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enZombies - More Zombie Variations

Absolutely LOVE this mod!!! Just got into the modding scene and this feels like a must.

Unfortunately…for whatever reason, when this mod is enabled, our nighttime’s turn to PITCH BLACK.

You can see the sky box just fine, but if you’re not within a light source, everything else on the screen turns black and you can’t see or traverse anything, let alone fight zombies. Any idea?

I only have s couple modlets to increase stack size and loot drop frequency. So I don’t think it’s conflicting with anything.
hi @Soulself glad you like the mod. 👍 what you can do is delete the file called worldglobal.xml. that file makes the night time darker. this behavior will be removed from my next update as well. it's just a personal preference of mine to have darker nights, but i'm slowly taking away those my personal tweaks and putting them into a separate future mod. i want to keep my enZombies mod as close to vanilla as possible.

That's it! That's what i'm talking about! More kind of zombies!They should hire you .Oh...Maybe they will...If they find your mods.Good job....
lol thanks. i'm more of a coder than a designer. the devs gonna shut down the uma system soon like by alpha21 which is how these zombies are coded. and when i do.. i might have to start using NPCMod to redo my creations.. but i'm bad at 3D modelling which is a skill more necessary creating new zombies with NPCMod. get ready for some noob ugly zombies when that happens!

 
ErrorNull said:
hi @Soulself glad you like the mod. 👍 what you can do is delete the file called worldglobal.xml. that file makes the night time darker. this behavior will be removed from my next update as well. it's just a personal preference of mine to have darker nights, but i'm slowly taking away those my personal tweaks and putting them into a separate future mod. i want to keep my enZombies mod as close to vanilla as possible.

lol thanks. i'm more of a coder than a designer. the devs gonna shut down the uma system soon like by alpha21 which is how these zombies are coded. and when i do.. i might have to start using NPCMod to redo my creations.. but i'm bad at 3D modelling which is a skill more necessary creating new zombies with NPCMod. get ready for some noob ugly zombies when that happens!
You are a gentleman and a scholar, thank you so much!

 
Hi Ganeshakw - i haven't tested with Darkness Falls, but it will likely throw some errors. I'll look into making a mod so that enZombies can be compatible.
I haven't tested either, but what I have been doing when I use this mod and I load a LOT of other mods, is rename the toplevel folder of it something so it always loads first, like "0-a-enZombies".  The reason is because it does some remove/re-add to entity groups (and other stuff) but its just enough to cause issues if it loads after other mode that use these same groups.  Its like a mini-overhaul mod (in the changes it makes).  With these, if you want to load a lot of mods (or more than 1 I guess), just try to make the "bigger" mods load earlier so their more extensive changes get put in first, and smaller mods (modlets) can then work around the initial changes.  Its never perfect in how it works (I sometimes have to manually  tweak mods when they collide with others), but its a way to try to start "with the least amount of errors/warnings/collisions" when making a new modded game.

Example:

mods_shot.png

Here's what I have in a single player game to get most of my zeds loaded, with NPC packs. I also have a (hand edited) Sorcery mod in there, and Iceburgs Animal mod, and Stalliondens pets.  There are a few oddities I haven't cleaned up, but its 120 mods in total.

Anyway, Darkness Falls is a massive overhaul, but if loaded after this mod (even though darkness falls is a larger mod) it might work 'well enough'? 

If this mod could work with DF (with or without special changes), it would be pretty awesome, but even a compatibility patch would be great, like Sorcery has/had? :) .  Add Snufkins (which errNull has a compatibility with), Sorcery (with its DF compatibility tweaks) to it, and the NPC mods (which should work with DF?) and you basically have almost all the "custom modded' zeds besides Robeleto's, and a few others like The Wasteland which are basically mini overhauls too.

 
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Thanks a lot for your response and guidance. Also I am very excited to see a few new (to me) mods in your list.

