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enZombies - More Zombie Variations

Minor Update: 1.4.1

- fixed error with Goblin Raid challenge quest
- fixed issue with animals not spawning during vanilla animal challenge quests

Original post has been updated with new download link for v1.4.1

@arramus For now, what do you do as a workaround for blue screamer's invincible-ness? Does just lowering her PhysicalDamageResist to something like 50 or lower fix it? I'm curious and waiting to see if anyone else has the same problem with this screamer.
For now, and to keep her more challenging than the regular soldiers but not invincible, she has a PhysicalDamageResist of 55. I tested this setting with a player who uses 100% HP ammo regardless and they can live with it most comfortably. Yes, it would be decent to hear from other players. It is possible this HP ammo only player is a rarity in their choice and it will not be a thing elsewhere.

 
@arramus alright i think i figured it out. firstly i'm an idiot because a few days ago when you reported this issue, I brought down the PhysicalDamageResist from 60 to 50 for the blue screamer to test... but i forgot to bring it back up to 60 when doing the later tests with the youtube videos. when i released version 1.4.. it still contained the PhysicalDamageResist = 50 for the blue screamer. which explains why i was having an easier time killing her with the HP bullets then you were - since you were still operating at value of 60 for her from version 1.3. so just now, i changed the PhysicalDamageResist back up to 60 for the blue screamer, and i can experience her invincible abilities -- and her radiated version is just.... yea, no. lol.

you also mentioned the invincible issue happens to any enZombie if PhysicalDamageResist is set to 60... not just the blue screamer. so it appears to be a broader issue whenever this attribute is set to 60. so i looked into the vanilla zombies too. the demolition zombie is the only one in the game with PhysicalDamageResist = 60. when i tested him alongside the blue screamer at PhysicalDamageResist = 60, he has the same invincible characteristic with HP rounds as the blue screamer. there is no radiated demolition zombie, and i think the devs know why. 😉

i tested with setting any vanilla zombie to PhysicalDamageResist = 60, and i surely get the same invincible issue as with the blue screamer when using HP rounds. and if i did this adjustment to their radiated versions, they truly are invincible against HP rounds. lol.

so i went ahead and set the blue screamer to 50, which is a good base that still exemplifies her more armored nature. in the future, i plan to add stronger and more boss like zombies that are more armored than her, so i'll need that elbow room between 50 and 60.

so the lesson here is, we should avoid giving any zombie (vanilla or archetype) a PhysicalDamageResist near 60 or higher, because it will certainly give players using HP rounds a hard time. or, the players can just switch off of the HP rounds and then back when needed. 😎

 
errornull said:
In the case of the scoutHordeStageGS150 example, maxAlive=150 does seems high. I haven't paid much attention to these parameters yet as I've simply adopted the similar number ranges from the vanilla setup. But I may have to examine these maxAlive numbers soon.  I've got a geforce RTX 2080 in my PC and I think it starts to lag and stutter once 60 or more zombies are on screen at the same time. If you skim through the vanilla gamestages.xml file, the spawners like SleeperGSList, ScoutGSList, and BloodMoonHorde all have maxAlive that goes up to 256. 😲


@Mickiddy With a bit of testing, I confirmed that the total number of zombies that will be on-screen at the same time (dictated by maxAlive value), will always be limited by the the BLOOD MOON COUNT value you set in the game's Advanced options tab.

<gamestage stage="824"><spawn group="feralHordeStageGS802" num="500" maxAlive="250" duration="2" interval="28"/>




So in the case of the above code, if your blood moon count = 8, then the game will only spawn max 8 zombies on screen at the same time, even though the maxAlive value is 250 for that gamestage. I believe the blood moon count value applies to per player. So if a friend were to jump in during the horde night, the game will then spawn 8 more zombies, totaling 16 zombies on screen.

