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Trying to Remove Feral and Radiated Zombies from Blood Moon Hordes

Adeno

New member
Hello! I've been looking for a way to remove Feral and Radiated zombies from Blood Moon Hordes but I haven't found a mod for it so I thought maybe I'll give making it a try. Unfortunately I can't seem to make it work and those Radiated zombies still show up in the Blood Moon Hordes. I just want to have a more George Romero classic zombie experience where there are no weird powerful zombies or mutant glowing types.

In gamestages.xml, I changed the "spawner" to always use the normal version of a zombie instead of its Feral or Radiated one.

For example - <group name="zombieArleneFeral" spawner="zombieArlene"/>

I also did the same for the Spawners part - 

    <spawner name="zombieArleneFeral">
        <gamestage stage="1">
            <spawn group="zombieArlene" num="1" maxAlive="1" duration="10"/>
        </gamestage>
    </spawner>

In entitygroups.xml, I changed all names that had the suffix Feral and Radiated to only the normal zombie name, such as zombieArlene.

Maybe there's already a mod like this that exists? I've tried looking at Nexus and the 7 Days to Die Mods site but I can't fine one that removes the Ferals and Radiated zombies from the Blood Moon Horde. Thanks in advance to whoever can point me out to a mod or insight as to what I could be missing.

 
A very interesting proposal and concept, @Adeno. And it is where many of us got our first taste of zombies, before the game industry brought them to us in a more interactive format.

Here is a download for a working concept mod.

https://github.com/arramus/V1-AdenoClassicZombieBM

Once it's got to a stage where it meets the classic Romero 'Night of the Living Dead', upload it for others. I can also take guardianship for it if that's not your thing.

Making changes in the spawning.xml file can perform a multitude of things, but it's best to work through the entitygroups.xml for this type of task.

Here is a way to remove the spitters, exploders, 4 legs, flyers, and any other specials as individuals, as well as a broad sweep for Feral and Radiated. I believe this catches them all, but any others can be added where applicable. This should allow a player to complete a Horde Night with lower tier weapons being used with a more frantic urgency.

entitygroups.xml

<configs>

<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieSpider*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieFatCop*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieDemolition*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalZombieDog*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalDireWolf*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalZombieVulture*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">*Feral*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">*Radiated*</csv>

</configs>




I originally learned this from bdubyah of The Wasteland Mod and Bdub's Vehicles.

These images are Day 777 with player level at 300. Classic type zombies all the way.

Ef6QXiF.jpeg


QASibE1.jpeg


 
Thank you very much @arramus! It actually worked! Even at level 100 there were no radiated or weird monsters! I tried going to level 400 and I only found some radiated crawling/jumping zombies and the ones with the green circle, and a radiated nurse (which I remember seeing a name like that in my first few attempts in the past). I guess I'll add those names to see if they won't show up at the higher levels.

I also found out that to see the changes happen, it's important to start a New Game. I tried it on a previously saved game and nothing happened. Only when I started a new game did I notice that there were no more radiated zombies up to level 100 (or probably 300).

Thanks again for your time and help!

 
Adding the other names worked and I managed to remove the other radiated zombies! Just hunting down the names of the last two, which looks like some fat guy zombie and a regular guy.

0EtdGPi.jpeg


 
Fat guy is either Hawaiian or Tourist. Can't remember what he goes by now. Other one looks like maybe Yo? I'm bad at remembering their names. Haha. 

 
Using that modlet as is should really be removing all instances of feral and radiated with the *Feral* and *Radiated* wild card which fills in the text before or probability after.

On a new World in Navezgane with high Game Stage Level at 938 with level 254 with that Snow Biome modifier.

LjwazXJ.jpeg


And advancing to Day 280 shows only grunt type zombies.

vy8hpTm.jpeg


Notice in the image with the rad zombies, there are also Feral types with the glowing eyes. It doesn't appear that the Mod had loaded appropriately on that occasion.

This is pasted from the Saves folder.

In this case Navezgane / tester (my save name) / ConfigsDump / entitygroups.xml.

https://pastebin.com/GkHEArcX

It shows the lists for Horde Night. It lets us know if the Mod has activated and what it is doing. This shows how all of the feral, radiated, and other specials have been removed. It can make some of the waves quite limited in later Game Stages as the ferals, radiated, and specials start to have a much greater showing, but it maintains the goal.

Each Alpha had different ways of allowing mods to work. Some were static and needed a fresh save while others were more dynamic and would override existing saves. It certainly appears this mod needs a fresh new save and V1.0 has gone static on us.

