Announcement

Collapse
No announcement yet.

Robeloto's Modlets

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    I love this mod, it give a great challenge. Didnt dl the last update with the 3 new zombies yet but I will after I got an answer for this.


    1- Bosses are supposed to spawn when players are around game stage 100, right? If I'm correct why they spawn on new players?

    2- For some reason the golden bird spawn massively on roof, like a simple prefab with 10 of them, is it normal?

    3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?

    4- Here is a bit of my log and wondering about the count of zombies if you can help, I had another log showing count of 56. Is it the number of zombies spawning? That would be a lot.

    2020-02-26T08:39:18 9013.585 INF 8993.681 SleeperVolume -807, 38, -1229. Spawning at -803, 38, -1209, group 'sleeperHordeStageGS216', class zombieDarlene, count 20
    2020-02-26T08:39:18 9013.805 INF 8993.9 SleeperVolume -807, 38, -1229. Spawning at -806, 40, -1215, group 'sleeperHordeStageGS216', class zombieJoeRadiated, count 20
    2020-02-26T08:39:18 9013.926 INF 8994.021 SleeperVolume -807, 38, -1229. Spawning at -795, 38, -1217, group 'sleeperHordeStageGS216', class zombieDarlene, count 22
    2020-02-26T08:39:18 9014.117 INF 8994.215 SleeperVolume -807, 38, -1229. Spawning at -806, 38, -1212, group 'sleeperHordeStageGS216', class zombieArlene, count 22
    2020-02-26T08:39:18 9014.270 INF 8994.366 SleeperVolume -807, 38, -1229. Spawning at -800, 38, -1224, group 'sleeperHordeStageGS216', class zombieSoldier, count 22
    2020-02-26T08:39:19 9014.345 INF 8994.442 SleeperVolume -807, 38, -1229. Spawning at -793, 38, -1215, group 'sleeperHordeStageGS216', class zombieJoeFeral, count 22

    thanks for your time and that awesome mod.

    Comment


      #92
      Originally posted by Petite View Post
      I love this mod, it give a great challenge. Didnt dl the last update with the 3 new zombies yet but I will after I got an answer for this.


      1- Bosses are supposed to spawn when players are around game stage 100, right? If I'm correct why they spawn on new players?

      2- For some reason the golden bird spawn massively on roof, like a simple prefab with 10 of them, is it normal?

      3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?

      4- Here is a bit of my log and wondering about the count of zombies if you can help, I had another log showing count of 56. Is it the number of zombies spawning? That would be a lot.

      2020-02-26T08:39:18 9013.585 INF 8993.681 SleeperVolume -807, 38, -1229. Spawning at -803, 38, -1209, group 'sleeperHordeStageGS216', class zombieDarlene, count 20
      2020-02-26T08:39:18 9013.805 INF 8993.9 SleeperVolume -807, 38, -1229. Spawning at -806, 40, -1215, group 'sleeperHordeStageGS216', class zombieJoeRadiated, count 20
      2020-02-26T08:39:18 9013.926 INF 8994.021 SleeperVolume -807, 38, -1229. Spawning at -795, 38, -1217, group 'sleeperHordeStageGS216', class zombieDarlene, count 22
      2020-02-26T08:39:18 9014.117 INF 8994.215 SleeperVolume -807, 38, -1229. Spawning at -806, 38, -1212, group 'sleeperHordeStageGS216', class zombieArlene, count 22
      2020-02-26T08:39:18 9014.270 INF 8994.366 SleeperVolume -807, 38, -1229. Spawning at -800, 38, -1224, group 'sleeperHordeStageGS216', class zombieSoldier, count 22
      2020-02-26T08:39:19 9014.345 INF 8994.442 SleeperVolume -807, 38, -1229. Spawning at -793, 38, -1215, group 'sleeperHordeStageGS216', class zombieJoeFeral, count 22

      thanks for your time and that awesome mod.
      I think it is because I have added Phoenix to the vulturegroup. I can remove it from there and update the entitygroups today. Phoenix is not really meant to be a boss. Just a bigger bird, but he is quite the challenge so I will nerf him a bit too.

