EFT (Escape From Tarkov) is a new(er) overhaul mod pack. It compiles a ton of weapons/gun-play, reworked health and food mechanics, plus it really rethinks zombies by having them equipped with armor over portions of their bodies. Its really taking off as of late. It also has an 'extracted' weapons mod-kit too for those who do not want the 'overhaul' entirely. I rec checking it out on YT if ya haven't seen it in person yet. Its really something.
Существует 3 значения, которые изменяют шансы выпадения. Имейте в виду, что все это находится в нижней части моего файла. У вас есть верхний, который представляет собой просто обычных зомби кровавой луны с шансом выпадения 1%, затем средний, который представляет собой диких зомби кровавой луны с шансом выпадения 5%, затем у вас есть излучаемые зомби с шансом выпадения 10%. В коде они больше похожи на 0,01 для 1% или 0,10 для 10%. Я надеюсь, что это ответ на ваш вопрос, и я надеюсь, что это было хорошо переведено.
Примеры:
Обычные зомби Просто измените .01 в первом примере на .01 на 1, чтобы получить хорошие результаты. В основном это будет от 1% до 100%. <set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon')]/property[@name='LootDropProb']/@value">.01</set><!--1%--> Дикие зомби <set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Feral')]/property[@name='LootDropProb']/@value">.05</set><!--5%--> Радиационные зомби <set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Radiated')]/property[@name='LootDropProb']/@value">.10</set><!--10%-->
Technically inside the configs for the mod you can configure the drop chance yourself. I did this awhile ago because it was a requested feature. Just go into the entityclasses.xml and all the way at the bottom there is a drop chance section, just tweak the values and you should be all good.
Thanks you for the answer but i mean i use a mod increasing vanila loot bag drop chance , and when you speak about the entityclasses file you may mean for increase the droprate of blood bag.
my base idea was to get rid of the previous mod then boost vanilla droprate into your mod , for have more vanilla bag + be able to drop bloodbag. (unless i can use 2 mods containing an entityclasses file ? i dont know how xml file work)
I can add it, but then i would have to add it to all my other mod versions. There is a few of them. But until then I would say just use one of the regular loot bag drop chance mods. I know I have a vanilla based one that works.
I just started using this mod, i just had my first bloodmoon but the issue is there is no lootbags dropping, i do have mods that alter the lootbag drop rates and loot quality, do you think those mods conflict? Also normal lootbags drop just not during the bloodmoon
Well, either way I need to see all the mods because it could have to do with all kind of things. I usually like to download all the mods that someone is using and debug from there. If I find a conflict then I work on it, otherwise I would have no idea just by trying to work with nothing. So, if I can get the whole mod list that would be great.
Youre right sorry, GNS beautiful bases, izzys guns, d6 extended game options, better perks, ISI perks unbound, JRB loot drops, larger backpacks,lootable everything, SP4.themeanonesstackoverhaul, Vaybens mega cities, voltralux pois, VMM game options. (sorry for late reply been busy)
hey there i just got ya mod other day and it stopped all AI pathing basically broke my zombies they stood and wiggled is there a fix for this because id love blood moon bags but had to remove to fix my zombies
i have mods like 20 of them but all for other things not zombies it was the first zombie mod i put in i found it weird to loot bags breaking ai i just wasent sure soon as i removed that one mod it was fixed weird
Well I have experienced some extremely odd mod conflicts before. If its alright at some point can you get me the list of mods so I can do a deep dive and see if its a mod conflict?
I'm using District Zero v2.3.3 and Blood Moon Loot Bags District Zero v1.3, and I have a minor mistake and question that I have to write about.
1. from mistake on line 914 of entityclasses.xml <set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Shockers')]/property[@name='LootDropProb']/@value">.07</set><!--7%-->
I'm looking at the logs and there is a warning that there seems to be a missing “name,‘Shockers’”. Looking at the code, I think it is a simple mistake that the correct name is “name,‘Shocker’” and the “s” is not necessary.
2. the inability to salvage an enemy with “BloodMoon” in its name. I was wondering if this was because they were dropping loot bags so they couldn't be disassembled, or if it was simply a lack of them.
I'm using a translation site, so sorry if the text is weird.
Sorry about the mistake, I will definitely fix this as soon as I can.
