7 Days to Die

7 Days to Die

Zombie behavior mods?
Does anyone know of any good mods that make the zombies noisy and dumb again?
Specific behaviors I'd like them to have:
No Digging
Aggro at you in a straight line rather than avoiding all the obstacles e.g. attack the wall in between us don't walk 200 feet around to the open door it's a zombie not a fox.
No more stealthy zombies they're zombies not godd@mned ninjas.
Zombies were people before they died, they were presumably carrying sh*t make them lootable again
No more lazer /x-ray super duper find you vision, they're zombies not the NSA


Basically is there any mod that makes zombies like they used to be back in like idk alpha 14/15?
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I don't know of a mod that will do all of that. ComSenMod, which is available in the Mod Launcher, makes zombies lootable again. All zombies have junk-level loot on them, and the backpacks are tailored to the type of zombie that dropped it. It also tones down the huge amount of sleepers you get in POIs before you've leveled up enough to handle them.

I believe digging is just a flag that's set for each type of zombie, so it could be modded out pretty easily.

Coming straight at you instead of taking the path of least resistance might be doable, if you can force all blocks to have the same path weight. Then a zombie would treat a wall the same way it would treat air, and head straight through it.

They're not particularly intended to be stealthy. You may not be seeing where they're coming from, or there may be bugs. It can't really be fixed without nailing down where the problem is.

They can't see you behind walls. Mind the sound you make, and invest in stealth perks. During the Blood Moon they sense you innately. You can't avoid detection from Blood Moon zombies, and as far as I know it's always been that way.
Coming straight at you instead of taking the path of least resistance might be doable, if you can force all blocks to have the same path weight. Then a zombie would treat a wall the same way it would treat air, and head straight through it.
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I've been playing this game since it came out, like back when the dogs would get on a funny pathing error and just kinda orbit around you. In recent updates zombies have learned to take not only the path of least resistance, but the path of avoiding all dangers, the usage of ladders and gap jumping. If I wanted to deal with that kind of inane intelligence in a shambling rotting fleshbag I'd be playing Rust.

What I would like the zombies to do is what they used to do in that when they see you they come at you directly until they hit a wall and then hit the wall. It really sucks to build an armored box and then have the zombies dig the ground out from under the pillars because they somehow know the ground has less hp than reinforced steel.

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They're not particularly intended to be stealthy. You may not be seeing where they're coming from, or there may be bugs. It can't really be fixed without nailing down where the problem is.
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Have you ever listened to this game at max volume? You can hear the footsteps of the wanderers. However sleepers make zero noise until they hit you. No moans no fall sound not even footsteps.

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They can't see you behind walls. Mind the sound you make, and invest in stealth perks. During the Blood Moon they sense you innately. You can't avoid detection from Blood Moon zombies, and as far as I know it's always been that way.
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Before A16 underground bases built deep enough below the ground (usually 30-45 blocks) you could crouch and no longer be detected.
Leon eredeti hozzászólása:
In recent updates zombies have learned to take not only the path of least resistance, but the path of avoiding all dangers, the usage of ladders and gap jumping. If I wanted to deal with that kind of inane intelligence in a shambling rotting fleshbag I'd be playing Rust.

That's not strictly true. When a zombie paths around a spike, it's not because the spike is a danger, it's because the spike is in the way. The zombie goes around for the same reason it doesn't walk into trees. I'm not being pedantic, either: this has real tactical implications. You can see the difference by placing your spikes in the ground instead of on top of the ground, and then zombies will be happy to walk over them.

Leon eredeti hozzászólása:
What I would like the zombies to do is what they used to do in that when they see you they come at you directly until they hit a wall and then hit the wall. It really sucks to build an armored box and then have the zombies dig the ground out from under the pillars because they somehow know the ground has less hp than reinforced steel.

This is also a misconception. The main AI programmer has talked about this specific case, of digging under a base wall because it's easier than going through the wall. Zombies don't consider this option. Zombies only dig down when their target, e.g. you, are below them. This can lead to what you describe only incidentally. If there's already a hole near the wall, they can fall in and start digging horizontally, or if you're in a mine under your base, they can start digging down when you're directly under them and then go back to horizontal later when you move.

Leon eredeti hozzászólása:
Have you ever listened to this game at max volume? You can hear the footsteps of the wanderers. However sleepers make zero noise until they hit you. No moans no fall sound not even footsteps.

I only ever hear footsteps from certain zombie types, notably the 'heavy' ones like big mamas, Hawaiian shirt guys, and cops. The data files seem to support this observation:

<entity_class name="zombieFatHawaiian" extends="zombieTemplateMale"> ... <property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/> ... </entity_class>

The zombieTemplateMale from which most types derive doesn't have that variable, meaning that no footstep sound is assigned.

Leon eredeti hozzászólása:
Before A16 underground bases built deep enough below the ground (usually 30-45 blocks) you could crouch and no longer be detected.

If that was true of Blood Moon zombies, then perhaps I'd be more correct to say, it's always been unintentional to avoid detection from Blood Moon zombies. The developers have been consistent that you're supposed to be 'Hunted' no matter what. However they've talked about adding alternatives in the future, like paying the trader a small fortune to hole up at their place.
I only ever hear footsteps from certain zombie types, notably the 'heavy' ones like big mamas, Hawaiian shirt guys, and cops. The data files seem to support this observation:

<entity_class name="zombieFatHawaiian" extends="zombieTemplateMale"> ... <property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/> ... </entity_class>

The zombieTemplateMale from which most types derive doesn't have that variable, meaning that no footstep sound is assigned.

Leon eredeti hozzászólása:
Before A16 underground bases built deep enough below the ground (usually 30-45 blocks) you could crouch and no longer be detected.


Wow! That explains alot. Granted, you hear them making those god awful annoying sounds, but that explains how they DO manage to sneak up on you often. I take it this is intended? I feel like alot of footsteps/grass/rock scraping noises would be creepier. Especially hiding in your fort at night. I DO however think some zeds should be randomly silent but Ive always like the footsteps you hear but cant see in games and movies. Hell I still wish they would put back that baby cry and silent whispering people used to hate. The one in the burnt biome lol. Freaked me out but I loved it!

If I had to guess, the footstep sounds were added more as a nicety, to make big heavy zombies seem more convincing. I would think you're primarily supposed to hear zombies from all the growling and snarling they do. You're certainly not the first to say that in practice they sneak up on you with no sound, though.
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Közzétéve: 2019. júl. 6., 20:30
Hozzászólások: 5