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Khelldon's Modlets

The UMA Zombies modlet is very cool, but there are two minor issues...
1) There are now about 10 times as many zombies spawning in the open world (not part of wandering hordes or POIs). This isn't necessarily a bad thing, I got two levels just by killing randos for 30 minutes... But I'm guessing it's unintended.

2) The ragdoll physics of the UMA zombies is a bit off. You send them flying you're the Hulk on knock-down. I don't know if there's a "weight" that can be increased or not, and this isn't really a big issue, but it would be nicer to match the non-UMA zombies if possible.
Pretty simple fix for the flying dead zeds

<entity_class name="badZombieUMA" extends="zombieTemplateMale">

<property name="ModelType" value="ZombieUMA"/>

<property name="AvatarController" value="AvatarZombieUMAController"/>

<property name="PhysicsBody" value="zombieUMA"/>

<property name="HasDeathAnim" value="false"/>

<property name="HasRagdoll" value="false"/>

</entity_class>

that last property HasRagdoll? add it to that part of the code in entityclasses.xml in that section only. no more ragdolling craziness ;)

 
The UMA Zombies modlet is very cool, but there are two minor issues...
1) There are now about 10 times as many zombies spawning in the open world (not part of wandering hordes or POIs). This isn't necessarily a bad thing, I got two levels just by killing randos for 30 minutes... But I'm guessing it's unintended.

2) The ragdoll physics of the UMA zombies is a bit off. You send them flying you're the Hulk on knock-down. I don't know if there's a "weight" that can be increased or not, and this isn't really a big issue, but it would be nicer to match the non-UMA zombies if possible.
I actually didn't increase the amount of zombies spawned just added to the variety. So I think you would've had the same result without this mod. For me I find I'm drawn to the new zombies, like i go out looking for them, something i wouldn't do with vanilla zombies. Maybe it was the same thing for you? And your second concern was just solved by Jax, so update and they won't go flying anymore. :D

Pretty simple fix for the flying dead zeds
<entity_class name="badZombieUMA" extends="zombieTemplateMale">

<property name="ModelType" value="ZombieUMA"/>

<property name="AvatarController" value="AvatarZombieUMAController"/>

<property name="PhysicsBody" value="zombieUMA"/>

<property name="HasDeathAnim" value="false"/>

<property name="HasRagdoll" value="false"/>

</entity_class>

that last property HasRagdoll? add it to that part of the code in entityclasses.xml in that section only. no more ragdolling craziness ;)
hey awesome! Thank you so much for fixing that. Commented in credit to you. Updated. :D

 
As requested by Guppycur, here is:



About: This is a very simple modlet that adds Mortar into the game. Mortar is used in the creation and repair of flagstone and cobblestone blocks. Real mortar is made using 3 parts sand to 1 part concrete mix and requires water. My recipe is the same but instead of using concrete, as it would make flagstone pointless I subbed in 1 part cobblestones. Each flagstone block recipe requires 1 batch of Mortar in addition to the cobblestones.

Features:

- Adds Mortar into the game

- Flagstone recipes require mortar

- Mortar required to repair flagstone and cobblestone blocks

IMPORTANT: Please copy these few lines into your 7 Days To Die directory at the bottom of the text file: "/Data/Config/Localization.txt" in order for the new item to have a proper name and description. You can open this file with any text editor.

Code:
khelldonMortar,items,Item,KgNone,Mortar,,,,,
khelldonMortarDesc,items,Item,KgNone,"Mortar is used in the construction of flagstone and cobblestone blocks ",,,,,
The modlet will function correctly without adding these lines, it just will not look nice :D

Thank you Guppycur for a great request.

 
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Awesome!

...so that's it, right? All levels appropriately gated and makes sense?

Fantastic... Thanks!

 
For the UMA Zombies, they dont seem to collide with vehicles...things like the jeep drive right through them. Is this a limitation of using UMA Zombies or are they missing some settings?

 
For the UMA Zombies, they dont seem to collide with vehicles...things like the jeep drive right through them. Is this a limitation of using UMA Zombies or are they missing some settings?
I'm not sure Dracos. My guess is it might have something to do with the UMA zombies having a different class than the vanilla zombies. I'll look into it. Thanks :-)

 
Updated: UMA Zombies to exclude a bunch of redundancies. Still haven't gotten the UMA zeds to be run over by vehicles, I tried a bunch of things but couldn't get them to be ran over. If anyone knows how to make this work please let me know! :D

 
Updated: UMA Zombies to exclude a bunch of redundancies. Still haven't gotten the UMA zeds to be run over by vehicles, I tried a bunch of things but couldn't get them to be ran over. If anyone knows how to make this work please let me know! :D
Did you look in the vehicles stuff maybe need to add uma collision or something maybe

 
Did you look in the vehicles stuff maybe need to add uma collision or something maybe
I did, although I couldn't find anything that seemed relevant. The only thing I found that looks even remotely right is the vehicles tags in the big lists at the end of buffs.xml however it clearly states that a lot of them don't work yet. I'm guessing VehicleEntityDamage is probably one of the things not implemented. I also added tags to all the zombies as I thought it may be tied into that somehow but nope. I'm starting to think it may be tied into the zombies class.

Edit: I mean it's not game breaking, which is good. But it is a little silly that you can run down the vanilla zeds but not these.

 
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I did, although I couldn't find anything that seemed relevant. The only thing I found that looks even remotely right is the vehicles tags in the big lists at the end of buffs.xml however it clearly states that a lot of them don't work yet. I'm guessing VehicleEntityDamage is probably one of the things not implemented. I also added tags to all the zombies as I thought it may be tied into that somehow but nope. I'm starting to think it may be tied into the zombies class.
Edit: I mean it's not game breaking, which is good. But it is a little silly that you can run down the vanilla zeds but not these.
Then how do they currently hit normal as if it not implemented

 
Updated: Removed Starter Crate mod. Since there seems to be a bug causing the crate loot to double I have temporarily removed it from the pack. Hopefully I'll find a fix soon and can put it back online. Sorry everyone. :-)

 
Updated: Removed Starter Crate mod. Since there seems to be a bug causing the crate loot to double I have temporarily removed it from the pack. Hopefully I'll find a fix soon and can put it back online. Sorry everyone. :-)
Meh with mine I just dump the double ups lol.

 
strange...i was only getting multiples if my loot abundance was over 100%. and when i set it to 25%, the crate was empty. I dont know if we can override the abundance multiplier.

 
strange...i was only getting multiples if my loot abundance was over 100%. and when i set it to 25%, the crate was empty. I dont know if we can override the abundance multiplier.
The loot abundance shouldn't affect the crate like that but it would make sense if it was. That would explain a lot. In a16 I think loot abundance only affected the number of each item and not the total number of items. At any rate I'm not happy with how the modlet was functioning and until I come up with a solution I won't post it. :-)

UPDATED: Get Nailed mod so that the opening quests take into account that you need nails to complete the "build a base" quest. Please update. Thank you to Guppycur for finding and fixing this!

 
All mods tested and working with b240. No update needed. Soon I'll stop posting about compatibility since all updates to 7 days so far have required no action by me. For now though, I'll keep letting you guys know how the updates go. Thanks! :-)

 
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