As for the salvage, I do not know how the District Zero developer had made the robots salvageable. I will try and figure it out. But I will not make promises on that one.
Thanks for the reply. I have confirmed that I can dismantle the enemy by appending all the “drop events” on the cited enemy and get the materials.
I'll paste the code I made for my own use. I made it without any knowledge, so there might be some strange parts, but I've confirmed that it works.
<!-- Define demolition materials --> <append xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'BloodMoon')]"> <drop event="Harvest" name="resourceElectricParts" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceElectricParts" tag="salvageHarvest" count="2"/> <drop event="Harvest" name="resourceMechanicalParts" tag="salvageHarvest" count="1"/> <drop event="Harvest" name="resourceSpring" tag="salvageHarvest" count="1"/> <drop event="Harvest" name="resourceScrapIron" tag="salvageHarvest" count="15"/> <drop event="Harvest" name="resourceScrapBrass" tag="salvageHarvest" count="15"/> <drop event="Harvest" name="resourceScrapLead" tag="salvageHarvest" count="15"/> <drop event="Harvest" name="resourceNanoChip" tag="salvageHarvest" count="1"/> <drop event="Harvest" name="resourceScrapIron" tag="allToolsHarvest" count="5"/> </append> <!-- Androids And Cyborgs SHOCKERS & INFERNO & RADIATED And ANIMALS--> <set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@tag,'salvageHarvest') or contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon']/drop[@name='resourceElectricParts']/@count">5</set> <set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring']/@count">3</set> <set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon' or @name='robotCyborgTitanBloodMoon']/drop[@name='resourceNanoChip']/@count">2</set> <append xpath="/entity_classes/entity_class[@name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon' or @name='robotDroidSoldierBloodMoon' or @name='robotDroidCombatBloodMoon']"> <drop event="Harvest" name="resourceCobalt" tag="salvageHarvest" count="15"/> </append> <set xpath="//entity_class[@name='robotCombatDogBloodMoon']/drop[@name='resourceNanoChip']/@count">4</set> <!-- DROIDS --> <remove xpath="/entity_classes/entity_class[contains(@name,'robotDroid') and contains(@name,'BloodMoon')]/drop[@name='resourceNanoChip']"/> <append xpath="/entity_classes/entity_class[contains(@name,'robotDroid') and contains(@name,'BloodMoon')]"> <drop event="Harvest" name="resourceForgedSteel" tag="salvageHarvest" count="5"/> <drop event="Harvest" name="resourceForgedCobalt" tag="salvageHarvest" count="2" prob="0.5"/> </append> <!--robotDroidSoldierBloodMoon--> <set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceElectricParts' and contains(@tag,'salvageHarvest')]/@count">9</set> <set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring']/@count">5</set> <set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceScrapIron' or @name='resourceScrapBrass' or @name='resourceScrapLead' or @name='resourceCobalt']/@count">25</set> <set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceScrapIron' and contains(@tag,'allToolsHarvest')]/@count">8</set> <!--robotDroidCombatBloodMoon--> <set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceElectricParts' and contains(@tag,'salvageHarvest')]/@count">10</set> <set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring' or @name='resourceForgedSteel']/@count">6</set> <set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceScrapIron' or @name='resourceScrapBrass' or @name='resourceScrapLead' or @name='resourceCobalt']/@count">30</set> <set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceForgedCobalt']/@count">3</set> <set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceScrapIron' and contains(@tag,'allToolsHarvest')]/@count">10</set>
Извините, если это не так переводится, я использовал Google Translate. Вам нужно поместить папку с модом в папку с названием «Mods». Вам также необходимо убедиться, что в папке модов, которую вы поместили в папку Mods, нет дубликатов папок. Например, вам необходимо убедиться, что в папке, которую вы помещаете в свои моды, есть папка Config и документ ModInfo.xml. Если это правильно, вы можете поместить эту папку в папку «Моды». В противном случае вы можете увидеть папку с тем же именем или отличную от предыдущей. Проверьте эту папку, если она содержит ранее обсуждавшееся содержимое, вместо этого используйте эту папку. Извините, если это не имеет никакого смысла. Я изо всех сил стараюсь объяснить.