 
Advancing a little further (we have to advance, leave the game, and then return for this as the Blood Moon director works that way), shows how it keeps consist and matches the ConfigsDump entitygroups.xml

Moving up a touch.

7xnRtyQ.jpeg


The result suggests feral horde GS904.

khf9tah.jpeg


Which reflects that dump entitygroups.xml of:

<entitygroup name="feralHordeStageGS904"
zombieMoe
zombieFatHawaiian
zombieBowler, .1
zombieBiker

<!--Content CSV manipulated by: "V1_AdenoClassicZombieBM"--><!--Content CSV manipulated by: "V1_AdenoClassicZombieBM"-->

That looks like all those fellas in there in their Grunt state.

One more just to verify it's all good.

Level 300 at Game Stage 1104.

QxxF13k.jpeg


That gives us feral horde stage 1070.

32U7FNs.jpeg


<entitygroup name="feralHordeStageGS1070">
zombieTomClark
zombieJanitor

<!--Content CSV manipulated by: "V1_AdenoClassicZombieBM"--></entitygroup>

And that config dump matches what we see. This also demonstrates how the groups can reduce Grunt zombie type as we go up since Feral, Rad, and special have a much greater showing.

This shows the original GS1070 for Horde Night. The Ferals, Cops, Spiders, and Rads are abundant in this list and that explains why it limits down to a wave of Tom Clarks and Janitors... which is hideously frightful in its own way.

    <entitygroup name="feralHordeStageGS1070">
        zombieLumberjackFeral
        zombieFatCop
        zombieSpiderFeral, .6
        zombieBusinessManFeral
        zombieTomClark
        zombieArleneFeral
        zombieTomClarkRadiated
        zombieJanitor
        zombieMaleHazmatRadiated
        zombieBoeRadiated
        zombieBoeFeral
        zombieBikerFeral
        zombieFemaleFatRadiated
        zombieWightFeral
        zombieSteveFeral
    </entitygroup>

 
Thanks for the extra help and insight @arramus! I actually got it to work properly now! I had to really delete all my saves and even the maps I generated before. Then I tested it on the default Navgame map and it worked. Then I generated a medium sized map and it also worked. I guess the problem I initially had was that I used it on an old map that I generated even though I already deleted the saves. Anyway now I can have fun in my fantasy normal zombie scenario and defend random buildings I'll claim😀

HhSZZhd.jpeg


 
Decent. And that image really does look great like that.

To take things a little further if appropriate, and to ensure the variety does not diminish as we go up in Game Stage, it is possible to bring in additional zombies to make up the numbers of empty group lists.

For example, from GS01 to GS40's we  consistently see 11 types of regular Grunt Zombie in a list of a possible 14.

However, from GS35 onwards, there are ever decreasing types. In fact, GS97 only shows 5.

The same applies for stronger Grunt Zombie lists there after.

By looking for the most commonly appearing zombie, or simply adding a batch add for all groups, we can ensure these groups maintain variety.

This is just from GS1 to G40's groups since TFP cycle in and out zombies during different waves. 14 possibilities and how often they appear in all Horde Night groups.

zombieJoe appears in 131 groups of 322 possibilities.

zombieNurse appears in 142 groups of 322 possibilities.

zombieUtilityWorker appears in 135 groups of 322 possibilities.

zombieBoe appears in 132 groups of 322 possibilities.

zombieMoe appears in 114 groups of 322 possibilities.

zombieMarlene appears in 120 groups of 322 possibilities.

zombieYo appears in 113 groups of 322 possibilities.

zombieJanitor appears in 149 groups of 322 possibilities.

zombieTomClark appears in 139 groups of 322 possibilities.

zombieSteve appears in 133 groups of 322 possibilities.

zombieDarlene appears in 130 groups of 322 possibilities.

zombiePartyGirl appears in 134 groups of 322 possibilities.

zombieArlene appears in 161 groups of 322 possibilities.

zombieBusinessMan appears in 127 groups of 322 possibilities.

A little later come some of the slightly stronger types.

zombieBiker appears in 137 groups of 322 possibilities.

zombieMaleHazmat appears in 179 groups of 322 possibilities.

zombieSkateboarder appears in 134 groups of 322 possibilities.

zombieFemaleFat appears in 133 groups of 322 possibilities.

zombieLumberjack appears in 122 groups of 322 possibilities.

zombieFatHawaiian appears in 122 groups of 322 possibilities.

zombieBowler appears in 112 groups of 322 possibilities.

zombieSoldier appears in 120 groups of 322 possibilities.

