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enZombies - More Zombie Variations

one thing you can try is only have the latest enZombies and enZombieHarvest installed... and see if that makes a difference. that's how i have it running now on my system and works fine. then if it works that way.. then you can move forward and try add any other mods you had before and see when the harvesting breaks. let me know.

are you using the enZombieHarvest addon? if so, you do not need another mod to make dead zombie bodies to disappear faster. you can go into the entityclasses.xml of the enZombieHarvest mod and edit the top line... and change the "value" from 100 to something like 5. the "value" represents how many seconds until the zombie bodies disappear:

<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TimeStayAfterDeath']/@value">5</set>




if you are not using the enZombieHarvest mod, then you can copy and paste that above line of code into the entityclasses.xml of the main enZombies mod. be sure you paste it one line below the <ErrorNull> tag.

hi @MasterGod - can you share the error you are getting or explain a bit more what is not working, and i can look into it. be sure that the main Snufkin mod folder shows up before (above) my SnufkinZombies patch. let me know.

Hi @Hayran and @Ganeshakw - hmm.. i guess i'll have to add a patch for NPCMod on my next update. 👍
that is a considerable option although the only other zombie mod i have other than the snufkin's and robeloto mods for your patches is khaines behemoth mod which dosent have compatibility issues with the other mods. also I was actually involved with the snufkin's weapon expansion mod in the form of the railgun being remodeled to have the new sniper rifle as the base model with the marksman rifle being removed as arramus mentions me as the guy who said the railgun needed a remodel. not to mention the railgun having the russian dragunov (vanilla sniper rifle) as the base for the model is honestly more fitting for the apocalypse.

 
AndrewT said:
i think the main Enzombies are bugged as i still cant harvest them. I looked for codes to edit to make it work and i didnt see anything


Hi AndrewT

For it to work you need to rename the folders to enZombies and enZombieHarvest, because when unzipping it puts them as enZombies-main and enZombieHarvest-main, and the Harvest folder is always above the main mod (that's why it doesn't work), at least that to me It worked for me, you also have to change the enZombiesSettings folder.
Regards

 
Hi AndrewT

For it to work you need to rename the folders to enZombies and enZombieHarvest, because when unzipping it puts them as enZombies-main and enZombieHarvest-main, and the Harvest folder is always above the main mod (that's why it doesn't work), at least that to me It worked for me, you also have to change the enZombiesSettings folder.
Regards
@Gouki great observation -- and that shows a mistake i made! 👍

when i created the folders for each Addon and Patch on GitHub, i forgot to add the extra "s" after "zombie" in order to ensure that when you download them, those mods always show after the core enZombies mod. the GitHub folder naming is now fixed. at this point just ensure that on your computer when you view all the mods in your Mods folder, in alphabetic order... that enZombies is always listed first (above) any of my Addons and Patches like this:

enZombies-main

enZombiesHarvest-main

enZombiesSettings-main *

*correction: you would not install enZombiesSettings-main in your Mods folder since it's a pack of mods. you should take the individual mods contained within enZombiesSettings and place those in your mods folder.

 
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@Gouki great observation -- and that shows a mistake i made! 👍

when i created the folders for each Addon and Patch on GitHub, i forgot to add the extra "s" after "zombie" in order to ensure that when you download them, those mods always show after the core enZombies mod. the GitHub folder naming is now fixed. at this point just ensure that on your computer when you view all the mods in your Mods folder, in alphabetic order... that enZombies is always listed first (above) any of my Addons and Patches like this:

enZombies-main

enZombiesHarvest-main

enZombiesSettings-main
so thats what was happening. its amazing how much effect a simple typo can have on various things.

 
ErrorNull said:
Hi @chikuwa - yes you can update to enZombies 2.6 without needing to start a new map or start a new game. if that was not the question you meant, let me know.

I am not aware of any bug that cause players to become invisible. but there are reports of getting NullReferenceException (NRE) errors which is not very frequent. and then if the NRE error occurs during a zombie clear quest, there is a rare chance of a sleeper zombie being spawned invisible and invincible. is this what you're experiencing?
Yes.
I checked many times. 

