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Romero Mod - A game mode/suite of zombie tweaks

On 9/10/2020 at 5:48 PM, KhaineGB said:


V1.6



This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work.
            
Features.
- Zombies only take full damage from headshots.
- Bloodmoons disabled.
- Included Jax's Wilderness Spawn increase modlet (5x more zombies)
- Added a difficulty tweaks mod to remove damage reduction from higher difficulties.
- Removed zombie rage mode.
- Added 10 slot toolbelt.
- Added backpack stash buttons.
- Added craftable log spikes.
- Added ability to pick up plants with E.
- Removed cop ability to puke.
- Removed radiated vulture ability to puke.
- Wandering hordes start from Day 2 at midnight.
- Wandering horde configured to 30 zombies every 6 hours.
- Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top)
- Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage).
- Added scrap iron arrows and arrow heads.
- Added scrap club, scrap knuckles, scrap machete and scrap spear.
- Added Pipe Pistol and Pipe Rifle.
- Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap).
- Edited loot to remove stone tools and replaced with scrap tools.
- Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this).
- Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked).


As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul.

Download Links.

A19 Client (Does not work with EAC Enabled).

A19 Server (Does not work with EAC enabled).

Installation Instructions. (If you don't use the mod launcher)

Make a copy of your 7 Days to Die folder first!!!

Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems.

Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods.

Video for folks who may need it (it's for darkness falls, but the basic idea is the same).



I really like the idea of a lot of the things you changed, but there are quite a few other things you removed that I wouldn't mind having in the game. I enjoyed Horde night as well as some changed to the tougher zombies like the spitting cops. I understand why you changed all of this but it would be nice to have a mod like this where you could edit or decide what things you want turned off and what things you want to keep.

The head shot idea I really like!

Mostly just trying to figure out how to remove jumping.

 
Is it possible to reenable bloodmoon?

And would it be possible to set dismemberent higher somewhere? so that a few arrows in like, a knee would dismember its leg instand of him just walking with 20 arrows in one leg.

 
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Is it possible to reenable bloodmoon?

And would it be possible to set dismemberent higher somewhere? so that a few arrows in like, a knee would dismember its leg instand of him just walking with 20 arrows in one leg.


Dismemberent is getting reworked in Vanilla Alpha 20.

 
Is it possible to reenable bloodmoon?

And would it be possible to set dismemberent higher somewhere? so that a few arrows in like, a knee would dismember its leg instand of him just walking with 20 arrows in one leg.
I'll look at dismemberment in A20 cos they're messing with it.

I'll also look at making the "force bloodmoon off" a seperate modlet that is included by default, but can just be deleted.

Otherwise, no. You can't turn it on because I felt bloodmoons went against the spirit of romero, and most people playing this WANTED that.

 
I'll look at dismemberment in A20 cos they're messing with it.

I'll also look at making the "force bloodmoon off" a seperate modlet that is included by default, but can just be deleted.

Otherwise, no. You can't turn it on because I felt bloodmoons went against the spirit of romero, and most people playing this WANTED that.
Honestly, playing this without bloodmoons has kind of revitalized the game for me.  I'm no longer feeling that pressure to get a base done, but instead have to stay aware for a horde (and since I added Sorcery, the hordes can be super scary, what with multiple enemies basically firing rocket launchers at you, others freezing you, and yet others stunning you and pulling you towards them.)

I fought one horde inside of a pharmacy POI, and most of the inside of the building had been blown up before the last 3 mobs (all special sorcery mobs) finally managed to take me down (to be fair, any time I fight more than 1 of those mobs, I tend to have problems against them, unless I've got some pretty decent weapons...which I didn't on day 4.)

I think the most scared I've been in a long time in the game was when I was out looking for eggs at night and I turned around to see lot of burning/freezing/electrified mobs (courtesy of Sorcery) approaching me through the dark.  I quickly crouched down and skirted around them, terrified they'd notice me before I got to my bike to get the heck out of dodge.  It was super creepy...and awesome.  :)

 
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How is headshots supposed to work with traps and turrets? there is no point in any of these if its only headshots


Did you actually try any? Traps and turrets can be quite effective. I haven't tried all of them, but of those I have:

Electric fence - slowly kills them but real benefit is it holds them in place so you can headshot them.

