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Duriel7

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  1. Duriel7
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    1.1 compatibility :
    Works perfectly. It touches only variables which names aren't changed by dev' team, and aren't likely to be changed in the near forseeble future. As such, this mod will be compatible with any big alpha release that will be pushed until developpers changed variable names for entities. Though I will look at the code and give a heads up for any subsequent game versions.

    update :

    Guppy's mod patch is live now !
    As requested by Cheerows I've made a patch for Guppy's zombies. See description page for details. Requests concerning the patch are welcome.

    Yes I know (thanks to LordSoth) that my modinfo.xml has version and description inverted, if I ever need to do an update to this mod (which is possible if new weapons or ammo are added to the game), I'll have the correct file ready.
  2. Stroichik
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    this is the most updated mod for headshots, it looks like.

    Do i understand it correctly, that if i want to inchrease nonhelmet headshot damage from ranged weapons for 500% instead of 1000% i need to change value in mod from 7 to 2? Cause it add 700% + 300% base headshot dmg, right? So that it would be 200% modded dmg + 300 base dmg?
    1. Duriel7
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      I think it will stay up to date for a long time if TFP don't touch base code.
      I may need to adapt values since the new update changed skills, or perks whatever you call them, and stuff now gives a bonus to damage, but for now I don't have that much time to test several hours of gameplay to see different situations. I think the mod works as is though.

      To lower bonus headshot damage, yes you need to lower the value. I don't know the new values yet, but if it didn't change too much, max tree masteries give you like 200% damage to headshots if memory serves, so 3 would be the right value. If the bonus is now 300% at max mastery level, then 2 is the right value to have 500% final value.

      Anyways you got the right idea yes.
  3. qq747225628
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    May I ask if it is compatible with version 1.2?
    1. Duriel7
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      You can. But last thing I heard was 1.2 was ongoing so I didn't even know it was out. I don't think there would be a problem though, as the mod is designed to be compatible without all forward versions. Worst thing would be if new zombies are introduced with new tags only, there wouldn't be included in the changes made by my code. I don't think TFP would do such a thing so you can safely assume my mod works with 1.2 and forward versions.
      Though if any problem arise be sure to make feedback so I know there's a problem.
      I unfortunately have very little time to work on mods as I found a job recently so I am left with only few hours a week of free time. And I have so many mods and other projects that I cannot keep up as fast as before.
    2. qq747225628
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      How to fix it?
       WRN [MODS]     Duriel's Lethal HeadShots/ModInfo.xml does not define a valid Version. Please consider updating it for future compatibility.
    3. Duriel7
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      Updated, fixed, I can't believe I let this mistake since months ago but here you go.
  4. minos1984
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    Question:

    Does this Mod only increase Headshot Damage or does it also reduce the Body Damage to the lowest possible Damage?

    Because im searching for a Mod where you can only kill them by Head Damage...
    1. Duriel7
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      My mod is mainly for big headshot damage, but the last update also reduce body damage to only 10% (save for birds corpses for which I reverted the changes because aiming for head when you want the feathers with a small knive is freaking irking).
    2. minos1984
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      oh only 10 %, thats already good to know!
      1 % would be best, but only Dismembering allowed though.

      Thanks for the Mod, gonna use it!
    3. Duriel7
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      You can actually modify the file yourself, I think I posted an article on how to do it, and only a classic Notepad is enough to do it :
      44th line of code of entityclasses.xml has a value "0.10" and is clearly indicated, so put "0.01" here instead would give 1% damage, as you wished + dismemberment is highly possible, save for armored zombies, but those you can use armor piercing bullets to dismember them easier.
      Same for normal zombies hollow points/high power bullets are better against all fleshy targets, so bears should be way easier if you found those bullets.

      You are very welcome, wish you happy dismemberment of many zombies.
    4. minos1984
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      Thank you very much for the detailed Answers!
    5. Duriel7
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      You're welcome :)
    6. fredchicken
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      This comment made me realize that I can modify mods to my liking, and learn a bit more coding. 
      Thank you!
    7. Duriel7
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      You are welcome. I thought I had an article on this mod, but I actually wrote some others on other mods, but if you need some "lessons" I can wrote an article on Lethal Headshots for short examples to learn easily. If you can do it alone it is also fine. :D Do not hesitate to ask though.
  5. 7OVO7
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    Im new on 7D2D modding... and I tried to use Mod organizer but the plugin in nexus doesent work, so...