Great mod! I modified the challenges.xml file of Blood Moon Loot Bags Vanilla Zombies so that all zombies in the mod count towards all challenges, here is the added code, I did it based on the code I already had from demolition
Thanks sorry I meant to do this before but it gets a lot more difficult when you have to update many versions of the mod. Glad to hear you are enjoying it though. I actually did think about making separate tasks for the blood moon zombies but then I decided against it for my own sanity.
1. Is there anyway to add zombies or entities to the blood moon class so the new zombies will also drop the bags? As I have the double G Zombies pack installed and would like for them to drop the bags on blood moon horde nights, so if they have a blood moon variant will they drop the bags?
2. Is there any way to stop the zombies from dropping the blood moon nags upon character death as later in the game Ive noticed that if you die and the zombies get insta killed then the bags will still drop which kinda defeats the purpose.
Thanks so much, absolutely love the pack and your work.
So, currently you have to manually create an entry for every type of zombie in the game you want to have a blood moon variation. Also, only blood moon zombies will drop blood moon loot bags as it is currently setup. Also, just keep in mind you would need to also make sure to not only make a blood moon variation in the entityclasses.xml but also add them to the blood moon spawning list in the entitygroups.xml.
If you want I can make a variation of the mod to support those zombies until I figure out how to make the mod more universal and easier.
Hey, figured I would let you know that I just put Double G Zombies in my list of mod adaptations and it seemed to work great on my end. If you have any trouble with it please let me know. Just keep in mind as usual my mod needs to load after pretty much everything. So it needs to be at the bottom of the list of mods. Enjoy.
i have elite and double g zombies but when i installed all 3 , it gave me an error and also stopped me from jumping (like literally, couldnt jump.. it worked when i removed both the double g and elite addon, i kept the vanilla loot bag one)
So, technically you can have a mod version that is a combination of both the Double G and Elite Zombies. But remember you need to have both of the actual mods and load them before the loot bag mod. So I will work on a combo mod for you that should resolve the issue hopefully. But I think the error was causing the jump issue. Mostly because the mods themselves don't mess with any configs and so on.
And now, that is created. I made sure to test it. You can now download it, it is called "Blood Moon Loot Bags Double G Elite Zombies". This will be the combo mod of the Double G Zombies and the Elite Zombies mods. But remember you have to have both of the previous mods installed still.
Your a legend tysm, I was going to do it myself as to not take up to much of your time. I got bored so I started learning C# but i often make mistakes since im unfamiliar with it, thank you for saving me the headache.
As for my second question I was not clear so i will try to rephrase.
Upon death during a blood moon horde night all zombies that were loaded around you get insta killed and as a result the blood moon lootbags still drop. Is there anyway to remove this feature by adding a condition or is it a game feature to reduce lag that you cant work around? Its worth mentioning I use a dedicated server.
Also one quick question, in the mod description you specify its client side only and server side only, wym by that as I have had it on both for a month and a half or so and it seems to work fine. Would I be fine if i removed it from my mod library and kept in on my server?
So for the server thing I have been told it works for server side only. But I don't have any concrete facts as I don't have and run a server. For the zombie death thing that is a base 7 Days to Die feature. Upon reloading the world the zombies are killed/removed. I don't unfortunately have like any control over that. If I could figure out a way to stop that issue I would but I think by trying to fix that I could cause more issues than it would solve. Even though I have no idea how I would fix that. But upon some findings there might be a way for me to change this. BUT if I did add this feature, anytime you log into the game all Loot Bags would probably be removed. Now if you want I can make this a thing. But I figured id give you that warning.
This also seems a pretty highly custom job that I know most people probably wouldn't want so if you want this I will. I will probably name it something along with your name as a custom request. **EDIT** Actually I think I'm going to try and make it a standalone mod that way its easier. Basically I will make it remove any Loot bag. Well, I will attempt anyways.
Btw, if you joined my discord server it would be far easier for me to quickly reply because I have notifications for that.
91 comments
At 10 o'clock in the blood moon, the game stops as I keep getting red debug errors.
When I checked the error items, there was no Lucifer in class and entity group.
Примеры:
Обычные зомби
Просто измените .01 в первом примере на .01 на 1, чтобы получить хорошие результаты. В основном это будет от 1% до 100%.
