, may.... some mentioned its an overhaul mod and we like where we are at at the mo mod wise...but i do like that gun... so will post a 2.9 if i do change it.

Hoard night is the only time the micro freezes become more than an annoyance, but we have done a few with out wanting to remove the zombies...so not game killing just really really annoying

 
@mrgreaper i checked out your latest download link. those are an interesting collection.. and a number of them are pretty cool. not sure if it's just me, but it seems that there's a bit more micro freezes when i spawn the horde nights inside a busy city intersection compared to an open wilderness - with the mod collection. i wonder if a few of the mods that add or make changes to blocks and POIs could be contributing. with or without your mod pack, i still do notice the microfreeze during horde night that seems to correspond whenever the 8th or so enZombie is spawns in. it would be great if this would be addressed by the devs at some point. meanwhile if you notice anything else with the enZombies mod, let me know.

 
@mrgreaper i checked out your latest download link. those are an interesting collection.. and a number of them are pretty cool. not sure if it's just me, but it seems that there's a bit more micro freezes when i spawn the horde nights inside a busy city intersection compared to an open wilderness - with the mod collection. i wonder if a few of the mods that add or make changes to blocks and POIs could be contributing. with or without your mod pack, i still do notice the microfreeze during horde night that seems to correspond whenever the 8th or so enZombie is spawns in. it would be great if this would be addressed by the devs at some point. meanwhile if you notice anything else with the enZombies mod, let me know.
We do have our base in a city (or large town....hard to tell lol) and hoard nights have been laggy...not enough for us to get rid of the cool zombies though. 
zz mod (cant think of the name and at work so cant check) does have custom pois in it (these were used when the map was generated in the client prior to being moved to the server) 
Yeah we almost have the mods down to how we want it, we did add a couple of adult paintings mods, but that was more to mess with one of the guys lol. We also implemented the fix @arramusmentioned further up for the boss zombie, though yet to meet him or have that crash :)

Would be nice if the devs weighed in on the issue, has to be some way to convert the zombies to the new format as apparently the crawler was the old format and is now the new one.  

 
Hey, I like new zombies, but unfortunately UMA zombies have a drawback, when you hit them, they fly far away (sometimes up to the sky) like puppets.

 
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