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enZombies - More Zombie Variations

@arramus LOL i was laughing through most of that list. those names are awesome. i'll throw them into a separate Localization.txt file in the mod as an option for players to use. I've wanted to create my own localization file with custom zombie names, but unless it has changed, the localization.txt is still not automatically downloaded from servers to the client.. and so for now i'm just focusing on the core server side XML.

@GarglingGlass that's interesting.. i'll have to look into this further. you're right these zombies don't have collision with the player vehicles, so you can't run them over with your vehicles either. i loaded up the snufkin zombies and they also ignore and walk through the player vehicles. fortunately the stationary POI vehicles still so collide with the zombies.

@arramus does this collision issue happen when you're running my enZombies or the Snufkin zombies as well?
The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.

Here is the run down on custom zombies we've seen so far:

- Custom zombies that are very closely connected to an existing zombie (by utilising their model) will be treated exactly the same as any Vanilla zombie.

- Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
* Be decapitated since there are no connected sequences of decapitation stage
* See collision from vehicles
* Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)

However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.

 
The Localization text is thankfully passed from server to client. While it isn't downloaded as a file, it does appear in a dynamic kind of way. However, if the client also downloads the mod with this Localization and further amends the names, the client version will take precedence.
Ok that's great to hear. In that case, I might as well add the localization.txt with these custom zombie names into the main mod as default.

Here is the run down on custom zombies we've seen so far:

- Custom zombies that are based on archetype build and are not utilising an existing zombie model will not:
* Be decapitated since there are no connected sequences of decapitation stage
* See collision from vehicles
* Show consistent responses to traps (although this has been seen with vanilla based custom zombies as well on occasion)

However, they more than make up for this with some amazing and often comical game physics which can see them perform some B class movie death scenes. In a way I am glad vehicles do not have collision as they would be shot into outer space.
good to know. so the non-collision issue is something already known. wishing that maybe some day the devs might help correct this if even possible. it's a bit of a bummer we won't be able to crash into our zombies with the vehicles... but you're right about outer space. i've already seen pipe bombs launch these zombies clear over adjacent buildings and pin them stuck into ceilings and walls LOL. it's hilarious.

 
Can confirm how pleasing it is to be fighting several zeds all at once and then send one of these flying off a building with a power hit like “NOT TODAY $&!#-r!”

 
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idk about Snufkin's, but I know that creaturepack zombies collide while these don't. 

I never noticed Snufkin's because the few times that I've used it I've really only encountered them on horde nights. But I've used creaturepack for many months and have been able to run over everyone just fine. Whatever it is that creaturepack does to make this a non-issue, I suggest looking into that. 

 
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CreaturePack zombies replicate the TFP zombies in feature almost exactly.  Only thing they dont do is make footstep sounds reliably, which is fixed in the NPC version and will be fixed in the A20 version.  Snufkin type zombies are TFP vanilla zombies with additional prefabs attached, so should work the same as vanilla zombies they are based on.  UMA zombies like the ones in this pack, wont have several newer features added to the TFP zombies, like the vehicle colliders and normal ragdolling.  They may also not have the stumble when falling behavior, but in general they function well enough for good gameplay.

 
The Snufkin Zombies are an eclectic mix of primarily UMA archetypal types, some hybrid types, and a few TFP Vanilla overlay types that bring mixed results.

Zombie bowling with a good spread of the original Snufkins.
20210622111621_1.jpg

Only the Scorcher character (an overlaid Demolisher) and the Archon character (not overlaid on any particular model but based on the vulture class and with its own Archetype) showed any collision impact.

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I believe about 80%+ of Snufkins are UMA type which respond in a similar way to enZombies with a smaller overlay or hybrid population for the remainder.

The Scorcher can receive all damage that a TFP Vanilla zombie can receive including dismemberment due to its demolisher connection. The Archon can receive collision impact but not dismemberment due to its hybrid features. That's how it appears, anyways.

enZombie launching has become a thing on the regular server I play on and any attempts to remove it from the server will be met with pitchforks and banners waving.

 
enZombie launching has become a thing on the regular server I play on and any attempts to remove it from the server will be met with pitchforks and banners waving.


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enZombie launching has become a thing on the regular server I play on and any attempts to remove it from the server will be met with pitchforks and banners waving.
There’s a YouTube called jawoodle who, in some old YouTube videos (maybe 2020?) was making zombie launcher cannons to see how high and how many could be launched. He added hatches and some power/switches/automation to “load the grenades”.

I can *almost* see a competition here where you launch them at targets or something. Or like the old “artillery duel” games where you launched at an opponents base and tried to hit a specific spot. Or maybe like clay pigeon shooting…. Hmmmm. 