<set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon')]/property[@name='LootDropProb']/@value">.01</set><!--1%-->
Дикие зомби<set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Feral')]/property[@name='LootDropProb']/@value">.05</set><!--5%-->
Радиационные зомби<set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Radiated')]/property[@name='LootDropProb']/@value">.10</set><!--10%-->
I plan to use a "more loot bag drop chance" mod but according to some comment , it wont be compatible to your mod :x
Can you consider make an add-on for you mod and add that feature ?
my base idea was to get rid of the previous mod then boost vanilla droprate into your mod , for have more vanilla bag + be able to drop bloodbag.
(unless i can use 2 mods containing an entityclasses file ? i dont know how xml file work)
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i try keep sets of mods from same people keep it clean1. from mistake on line 914 of entityclasses.xml
<set xpath="/entity_classes/entity_class[contains(@name,'BloodMoon') and contains(@name,'Shockers')]/property[@name='LootDropProb']/@value">.07</set><!--7%-->
I'm looking at the logs and there is a warning that there seems to be a missing “name,‘Shockers’”.
Looking at the code, I think it is a simple mistake that the correct name is “name,‘Shocker’” and the “s” is not necessary.
2. the inability to salvage an enemy with “BloodMoon” in its name.
I was wondering if this was because they were dropping loot bags so they couldn't be disassembled, or if it was simply a lack of them.
I'm using a translation site, so sorry if the text is weird.
As for the salvage, I do not know how the District Zero developer had made the robots salvageable. I will try and figure it out. But I will not make promises on that one.
I have confirmed that I can dismantle the enemy by appending all the “drop events” on the cited enemy and get the materials.
I'll paste the code I made for my own use.
I made it without any knowledge, so there might be some strange parts, but I've confirmed that it works.
<!-- Define demolition materials -->
<append xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'BloodMoon')]">
<drop event="Harvest" name="resourceElectricParts" count="0" tool_category="Disassemble"/>
<drop event="Harvest" name="resourceElectricParts" tag="salvageHarvest" count="2"/>
<drop event="Harvest" name="resourceMechanicalParts" tag="salvageHarvest" count="1"/>
<drop event="Harvest" name="resourceSpring" tag="salvageHarvest" count="1"/>
<drop event="Harvest" name="resourceScrapIron" tag="salvageHarvest" count="15"/>
<drop event="Harvest" name="resourceScrapBrass" tag="salvageHarvest" count="15"/>
<drop event="Harvest" name="resourceScrapLead" tag="salvageHarvest" count="15"/>
<drop event="Harvest" name="resourceNanoChip" tag="salvageHarvest" count="1"/>
<drop event="Harvest" name="resourceScrapIron" tag="allToolsHarvest" count="5"/>
</append>
<!-- Androids And Cyborgs SHOCKERS & INFERNO & RADIATED And ANIMALS-->
<set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@tag,'salvageHarvest') or contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon']/drop[@name='resourceElectricParts']/@count">5</set>
<set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring']/@count">3</set>
<set xpath="/entity_classes/entity_class[contains(@name,'robot') and contains(@name,'ShockerBloodMoon') or contains(@name,'InfernoBloodMoon') or contains(@name,'RadiatedBloodMoon') or @name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon' or @name='robotCyborgTitanBloodMoon']/drop[@name='resourceNanoChip']/@count">2</set>
<append xpath="/entity_classes/entity_class[@name='robotCombatDogBloodMoon' or @name='robotSpiderBotBloodMoon' or @name='robotDroidSoldierBloodMoon' or @name='robotDroidCombatBloodMoon']">
<drop event="Harvest" name="resourceCobalt" tag="salvageHarvest" count="15"/>
</append>
<set xpath="//entity_class[@name='robotCombatDogBloodMoon']/drop[@name='resourceNanoChip']/@count">4</set>
<!-- DROIDS -->
<remove xpath="/entity_classes/entity_class[contains(@name,'robotDroid') and contains(@name,'BloodMoon')]/drop[@name='resourceNanoChip']"/>
<append xpath="/entity_classes/entity_class[contains(@name,'robotDroid') and contains(@name,'BloodMoon')]">
<drop event="Harvest" name="resourceForgedSteel" tag="salvageHarvest" count="5"/>
<drop event="Harvest" name="resourceForgedCobalt" tag="salvageHarvest" count="2" prob="0.5"/>
</append>
<!--robotDroidSoldierBloodMoon-->
<set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceElectricParts' and contains(@tag,'salvageHarvest')]/@count">9</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring']/@count">5</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceScrapIron' or @name='resourceScrapBrass' or @name='resourceScrapLead' or @name='resourceCobalt']/@count">25</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidSoldierBloodMoon']/drop[@name='resourceScrapIron' and contains(@tag,'allToolsHarvest')]/@count">8</set>
<!--robotDroidCombatBloodMoon-->
<set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceElectricParts' and contains(@tag,'salvageHarvest')]/@count">10</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceMechanicalParts' or @name='resourceSpring' or @name='resourceForgedSteel']/@count">6</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceScrapIron' or @name='resourceScrapBrass' or @name='resourceScrapLead' or @name='resourceCobalt']/@count">30</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceForgedCobalt']/@count">3</set>
<set xpath="/entity_classes/entity_class[@name='robotDroidCombatBloodMoon']/drop[@name='resourceScrapIron' and contains(@tag,'allToolsHarvest')]/@count">10</set>
Forgive me if I may have missed something.
