You're welcome! *snuggleslurps back* ^n.n^
So what changed was the following, which I've commented in the xml:
Code:
<property name="MoveSpeed" value="0.4"/> <!-- Value represents previous variable "WanderSpeed" -->
<property name="MoveSpeedNight" value="0.4"/> <!-- Value represents previous variable "NightWanderSpeed" -->
<property name="MoveSpeedAggro" value="1.3, 1.5"/> <!-- Value represents previous variables ("ApproachSpeed", "NightApproachSpeed") -->
<property name="MoveSpeedPanic" value="2.0"/> <!-- Value represents previous variable "PanicSpeed" -->
Now they walk properly again when wandering, and run when attacking a zombie.
I played around with code to make it so non-zombies will stop zombies in their tracks as the zombies turn to fight once attacked (#2 in my behavior possibility list from earlier) but haven't managed to quite get it for some reason. I had problems with this before too for A16.4. Maybe it's a bug, but most likely there's just some config somewhere that I'm getting wrong.
If you're curious, and what helps with xpaths, is to check the status of the complete xml code after it gets modified by the xpath/modlet code when you start a game. To do this, you go into dm in the console (I just always do dm+cm) and run
Then look in your 7DtD saves folder, and you'll see a config folder for your particular world appear which contains all the xml files dumped out after being modified by your mods.