      About the sleepers. I have not made any changes to the spawning or the count of how many will be inside a prefab. There are custom prefabs that are really hard with boss spawning and massive sleeper spawn that people have made. If you used the compopack that is an answer to why there are so many in some prefabs. Or you have some other mod that increase the difficulty and spawning. Stay out of those if you do not want to die. I discovered EDEN custom prefab on one of my first days and it was a mistake to try to loot that lol. But very good loot at the end. =)

      Comment


        #93
        Originally posted by Robeloto View Post

        I think it is because I have added Phoenix to the vulturegroup. I can remove it from there and update the entitygroups today. Phoenix is not really meant to be a boss. Just a bigger bird, but he is quite the challenge so I will nerf him a bit too.

        About the sleepers. I have not made any changes to the spawning or the count of how many will be inside a prefab. There are custom prefabs that are really hard with boss spawning and massive sleeper spawn that people have made. If you used the compopack that is an answer to why there are so many in some prefabs. Or you have some other mod that increase the difficulty and spawning. Stay out of those if you do not want to die. I discovered EDEN custom prefab on one of my first days and it was a mistake to try to loot that lol. But very good loot at the end. =)
        Thanks! I use compopack so I will take a look to it.

        What about that question
        3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?

        Comment


          #94
          Originally posted by Petite View Post

          Thanks! I use compopack so I will take a look to it.

          What about that question
          3- Your entitygroup.xml (or any other xml) is it overwriting the original entitygroup.xml of the game or it just or it just add your zombies to the game file?
          No, nothing is overwritten. It is just adding!




          I have added Quest music to my modlets. Check it out and give me some feedback maybe?

          https://github.com/Robeloto/7D2D_A18.3_Modlets
          Last edited by Robeloto; 02-27-2020, 05:32 PM.

          Comment


            #95
            how can i adjust the fire rate of the gunner its lagging out bad im using v21 and want to stay on v21 for now

            Comment


              #96
              In items.xml

              Code:
              <item name="meleehandZombieGunner">
              <property name="Extends" value="meleeHandMaster"/>
              <property name="CreativeMode" value="None"/>
              <property name="Degradation" value="99999" param1="true"/>
              <property class="Action0">
              <property name="Range" value="2.1"/>
              <property name="DamageEntity" value="18"/>
              <property name="DamageBlock" value="10"/>
              <property name="Buff" value="buffArmBroken,buffInjuryStunned01"/>
              </property>
              <property class="Action1"> <!-- UseAction -->
              <property name="Class" value="Vomit"/>
              <property name="Delay" value="0.5"/> 
              <property name="Range" value="200"/>
              <property name="Infinite_ammo" value="true"/>
              <property name="Magazine_items" value="GunVomitProjectile"/>
              <property name="Sound_warning" value="ak47_reload"/>
              <property name="Sound_start" value="ak47_fire"/>
              <property name="Sound_end" value="ak47_fire_end"/>
              <property name="Buff" value="buffInjuryBleedingZombie,buffInjuryStunned0 1"/>
              </property>
              <effect_group name="meleehandZombieGunner" tiered="false">
              <passive_effect name="ModSlots" operation="base_set" value="0"/>
              <passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
              <passive_effect name="MaxRange" operation="base_set" value="100"/>
              <passive_effect name="MagazineSize" operation="base_set" value="20"/>
              <passive_effect name="BurstRoundCount" operation="base_set" value="4"/>
              <passive_effect name="SpreadDegreesVertical" operation="base_set" value="3"/>
              <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="5"/>
              <passive_effect name="SpreadMultiplierIdle" operation="base_set" value="1"/>
              <passive_effect name="BuffProcChance" operation="base_set" value=".45" tags="buffArmBroken"/>
              <passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
              </effect_group>
              </item>

              different ways, this one is for the delay between the firerounds
              <property name="Delay" value="0.5"/>

              or
              limit his magazine size, he will stop after 20 shoots (20x4)
              <passive_effect name="MagazineSize" operation="base_set" value="20"/>

              or this, he fires 4 projectiles at the same time, 1 will result in better performance
              <passive_effect name="BurstRoundCount" operation="base_set" value="4"/>
              Last edited by Slawa; 03-01-2020, 01:16 PM.