в какую папку внедрить?
Вам нужно поместить папку с модом в папку с названием «Mods».
Вам также необходимо убедиться, что в папке модов, которую вы поместили в папку Mods, нет дубликатов папок. Например, вам необходимо убедиться, что в папке, которую вы помещаете в свои моды, есть папка Config и документ ModInfo.xml. Если это правильно, вы можете поместить эту папку в папку «Моды». В противном случае вы можете увидеть папку с тем же именем или отличную от предыдущей. Проверьте эту папку, если она содержит ранее обсуждавшееся содержимое, вместо этого используйте эту папку. Извините, если это не имеет никакого смысла. Я изо всех сил стараюсь объяснить.
<challenges>
<set xpath="/challenges/challenge[@name='killAnyZombies'][@title_key='challengeKillAnyZombies'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillAnyZombiesShort'][@description_key='challengeKillAnyZombiesDesc'][@reward_text_key='challengeKillRewardRegAmmo'][@reward_event='reward_any_zombie_slayer']">
<objective type="KillByTag" entity_tags="zombie" target_name_key="xuiZombies" entity_names="animalZombieVultureBloodMoon,animalZombieVultureBloodMoonRadiated,zombieLumberjackBloodMoon,zombieLumberjackBloodMoonFeral,zombieLumberjackBloodMoonRadiated,zombieSpiderBloodMoon,zombieSpiderBloodMoonFeral,zombieSpiderBloodMoonRadiated,zombieFemaleFatBloodMoon,zombieFemaleFatBloodMoonFeral,zombieFemaleFatBloodMoonRadiated,zombieFatHawaiianBloodMoon,zombieFatHawaiianBloodMoonFeral,zombieFatHawaiianBloodMoonRadiated,zombieFatCopBloodMoon,zombieFatCopBloodMoonFeral,zombieFatCopBloodMoonRadiated,zombieWightBloodMoonFeral,zombieWightBloodMoonRadiated,zombieDemolitionBloodMoon" count="500"/>
</set>
<set xpath="/challenges/challenge[@name='killVultures'][@title_key='challengeKillVultures'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillVulturesShort'][@description_key='challengeKillVulturesDesc'][@reward_text_key='challengeKillRewardRegAmmo'][@reward_event='reward_vulture_zombie_slayer']">
<objective type="Kill" entity_names="animalZombieVulture,animalZombieVultureRadiated,animalZombieVultureBloodMoon,animalZombieVultureBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killLumberjack'][@title_key='challengeKillLumberjacks'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillLumberjacksShort'][@description_key='challengeKillLumberjacksDesc'][@reward_text_key='challengeKillRewardExplosives'][@reward_event='reward_lumberjack_zombie_slayer']">
<objective type="Kill" entity_names="zombieLumberjack,zombieLumberjackFeral,zombieLumberjackRadiated,zombieLumberjackBloodMoon,zombieLumberjackBloodMoonFeral,zombieLumberjackBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killSpider'][@title_key='challengeKillSpiderZombies'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillSpiderZombiesShort'][@description_key='challengeKillSpiderZombiesDesc'][@reward_text_key='challengeKillRewardMods'][@reward_event='reward_spider_zombie_slayer']">
<objective type="Kill" entity_names="zombieSpider,zombieSpiderFeral,zombieSpiderRadiated,zombieSpiderBloodMoon,zombieSpiderBloodMoonFeral,zombieSpiderBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killBigMama'][@title_key='challengeKillBigMama'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillBigMamaShort'][@description_key='challengeKillBigMamaDesc'][@reward_text_key='challengeKillRewardMods'][@reward_event='reward_bigmama_zombie_slayer']">
<objective type="Kill" entity_names="zombieFemaleFat,zombieFemaleFatFeral,zombieFemaleFatRadiated,zombieFemaleFatBloodMoon,zombieFemaleFatBloodMoonFeral,zombieFemaleFatBloodMoonRadiated" count="50"/>count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killTourist'][@title_key='challengeKillTouristZombies'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillTouristZombiesShort'][@description_key='cchallengeKillTouristZombiesDesc'][@reward_text_key='challengeKillRewardMods'][@reward_event='reward_tourist_zombie_slayer']">
