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[MOD] Friendly Animals - Friendly animals united against the zombie hordes!

Nice, I'll probably try it out the next build. Mainly have a little more to figure out, then I'll be up for modding. Thankfully I've found places with lots of meat now, so by making things friendly, I won't be hurting, lol. May need to increase egg drop rate? hmmm, cause I hate spending a full in game day looting bird nests for maybe 20 eggs... I feel like that's a lot of wasted time after going through 10 square kilometers of bird nests.

 
FA 2.4 released using xpaths! This version should be compatible with all versions of A17, and will most likely not ever need to change for new releases of A17. This also will make it compatible with most mods! Be sure to read the new installation instructions including the warning for reverting your current configs back to vanilla!

- - - Updated - - -

Nice, I'll probably try it out the next build. Mainly have a little more to figure out, then I'll be up for modding. Thankfully I've found places with lots of meat now, so by making things friendly, I won't be hurting, lol. May need to increase egg drop rate? hmmm, cause I hate spending a full in game day looting bird nests for maybe 20 eggs... I feel like that's a lot of wasted time after going through 10 square kilometers of bird nests.
I have another mod that makes human zombie bodies harvestable again. I'll be uploading it at some point!

 
I have another mod that makes human zombie bodies harvestable again. I'll be uploading it at some point!
That may be a hit or miss for me, I actually like that they aren't harvestable, gets rid of all the wasted time, lol. I find enough animal gore to get bones now. Not to mention found places with large amounts of boars for tallow,

 
i installed this mod and i absolutely. love. it! i don't really ever want to play 7d2d without it again :p but i noticed you said that these used to be followers but the ability to make them such was removed from the game :( i am kicking myself for not having seen this mod before-when that was possible. i can't tell you how many times i have wished there was a way to turn the animals into followers. i always winced everytime i had to kill a wolf pack-wishing i could befriend them :)

so there is no possibility remaining in game for them to be followers again? i noticed they do sort of follow you around if you don't go too fast. they sort of meander your direction all the time. Whatever makes them do that seems like it should be able to be increased so that they actually go with you(?)

edit-i guess that would be problematic since then you'd end up with every animal you came across following you all over everywhere-lol

 
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once it becomes stable, we'll probably look, or at least Swift (my job is so sporadic I don't have much extra time else I'd love to help), into having at least one follow you. I believe the code is still there to make it work, it'll just take some digging into. Basically a wolf that can carry things for you. And probably be able to make him run following vehicles since wolves are known for long distance running and all. so double the inventory for that time, lol. The attacking and all will be the difficult part, so he just doesn't attack everything in a POI, haha.

 
once it becomes stable, we'll probably look, or at least Swift (my job is so sporadic I don't have much extra time else I'd love to help), into having at least one follow you. I believe the code is still there to make it work, it'll just take some digging into. Basically a wolf that can carry things for you. And probably be able to make him run following vehicles since wolves are known for long distance running and all. so double the inventory for that time, lol. The attacking and all will be the difficult part, so he just doesn't attack everything in a POI, haha.
this would be so amazing. i'm gonna keep my fingers crossed :D

 
i installed this mod and i absolutely. love. it! i don't really ever want to play 7d2d without it again :p but i noticed you said that these used to be followers but the ability to make them such was removed from the game :( i am kicking myself for not having seen this mod before-when that was possible. i can't tell you how many times i have wished there was a way to turn the animals into followers. i always winced everytime i had to kill a wolf pack-wishing i could befriend them :)
so there is no possibility remaining in game for them to be followers again? i noticed they do sort of follow you around if you don't go too fast. they sort of meander your direction all the time. Whatever makes them do that seems like it should be able to be increased so that they actually go with you(?)

edit-i guess that would be problematic since then you'd end up with every animal you came across following you all over everywhere-lol
Glad you like it! <3