 
I found possibly an earlier build that led to the automated version. I want to see more and then test with the enZombies who may be good with just a single grenade or pipe bomb , lol



 
40 unexploded pipe bombs.

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And a contact grenade to cause a chain detonation caused the enZombies to breach the Earth's atmosphere and disappear. Moments after this pikkie came clear skies and zero returns. Yes, it won't take long for server regulars to begin their own experiments.

20210623014434_1.jpg

 
Ah yes. I remember watching the zombie cannon cornhole video.. that was awesome lol. I haven't tried yet, but i wonder if increasing the properties for TimeStayAfterDeath or DeadBodyHitPoints within the zombie entities allow them to better survive their skyward journey.

 
Is this a conflict? I play with Duriel's Larger Hordes x 4, and I'm used to wandering hordes of about 30 every other day or so. So far I'm on day 30-ish and haven't seen any with this mod, but have seen random hordes of just 8 or so spiders, or just bikers of different sorts. Does this override the other mod? 

 
Is this a conflict? I play with Duriel's Larger Hordes x 4, and I'm used to wandering hordes of about 30 every other day or so. So far I'm on day 30-ish and haven't seen any with this mod, but have seen random hordes of just 8 or so spiders, or just bikers of different sorts. Does this override the other mod? 
Maybe? This mod has some remove and appending commands in it.  Mods load in alphabetical order by mod folder name and “d” comes before “e”.  Maybe try renaming this mod ao it alphabetically comes “first” in name when sorting all the mod folders from a-z.  Restart your game and see if it fixes the zombie spawns 

 
@GarglingGlass my mod is like an 'overhaul' type... it searches out most of the existing zombie group definitions within entitygroups.xml , deletes it then creates new ones from the pool of enZombies and vanilla zombies only. as doughphunghus mentioned, try renaming my mod so it loads first. then the later mods can add their modifications without risk of mine deleting them.

my mod also redo's in the same way with the <biome> definitions (in spawning.xml) and a few <spawner> definitions (in gamestages.xml). so any mods that rely on unaltered vanilla code within those two files may get unexpected results. i'd be curious to know if any.. so continue letting me know.

 
Gotta change the name in the modinfo.xml as well. 
Alright, did it, and can confirm that it works like a charm. Soon as my horde night was over and I went to the shop, I had 35 blood red strippers hanging out waiting for me lol. So, since this mod seems to have themed hordes, it partners with Duriel's, which means that 30+ radiated spiders are gonna be on the menu.... 

 
Version 1.2 Released!

(Updated download link on original post)

- Added two female soldiers
- Added three snow goblins*
- Added three forest goblins*
- added new quest: Goblin Raid
- added Goblin Raid quest item to main loot table so it will show in any container that other challenge quests would normally appear
- updated all non-animal challenge quests to spawn enZombies too
- updated camo zombies to be stealthier - like no footsteps :)
- updated SizeScale of all zombies to ensure their feet are flush to the ground (shorter zombies were hovering a bit)

* Goblins are small, have low HP and weak attack.... but run FAST. Be careful when there's a group of them! They can be found scavenging individually at night, or as a group in wondering hordes, or as a group in challenge quests. They are not zombie undead, so they do not camp out in the POIs nor participate in the bloodmoon hordes with the  zombies. Maybe the radiation created the goblins, or maybe they were always part of humanity and resurfaced only now during the apocalypse. Who knows. 😎

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Version 1.2 Released!

(Updated download link on original post)

- Added two female soldiers
- Added three snow goblins*
- Added three forest goblins*
- added new quest: Goblin Raid
- added Goblin Raid quest item to main loot table so it will show in any container that other challenge quests would normally appear
- updated all non-animal challenge quests to spawn enZombies too
- updated camo zombies to be stealthier - like no footsteps :)
- updated SizeScale of all zombies to ensure their feet are flush to the ground (shorter zombies were hovering a bit)

* Goblins are small, have low HP and weak attack.... but run FAST. Be careful when there's a group of them! They can be found scavenging individually at night, or as a group in wondering hordes, or as a group in challenge quests. They are not zombie undead, so they do not camp out in the POIs nor participate in the bloodmoon hordes with the  zombies. Maybe the radiation created the goblins, or maybe they were always part of humanity and resurfaced only now during the apocalypse. Who knows. 😎



Thank you very much for the new zombies and goblins.
Everything works wonderfully, I don't care if the zombies don't collide with your vehicle, I can kill them with melee.
Regards

 
Thank you very much for the new zombies and goblins.
Everything works wonderfully, I don't care if the zombies don't collide with your vehicle, I can kill them with melee.
Regards


Great to hear. I have not forgotten about your farmer girls. They will soon be available to chase you into the barn and treat you very roughly..

 
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