 
Just loaded up enZombies and immediately received a shock to the system.  We have block damage cranked way down.  Literally the first new zed to appear was a forest giant that just crash right through our door.  Do these zeds abide by main server config file settings?  If not, how can i 'tune' these zeds to be closer to other zombies when it comes to block damage?

thanks

 
one thing you can try is only have the latest enZombies and enZombieHarvest installed... and see if that makes a difference. that's how i have it running now on my system and works fine. then if it works that way.. then you can move forward and try add any other mods you had before and see when the harvesting breaks. let me know.

are you using the enZombieHarvest addon? if so, you do not need another mod to make dead zombie bodies to disappear faster. you can go into the entityclasses.xml of the enZombieHarvest mod and edit the top line... and change the "value" from 100 to something like 5. the "value" represents how many seconds until the zombie bodies disappear:

<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TimeStayAfterDeath']/@value">5</set>




if you are not using the enZombieHarvest mod, then you can copy and paste that above line of code into the entityclasses.xml of the main enZombies mod. be sure you paste it one line below the <ErrorNull> tag.

hi @MasterGod - can you share the error you are getting or explain a bit more what is not working, and i can look into it. be sure that the main Snufkin mod folder shows up before (above) my SnufkinZombies patch. let me know.

Hi @Hayran and @Ganeshakw - hmm.. i guess i'll have to add a patch for NPCMod on my next update. 👍


it's a dedicated server instance, i can't stop it for long periods of time... i meant to update the mods but if there are no changes and the mods are working fine right now i will let it as it is... can you provide a "server package" with all the mods already prepared for a dedicated server? and a client side package for the required mods that a client must have? for you it's easier... that you know the dependencies

 
jesus, man that was scary. Encountered "stabby steph", the zombie with bone knives. She lives up to her name.
haha yea. stabby stephie may also have some anger management issues...

stabby-Stephie.png


how can i 'tune' these zeds to be closer to other zombies when it comes to block damage?
Hi @new7daylive - i see you encountered the forest giant. his spawning should be rather rare among a pool of about 25 other zombies in the forest biome. you can adjust his spawn chance by going in entitygroups.xml and just search for his name "enForestGiant". his default spawn prob is 0.30. you can try halving that.

now if you're talking about block damage, you will need to go into items.xml and search for "forest giant" and you'll find the block of code that belongs to him. look for the property called "DamageBlock". it's currently set to 500..... you can dial that down how you wish. i figured since the demolition's block damage is 500, and this giant is almost twice his size, that he should at least have the same block damage. 😎 however, he can definitely be a tank during the early game. as a point of reference for the block damage, the biker's block damage is 25, soldiers are at 40, pick axe wielding miners at 50 to 60. normal zeds are at around 10. hope that helps.

can you provide a "server package" with all the mods already prepared for a dedicated server? and a client side package for the required mods that a client must have? for you it's easier... that you know the dependencies
i can look into that. so just to be clear, the mods you're looking to have below. any others?

enZombies

Snufkin's Custom Server Side Zombies - PLUS (A20)

my Snufkin patch

Robeloto Custom Zombies - A20

my Robeloto patch

Yes.
I checked many times. 
hi @chikuwa could you remind me again the problem you needed fixed?

 
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thanks for the assistance in tuning the block damage down.  We play with block damage significantly reduced across the board.  For us, we dont buy into the idea that these fleshy creatures can punch through metal, wood or concrete.  However, if you have enough of them - there can be a break through.

thanks again for the info

 
thanks for the assistance in tuning the block damage down.  We play with block damage significantly reduced across the board.  For us, we dont buy into the idea that these fleshy creatures can punch through metal, wood or concrete.  However, if you have enough of them - there can be a break through.

thanks again for the info
at some point once i'm satisfied with my enZombie population, i'd like to create an addon that molds the gameplay more to my liking.. which is toward more realism and challenging gameplay. on top of things like, player wipe on death, reduced firearms and ammo on loot, smaller hotbar and inventory, inventory weight mechanic, sleeping mechanics, and unlocking recipes only via books (not skill points), etc... reducing the zombie's ability to break blocks would be one of them.

 
at some point once i'm satisfied with my enZombie population, i'd like to create an addon that molds the gameplay more to my liking.. which is toward more realism and challenging gameplay. on top of things like, player wipe on death, reduced firearms and ammo on loot, smaller hotbar and inventory, inventory weight mechanic, sleeping mechanics, and unlocking recipes only via books (not skill points), etc... reducing the zombie's ability to break blocks would be one of them.
Since A18, our server has incorporated, larger numbers of zombies (corresponding xp reduction per zombie), significant headshot bonuses (seems like this should be efficient way to kill a zed), and very low block damage.  General thinking is that the game needs to be fun - hitting a zed on the head 10 times with a club is not fun, having zeds chew through base wall everytime they attack is not fun. At least its not fun for us.