As for making them follow you, I'd have to figure out what the best method for doing that would be. If you look in 7DtD/Data/Config/entityclasses.xml you'll see the entity_class property "AITask" of "ApproachDistraction". This makes entities investigate sounds, or at least sounds created by the player. What this does if given to wolves for example is make them run towards you as soon as they hear your footsteps, and since they can run fast, they stay right up against you the whole time (unless you sneak away somehow). One solution would be to make them walk slower, but if they were slower than zombies including zombie bears or zombie dogs then they wouldn't be able to help attack them unless they were standing still. Unfortunately, there are no places where "ApproachDistraction" is used with parameters that might help decrease the constant seeking of your footsteps other than making them not hear you from as far away (if that is even moddable, and I'm not entirely sure if it is at the moment). Unfortunately having them practically right on you at all times felt pretty game breaking, so I removed it, lol.

If there was a way to use a specific item to make a specific type or sound, or just a special trigger of some sort, then you could call them to you, but I'm not aware of how to do that (yet).

As for them wantering around, if you look you'll see some like these:

Code:
        	<property name="AITask-3" value="Territorial"/>
       	<property name="AITask-5" value="ApproachSpot"/>
       	<property name="AITask-6" value="Look"/>
       	<property name="AITask-7" value="Wander"/>
I assume "territorial" and "wander" means they wander around but stay in the same area generally, which is what they are set to currently, but could be slowly lured away somewhat by roaming zombies. I think this gives the mod a fairly nice and balanced gameplay. You just have to get lucky currently, or go seeking them out for help if you have a big horde you want help with. You have to get even luckier to have them help you out with a blood moon horde. But even if you were able to call them over for a blood moon horde, they wouldn't be helping you out a LOT, especially as the hordes got harder, but they're still definitely helpful!

 
OMG... what if you made a wolf like a vehicle and was able to ride one... hahahahaha. --the ride animation would be so awkward though, heh

Then when you get off, have him follow you.

....that could actually work, then his "fuel" is raw meat... ummmm

 
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OMG... what if you made a wolf like a vehicle and was able to ride one... hahahahaha.
Then when you get off, have him follow you.

....that could actually work, then his "fuel" is raw meat... ummmm
Sadly it doesn't seem like the game is very moddable, so I doubt you'd be able to do that. For example, I posted this thread:

https://7daystodie.com/forums/showthread.php?98894-Way-to-let-players-to-choose-non-human-models-Play-as-wolves-bears-etc

And the only response so far is saying that it's impossible to even use the wolf and other existing models/meshes/textures in place of a player character model. If you can't even do that, I highly doubt it's possible to utilize the wolf model for "vehicles" either. In other words, it doesn't appear that there is a way to mix the models between different types of entities together.

Not completely sure if this is actually the case, though. There are ways to edit the existing assets, since there are mod packs that add completely new textures at least, if not new models too, at least for blocks. If that's the case, then you'd think it'd be matter of doing the same thing for players and vehicles, you'd just have to edit or add new player and vehicle models.

 
Sadly it doesn't seem like the game is very moddable, so I doubt you'd be able to do that. For example, I posted this thread:
https://7daystodie.com/forums/showthread.php?98894-Way-to-let-players-to-choose-non-human-models-Play-as-wolves-bears-etc

And the only response so far is saying that it's impossible to even use the wolf and other existing models/meshes/textures in place of a player character model. If you can't even do that, I highly doubt it's possible to utilize the wolf model for "vehicles" either. In other words, it doesn't appear that there is a way to mix the models between different types of entities together.

Not completely sure if this is actually the case, though. There are ways to edit the existing assets, since there are mod packs that add completely new textures at least, if not new models too, at least for blocks. If that's the case, then you'd think it'd be matter of doing the same thing for players and vehicles, you'd just have to edit or add new player and vehicle models.
Hmmm, I figured there'd be a way. When I played Valmod in A16.4, I was able to play as zombie models. I didn't have to make them or anything, they popped up as defaults. And I know we're not considred blocks. Idk how they did any of that though, lol. Hmmmm. It may actually take going into Unity, making animations and all for a player, then adding it to the game somehow.