    put on top of the main mod in the mods folder (MrZyz request)
    meaning overwrite the main mod, or need change folder name, or something else... ?

    ty in advance for help me :|
    1. Duriel7
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      Yes overwrite the main mod. Normally, MO should do that on its own, I don't know why it doesn't. Just replace the config folder with the optional one, and click yes when Windows asks you if you are sure. Should be good.
    2. 7OVO7
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      ty for the explanation... :)

      MO2 does it by itself, the problem is that the MO2 Plugin doesnt work -_-
      error message at start
    3. Duriel7
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      Ooooh I didn't know this plugin, fair enough, I can't help with this one, but I understand better your first comment about the plugin :p
    4. 7OVO7
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      your mod is perfect with the MrZyz request edit

      I use also (related to zombies):

      now I need to find (a mod for...):

      • disable zombies climbing (vertical stairs on the walls)
      • disable zombies destroy durable blocks (concrete, steel, etecetera)

      I wish you good life and good modding 
    5. Duriel7
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      Nice mods. Improved Hordes seems to be an excellent mod.

      I know there was a mod to disable zombie AI for climbing and digging down, don't know it it was updated or not. Don't remember the name but it was on 7 days to die mods website, I don't recall it being on Nexus but I can be mistaken.

      For zombies ability to destroy durable blocks you have my More Settings mod which modifies the AI block damage setting to be as low as 0%, but this only lowers AI damage to 1 point due to engine limitations. Though, projectiles and explosions from fatty toxic zombies and demolishers are completely neglected. This will allow for a much longer time without worrying about repairs.
      You can test this if you want to.

      Thank you for your kind words :D
      I wish you too a good journey in the modding world.
    6. 7OVO7
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      for now I have tried the Launcher and the Nexus... I will go and see on that site, also I think I will use your Duriel's More Settings
      ty for the suggestion
  6. StefanCP
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    Would this be save game compatible? Thanks.
    1. Duriel7
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      Entirely savegame compatible mate, server-side only, no worries about changing the values mid-game either if you find them too high or too low, add, remove, anything is possible.
    2. StefanCP
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      Thanks.
  7. XKN
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    this Mod dont works with More Gore - Zombie Dismemberment and Blood Effects Mod :(
    1. Duriel7
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      Same reply than on the other mod on your comment :
      This mod has an assembly in C#,  Steel would have to fix this on his side, because I can't do anything since this is new code. Or at least, he would have to give me his code options/settings/particularities so I can make a patch, but I can't guaranty anything. Let's wait for an answer to that question, even if we can agree on a patch, I won't be able to work on modding for at least two weeks.
  8. LordSoth01
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    Nice patch, thank you for that!
    Seems Guppy's mods have pretty much become standard fare, hah!

    Thank you!
    1. Duriel7
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      You're welcome, I didn't want to try it before though but I changed my mind.
      Yeah, I can admit that my tests had me want to try the mod because graphics are really good.
      Guppy did a real mighty job with this mod, and it had variation to an already varied zombie cluster since gold release.
    2. LordSoth01
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      Hah, didnt notice til i saw the minor warning that your modinfo.xml has the description and version section mixed up.
    3. Duriel7
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      Jeez you're right !
      I saw this and thought "Ok I'll see that later" and totally forgot about it days ago...
      Thanks for reminding me about that even if it's not really important !
  9. Cheerows
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    Would this work with Guppycur's Zombies (REAL) mod?
    1. Duriel7
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      If Guppy did things logically, yes. If the zombies inherit from the main entity classes, the would also inherit my modifications, so I believe yes. You just can test this, first bonks to the head with the wood club will show you if this works, but I'm quite sure it will.
      Though, for intellectual honesty, I'll have to test this myself, and give results in the sticky post and description page.
    2. Cheerows
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      I was actually testing it myself and it seems to be working, there are some very durable zombies that are harder to kill but new variants of regular zombies die just as easily. Although new thicc zombies seem to take more headshots compared to the default ones and there was this one zombie that took like 10+ bullets to the head from a pistol. It's not so bad to have a few stronger zombies though, most take realistic damage to the head, I'm enjoying it now!
    3. Duriel7
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      Glad you're enjoying it. I've downloaded the mod so I will be able to sneak in my head into the code to see what Guppy actually did. If needed I would gladly make a compatibility patch for it.
    4. Cheerows
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      That would be cool, you're amazing!
    5. Duriel7
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      Amazing I don't know, I do what I can :) thank you for your kind words
    6. Cheerows
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      It's been a while but my friend keeps complaining about difficulty haha, I guess I was mistaken because most new zombies take too many bullets to the head
    7. Duriel7
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      Looking at the files did show that Guppy extended his classes from the vanilla ones. So my mod should work. Try a test world with Creation Inventory authorized and give yourself a big Tier 3 weapon like a M60, and shoot one of Guppy zombies to the head, and see what it looks like.
      I think this will be good. Just Tier 1 weapons are bad and Tier 0 ones are worse. I'll try to see why this seems difficult but I don't see any reason it should not work for you.

