Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There is no proper solution, but you can try a workaround. Pick an unused Zed Manager config, for example, ScrnZedManager.ZedCfgA and force all zeds back to normal there.
Then add ScrnZedManager.ZedCfgA mutator for all regular games.
Following Testing Result: Using the Zed Manager, to overwrite the Doom Monsters again, is working for the default Zeds. The other Classes, like the WPC Zeds are still invisible in later Waves. The Classes "Jason" and "TeslaHusk" seem to be the only Classes which seem to work, without overwriting.
Workaround 1: Overwriting the Doom Monsters from the Custom Zed Classes, like the Shiver=Cherub, back to the Custom Zeds themself, in this example Cherub=Shiver (Result = Custom Zeds will spawn in default Game, but there are no more invisible ones)
Workaround 2: Overwriting the Doom Monster, from the Custom Zed Classes, like the FFP=Mancubus, to default Zeds like the Fleshpound, in this case Mancubus=FP (Result = The Zeds, to which you overwrite, will spawn more often in default KF Game, in this example, more Fleshpounds, but there are no more invisible ones)
Workaround 3: Take the Doom Monsters from the Custom Zed Classes, like the GoreShank=Commando and let them replace another Doom Monster, which definition is a default Zed Class, like the Gorefast=Sawyer, with a chance of 50% --> ZedDefs/Gorefast/Sawyer and ZedRepl/Sawyer/Commando/Chance:0.50 (Result = Default KF is fine, but DooM Spawn will be a little bit different, than before and maybe not as much different Monster kinds in one wave (NOTE: I have not overwritten "Jason=HellKnight" and "TeslaHusk=Pinky", because since now, i don't have the issue, that they are spawning invisible in default KF -- > Tested one Monster after another)