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enZombies - More Zombie Variations

Bro, as you are into this game and you are very serious about making the game better. I would like to tell you a few things which I had in mind since ages. In a apocalypse, its not possible that there is only one survivor. There has to be a few survival camps like any zombie web series alongwith their requirements which the player can fulfill from time to time. These camps also has guards protecting the camps and there has to be a few military camps which jas live soldiers. If you have played dying light 1, you will understand what I am saying. 

Also, while the players are building bases with Titanium, the trader locations are made of wood and tin still in Alpha 20 and there are very few attacks on those locations. The traders are stading alone in their useless and weak locations all the time.

If you can do something about this, this mod will become a different overhaul mod. 

If you dont mind me giving these ideas, I will not post them but if you do want to hear more from me, I would like to post a few other ideas too.

Thanks for this mod. It is already a great mod.

 
hi @Ganeshakw thanks for sharing.. and i do like hearing everyone's ideas. so continue to let me know. we all have our own play styles... and for me i like to imagine an apocalypse where there truly are only a few humans left.. and not enough to rebuild humanity, or to establish any fortified community, or have any regular trader economy. the player is among the final embers of life before we all definitely will go out. :)    

the wandering traders will be available as optional that can be used with existing vanilla trader setup, or it can be used along with other mods that completely remove all traders (which is what i do). even though i have a certain way i like to play, i plan to create mods that still allow everyone options to create their own play style.

i've added a wandering jen .. *ahem* .. i mean, Jane trader now. both of their hands are full of item bags too. and couldn't tell from the previous pics, but all wondering traders will have on these reinforced backpacks. they also use the correct voices when you trade with them. now to figure out how to make them take damage and die. because right now their built-in behavior is that they are invincible.......

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Got it @ErrorNull. I would still like to post my ideas if I come across any. 

Like you said wondering traders with backpacks full of stuff. Somebody like that cannot defend himself or herself. Can at least a guard accompany them ?

 
here's my attempt at trader Rekt and trader Hugh. the UMA system doesn't have a soft old round-belly body type like trader Rekt lol, and trader Hugh's unique snow clothing has no similar matching set within the UMA meshes and texture. but, i think this will still do fine. next is trader bob and then finalize their spawning code and trader inventory.

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Got it @ErrorNull. I would still like to post my ideas if I come across any. 

Like you said wondering traders with backpacks full of stuff. Somebody like that cannot defend himself or herself. Can at least a guard accompany them ?
having another NPC as a bodyguard for these wandering traders would be cool, but i don't think it's possible with the XML and UMA mechanics available. it might be possible using SCore and NPCMod, but then the mod will no longer be server-side and also require disabling EAC. i'd still like to avoid that.

for now, these wondering traders do fight back and can kill the zombies. and to counterbalance the trader being invincible, their attack strength is greatly reduced... hoping this can prevent players from just using wandering traders as invincible meat-shield decoys.

anyone have ideas on how to kill off these traders, with just XML modding? i'm able to use buffs to reduce their health just fine, but looks like the built in trader mechanics prevent them from rag-dolling and despawning once i get their health down zero. they just continue to stand there like nothing has happened lol.

 
ah that so cool, those wandering traders. I was just thinking of the possibilities of having "friendly" npcs.
NPCMod does a great job of having friendly npcs, and you can even have control of their behavior at any time.. like telling them to attack, or stay, or just follow. it's pretty cool. if you haven't already tried NPCMod for that, i'd give it a try. NPCMod uses advanced code to create these features... which i would not be able to even go near to match with just the XML style that i'm limited to -- since i want to remain server-side only compatible.

I think everyone is waiting for @ErrorNull to make this awesome mod to be compatible with the NPC mod. Lets wait and see when he does that miracle. Lol.
actually, i've already tested enZombies mod with NPCMod and it does run together without any errors. so in that way it's already compatible. 😎 it's just that any NPCmod zombies or npc's will not spawn as often as normal because it does not recognize the new biome spawning rules that enZombie uses. at some point i can create a patch mod to use with NPCMod so that it corrects this minor issue.

 
ErrorNull if you remember the return of the behemoth mod by Khaine its be nice to incorporate it and the radiated behemoth to work with ENzombies and it can be extremely tough minions for the crazy bosses your already working on. lets see what Khaine thinks but i know it'll be fun

 
ErrorNull if you remember the return of the behemoth mod by Khaine its be nice to incorporate it and the radiated behemoth to work with ENzombies and it can be extremely tough minions for the crazy bosses your already working on. lets see what Khaine thinks but i know it'll be fun
ok. i can look into that and reach out to Khaine when ready. 👍

 
Hy, is there a chance or way to use the enZombies Mod with the NPCMod – A Community Project and all the Party with Soldiers, etc.? After installing enZombies there don´t spwan any other NSCs. I am using Wasteland with alien NSCs, too. I hope you can help because I like your Mod but the others too and don´t wand to cancel one of them. Best regards.

 
@Ru Melin that is on my to-do list. you're right as it stands now my enzombies spawning code is not fine tuned for NPCMod yet and so it unintentionally inhibits the spawning of the NPCMod entities. i can get a patch mod going and it will be fixed up.

@RAGE PVE yea i like the behemoth too. haven't had the chance to yet, but that's also on my to do list. what are the elite zombies? you have a link?

 
@ErrorNull: Thats great to here that you change here something. We plan to start a new 7 Game in a week. Can you say when you try to finish the patch? I hope I can use it in our new Game. Or can I do something that you can fix it in a week 🙂 ? Best regards

 
Ahh. and I used the wasteland, the aliens, mutants, raider and soldiers. Is there a plan to change something? Thanks for answering.

 
@Ru Melin that is on my to-do list. you're right as it stands now my enzombies spawning code is not fine tuned for NPCMod yet and so it unintentionally inhibits the spawning of the NPCMod entities. i can get a patch mod going and it will be fixed up.

@RAGE PVE yea i like the behemoth too. haven't had the chance to yet, but that's also on my to do list. what are the elite zombies? you have a link?
I'd been looking at the following:

https://7daystodiemods.com/elitezombies/
https://7daystodiemods.com/return-of-the-behemoth/
https://7daystodiemods.com/mickkpewpews-server-side-zeds-20-5/

I quite like the look of the MPP ones actually, drop them into the wastelands for some added spice, maybe in BM (once I learn how actually to tweak groups and things between various packs + vanilla!)

 
I like the ENZombies MOd, because there are a lot of normal Zombies hat looks nice. Some cool stronger Variants. The other Mods have in my opinion to many glow/light. For me I linke more not glowing Zombies. The Models of EnZombies are great. The NPC Mod gives more variants, too. And Wasteland gives us Mutants and Aliens. This three MOds are in my opinion the best combination. So I hope you can finnish here a good combination to use all three Mods in one game. Best regards.

 
Please let me ask you something. Your EnZombies Mod makes some changes in the vanilla settings, so that this changes the cause is that other Mods NPCs like the NPC community mod don´t spawn. Can I use your mod and cancel some lines, so that the vanilla change not works? As example snuffkin only serverside Zombies mod says only that there are new zombies and he gives the chance (example 0.3) that a new Zombie is spawned. So ist works good in combination with other mods. What happens when I take out some lines of your mod that changes the vannila settings? And is it ok for you when I do this? I only use it with my family on a not open server.

 
Hey @ErrorNull,

What is the configuration of your gaming Laptop/PC ?

Pls let me know.

I am having trouble playing this game on my gaming laptop. The game becomes extremely slow and unplayable.

 
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