The thing is, once you include enzombies mod in your mod list, and get used to it,  it becomes really something with lesser fun if you can't include it in some other overhaul mod.

Thanks again.

 
I have been doing when I use this mod and I load a LOT of other mods, is rename the toplevel folder of it something so it always loads first, like "0-a-enZombies".
great advice on that. thanks for sharing. my next update will have more code improvements so enZombies will be more compatible with other zombie mods. this way renaming folders will not be necessary. for now i do plan to have a small addon mod for DF to make it compatible.

also, the next update for enZombies will allow Undead Legacy to work without any addon mods or patches @MikeyUK. there may be some spawn scenarios where not all the enZombies will spawn in the correct biomes and not up to my personal standards, but it's a sacrifice i'm fine with. i'm not interested in spending any more of my time toward UL from here on out.

 
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A few posts are coming over to the Snufkins related to the Robeloto Patch and this is for hosts/players to consider when using the enZombies patch.

For the patch, players will need to:

Change Radrobot1 from the entitygroups.xml to zombieRobot.

Change zombieFreezer from the entitygroups.xml to zombieCold

Remove zombieMPF from the entitygroups.xml. It may have changed names but there is no notification that stands out.
There may be more updates but this was the minimum to launch/join with no warnings.

Be aware that there are quite a lot of versions of this mod. The default one has custom assets for explosions and sounds.
There is also an xml server side only version. If your players are getting errors and are unable to join, ensure they also have the Robeloto Mod in their Mod folder depending on which version you have opted to use.

 
A few posts are coming over to the Snufkins related to the Robeloto Patch and this is for hosts/players to consider when using the enZombies patch.

For the patch, players will need to:

Change Radrobot1 from the entitygroups.xml to zombieRobot.

Change zombieFreezer from the entitygroups.xml to zombieCold

Remove zombieMPF from the entitygroups.xml. It may have changed names but there is no notification that stands out.
There may be more updates but this was the minimum to launch/join with no warnings.

Be aware that there are quite a lot of versions of this mod. The default one has custom assets for explosions and sounds.
There is also an xml server side only version. If your players are getting errors and are unable to join, ensure they also have the Robeloto Mod in their Mod folder depending on which version you have opted to use.
thanks for the heads up. for the next update, i will be sure to have the robeloto patch mod updated to reflected those zombie name changes.

 
enZombies v2.7 Progress:

after creating the new crawler zombies, i decided to create a theme. so here's what i call the "petrified/elemental" zombies. all the nukes and fire during the final days fused earth and molten metal to their flesh. they're not very fast and cannot run, but due to their dense mass they're not that vulnerable to ranged attacks. so you gotta old-school smash them down with pickaxes and sledgehammers! bladed weapons won't work well either and they don't bleed. hiding behind the walls of your base during horde night won't cut it either and their dense fists does a good job at breaking down walls. all these characteristics should give some nice gameplay variety. if you have the body harvest mod installed, these zombies will provide a source of sand, stone and iron. that radiated one will also get you a nice amount of forged iron. you'll notice i'm using the Burnt zombie model for these walking zombies, which seems to work best since they don't wear clothes. it makes the material/texture replacements look more realistic.

moving on now to create more bikers zombies and more zombies to populate the hospitals, like half naked patients, and more lab workers and nurses. once they are complete, and after experimentation with Darkness Falls and NPCMod, then v2.7 release will be near. 😎

A20-2-2022-03-17-08-52-53.jpg


 
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so.....we can or can't run this server side only with UL?  if so, even if it requires manual config, how does one do it?

 
so.....we can or can't run this server side only with UL?  if so, even if it requires manual config, how does one do it?
that's a good question. enZombies will always be server-side only. even though UL requires both server and client install, i think enZombies mod should still work with UL on client side even if enZombies is not installed on the client. i haven't tried personally tho. and if you see a bunch of errors, then the quick fix would be to just install enZombies on the client too.