              Comment


                #97
                Thanks for explaining it Slawa!


                I have made 8 new enemies!

                Burning Phoenix - Blazing man skin on the Phoenix, looks very cool

                Cloaker - A vulture with the Predator skin

                Feral Shocker - Feral version of shocker, also added a different shocker skin

                Predator - If you have seen the movie, you will recognize his cloaking ability!

                Radiated Creature - Very fast glowing creature, you can't outrun it!

                Radiated Fly - Glowing white, Makes more damage and has a bit more HP than normal fly

                Stealth Raion - Not sure if I will add this one, but she looks like shadow, except she is a lion

                White Noise - Looks a bit like white noise, fast zombie that will give you a certain buff...

                Going to update it soon, just some minor things to fix
                Last edited by Robeloto; 03-01-2020, 11:57 PM. Reason: typos

                Comment


                  #98
                  How did you do the chroma buff screen effects? I've been wanting to make a mod that does that when you eat something.

                  Comment


                    #99
                    Originally posted by Odetta View Post
                    How did you do the chroma buff screen effects? I've been wanting to make a mod that does that when you eat something.
                    This is the screeneffects I've found using UABE. Then you just add one of these under buffs. The one I used for Chroma is

                    Code:
                    <effect_group>
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" effect_name="Underwater"/>
                    <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Underwater"/>
                    </effect_group>
                    Make sure you capitalize them exactly as they show or else it won't work, for example: FadeToBlack..
                    se.jpg
                    Last edited by Robeloto; 03-02-2020, 01:29 PM.

                    Comment


                      Awesome, thank you.

                      Comment


                        Originally posted by Odetta View Post
                        Awesome, thank you.
                        No prob!

                        UPDATE!

                        10 new zombies added!

                        I have nerfed HP and damage on all zombies so now a lot of zombies can show up more often than before. I am very proud of my Predator zombie. I will make a video preview of every new zombie soon.

                        I made a new modlet also.


                        Nerf Them All (might change the name)

                        You think this game is easy and you are so bored you can't stand it? Good, check out this modlet. The name can be a bit confusing as it can also mean that the difficulty is decreased, but it is not. The 'easy to get stuff' is nerfed and the challenging stuff is increased. Maybe someone have an idea of a better name of this modlet? Anyway, almost everything in this modlet is nerfed to make the game much harder.This is making the early gamestage longer lasting and more challenging.

                        The white river citizen quest is removed and now you have to find a trader by yourself. Heat map strength for the workstations are increased. Noise heat map strength from weapons is also increased. Do not rely just on weapons, cause that will punish you....with screamers.

                        Farming takes now 7 hours for the crops to grow instead of 1 hour. Harvesting materials is reduced.
                        Safes is harder to break up. The wandering hordes is much larger. Stone tools do less damage on metal. All tools/weapons can break. Ammo damage is reduced.

                        Looting is heavily nerfed and finding a wrench is almost impossible. Auger, Crucible and Steel Pickaxe/Sledgehammer is removed from loot. Better to make them yourself now as it is "supposed" to be, Quest rewards are nerfed. I only buffed up the challenge rewards cause they were way too bad. Traders does not sell as much as in the original and they restock every 2 weeks. In progression I nerfed the Sledgehammer a lot, but it is still OP, just not as much.

                        I have listed everything that is nerfed down below.


                        Spoiler: 
                        Blocks
                        • Increased heat map strength, time and frequency with about 20~% for all workstationsThis will attract screamers a bit more than usual.
                        • Decreased chance to get honey from tree stumps with 25%
                        • Decreased all harvesting resources by 50%~
                        • Farming is a lot harder now. Slowed down the crops growing rate with over 600%. It takes about 7 hours for the crops to grow now instead of 1h~.
                        • Harder to break up safes, their durability is increased with over 300%. Makes more use of the lockpicks.

