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My little zombie Mod

Hi @Pennywise86,

the idea is great, and I come to it also immediately many other ideas, but there is also a little bit of criticism.

You just add the zombies, items and buff and do not delete existing, which leads to errors at the start because, for example, `zombieMoe` is double.

There are 2 possibilities from my point of view.

Examples:

1. delete before adding:

<remove xpath="/entityclasses/entity_class[@name='zombieMoe']"/>


After that, add like you did it now.

2. set

Code:
<set xpath="/entityclasses/entity_class[@name='zombieMoe']">
   <property .../>
</set>
 
Have you had any feedback on "run" walk away Moe's.

I am using this mod as well as GuppyFireMod and Fire mod extension, I often get a Moe that makes the death sound but doesn't explode and then just slowly walks off .  This causes a lot of issues clear quests as it sees the Moe as still in the list of mobs since it didn't actually de-spawn.

I am only seeing it happen if I have both, or the 3 mods running at same time.

P.S. No errors or wrn messages in player log.

 
Last edited by a moderator:
Love the idea of this mod, any chance it can get a update for alpha 21? Or just a mod to make like cops have a chance explode from range damage before they get close? Thanks!

 
Have you had any feedback on "run" walk away Moe's.

I am using this mod as well as GuppyFireMod and Fire mod extension, I often get a Moe that makes the death sound but doesn't explode and then just slowly walks off .  This causes a lot of issues clear quests as it sees the Moe as still in the list of mobs since it didn't actually de-spawn.

I am only seeing it happen if I have both, or the 3 mods running at same time.

P.S. No errors or wrn messages in player log.


Fixed that issue. Moe works no different

I have uploaded my Mod now to Nexus:

Luemmel Zombies at 7 Days to Die Nexus - Mods and community (nexusmods.com)

 
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