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enZombies - More Zombie Variations

ErrorNull said:
Hi @GodSponge i've encountered that error too a couple times. my guess is it might have something to do with how UMA archetype zombies work, and how they are like 'player' entities - according to the XML code. when you go into the main menu options and view player profile, you can see all the UMA archetype zombies listed there, and you can actually choose one to use as a profile to play the game. lol. maybe something is getting overwritten or butting heads between the zombie UMA 'profiles' and player profiles. for now it seems that enZombies gives best results when starting a new game.

awesome great to hear @BossBear 👍

ahh ok nice. that's a great tip, thanks @Robeloto

@leviathancain great to hear you're enjoying the zombies. 😎 here's what i do to keep things interesting and challenging... i play to see how many days i can survive with one life, singleplayer, no friends. if i die, i start over. i've made it past day 100 on vanilla no mods default settings. so now i play vanilla no mods on 'insane' difficulty and have zombies sprint day and night. only able to survive at most two or three weeks. i haven't played this way on alpha20 yet, but i figure i might get farther since the devs made it so very easy with all the ammo loot everywhere. lol

hi @Onoes - great feedback thanks! and yes, i'm working on an "enZombiesSettings" mod that will allow players to tweak zombie spawn rates, enemy attack reach, hp and xp, nudity, and also removing certain zombies.

in regards to the invis zombies: so the one your son encountered was invis, couldn't be hit, and was identified as a spider because it had the spider sounds effects yea? it's interesting that your wife's pc didn't show the zombie, but you were able to see and defeat it. perhaps double check that you both have the latest version of enZombies and latest of any other mods installed? if that happens again, let know. is the red shirt lady one of them below?

I want to say it was the lady on the left, but man, I can't be 100% sure. I know to look out for it now, so I'll get better notes if we see it happen again. Also, not sure if my wife could have hit it... she kind of panicked and was just screaming trying to get away from whatever was hitting her, lol.

The first guy I called a spider guy just because he was in the crawling position. Not sure if he could actually jump or anything though, it was basically a situation where my son tried to walk through a door and spiderguy was in the doorway. My wife and I yelled "watch out!" and started firing. My son was just spinning around trying to figure out what we were yelling about/shooting because he said on his screen there was just nothing there. His computer is in another room though, so I couldn't verify it like I did with my wife's (who was sitting right next to me).

But yeah, awesome mod man, we got attacked by what I assume was a horde last night. Football players, cheerleaders, and a couple of beefy quarterbacks, we were cracking up. Also, that MF'ing stun baton boy has zapped me good twice now! DAMN HIM! hahaha

 
Loving the mod, thanks for your time in making us have more fun!

Is there any way to use enZombies and Zulk together at the same time? https://www.bebelious.fr/download/7dtd/Zulk.zip

Zulk loads after enZombies, so enZombies "removes"(a lot) and "recreates"(not all that were removed) entitygroups, but then Zulk tries to append entitygroups and most of it doesn't apply because enZombies removed it...then Zulk never spawns :(

 
Loving the mod, thanks for your time in making us have more fun!

Is there any way to use enZombies and Zulk together at the same time? https://www.bebelious.fr/download/7dtd/Zulk.zip

Zulk loads after enZombies, so enZombies "removes"(a lot) and "recreates"(not all that were removed) entitygroups, but then Zulk tries to append entitygroups and most of it doesn't apply because enZombies removed it...then Zulk never spawns :(
thanks @ktrain - i'll look into this Zulk mod. the way you're describing the issue is exactly right and why many other zombie mods needs some massaging of XML in order to be compatible. i may do a patch for it or turn it into an addon soon. 👍

UPDATE:

completed the set of utility worker zombies. below is a preview pic: 2 females and 2 males ready to join the crew. have you ever been smacked in the face with an iron pail? well now you get to experience that with the 2nd gal. the guy on the far right is our Wreck-it Ralph wannabe. lol. the dudes on the top are just the existing utilitie enZombies.

A20-1-2022-02-03-00-16-59.jpg


my new "enZombiesSettings" addon is coming along. Currently it allows you to edit the following: random wilderness spawn amount, random wilderness re-spawn timing, wandering horde zombie amount, screamer horde zombie amount, bloodmoon horde zombie amount, enable/disable female nudes, and zombie attack reach/range. i can now remove my existing Spawn Adjuster and No-Nudes addons since the enZombiesSettings addon has that included. i'm currently adding in the ability to modify zombie HP and XP, and then the ability to remove certain zombies entirely from the game. Then i'll be adding some more athlete and school zombies. Once those are all in, i'll be  releasing as the v2.6 update.

