7 Days To Die
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BloodiestCODY

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15 comments

  1. zoezanidoo
    zoezanidoo
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    Looking forward to the vulture one, thanks for this :).
    1. BloodiestCODY
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      working on it. should be out in a day or 2
    2. BloodiestCODY
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      Disabling Vultures seems to break alot of scripting so it is on hold.
  2. jrbarrio
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    Nice job, I was looking into doing this but quickly found that doing it this way would be overwhelming because they all still spawn through hordes and there are WAY too many to replace like this. Unless you know something I don't :). 1,073 locations for zombieSpider and 245 locations for zombieSpiderFeral. The way I have been doing it is Wordpad ++, finding all instances of say "zombieSpider" and replacing with a chosen zombie, in my case "zombieNurse", but that's with file replacement instead of "modlets".
    1. KMA
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      You could just edit entityclasses.xml and just copy & paste your chosen zombie type over the one(s) you do not want. Just make sure the entity_class (first line for each new type) is not included when you copy from your desired type, and that it is not pasted over in the type to be replaced.
    2. jrbarrio
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      If you read my comment you will see I said exactly that, in fact I already have a mod up that does just that.
    3. BloodiestCODY
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      @KMA
      this new modding method allows for mod use without having to replace ANY original files. so whenever the game gets updated or you have to verify game cache the mods will not get broken. Xpath FTW!
    4. BloodiestCODY
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      @jrbarrio
      this new method does make things alot easier once you learn it.
    5. jrbarrio
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      I agree Cody, but if you look at the actual entityclasses.xml there are over 1,073 instances for just zombieSpider alone (if anyone would read my original comment, no xpaths for the hordes). So you would have to write a lot of xpath lines just for that one alone (because they are still in the hordes). Now, I don't know if there is a trick to get them all done more simply but looking at this mods file I can see all the zombiespiders are still in the hordes, effectively not removing them from the game entirely. I think it would be possible to write an xpath for the whole generated hordes if you where to re-generate the hordes (via horde generator) without the zombies you wish to exclude. I look forward to someone figuring it out but until then I would rather replace the file.
    6. BloodiestCODY
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      yeah it is a pain... im learning how this new Xpath system works and if it can be simplified i will find it and do it.
    7. Verayth
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      Try using Powershell to debug your XPath strings. It's much faster than loading up the game. The "SelectNodes" method of an XML uses XPath:

      $progdir=(gp 'HKLM:\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 251570').InstallLocation #7 Days to Die
      [xml]$entitygroupsXml=Get-Content "$progdir\Data\Config\entitygroups.xml"
      $entitygroupsXml.SelectNodes("/entitygroups/entitygroup/entity[@name='animalZombieDog']")
  3. BloodiestCODY
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    intitial testing for vulture variant works ok but is a bit buggy when you have a high Game-State..sometimes they ignore the mod and spawn anyway and sometimes the game throws errors further testing is badly needed.i dont want to break people's saves...
    1. jrbarrio
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      Locked
      I don't mean to be rude but you are acting quiet daft, I have told you previously that these zombies are in the generated horde lists (found in entitygroups.xml, and certain zombies only appear in higher "game-stages", just like the vulture does) and would not work with your method unless you created individual xpaths for each one in said list, which would be extensive work. One method is to go to the developers horde generator (provided via forums) and re-generate a list of hordes congruent to your needs, and then perhaps just create one simple xpath for the whole horde, replacing it with your newly generated horde. So it is not acting buggy, as you say, you just didn't get rid of those instances of those particular zombies being called on by the game. You seem dedicated in doing this, which is why I tried to point you to a possible solution but you seem oblivious to such facts. Don't try to invent the wheel as it has already been, instead take what information is available and work with that, it will save you time and frustration. For crying out loud dude. So read and re-read what I have informed you of and let it sink in until you understand fully what is going on, because you seem to not get it. Load up Notepad ++ and highlight every instance of "vulture" or any other zombie you are making a mod for and count how many there are (hint: It's a butt-load), so while individual xpaths for each instance may work, that would also be the hard route (hence my tipping you to a possible solution). Good luck!
    2. BloodiestCODY
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      Locked
      i have other people helping with this project people that know what to do and as i do appreciate the help you dont need to be rude about it. i have said before i am learning. but other methods of scripting were found through this trial and error process so it is actually you that dont know. as for the time and frustration put forward i am ok with it because that is just part of programming in general. as for having way to many lines like from horde groups i realize what you mean but im not going to cut corners i want the mods to COMPLETELY remove all trace of each mob spawning no matter the reference. also i said in the mod description they are not finished testing is still going on but it will be done so hold your horses
    3. jrbarrio
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      Apologies for before, that was rude and you are right, I didn't quite know much, but thought I knew enough. It took a little while for it all to come to me but I came up with a way that works if you want to check it out for some ideas.