Don't appear during Horde Night, but are still pretty viable.

zombieInmate

zombieLab

zombieWight

We can do additions based on a single zombie type, or simply do a batch add to all groups. This is a batch add.

    <csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="add">
        zombieMarlene, .99

        zombiePartyGirl, .99
        zombieNurse, .99
        zombieJoe, .99
        zombieSteve, .99
        zombieTomClark, .99
        zombieBusinessMan, .99

        zombieBoe, .99

        zombieMaleHazmat, .99

        zombieJanitor, .99

        zombieMoe, .99
        zombieDarlene, .99

        zombieYo, .99
        zombieUtilityWorker, .99
        zombieBiker, .99
        zombieLumberjack, .99
        zombieFemaleFat, .99

        zombieFatHawaiian, .99

        zombieBowler, .99

        zombieSkateboarder, .99

        zombieSoldier, .99

    </csv>

And for those terribly empty groups, it could have been applied to an individual entity, but this broad spread servers up the consist variety.

The config dump now looks like this with these additions. The .99 probability was selected because the game doesn't like the same things in the same list. However, it their probability is different it will accept it. This is done by TFP to increase appearances of the Demotion entity.

<entitygroup name="feralHordeStageGS1">

zombieJoe
zombieNurse
zombieUtilityWorker
zombieBoe
zombieMoe
zombieMarlene
zombieYo
zombieJanitor
zombieTomClark
zombieSteve
zombieDarlene
zombiePartyGirl
zombieMarlene, .99
zombiePartyGirl, .99
zombieNurse, .99
zombieJoe, .99
zombieSteve, .99
zombieTomClark, .99
zombieBusinessMan, .99
zombieBoe, .99
zombieMaleHazmat, .99
zombieJanitor, .99
zombieMoe, .99
zombieDarlene, .99
zombieYo, .99
zombieUtilityWorker, .99
zombieBiker, .99
zombieLumberjack, .99
zombieFemaleFat, .99
zombieFatHawaiian, .99
zombieBowler, .99
zombieSkateboarder, .99
zombieSoldier, .99<!--Content CSV manipulated by: "V1_AdenoClassicZombieBM"--></entitygroup>

t88R6Oa.jpeg


This gives us GS1070 in the snow and the mix up is all of the Grunts rather than just a couple which is going to be a thing.

ERnv148.jpeg


Instead of just Tom Clark and Janitor,

<entitygroup name="feralHordeStageGS1070">zombieTomClark
zombieJanitor
zombieMarlene, .99
zombiePartyGirl, .99
zombieNurse, .99
zombieJoe, .99
zombieSteve, .99
zombieTomClark, .99
zombieBusinessMan, .99
zombieBoe, .99
zombieMaleHazmat, .99
zombieJanitor, .99
zombieMoe, .99
zombieDarlene, .99
zombieYo, .99
zombieUtilityWorker, .99
zombieBiker, .99
zombieLumberjack, .99
zombieFemaleFat, .99
zombieFatHawaiian, .99
zombieBowler, .99
zombieSkateboarder, .99
zombieSoldier, .99
<!--Content CSV manipulated by: "V1_AdenoClassicZombieBM"--></entitygroup>

This has been updated for the Github download. It matches the last image you shared for variety very well.

<configs>

<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieSpider*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieFatCop*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">zombieDemolition*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalZombieDog*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalDireWolf*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">animalZombieVulture*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">*Feral*</csv>
<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="remove">*Radiated*</csv>

<csv xpath="/entitygroups/entitygroup[starts-with(@name, 'feralHordeStageGS')]/text()" delim="\n" op="add">
zombieMarlene, .99
zombiePartyGirl, .99
zombieNurse, .99
zombieJoe, .99
zombieSteve, .99
zombieTomClark, .99
zombieBusinessMan, .99
zombieBoe, .99
zombieMaleHazmat, .99
zombieJanitor, .99
zombieMoe, .99
zombieDarlene, .99
zombieYo, .99
zombieUtilityWorker, .99
zombieBiker, .99
zombieLumberjack, .99
zombieFemaleFat, .99
zombieFatHawaiian, .99
zombieBowler, .99
zombieSkateboarder, .99
zombieSoldier, .99
</csv>

</configs>



There are other ways of doing things like applying to the single Horde Night Game Stage group, or a single entity, but this is a nice broad coverage which brings in a few stronger ones earlier than expected but nothing major.

 
Thank you very much for the continued sharing of info! That was actually something that I wanted to try earlier but thankfully you got to it first! Now we can all have a nice mix of zombies again!

 
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