Blade traps - chops off their heads if positioned at head level and you can direct the AI's path to them.

SMG Turret - works well, lot's of head shots.

Barb wire - slows them down for head shots.

Sledge turret - not much damage but you can hold back zombies in a doorway if you are getting overrun.

Junk turret - sadly not that effective. Will get occasional headshots but most zombies will walk past before significant damage.

 
Right, i'm mad busy atm, but Romero Mod V2 is uploaded and ready 

https://github.com/KhaineGB/RomeroModA20
 

Romero Mod V2 changelog.

- Updated to A20.
- Updated Sphereii-Core.
- Removed my pipe weapons in favour of TFP's as the models are better.
- Removed the Guppy-carts as they are a little buggy.
- Removed a lot of modlets to allow players greater customization features.
- Cops should HOPEFULLY no longer run at the player when below 50% health.

So what is actually included?

- Scrap tier of weapons and tools.
- Log spikes.
- Large wandering hordes.
- Cops and vultures should not spit.

- Cops should not do their "sprint and explode" thing.
- Forced bloodmoon off and zombies to walk.
- Headshot only mode.
- Pickup plants with E.
- HP Bar.
- Dangerous Cities modlet.
- No trader protection or god-mode traders.
- Random zombie walk types for greater variance. 

Install Instructions.

Download the zip and open it. There will be a folder called RomeroModA20-main.

Click on that and you'll see a load more folders. Go to your 7DTD folder, make a Mods folder, drag the folders from the zip into Mods, run with EAC off, done.

Reasons for the changes.

Honestly, I realised there was a lot of my modlets in there that -I- wanted. Which was not the intent of Romero Mod.

So I stripped a lot of them out and left only the ones that I felt were in keeping with the setting. This allows greater customization for you, the end user (like using any UI you want), and also lowers the download size and RAM usage, so better performance.

 
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Just double checked and it's working locally, so I would guess bad download.

Also re-pushed it to git just in case.

 
Hey.  I mentioned this in another thread on the Dangerous Cities mod - but I'm definitely seeing the game not respect gamestage when playing with Romero mod or Dangerous Cities installed separately in an otherwise vanilla game.  Night 1 I have bikers, feral tourists and spiders which seems way OTT when I'm running around with a level 2 club 😆- and this was in a fairly small town.  Any ideas what might be going on?  I've had a look through the files and can't see anything obviously responsible.  Thanks.

I don't have any other mods which adjust zombie spawns/behavior - just a few crafting recipe mods.

 
One other minor thing I wanted to ask - is there any easy way to turn off the enemy health bars?  We find it a little immersion-breaking.  Thanks.

IGNORE: I just realized I'm a dingus and it's in its own modlet.  Doh! 😑

 
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Hey.  I mentioned this in another thread on the Dangerous Cities mod - but I'm definitely seeing the game not respect gamestage when playing with Romero mod or Dangerous Cities installed separately in an otherwise vanilla game.  Night 1 I have bikers, feral tourists and spiders which seems way OTT when I'm running around with a level 2 club 😆- and this was in a fairly small town.  Any ideas what might be going on?  I've had a look through the files and can't see anything obviously responsible.  Thanks.

I don't have any other mods which adjust zombie spawns/behavior - just a few crafting recipe mods.
Anything not a wandering horde, screamer horde or POI is NOT gamestaged.

 
 Good day KhaineGB

Will you be adding this to the mod launch for A20 .. I just looked and it not there as of yet.

Thank You, Take Care and Be Safe ... the Old Gamer .. 😌 

 
Launcher file made, uploaded and submitted to sphereii.

So hopefully it'll be on the launcher soon. :)


IT is there and Thank You 

I have 1 question, Do I use the "RomeroModA20-main" _ folder to add a couple extra mods or do I add a separate folder for Mods ... it is the first time I've seen your mod folder labeled that way and wasn't sure ... I like using AGF Hud and my personal stacking mod that adds just a bit more to Vanilla. Food stacks are 100 instead of 10 ammo is double that of vanilla, etc. Just a bit, no over kill.

Thank You again and Have a good week ... Take Care ... the Old Gamer .. 😌

 
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Not sure as I don't use the launcher at all. It should just make a backup of the game and then unzip the mod into a /Mods folder

 
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