      EDIT : Ok so I looked really closely at the files. Not only Guppy extended his classes from vanilla, he also made the zombies have 150 HP, which actually a really coherent amount. Then, my mod works so any other mod which adds zombies can actually benefit from it, because it selects all zombies which name contains a helmet, or does not contain a helmet, and applies the changes. So every zombie should be affected.
      You can compare with and without my mod to see the difference. Alternatively, you can also change the values inside the file to higher ones.
      If you need help to change the values I can provide help.
    8. Cheerows
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      Oh understood, maybe they just have too much health then. My friend will have to stay patient until he gets better weapons. Thanks again for looking into it!
    9. Duriel7
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      Arf, I edited the previous comment.

      Yes, they have a little more than other tier 1 zombies, but 150 is no that much. A 10 damage pistol will take 15 shots (2 magazines) vanilla, my mod will make it 3 shots : 10 x 7 times so 70 damage. So 3 shots. If perks are taken it's 2 shots. If you can't see this type of result then it may be bugged.
      It would be weird, but it is still possible depending on your modlist.
    10. Cheerows
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      Hmm I see, it's weird for me because some of the added zombies die easily as you described but some of them are much more resilient. And then there are the unique looking zombies or straight up monsters that are like bosses but I'm enjoying things either way. I guess it would have been hell without your mod haha
    11. Duriel7
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      Oh yeah. Some of them, well hidden between other, have 300 or 800 or 1300 or even 2000 HP, that's the problem you have. There's a biomechanical zombie, and others that have much higher health and have physical damage resistance. I might have to do a patch for those because they have metallic parts or armor parts. I'll have to launch the game and play with developer tools to see the graphics.
      I'll write a note to not forget to do that and keep you informed.
    12. Cheerows
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      Thanks a lot! I'll be waiting then ^_^
    13. Duriel7
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      Ok, so looking at the graphics, I'll add 2 of those as armored zombies in my patch. Biomechanical Wight and Riot Gear. Others just are cool and even with a lot of HP they provide challenge.

      Look into High Power bullets, my mod makes them very usefull for fleshy zombies : They multiply the damage by 10 or something like that. In all body parts. That means that even when not aiming to the head you can inflict severe damage to zombies legs and slow them down time to aim properly to the head and finish them. Alternatively, use explosives if you can.
      The combination of mines or impact grenades to make high HP zombies fall down and high power bullets to finish them on the floor can be helpful, espacially if you play with your friends.

      For armored zombies like biomechanical and riot gear, you'll have to buy or select reward for Armor Piercing bullets. Those will rekt the metallic parts of zombies.

      Although, I agree in the beginning of them game it's difficult, but pipe bombs and molotovs with a little jogging can be awesome, depending on the speed you set the zombies at.
    14. Cheerows
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      This is super duper cool, you're very helpful. Thanks again! I've downloaded it and I'll send it to my friend!
    15. Duriel7
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      You are welcome, let me know if this is good for you after playing.
    16. Cheerows
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      It'll take a while to test but I'll make sure to tell you!
  10. Amber9572
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    Which version is for a19?
    1. Duriel7
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      Technically version 1.0.1 or 2.1 if you wish all the additions. After that it would be with A21 stuff so it would work too but console would give you errors thta some items aren't found.
  11. Palfreezy
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    can you make it so zombies heads dont fall of when i shoot them but explode instead?
    1. Duriel7
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      Unfortunately for now I cannot do that.
      I will take a look, but what I know is : Developers made zombie heads fall off instead of exploding as before, it's a hardcoded behaviour, I don't think it's possible to change that.
      But maybe in the config files I can see a line of code to revert back. I will keep you informed.