                          Gamestages
                        • Get a large horde that is split up in 3 waves, each day.

                          Items
                        • It is not realistic with stone tools do so much damage on safes and other metal objects. Now stone tools do much less damage on metal objects, except from the sledgehammer.
                        • All tools and weapons can break
                        • All ammo damage is reduced by 14%~
                        • All damage from thrown explosives/molotovs is also reduced. The molotov also only lasts for about 8 seconds, instead of the unrealistic 16 seconds.
                        • Vehicles durability is reduced by a lot. Now you actually have to repair them.

                          Loot
                        • The chests and weapons bag has less items in them.
                        • Removed Auger, Crucible, Steel Pickaxe and Steel Sledgehammer completely from the lootcontainers.
                        • Also removed The Pickaxes from all lootcontainers, but you still can get an Iron Pickaxe from quests.
                        • Treasure map loot chance reduced from a 0.09% chance to 0.02%. They should be rare to find.
                        • Workstations and tool schematics is now much harder to find in the world.
                        • Removed the wrench and forge schematic from the common tools group.
                        • Wrench is removed from all the lootcontainers, except from the working stiffs with an incredibly low chance
                        • Treasure loot decreased by half
                        • Nailgun loot chance decreased by 30%
                        • Less drinks from the drinks lootgroup
                        • Less water from suitcases, luggage and fridges. Decreased water chance by 25%.
                        • Lower chance to get water from the microwaves
                        • Quest ammo reward is heavily reduced as it was way too much in original.
                        • Quest thrown explosive ammo reward is also reduced. Molotov only last 8 seconds instead of 16.
                        • Iron Sledgehammer loot chance from tools and the workingstiffs group is decreased

                          Progression
                        • You now need to have Advanced Engineering level 4 to be able to craft a forge, tablesaw workbench, cementmixer and various traps.
                        • Unlock wrench at Salvage Operations level 3 instead of 1.
                        • Club is nerfed in the perks, nerf is about 20~30%
                        • Sledgehammer is nerfed in the perks also. This weapon is still OP, even with the nerf. I would say the nerf is about 30~40%.
                        • Stun Baton, only nerfed it a tiny bit as it is really no way an OP weapon, but just to even it out with the sledge and club weapons.

                          Quests
                        • White river citizen quest is removed, so now you have to find a trader yourself without any help.
                        • Better quest reward for the common challenges. Not a nerf, but these should have better rewards, cause everyone often ignores and scrap them for paper.

                          Recipes
                        • Harder to make gunpowder. 50% more resources is needed. If it was a way to decrease the veins of coal and nitrate powder, I would have done that too.
                        • Junkturret ammo now needs 5 iron instead of just 3.

                          Sounds
                        • Noise heat map strength increased on all guns. Relying too much on ammo and weapons will punish you with screamers.

                          Traders
                        • Removed Auger, Steel pickaxe, Steel sledgehammer, Crucible, Wrench, Forged iron/steel, placeable motorvehicles and workstations. Go make them yourself as it is "supposed" to be. Do not rely on traders so much!
                        • Ammo is scarce so now the traders sells much less ammo. Ammo is often considered gold in this postapocalyptic world.
                        • Building materials is also reduced, like cobblestone, cement and concrete mix.
                        • Traders has less items to sell and the restock day is now every 2 weeks instead of daily.
                        • Less items in vending machines and they never restock, well, they do... in 999 days, but who has gone so far in game days? It is not realistic that they get restocked so often in the original.

                        Comment


                          Sweet!

                          Comment


                            Xml only version please

                            Comment


                              Originally posted by Slawa View Post
                              Xml only version please
                              Sorry, had no time yesterday.

                              Here it is: https://github.com/Robeloto/7D2D_A18...ombies_XMLONLY
                              ---
                              Also, I uploaded wrong blocks.xml yesterday on my CustomZombies mod. So download that again if you did download yesterday.

                              Comment


                                Uploaded the video overview now. Have not much time atm, but going to upload action video on the zeds in a few days...

                                Comment

                                Working...
                                X