 
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Bro, such a great job. Thanks for creating the addons too. I am playing Apocalypse Now with Enzombies, Snuffkin, Robelto and Creaturepack mods which I had to modify first. Your screamers really made the life miserable. If someone is looking for a challange then this mod combo really rocks.

Note : Enzombies removes the original zombies from the game but I have modified the xmls to keep them as well.

Thanks again.

 
thanks @ktrain - i'll look into this Zulk mod. the way you're describing the issue is exactly right and why many other zombie mods needs some massaging of XML in order to be compatible. i may do a patch for it or turn it into an addon soon. 👍
Excellent news! It shouldn't be hard to convert to an addon, it's very simple xml...

I do wonder though, if it would be better(in the long run) to modify the entitygroups in the enZombies core, so that addons and/or other mods(NPCCore, et al) will "JUST WORK" with no modifications necessary...

So anywhere you have removes or sets, instead use appends?

Maybe something like this for example:

Code:
<append xpath="/entitygroups/entitygroup[descendant::entity[@name='zombieBiker' and not(@prob='0')]]">
		<entity name="enBiker1"/>
		<entity name="enBiker2"/>
</append>
 
Bro, such a great job. Thanks for creating the addons too. I am playing Apocalypse Now with Enzombies, Snuffkin, Robelto and Creaturepack mods which I had to modify first. Your screamers really made the life miserable. If someone is looking for a challange then this mod combo really rocks.

Note : Enzombies removes the original zombies from the game but I have modified the xmls to keep them as well.

Thanks again.
thanks @Ganeshakw - great to hear you're enjoying the mod. and yes, those screamer girls love to constantly harass you when you just want to mine or need to smelt materials all day lol.

actually my mod doesn't remove all the vanilla zombies from any groups. each zombie group might have anywhere from one or severalvanilla zombies still in there... just depends. 😎 one big goal of my mod is to make each biome feel different by having different sets of zombies spawn there. so i make a judgement on which vanilla zombies match with which biomes, and then remove any vanilla zombies that i don't think match that biome. however, i do ensure that every vanilla zombie will spawn somewhere in the game...

I do wonder though, if it would be better(in the long run) to modify the entitygroups in the enZombies core, so that addons and/or other mods(NPCCore, et al) will "JUST WORK" with no modifications necessary...

So anywhere you have removes or sets, instead use appends?
@ktrain good point. i considered that in the very beginning, but found that just using the append statements will not work for my purposes.. since i need complete control of the spawn probabilities (and removal) of the existing zombies in each group. i also realized as you add more zombies into a certain group using appends, the spawn probabilities of the existing zombies in that group needs to be manually adjusted too, if you want to maintain the desired proportion of zombies. otherwise, and spawn prob of the existing zombies in that group get further 'diluted' as more zombies are simply appended in there.

another aspect is that, none of my biome spawners in SPAWNING.XML use any of those vanilla zombie groups anyway, like "ZombiesAll", "ZombiesNight", "WildGameForest", etc. because they are too generic and are used across multiple biomes. i created additional zombie groups for each biome to control which zombies will spawn in which biome. those vanilla groups only exist in my mod for folks who use unsupported zombie mods that still need those vanilla groups. for me, i'd rather have those unsupported zombie mods be made aware and make use of my new custom zombie groups, in order to maintain the full effect of seeing only certain zombies appearing in certain biomes. so that's why a patch or addon is my preferred answer for now. of course, not all players are as picky as i am and don't mind to see the full range of zombies in every biome, so the appends will work just fine. 😎

 
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@ktrain here is a modified entitygroups.xml file that uses similar template design that the snufkin and robeloto add-ons use to be compatible with enZombies. GitHub download HERE.  i inserted the zulk zombie into all the the available groups in that file. however, i left the "prob" value at zero.... so that you are free to modify it to the prob value best for your challenge level. just copy this entitygroups.xml and replace it onto your existing zulk mod. let me know how it goes! i like the green giant zombie, looks pretty cool!

A20-1-2022-02-03-17-39-28.jpg


 
Me and the players on my server have been LOVING the ENZombies mod thus far. When you added the Robeloto zombies, that took things to another level, and we loved it.