Well, if anything, can probably add it as a backpack of sorts? Or is that out since there is no more looting entities that you can't link opening inventory from an entity now?

 
Hmmm, I figured there'd be a way. When I played Valmod in A16.4, I was able to play as zombie models. I didn't have to make them or anything, they popped up as defaults. And I know we're not considred blocks. Idk how they did any of that though, lol. Hmmmm. It may actually take going into Unity, making animations and all for a player, then adding it to the game somehow.
Well, if anything, can probably add it as a backpack of sorts? Or is that out since there is no more looting entities that you can't link opening inventory from an entity now?
That's because they commented out the zombie players for some reason from archetypes.xml in A17.

Regardless, the problem is that the assets referenced in archetypes.xml are all found in 7DtD/Data/Bundles/umaplayer.manifest. Unless they are mentioned in there, they aren't available for defining as part of a player character. There actually is some titled "wolf", but my guess is these were in preparation for them adding a "pet" to the game.

Code:
Bundles/umaplayer.manifest:- Assets/UMA/Content/Player/Slots/unisex_wolf_armor_Slot.asset
Bundles/umaplayer.manifest:- Assets/UMA/Content/Player/Slots/unisex_wolf_body_Slot.asset
Bundles/umaplayer.manifest:- Assets/UMA/Content/Player/Slots/unisex_wolf_saddle_Slot.asset
Bundles/umaplayer.manifest:- Assets/UMA/Content/Player/Overlays/unisex_wolf_body.asset
When applied to a player character, they make the player horizontal, but do not change the model or texture unless it didn't change because I didn't have the "overlay" which may be the actual texture.

View attachment 26189

You'd have to figure out how to apply the above to and replace this:

Code:
		<base_mesh_parts>
		<part slot="head" layer="base" mesh="male_base_face">
			<texture name="male_head" color="skin"/>
			<texture name="unisex_tattoo_tribal" color="15,20,25"/>
		</part>
		<part slot="head" layer="inner" mesh="unisex_viking_braid">
			<texture name="unisex_viking_braid" color="hair"/>
		</part>
		<part slot="eyes" layer="base" mesh="male_base_eyes">
			<texture name="unisex_eye_shaded" color="255,255,255"/>
			<texture name="unisex_iris" color="eye"/>
		</part>
		<part slot="hands" layer="base" mesh="male_base_hands">
			<texture name="male_hands" color="skin"/>
		</part>
		<part slot="chest" layer="base" mesh="male_base_chest">
			<texture name="male_torso" color="skin"/>
		</part>
		<part slot="legs" layer="base" mesh="male_base_legs">
			<texture name="male_legs" color="skin"/>
		</part>
		<part slot="feet" layer="base" mesh="male_base_feet">
			<texture name="male_feet" color="skin"/>
		</part>
	</base_mesh_parts>
The problem is, where do you apply them, since there isn't a "wolf" asset for head, eyes, hands, chest, legs, and feet. Maybe some of these could be left off, I don't know. I'll play around with it more.

Anyway, there is no "bear" asset for example, so umaplayer.manifest doesn't contain all the NPC models/textures in the game, and they have to be in that in order to utilize them. That's the problem. I also tried changing the playerMale entity from using "UMA" for modeltype to "standard" which is what wolves and bears use, and I couldn't get that to work right either.

stupidity.jpg

 
awesome mod! ..question.... does the zombie attack the animal back? or just focus on the player the whole time?
Glad you enjoy! ^n.n^

There is seek out and attack, and then there is attack only if attacked. Currently, only the non-human zombies attack non-zombies, both seek and attack and also attack if attacked. I think in the A16.4 version of the mod, I had it set to all zombies would attack other non-zombies only if they were attacked. It should be the same for all zombies at the very least, so I need to change this for version 2.5. Either:

1. All zombies will seek out and attack all non-zombies.

2. All zombies will only attack non-zombies once they are attacked.

3. All zombies will only attack the player.

#3 means they will only focus on the player which means non-zombies will just attack them as they walk or run towards the player. I kind of like this since it means ultimately the player still needs to worry about the zombies coming for them.