I am not programming literate - i struggle with xml stuff but manage to adjust some stuff.  My only comment about what you are saying above would be:  Personally, I am all for more depth and content.  The challenge is keeping it fun and not making it an extreme struggle.  We found getting started with Undead Legacy very challenging until we adjusted headshot damage.  Still a struggle with zeds, just not extreme.  Food is the big struggle now.  Not sure if i like it or if its too much.  Still trying to get my head around it.  Getting use to hearing my stomach growl  :)

Really like what you have done with this mod.  Looking forward to seeing how it and other projects of yours develop.

 
Since A18, our server has incorporated, larger numbers of zombies (corresponding xp reduction per zombie), significant headshot bonuses (seems like this should be efficient way to kill a zed), and very low block damage.  General thinking is that the game needs to be fun - hitting a zed on the head 10 times with a club is not fun, having zeds chew through base wall everytime they attack is not fun. At least its not fun for us.

I am not programming literate - i struggle with xml stuff but manage to adjust some stuff.  My only comment about what you are saying above would be:  Personally, I am all for more depth and content.  The challenge is keeping it fun and not making it an extreme struggle.  We found getting started with Undead Legacy very challenging until we adjusted headshot damage.  Still a struggle with zeds, just not extreme.  Food is the big struggle now.  Not sure if i like it or if its too much.  Still trying to get my head around it.  Getting use to hearing my stomach growl  :)

Really like what you have done with this mod.  Looking forward to seeing how it and other projects of yours develop.


Stick with Undead Legacy, it's amazing :D   I have actually not tried A20 yet as I had a SUPER long playthrough on A19 and I wanted to wait for a few more big changes to be made, the roadmap looks too amazing and I don't want to burn out on it.  Food is actually pretty easy I recall as there is no master chef and you can learn most stuff you find by researching it to improve your food making game.  Maybe adding the ReBiomes modlet (from Revenir) could help your food a tiny bit (changes weather a bit and puts edible vanilla plants in the world in a nice way).

at some point once i'm satisfied with my enZombie population, i'd like to create an addon that molds the gameplay more to my liking.. which is toward more realism and challenging gameplay. on top of things like, player wipe on death, reduced firearms and ammo on loot, smaller hotbar and inventory, inventory weight mechanic, sleeping mechanics, and unlocking recipes only via books (not skill points), etc... reducing the zombie's ability to break blocks would be one of them.


Sounds interesting :D   Player wipe on death is something I could never do haha, sounds WAY too frustrating lol.    Harsher Death Respawn Penalties is about as far as I can personally go with stuff like that.  The inventory weight mechanic is cool, one of the best parts of Undead Legacy imo (along with it's amazing UI and general mod polish).  I think UL doesn't unlock stuff with skill points either, at least not like Vanilla. 

The best mod I have found for making the zombies a nice challenge is Revenir, specifically the following modlets working in unison: RomeroZombies, RomeroHordes, Revenir and ReSpawnIntense (at warrior server difficulty).  I am not sure they work with enZombies as standard but could be worth a look to see if you can make them play nice lol.

 
at some point once i'm satisfied with my enZombie population, i'd like to create an addon that molds the gameplay more to my liking.. which is toward more realism and challenging gameplay. on top of things like, player wipe on death, reduced firearms and ammo on loot, smaller hotbar and inventory, inventory weight mechanic, sleeping mechanics, and unlocking recipes only via books (not skill points), etc... reducing the zombie's ability to break blocks would be one of them.
Man, I am sure you will do it as already you are putting so much efforts and hardwork. There is one thing though, not only zombies, the Traders should also have a Enzombies touch. Dont you think ?  Like trader caitlin in a radiated biome. Makes a lot of difference like Darkness falls. 

Let me tell you one thing, what you have created is incredible and amazing and it changes the gaming experience. Especially once a gamer enters burnt biome or wasteland.

Thank you.

 
Well due to massive hordes of killer zeds, I had to remove the mod or lose my playing buddies.  I was able to reduce frequency of giants, demolishers and cops, but just cant figure out how to reduce horde numbers.  Thought i had it sorted then encountered a horde of 30 or so policemen... i was the only person on!  Only mods we have are UL and enZombie.

I know you are working on next update which should include a settings module.  Will wait until that is available before giving it another go.  I love undead legacy, but I just dont like not having the zed variety.  In the meantime, we will have fun with what we have.  My poor xml understanding is really getting on my buddies' nerves   :D

 
Well due to massive hordes of killer zeds, I had to remove the mod or lose my playing buddies.  I was able to reduce frequency of giants, demolishers and cops, but just cant figure out how to reduce horde numbers.  Thought i had it sorted then encountered a horde of 30 or so policemen... i was the only person on!  Only mods we have are UL and enZombie.