Now if you had a total of 6 players in your party and all had set blood moon count to 64, this would imply 384 as the upper limit. But, since the gamestage maxAlive = 250, I believe the maxAlive value then takes precedence over the blood moon count total, and then only 250 zombies can show on the screen for your party.

 
so i went ahead and set the blue screamer to 50, which is a good base that still exemplifies her more armored nature. in the future, i plan to add stronger and more boss like zombies that are more armored than her, so i'll need that elbow room between 50 and 60.
Lovely, thank you. I shall also set her to 50 (as we put her back on at 55 even with the recent update) to ensure players see the value of upgrading weapon and penetration skill from earlier levels since she can appear from the outset.

 
hey,

awesome work, ill be lookingto add this to my server GMR Hades Playground, I already have over 100 custom zombies most of which I made in the server. However the test zombies??? they seem to be out of place..... plus does the entitygroups file mess with any other entitygroup.xml or will it only affect your mod? I know it replaces names however my mod is after yours in my mod list so I was wondering how it would conflict?

 
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@TomGun42 thanks! Sounds like you have a nice zombie population on your server. What kinds of zombie mods are you using so far?

The various colors of test zombies don't actually spawn on their own in the game - or at least they shouldn't. It's there in the XML for me to shift around when experimenting and manually spawning when I'm playing in DM mode.

does the entitygroups file mess with any other entitygroup.xml or will it only affect your mod?
In regards to any mods that are loaded before mine, my mod deletes the contents of many entitygroups they may be using and re-populates them with my own arrangement of vanilla+enZombies and their own spawn rates. If you don't want my mod to smudge up other mods in this way, you may need to rename my mod so that it is loaded before the other mods. Since your mod loads after mine, it should be mostly okay. Let me know if you notice any strange spawning behavior or errors.

 
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I'm using the mod pack with the juggernaut in it which tbh I've set to hardly spawn but they are there and old zombie pack that I've edited so much and changed that hardly any of the original zombies are there (basically how I've taught myself how to mod the zombies) and my own almost overhaul mod keeping it all server side. I've also created a whole science kit, many new items and edited current items and recipes. Your welcome to come take alook server name: GMR Hades Playground

Yeah the test zombies seem to spawn aswell as the extras you have made. My worry is as you have regrouped the spawning names that it effects whatever is after. So my worry entiygroups file won't work correctly because of your renaming. I'm not entirely sure because if your renaming it only effects your mod pack or it includes, like others do, anything after it.

If that's the case I can just make up a new groups file obviously.

My next question is in my server I have harvestable zombies and the way I don't is "if name begins with" or "contains" to determine different types of my zombies give different items when harvested. With your zombies this raises a problem, I know you have named then "en_" but to get it to work properly I may need to rename them slightly in order for my harvest edit to work correctly. Yes easy fix however if you were to come in and see your zombies renamed then it doesn't mean I'm trying to claim credit or anything it's just to get the world I'm creating to work correctly. I might just change the "en_" to "infected_" because basically they are just starting to turn, again great work.

We do have an info screen when you press escape whilst in game and I do thank all modders that help the server be what it is, just not naming them all, screen isn't big enough.

 
I can just make up a new groups file obviously
Since you have a tuned server to manage, I would prob just ditch my custom spawning behavior and just pull the core enZombie code from entityclasses.xml and merge them into your existing files. It's a bit more tedious that way, but you have more control and prevent unintended glitches. Don't forget to copy over the 'itemshands' from items.xml, and the decos from 'buffs.xml'.

We do have an info screen when you press escape whilst in game and I do thank all modders that help the server be what it is, just not naming them all, screen isn't big enough.
That's cool. Renaming my zombies is fine. If you could, just have a link or mod named somewhere in your website or discord or whatever so that anyone who wants to mention bugs, feedback, or try my mod for themselves can reach me here.

 
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Version 1.5 Released!