However, we reset every couple of months, and after our February reset, we got to experience Robeloto's zombies as new players. Oof. Even working in groups, we just get demolished by some of these guys, even before the first bloodmoon.

I had to go ahead and disable the Robeloto addon, at least until we've had a chance to get established.

Would it be possible to push some of these guys to later gamestages, move them into the, "boss," category, or otherwise reduce their spawn frequency so that we're not getting absolutely destroyed early on?
 

 
Me and the players on my server have been LOVING the ENZombies mod thus far. When you added the Robeloto zombies, that took things to another level, and we loved it.

However, we reset every couple of months, and after our February reset, we got to experience Robeloto's zombies as new players. Oof. Even working in groups, we just get demolished by some of these guys, even before the first bloodmoon.

I had to go ahead and disable the Robeloto addon, at least until we've had a chance to get established.

Would it be possible to push some of these guys to later gamestages, move them into the, "boss," category, or otherwise reduce their spawn frequency so that we're not getting absolutely destroyed early on?
 
Bro, if you want to survive this, you need to add snuffkins starter pack and whiteriver tools of citizenship mods for the initial gameplay. For higher gamestages, you need to add a mod called Sacred weapons. Once you do this, you can play the game or else you will keep dying. Best of luck.

 
If there any way to get these health bars working with this mod?  It's a deal breaker for me as I just bloody love the fact the health bars follow the zombies around, behind cover and whatnot. https://7daystodiemods.com/telrics-health-bars/
hi @MikeyUK i've tried several health bar mods in the past, but they only have one bar onscreen at a time. this teltrics health bar shows up above each zombie.. that's pretty awesome. when i get a chance, will try that out. but i'm wondering if the screen will get crowded during bloodmoon horde.

Me and the players on my server have been LOVING the ENZombies mod thus far. When you added the Robeloto zombies, that took things to another level, and we loved it.

However, we reset every couple of months, and after our February reset, we got to experience Robeloto's zombies as new players. Oof. Even working in groups, we just get demolished by some of these guys, even before the first bloodmoon.

I had to go ahead and disable the Robeloto addon, at least until we've had a chance to get established.

Would it be possible to push some of these guys to later gamestages, move them into the, "boss," category, or otherwise reduce their spawn frequency so that we're not getting absolutely destroyed early on?
 
Hi @Huntastic - happy to hear you and your friends liking the enZombies. if people keep enjoying them, then i'll keep making more. 😎 the Robeloto and Snufkin zombies really are brutal, and you should just avoid them during early game if possible. you can reduce the spawn probabilities by going into the ENTITYGROUPS.XML file inside the Robeloto addon. there you'll see many sections that a labelled, including "SCREAMER HORDE / HELPERS", "BLOODMOON HORDE NIGHT",  and "SLEEPER ZOMBIES" . just modify the "prob" values down to reduce their spawn chances. you can certainly add mods that give stronger weapons as @Ganeshakw suggested. as long as those mods don't mess with zombie spawning, then they should work with enZombies just fine.

enZombies v2.6 Progress:

Finished creating two more football zombies. They are are bit stronger than the existing two dudes - who are standing back behind them. Going to add a couple more zombies that use the school letter jacket too (but not football players), like as average college zombie kids, then call it a wrap for the zombie portion of this update.

A20-1-2022-02-07-13-05-59.jpg


meanwhile, since i have such a large number of zombies now, it's taking me quite some time to regenerate custom prob values for each zombie and then manually add them to each zombie spawn group one by one... for each update. so the last few days i have been developing a program (using python) that automatically generates the XML for me that i can just copy/paste into the zombie groups in 'entitygroups.xml'. i can just give it certain spawn prob thresholds and gamestage ranges and it will increase/decrease each zombie's prob values as the gamestage goes higher. this will save me a tremendous amount of time when adding new zombies and when tweaking prob values across all groups - especially when working with the spawn groups like the bloodmoon horde or sleeper hordes, which have like a hundred gazillion individual gamestage groups lol. as a side benefit, this will allow me to go back and follow the original gamestage numbers/format from the vanilla game, making my spawning customization compatible with any other zombie mods that just want to use <append> statements against the vanilla code.

the "XML builder" program has been tested with auto-generating the bloodmoon horde XML code, and all works. just need to use the XML builder with the remaining zombie groups (eg. scream hordes, sleeper hordes) .. do some play testing, and i'll be done. there's some big bugs i found in the existing code too that i've also fixed - like some of the male zombies have pregnant looking bellies LOL. next big update should be ready on the GitHub by end of this week.