I know you are working on next update which should include a settings module.  Will wait until that is available before giving it another go.  I love undead legacy, but I just dont like not having the zed variety.  In the meantime, we will have fun with what we have.  My poor xml understanding is really getting on my buddies' nerves   :D


Lol well I know that UL alters horde settings (if you have these options in your serverconfig.xml), maybe play with those a bit?

<property name="RecipeFilter" value="0"/>
<property name="StarterQuestEnabled" value="true"/>
<property name="WanderingHordeFrequency" value="4"/>
<property name="WanderingHordeRange" value="8"/>
<property name="WanderingHordeEnemyCount" value="10"/>
<property name="WanderingHordeEnemyRange" value="10"/>




However I have not used enZombies with UL, I didn't know they were compatible as both play with spawn rates and whatnot.

On a quick look through this thread I can see @ErrorNull did a UL patch, maybe try that?





It seems he moved the patch, its here: https://github.com/ErrorNull0/enZombiesPatches/tree/main/UndeadLegacyPatch

Oh and tell your buddies to get off their lazy arses and understand XML themselves! 🤣

 
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hahaha....  they just like to grumble.

i used the patch.  I just couldnt figure out how to control the numbers.

I was lauging when i heard from one of the guys....  2 people were in the base at night crafting, housekeeping, etc.  then a horde of demolitioners hit the base.... one guy managed to lead them all away... all but one.  it blew itself up in the doorway and took our low level crafting box with it.... branches, planks, rope, sap, hinges... everything needed to plug a hole in the wall.

I already fixed it all back up.  They really dont want challenging circumstance, but are willing to accept within reason.  So, we'll just wait until control panel is available.  they are happy and I'll play more path of exile in the mean time...  :D

Also, I dont have horde settings in my server config file.  How does one get those options?

 
hahaha....  they just like to grumble.

i used the patch.  I just couldnt figure out how to control the numbers.

I was lauging when i heard from one of the guys....  2 people were in the base at night crafting, housekeeping, etc.  then a horde of demolitioners hit the base.... one guy managed to lead them all away... all but one.  it blew itself up in the doorway and took our low level crafting box with it.... branches, planks, rope, sap, hinges... everything needed to plug a hole in the wall.

I already fixed it all back up.  They really dont want challenging circumstance, but are willing to accept within reason.  So, we'll just wait until control panel is available.  they are happy and I'll play more path of exile in the mean time...  :D

Also, I dont have horde settings in my server config file.  How does one get those options?


According to Github that UL patch was only updated 4 days ago is yours the latest version?

https://github.com/ErrorNull0/enZombiesPatches/tree/main/UndeadLegacyPatch

For your server config you will have already edited serverconfig.xml right with server name, password etc?  You just pop those extra lines into there, its explained on @Subquake's server config page: https://ul.subquake.com/dedicated-servers (click on "A20 Server Configuration").

<property name="RecipeFilter" value="0"/>
<property name="StarterQuestEnabled" value="true"/>
<property name="WanderingHordeFrequency" value="4"/>
<property name="WanderingHordeRange" value="8"/>
<property name="WanderingHordeEnemyCount" value="10"/>
<property name="WanderingHordeEnemyRange" value="10"/>


Screenshot:
image.png

 
I already fixed it all back up.  They really dont want challenging circumstance, but are willing to accept within reason.  So, we'll just wait until control panel is available.  they are happy and I'll play more path of exile in the mean time...  :D


Also you know zombies have a hard time climbing?  :D   I have an elevated (or 2nd/3rd floor) base usually with a ladder 2 blocks up and they cant get up!  I'm sure you can design something to stop these bad boys ruining your day lol.   That's all part of the challenge!

Did you do what was suggested below?  You could remove all those zombies block damage well enough if you want a super easy game (why would you tho?!? hehe).

now if you're talking about block damage, you will need to go into items.xml and search for "forest giant" and you'll find the block of code that belongs to him. look for the property called "DamageBlock". it's currently set to 500..... you can dial that down how you wish. i figured since the demolition's block damage is 500, and this giant is almost twice his size, that he should at least have the same block damage. 😎 however, he can definitely be a tank during the early game. as a point of reference for the block damage, the biker's block damage is 25, soldiers are at 40, pick axe wielding miners at 50 to 60. normal zeds are at around 10. hope that helps.

 
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