(Updated download link on original post)

- Added green screamer girl

- Added farmer girl #2

- Added five giants, one for each biome - forest, desert, snow, burnt, and wasteland

- increased jump distance of female jogger zombies

- Fixed more bugs and cleaned up code

- Completely redid blood moon horde spawning from scratch for easier spawn control and tweaking within the XML

A19-5-2021-07-14-06-52-32.jpg


A19-5-2021-07-14-07-00-36.jpg


A19-5-2021-07-14-07-34-42b.jpg


@arramus I loved the screen effects the Banshee zombie causes (from the Snufkin's zombie mod) when she screams. Though not as powerful as her, my green screamer girl follows in Banshee's footsteps. The farmer family continues to expand - with a twin sister who's a bit more lethal wielding a pair of bone knives.

Giants are non-zombie creatures like the goblins, but bigger than demolition zombies! They spawn outside within their biomes during both days and nights, but do not spawn often. They will appear during later stages of screamer hordes (within any biome), but do not appear in wandering hordes, or as sleepers, or during the blood moon horde (yet). New challenge quests are also planned for clans of giants+goblins.

After redoing the horde night spawning XML, it is now easier to read and more straight forward to control zombie spawn rates down to the individual zombie. The full range of vanilla and enZombies now spawn within every gamestage. I ensured that feral and radiated zombies still appear in later gamestages like before.. and strong zombies like cops, soldiers, demoliions still appear in later gamestages like before. Giants and goblin clans are being planned for horde night - coming soon.

Let me know if you encounter any errors. Enjoy.
 
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20210715113608_1.jpg

As I said before and you can see in the spawning list, the test yellows and the other test zombies keep spawning in...

 
As I said before and you can see in the spawning list, the test yellows and the other test zombies keep spawning in...
thanks for letting me know. the yellow test zombies was an experiment to see if any mod is using the following vanilla animal groups:

WildGameForest

EnemyAnimalsWasteland

EnemyAnimalsSnow

EnemyAnimalsForest

EnemyAnimalsDesert

EnemyAnimalsBurntForest

if they do, it will spawn those yellow zombies. my mod does not use any of those above animal groups, and so during my playtesting i haven't seen any yellow or other color test zombies. what you can do is comment out or delete lines 80 to 110 from the file ENTITYGROUPS.XML my enZombies mod.

let me know if you are seeing any other color zombies, if so let me know from which biome or POI location. thanks.

 
Ok this sucks because increasing the SizeScale for the giants only makes them appear to float in midair
if you're looking to change the visual height size of the zombies, you'll need to go into ARCHETYPES.XML. Find the section for the zombie you want and go to the <dna> portion. There you want find the <gene> tag that corresponds to the "height". Default value is 0.5, and normal ranges are from 0 to 1. The height for my giants are at 3.0. below is the dna xml for the forest giant. in contrast, my forest goblins have a height value of -2.0. 😎

Code:
<dna>
	<gene name="height" value="3.0"/>
	<gene name="weight" value="1.2"/>
	<gene name="muscle" value="1.3"/>
	<gene name="gluteusSize" value="1.3"/>			<!-- butt size -->
	<gene name="headSize" value="2.0"/>
	<gene name="headWidth" value="2.0"/>
	<gene name="chinSize" value="1.0"/>				<!-- 0 = pointy			1 = rounded -->
	<gene name="jawsSize" value="1.0"/>				<!-- 0 = thin			1 = wide -->
	<gene name="jawsPosition" value="0.5"/>			<!-- 0 = double chin	1 = high -->
	<gene name="mandibleSize" value="1.5"/>			<!-- 0 = small			1 = large -->
	<gene name="lipsSize" value="3.0"/>
	<gene name="mouthSize" value="3.0"/>
	<gene name="noseWidth" value="3.0"/>
	<gene name="noseInclination" value="1.0"/>		<!-- 0 = down			1 = up -->
	<gene name="handsSize" value="12.0"/>
	<gene name="feetSize" value="14.0"/>
	<gene name="earsSize" value="0.0"/>
	<gene name="foreheadPosition" value="1.0"/>		<!-- 0 = high eyebrows	1 = low eyebrows -->
	<gene name="eyeSize" value="0.0"/>				<!-- 0 = squinty		1 = wide open -->
</dna>
 