I also like #2 because the zombies hitting back once they are hit looks a little more "realistic" (do zombies actually care though? lol).

#1 is more "realistic", that zombies should go after all non-zombies, but I kind of like the player always being the main focus of zombies, and like the other non-zombie animals being invisible and just stealthier helpers, so I tend to favor #2 or #3.

I could make a script, or multiple mod versions, for different configurations, so that everyone can pick the configuration they prefer.

 
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Glad you like it! <3
As for making them follow you, I'd have to figure out what the best method for doing that would be. If you look in 7DtD/Data/Config/entityclasses.xml you'll see the entity_class property "AITask" of "ApproachDistraction". This makes entities investigate sounds, or at least sounds created by the player. What this does if given to wolves for example is make them run towards you as soon as they hear your footsteps, and since they can run fast, they stay right up against you the whole time (unless you sneak away somehow). One solution would be to make them walk slower, but if they were slower than zombies including zombie bears or zombie dogs then they wouldn't be able to help attack them unless they were standing still. Unfortunately, there are no places where "ApproachDistraction" is used with parameters that might help decrease the constant seeking of your footsteps other than making them not hear you from as far away (if that is even moddable, and I'm not entirely sure if it is at the moment). Unfortunately having them practically right on you at all times felt pretty game breaking, so I removed it, lol.

If there was a way to use a specific item to make a specific type or sound, or just a special trigger of some sort, then you could call them to you, but I'm not aware of how to do that (yet).

As for them wantering around, if you look you'll see some like these:

Code:
        	<property name="AITask-3" value="Territorial"/>
       	<property name="AITask-5" value="ApproachSpot"/>
       	<property name="AITask-6" value="Look"/>
       	<property name="AITask-7" value="Wander"/>
I assume "territorial" and "wander" means they wander around but stay in the same area generally, which is what they are set to currently, but could be slowly lured away somewhat by roaming zombies. I think this gives the mod a fairly nice and balanced gameplay. You just have to get lucky currently, or go seeking them out for help if you have a big horde you want help with. You have to get even luckier to have them help you out with a blood moon horde. But even if you were able to call them over for a blood moon horde, they wouldn't be helping you out a LOT, especially as the hordes got harder, but they're still definitely helpful!
This makes sense out of their behavior for me. I don't mind their meandering in my direction as they do now at all. It's not particularly intrusive and yet theyre not far off once you've found one. Its so nice having markers on the map too. really nice addition. i specifically go looking for them when i'm mining or cutting wood. Usually they see the zombies before i do so you have a "guard dog" effect. Love that. Who wouldn't want that in a zombie apocolypse? I am legend here we come :) I also like that the zombies keep coming after me currently and ignore them. I know it's a game and this is irrational but i would still feel terrible if i got them killed-lol!

 
Glad you enjoy! ^n.n^
There is seek out and attack, and then there is attack only if attacked. Currently, only the non-human zombies attack non-zombies, both seek and attack and also attack if attacked. I think in the A16.4 version of the mod, I had it set to all zombies would attack other non-zombies only if they were attacked. It should be the same for all zombies at the very least, so I need to change this for version 2.5. Either:

1. All zombies will seek out and attack all non-zombies.

2. All zombies will only attack non-zombies once they are attacked.

3. All zombies will only attack the player.

#3 means they will only focus on the player which means non-zombies will just attack them as they walk or run towards the player. I kind of like this since it means ultimately the player still needs to worry about the zombies coming for them.

I also like #2 because the zombies hitting back once they are hit looks a little more "realistic" (do zombies actually care though? lol).

#1 is more "realistic", that zombies should go after all non-zombies, but I kind of like the player always being the main focus of zombies, and like the other non-zombie animals being invisible and just stealthier helpers, so I tend to favor #2 or #3.

