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Tins Tweaks for A18.3.

All zombies will pull if they hit you. I just thought it made sense that each time they swing, they are trying to grab you. If an actual vanilla 'stun' happens, the pull feature temporarily gets turned off, to work around the potential stun lock from happening. Thats about as much of an offset their is.
Thanks for clarifying. The 'stun lock' is what I was mostly concerned about.

I was expecting that a ninja level melee fighter would be able to avoid the grab/pull. That's why I asked for a bit of clarification.

Again, thanks for taking on the challenge of making this mod. It is appreciated.

 
Thanks for clarifying. The 'stun lock' is what I was mostly concerned about.
I was expecting that a ninja level melee fighter would be able to avoid the grab/pull. That's why I asked for a bit of clarification.

Again, thanks for taking on the challenge of making this mod. It is appreciated.
Thanks!

Yeah, it all comes down to the individual player abilities, in how well they can control their character. If they mess up the timing? or got caught unawares? they failed their ninja skills on a personal level, and pay a small price for it ;)

I also wanted to give people who are just not that skilled as of yet, just enough challenge, without going over the top.

It's just no fun when you get rekt all the time, or if you feel that every time you make one mistake, its end game.

It just gives a good feeling of accomplishment, knowing "yeah, you almost died." BUT! you lived through it.

At least, that is what I am hoping to achieve with it.

- - - Updated - - -

Top work! It would be cool if the zombies also be stronger day by day....
Thanks! Depends on if TFP add the necessary stuff I can use, to make that happen. As of right now, I can't. or I haven't thought of a way to do it yet.

 
Yeah its a lot. I grabbed everything I thought I wanted in a game, then culled out the things that were very broken. I'm hoping to accomplish 3 things:

- Put together a list of all the stuff that plays well together (for my style of game) and then publish the list for others.

- Figure out if my own mods need tweaking (they do)

- Figure out what other mods I want to make (thought of 3 so far) to make the game feel "better". Think I need to nerf getting turrets in loot, remove head lights, and dim any torches/flashlights (if I can)

 
*Update*

Fixed issues with the [Clean] and [Frenzy] versions.

Now, Zombies will correctly slow down and get weaker when being damaged.

sorry for the mishap for anyone who is using them :(

Somewhere along the way, things got tweaked and broke that part.

For those that didn't notice it? Ummm, everything is fine! :p

No seriously, sorry for the inconvenience.

Edit: also lowered the "Snag" chance to only 20% in both. was a lil OP at night for the zeds ;)

Edit2: Little surprise added to the Frenzy version. Read description in the OP about it.

 
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Just did some minor value tweaks to the clean and frenzy versions.

Mostly to the "snag" mechanic.

Trying to hit that sweet spot on things.

No need to re-download (unless you want the latest stuff).

Just keeping you all informed, that minor tweaks have been made.

 
Your ability to work this kind of magic using xml continues to astound me Tin. Looking forward to giving this one the college try.
Have to agree .... Tin's magic is special sauce :)

Ragsy !!

 
Have to agree .... Tin's magic is special sauce :)


Ragsy !!
Thanks! No no no sir! Your vehicle mods are magic! ;)

Currently working on entitygroup list/ spawning/ and the Gamestage xmls.

Will be usable in vanilla, but will be set as a companion modlet for the three I have so far.

 
Fully compatible with A18.4ex.
Good to hear! Loving your newer mods so far. Any chance of bringing back Infection Requires Bleeding (IRB) modlet, or a variant? Would be super sweet if the zeds pulled you in close, then any attacks at point-blank range (<0.5m) were Bites (auto infection).

 
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*Update* Compatible with A18.4[ex] and A18.3[stable]

Introducing The zombie spawn mechanic.

Description in op.

*Note still working on other things that will go into this modlet at later points.*

Can be used as a stand alone, but was designed with the 24hr zombie cycle in mind.

- - - Updated - - -

Good to hear! Loving your newer mods so far. Any chance of bringing back Infection Requires Bleeding (IRB) modlet, or a variant? Would be super sweet if the zeds pulled you in close, then any attacks at point-blank range (<0.5m) were Bites (auto infection).
Yep, it will eventually come back. Just contemplating if I am going to stick with TFP infection, or just make a new one.

The bite thing may, or may not, come later. I have plans for it, but I have other plans I want to get done as well. ;)

Hope you and others enjoy what I have available so far.

 
*Update*

Updated The [Clean] and [Frenzy] 24hr zombie cycle modlets.

Just consolidated many of the animal hand items into one.

Also adjusted their damage values a bit.

Zombie dogs/mountain lions/wolf/Dire wolf/ and Coyote can't damage blocks effectively.

Also added the "snagged" buff to them as well.

Edit:vultures are adjusted also.

No need to re-download unless you want these changes in those modets.

 
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Fixed an issue with the "Zombie spawn setting" modlet.

Had a small side effect, of not fully allowing the zombies to fully slow down when damaged, with the "24hr zombie cycle" modlet(s).

 
Just want to give a heads up with the zombie spawn setting modlet. Concerning the latest experimental build.

Going to be adjusting the biome spawns again. Something funky is going on when in MP with it. It is doubling the spawns when 2 or more people are on. Brutal.. very brutal..

Going to leave it up as is for now, but will redo the biome spawns for it.

Edit going to rename it also :D

 
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Assembling mods for Scavengers project. Very sad to see this got borked by 18.4. :( Look forward to its return. LOVED the pull mechanic to death. Literally.

 
Assembling mods for Scavengers project. Very sad to see this got borked by 18.4. :( Look forward to its return. LOVED the pull mechanic to death. Literally.
It works in 18.4. Just not sure if I am going to be publicly releasing mods for 7d2d or not.

So in the meantime, I am just taking it down to figure out if I truly do, or don't, anymore.

Edit: and btw, hope everything is going well, and you start to feel better, and stay that way ;)

 
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It works in 18.4. Just not sure if I am going to be publicly releasing mods for 7d2d or not.So in the meantime, I am just taking it down to figure out if I truly do, or don't, anymore.

Edit: and btw, hope everything is going well, and you start to feel better, and stay that way ;)
Oh ok, i totally understand where you are coming from with that. Much respect for your contributions. Your modlets have taught me a lot just by looking over them and seeing how you accomplished certain things.

Thank you for the well wishes. Hope all is well with you as well :)

 
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