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Cannot be used at the same time as Snufkin Custom Zombies PLUS.
I have only SnufkinCustomZombiesPLUS and enZombies installed on my server,
but I get the message "The referenced script on this Behavior (Game Object'torchPrefab') is missing!", and Followed by many errors like this
"2021-07-19T20: 39: 35 16.376 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS19']"
2021-07-19T20: 39: 35 16.377 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS23']"
2021-07-19T20: 39: 35 16.377 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS27']"
2021-07-19T20: 39: 35 16.378 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS31']"
2021-07-19T20: 39: 35 16.378 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS35']"
2021-07-19T20: 39: 35 16.378 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS40']"
2021-07-19T20: 39: 35 16.379 WRN XML patch for "entitygroups.xml" from mod "Snufkin Custom Zombies PLUS" did not apply: <append xpath = "/ entitygroups / entitygroup [@ name ='feralHordeStageGS44']"
・・・・
ArgumentException: An item with the same key has already been added. Key: 1921, 58, 640
then svrver hang up.
______________________________________________________

I renamed the folder from enZombies to xenZombies. The number of errors is reduced. However, even if I change the name, the Snufkin Zombie does not appear.

 
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@ErrorNull I've use CreaturePackHumans and CreaturePackZombies (also Stallionsdens zombie modifications 2) and after install your mod there start spawning green and red Zs all around the world. After removing your mod - spawn return to normal.

What I did wrong?

 
Hi @melvil6300 and @InsKill - sorry to say, but i did not design enZombies mod with compatibility with other mods in mind. the reason is because I need to control which zombie groups spawn in which biomes, and also prevent certain zombies from spawning in other biomes. the most efficient way for me to do this is to delete the existing zombie groups and redo them from scratch, and also create my own zombie groups. this will cause unpredictable results with other mods.

Some other mods might assume that those vanilla zombie groups (or spawners) still exists, but don't know that it's been deleted by my mod. which is what's happening in your case @melvil6300. Snufkin Custom Zombies PLUS is looking to add some code into "feralHordeStageGS19", 23, 27, etc. but it doesn't realize that my mod only contains at highest "feralHordeStageGS16". Any feralHordeStageGS of 17 or higher does not exist any longer because my mods deletes them. one workaround is to delete lines 199 - 330 inside gamestages.xml of enZombies. this should prevent the error with the Snufkin mod, but it will also prevent any enZombies from spawning during horde night.

@InsKill the RED test zombies are appearing because there is a mod you are using that still relies on "ZombiesBurntForest" group. my mod has deleted this group and is using a different named one for the burnt forest. the GREEN test zombies are appearing because there is a mod that still relies on the "ZombiesAll" group. my mod doesn't use this group at all. as a quick bandaid, you can delete lines 25-60 inside entitygroups.xml of enZombies and it should fix the issue.

at this time, my priority is to fix any bugs that come up from having enZombies installed with no other mods. if you are using other mods with enZombies, it would require me to study those other mods, how they interact with enZombies, and depending on my motivation, i might have some ideas to offer and might not.

at some point i would like to include zombies from other mods like Snufkin's Custom Server Side Zombies - PLUSNEW ZOMBIE TEXTURES - Mumpfy, and A19/A18 CreaturePacks - A community entity project, but will need to get the mod creators' permissions as I will have to manually merge the XML code from those mods to work with enZombies .. in order to maintain its existing custom zombie spawning scenarios/ratios. 😎

 
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The next versions of creaturepacks (A20) will radically change so I wouldn't both with compatibility unless you did so soon.  

 
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