 
that's a good question. enZombies will always be server-side only. even though UL requires both server and client install, i think enZombies mod should still work with UL on client side even if enZombies is not installed on the client. i haven't tried personally tho. and if you see a bunch of errors, then the quick fix would be to just install enZombies on the client too.
it was more of a "ok, so I see that you and subquake went back and forth over how the "plugin" was made, how do I go about manually making it work" as well as "it's server side only, right?" but, after debating with a couple of the players.... they don't want to make it any nastier at this point, so, we're not worrying about installing this on the server..... yet ;)

 
enZombies v2.7 Progress:

after creating the new crawler zombies, i decided to create a theme. so here's what i call the "petrified/elemental" zombies. all the nukes and fire during the final days fused earth and molten metal to their flesh. they're not very fast and cannot run, but due to their dense mass they're not that vulnerable to ranged attacks. so you gotta old-school smash them down with pickaxes and sledgehammers! bladed weapons won't work well either and they don't bleed. hiding behind the walls of your base during horde night won't cut it either and their dense fists does a good job at breaking down walls. all these characteristics should give some nice gameplay variety. if you have the body harvest mod installed, these zombies will provide a source of sand, stone and iron. that radiated one will also get you a nice amount of forged iron. you'll notice i'm using the Burnt zombie model for these walking zombies, which seems to work best since they don't wear clothes. it makes the material/texture replacements look more realistic.

moving on now to create more bikers zombies and more zombies to populate the hospitals, like half naked patients, and more lab workers and nurses. once they are complete, and after experimentation with Darkness Falls and NPCMod, then v2.7 release will be near. 😎

That looks exciting. Looking forward to get this release sooner.

Thanks bro.

 
enZombies v2.7 Progress:

here are two more biker zombies variations (left), who wear a helmet to protect their big brains. Next to them are two more lumberjacks. they will try to cut you down like a tree with their tools. it's getting serious. 😎  

currently working on nurse variations and more zombies for the hospital theme.

A20-2-2022-03-21-14-08-48.jpg


 
For starters, loving this mod and the work you are putting into it!

I updated a few of the scripts on our server, including this one, and now everyone is seeing a console error when getting near a trader. Searching all the files, it looks like it could be an issue with the new version of enZombies?

 


Code:
NullReferenceException: Object reference not set to an instance of an object
  at EntityTrader.PopulateQuestList () [0x00050] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at EntityTrader.OnUpdateLive () [0x00013] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at EntityAlive.OnUpdateEntity () [0x0001e] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntitiesSlice () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.UpdateTick () [0x00026] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.gmUpdate () [0x002f4] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.Update () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0

 
Last edited by a moderator:
For starters, loving this mod and the work you are putting into it!

I updated a few of the scripts on our server, including this one, and now everyone is seeing a console error when getting near a trader. Searching all the files, it looks like it could be an issue with the new version of enZombies?

 


NullReferenceException: Object reference not set to an instance of an object
  at EntityTrader.PopulateQuestList () [0x00050] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at EntityTrader.OnUpdateLive () [0x00013] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at EntityAlive.OnUpdateEntity () [0x0001e] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at World.TickEntitiesSlice () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.UpdateTick () [0x00026] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.gmUpdate () [0x002f4] in <39cf8b713b17414c9e5ddfff01d6df19>:0
  at GameManager.Update () [0x00000] in <39cf8b713b17414c9e5ddfff01d6df19>:0

Hi @TiTANSTORM - thanks glad you like the mod. and thanks for sharing this issue. i haven't see a problem with enZombies not being happy with the traders before. the mod doesn't modify any trader code. however there are those custom zombie kill quests. a few things that can help troubleshooting:

- do you get the same trader error when your server only has enZombies installed?

- does the error occur immediately when near the trader or only when you try to interact/talk to the trader?

- are you aware of any other mods you have installed that makes changes to traders?

- when you first run up your server, are there any other warnings or errors as enZombies mod is loaded?

let me know, thanks.

 
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