 
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hi @MikeyUK i've tried several health bar mods in the past, but they only have one bar onscreen at a time. this teltrics health bar shows up above each zombie.. that's pretty awesome. when i get a chance, will try that out. but i'm wondering if the screen will get crowded during bloodmoon horde.


Hey man, thanks for having a look :D   Yeah those bars are fricking awesome, I love em!

I actually uploaded a video to show the Revenir mod dude and you can see the health bars on there, sorry for the dark screen lol.  His hordes are just insane, they screwed me over big time haha.

https://www.youtube.com/watch?v=BPCUJ9zHi00

 
ErrorNull said:
hello @dbourque that's a strange one... to cause a connection timed out and prevent others from joining. hmm.... what are all the mods you have installed when you get that connection error? if you can direct message me a copy of your log from either one of below locations would be helpful too:

\[7Days Game Install Location]\7DaysToDie_Data\output_log__[date]__[time].txt

\[7Days Game Install Location]\7DaysToDieServer_Data\output_log_dedi__[date]__[time].txt

another way to test is if you only having enZombies installed (and no other addons or mods) - do you still get connection error then?
Forgot to let you know that it just worked flawlessly. No idea what the issue was with the connection timing out, but when we tried it over the weekend it just worked. I did port forward, but no idea if that was what fixed it. Thanks for such a great mod, we are having a blast. 

 
Forgot to let you know that it just worked flawlessly. No idea what the issue was with the connection timing out, but when we tried it over the weekend it just worked. I did port forward, but no idea if that was what fixed it. Thanks for such a great mod, we are having a blast. 
nice. glad to hear it's fixed. 👍

enZombies v2.6 Progress:

college student zombies pretty much set. you not gonna hit a zombie with glasses are you?? just need to finalize blood texture placement, and create the feral and radiated variations. then will need to do a bit of code clean up elsewhere and all should be ready for release....

A20-2-2022-02-09-09-50-51.jpg


 
I dont think other mods I'm using are causing this but the enharvest mod add-on isnt working on the main enZombies for some reason but it works fine on the snufkin robeloto and vanilla zombies with no trouble.

 
@MikeyUK looked into teltric's health bars. it uses buffs to attach them to the zombie's "Origin" position. zombies have many positions you can attach stuff to, like RightHand, LeftHand, RightForeArm, LeftForeArm, Spine, Head, etc. i use this method on the RightHand and LeftHand often to attach the weapons on the enZombies.

what's interesting is that uma archetype zombies do not respond to stuff being attached to "Origin". so instead i tried "Hips" which seems to work, but not consistently (see below). the bars are a bit high above their heads, but that's an easy adjustment i can make. for some reason the health bars don't like showing up at all for very small and very big uma zombies. looks like a bit more investigation needed.....

A20-2-2022-02-09-22-46-59.jpg


 
I dont think other mods I'm using are causing this but the enharvest mod add-on isnt working on the main enZombies for some reason but it works fine on the snufkin robeloto and vanilla zombies with no trouble.
not sure what might be causing that, but i have an update coming in the next day or two.. so i'd wait for that and see if the new files fix the harvesting.

 
@MikeyUK looked into teltric's health bars. it uses buffs to attach them to the zombie's "Origin" position. zombies have many positions you can attach stuff to, like RightHand, LeftHand, RightForeArm, LeftForeArm, Spine, Head, etc. i use this method on the RightHand and LeftHand often to attach the weapons on the enZombies.

what's interesting is that uma archetype zombies do not respond to stuff being attached to "Origin". so instead i tried "Hips" which seems to work, but not consistently (see below). the bars are a bit high above their heads, but that's an easy adjustment i can make. for some reason the health bars don't like showing up at all for very small and very big uma zombies. looks like a bit more investigation needed.....



Aww man thanks for that!  You of course did not need to go through all that trouble but BOY do those health bars look cool on those zombies :D   I know the health bars only show if the zombie has been damaged and even in vanilla it is not 100% consistent, sometimes it doesn't show.  

I wonder if @Telric has a solution for your Origin thing or more info?  It could be because I am not using his very latest health bars as I don't like the blue ones as much, the red ones are much cooler :D

 
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