I could make a script, or multiple mod versions, for different configurations, so that everyone can pick the configuration they prefer.
What about a combination of 1 and 3? That way if you see one attacking a wolf, you rush in to the rescue. Once you hit the zombie, he only focuses on you because you are a player, not NPC. So if you are fast enough, you save your buddy, if not, they die and that death is on your soul.

 
Well, I'm closer! This is a detached camera view of my player character.
Chromewolf ACTIVATE!

View attachment 26192
omg, that made me laugh and hit my knee on my glass desk. What about making them anthropomorphic animals? That way they still easily function like normal players, but have an animal look? That may be easier for now than having to work out kinks with quadrupedal models. And being anthropomorphic animals means you can leave in the rest of the game (weapons, building, harvesting) since it'd be doable but not doable as a quadrupedal model.

 
Glad you like it! <3
As for making them follow you, I'd have to figure out what the best method for doing that would be. If you look in 7DtD/Data/Config/entityclasses.xml you'll see the entity_class property "AITask" of "ApproachDistraction". This makes entities investigate sounds, or at least sounds created by the player. What this does if given to wolves for example is make them run towards you as soon as they hear your footsteps, and since they can run fast, they stay right up against you the whole time (unless you sneak away somehow). One solution would be to make them walk slower, but if they were slower than zombies including zombie bears or zombie dogs then they wouldn't be able to help attack them unless they were standing still. Unfortunately, there are no places where "ApproachDistraction" is used with parameters that might help decrease the constant seeking of your footsteps other than making them not hear you from as far away (if that is even moddable, and I'm not entirely sure if it is at the moment). Unfortunately having them practically right on you at all times felt pretty game breaking, so I removed it, lol.
Sort-of do-able. Look in items.xml and search for Distraction. I know resourceSmallRock has it.

And the only response so far is saying that it's impossible to even use the wolf and other existing models/meshes/textures in place of a player character model. If you can't even do that, I highly doubt it's possible to utilize the wolf model for "vehicles" either. In other words, it doesn't appear that there is a way to mix the models between different types of entities together.
Yes you can.

You have to rip the animal model out of the assets file, take it into blender, "rig" it with the appropriate bones that the game looks for on a vehicle, take it into unity so it can be exported as a file the game can read, and then you can load it back in as a vehicle.

Buuuuuut... it probably won't animate properly.

 
This makes sense out of their behavior for me. I don't mind their meandering in my direction as they do now at all. It's not particularly intrusive and yet theyre not far off once you've found one. Its so nice having markers on the map too. really nice addition. i specifically go looking for them when i'm mining or cutting wood. Usually they see the zombies before i do so you have a "guard dog" effect. Love that. Who wouldn't want that in a zombie apocolypse? I am legend here we come :) I also like that the zombies keep coming after me currently and ignore them. I know it's a game and this is irrational but i would still feel terrible if i got them killed-lol!
No need to fear, they're basically invincible! Changing spawning behavior to make them a little more or less rare, and to make sure they are spawning across all biomes, is something that was in the A16.4 version that I still need to implement in the new A17 version.

Also yes, love the new map markers as well! A new feature in A17 I think. ^n.n^

 
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omg, that made me laugh and hit my knee on my glass desk. What about making them anthropomorphic animals? That way they still easily function like normal players, but have an animal look? That may be easier for now than having to work out kinks with quadrupedal models. And being anthropomorphic animals means you can leave in the rest of the game (weapons, building, harvesting) since it'd be doable but not doable as a quadrupedal model.
I was shocked my player character ended up bipedal as previously it made them horizontal/quadrupedal. Can only do as much as the one existing asset allows, though. Not even sure if there is a fur texture available, let alone making them be animated like other players. It's entirely dependent on those four wolf assets that are available until and unless someone figures out how to add or modify them, so it's possible there is no fur texture yet. Will have to spend more time playing around with things. ^n.n^

 
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