Sorry I forgot about the new gore / dismemberment changes.
Probably what I would do would be the following:
<remove xpath ="//entity_class[contains(@name,'zombiePartyGirl')]"/>
<insertAfter xpath ="//entity_class[@name='zombieMarleneRadiated']">
<entity_class name="zombiePartyGirl" extends="zombieTemplateShort">
<property name="UserSpawnType" value="Menu"/>
<property name="Tags" value="entity,zombie,walker"/>
<property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurse.prefab"/>
<property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemaleroam"/>
<property name="SoundAlert" value="Enemies/Base_Zombie_Female/zombiefemalealert"/>
<property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemaleattack"/>
<property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalepain"/>
<property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemaledeath"/>
<property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalesense"/>
<property name="ModelType" value="Standard"/>
<property name="WalkType" value="7"/>
<property name="Mass" value="130"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="AIPathCostScale" value=".5, .65"/>
<property name="DanceType" value="2" />
<property name="DismemberTag_L_HeadGore"
value="
Nurse/Blunt/Head;
Nurse/Blade/Head"
data="
target=Neck+scale=0,0,0+atp=true+type=blunt+detach=true+atb=true;
target=Neck+scale=0,0,0+atp=true+type=blade+detach=true+atb=true
"/>
<property name="DismemberTag_L_LeftUpperLegGore"
value="
Nurse/Blunt/LeftUpperLeg;
Nurse/Blade/LeftUpperLeg"
data="
target=LeftUpLeg+scale=1,0.5,1+type=blunt+detach=true;
target=LeftUpLeg+scale=1,0.5,1+type=blade+detach=true
"/>
<property name="DismemberTag_L_LeftLowerLegGore"
value="
Nurse/Blunt/LeftLowerLeg;
Nurse/Blade/LeftLowerLeg"
data="
target=LeftLeg+scale=0,0,0+atp=true+type=blunt+detach=true;
target=LeftLeg+scale=0,0,0+atp=true+type=blade+detach=true
"/>
<property name="DismemberTag_L_RightUpperLegGore"
value="
Nurse/Blunt/RightUpperLeg;
Nurse/Blade/RightUpperLeg"
data="
target=RightUpLeg+scale=1,0.4,1+type=blunt+detach=true;
target=RightUpLeg+scale=1,0.4,1+type=blade+detach=true
"/>
<property name="DismemberTag_L_RightLowerLegGore"
value="
Nurse/Blunt/RightLowerLeg;
Nurse/Blade/RightLowerLeg"
data="
target=RightLeg+scale=0,0,0+atp=true+type=blunt+detach=true;
target=RightLeg+scale=0,0,0+atp=true+type=blade+detach=true
"/>
<property name="DismemberTag_L_LeftUpperArmGore"
value="
Nurse/Blunt/LeftUpperArm;
Nurse/Blade/LeftUpperArm"
data="
target=LeftArmRoll+scale=.5,1,1+type=blunt+detach=true;
target=LeftArmRoll+scale=.5,1,1+type=blade+detach=true
"/>
<property name="DismemberTag_L_LeftLowerArmGore"
value="
Nurse/Blunt/LeftLowerArm;
Nurse/Blade/LeftLowerArm"
data="
target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true;
target=LeftForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true
"/>
<property name="DismemberTag_L_RightUpperArmGore"
value="
Nurse/Blunt/RightUpperArm;
Nurse/Blade/RightUpperArm"
data="
target=RightArmRoll+scale=.5,1,1+type=blunt+detach=true;
target=RightArmRoll+scale=.5,1,1+type=blade+detach=true
"/>
<property name="DismemberTag_L_RightLowerArmGore"
value="
Nurse/Blunt/RightLowerArm;
Nurse/Blade/RightLowerArm"
data="
target=RightForeArmRoll+scale=0,1,1+atp=true+type=blunt+detach=true;
target=RightForeArmRoll+scale=0,1,1+atp=true+type=blade+detach=true
"/>
<!-- Gameplay zombieNurse -->
<property name="MoveSpeedAggro" value="0.3, 1.35"/> <!-- slim, regular -->
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="125"/>
</effect_group>
</entity_class>
<entity_class name="zombiePartyGirlFeral" extends="zombiePartyGirl">
<property name="UserSpawnType" value="Menu"/>
<property name="Tags" value="entity,zombie,walker,feral"/>
<property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurseFeral.prefab"/>
<!-- Gameplay zombieNurseFeral -->
<property name="DismemberMultiplierHead" value=".7"/><property name="DismemberMultiplierArms" value=".7"/><property name="DismemberMultiplierLegs" value=".7"/><!-- Feral -->
<property name="PainResistPerHit" value=".7"/><!-- Feral -->
<property name="MoveSpeedAggro" value="0.6, 1.45"/> <!-- slim, feral -->
<property name="JumpMaxDistance" value="4.6, 5"/>
<property name="HandItem" value="meleeHandZombieShortFeral"/>
<property name="ExperienceGain" value="750"/><!-- XP grunt feral -->
<property name="LootDropProb" value=".03"/> <!-- Feral -->
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="300"/>
<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--> <!-- Feral damage -->
</effect_group>
</entity_class>
<entity_class name="zombiePartyGirlRadiated" extends="zombiePartyGirlFeral">
<property name="UserSpawnType" value="Menu"/>
<property name="Tags" value="entity,zombie,walker,feral,radiated"/>
<property name="Mesh" value="@:Entities/Zombies/Prefabs/ZNurseRadiated.prefab"/>
<!-- Gameplay zombieNurseRadiated -->
<property name="DismemberMultiplierHead" value=".4"/><property name="DismemberMultiplierArms" value=".4"/><property name="DismemberMultiplierLegs" value=".4"/><!-- Radiated -->
<property name="PainResistPerHit" value=".9"/><!-- Radiated -->
<property name="ExperienceGain" value="1200"/><!-- XP grunt radiated -->
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="550"/>
<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>--><!-- Feral damage -->
<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/>
<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>
</effect_group>
</entity_class>
</insertAfter>
So what I did there was remove the party girl entities completely, and the new ones are the Zombie nurse variants copied but with the name and extend tags change to reflect the party girl variants.