<objective type="Kill" entity_names="ombieFatHawaiian,zombieFatHawaiianFeral,zombieFatHawaiianRadiated,zombieBowler,zombieBowlerFeral,zombieBowlerRadiated,zombieFatHawaiianBloodMoon,zombieFatHawaiianBloodMoonFeral,zombieFatHawaiianBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killCop'][@title_key='challengeKillCops'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillCopsShort'][@description_key='challengeKillCopsDesc'][@reward_text_key='challengeKillRewardRareItems'][@reward_event='reward_cop_zombie_slayer']">
<objective type="Kill" entity_names="zombieFatCop,zombieFatCopFeral,zombieFatCopRadiated,zombieFatCopBloodMoon,zombieFatCopBloodMoonFeral,zombieFatCopBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killWights'][@title_key='challengeKillWights'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillWightsShort'][@description_key='challengeKillWightsDesc'][@reward_text_key='challengeKillRewardLegendary'][@reward_event='reward_wight_zombie_slayer']">
<objective type="Kill" entity_names="zombieWightFeral,zombieWightRadiated,zombieWightBloodMoonFeral,zombieWightBloodMoonRadiated" count="50"/>
</set>
<set xpath="/challenges/challenge[@name='killDemolitions'][@title_key='challengeKillDemolitions'][@icon='ui_game_symbol_zombie'][@group='Zombies'][@short_description_key='challengeKillDemolitionsShort'][@description_key='challengeKillDemolitionsDesc'][@reward_text_key='challengeKillRewardLegendary'][@reward_event='reward_demolition_zombie_slayer']">
<objective type="Kill" entity_names="zombieDemolition,zombieDemolitionBloodMoon" count="50"/>
</set>
I tested it and it's working for both vanilla zombies and mod zombies
1. Is there anyway to add zombies or entities to the blood moon class so the new zombies will also drop the bags? As I have the double G Zombies pack installed and would like for them to drop the bags on blood moon horde nights, so if they have a blood moon variant will they drop the bags?
2. Is there any way to stop the zombies from dropping the blood moon nags upon character death as later in the game Ive noticed that if you die and the zombies get insta killed then the bags will still drop which kinda defeats the purpose.
Thanks so much, absolutely love the pack and your work.
If you want I can make a variation of the mod to support those zombies until I figure out how to make the mod more universal and easier.
Upon death during a blood moon horde night all zombies that were loaded around you get insta killed and as a result the blood moon lootbags still drop. Is there anyway to remove this feature by adding a condition or is it a game feature to reduce lag that you cant work around? Its worth mentioning I use a dedicated server.
Also one quick question, in the mod description you specify its client side only and server side only, wym by that as I have had it on both for a month and a half or so and it seems to work fine. Would I be fine if i removed it from my mod library and kept in on my server?
Thank you again, your a legend.
This also seems a pretty highly custom job that I know most people probably wouldn't want so if you want this I will. I will probably name it something along with your name as a custom request. **EDIT** Actually I think I'm going to try and make it a standalone mod that way its easier. Basically I will make it remove any Loot bag. Well, I will attempt anyways.
Btw, if you joined my discord server it would be far easier for me to quickly reply because I have notifications for that.