DayZ
PvZmoD_Tweaked_Zombies
85 Comments
Liven  [author] 18 May, 2023 @ 8:32am 
@denhic90 this mod is deprecated, use this one instead : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2051775667
denhic90 18 May, 2023 @ 7:12am 
привет всем ,у меня почему не работают зомби
пишет (Мод PvZmoD Tweaked Zombies ДЕАКТИВИРОВАН)
ПОДСКАЖИТЕ что делать
Liven  [author] 7 Apr, 2020 @ 7:25am 
@Everyone
[h1]WARNING : This mod will be disabled !![/h1]
It will happen when the v1.08 will come to stable branch.
The mod will be replace by PvZmoD Customisable Zombies .
This new mod do all what this old one do (and lot more) but in a better way.
Liven  [author] 5 Mar, 2020 @ 11:23am 
@Everyone
Just in case you missed the information,
I launched a new mod : PvZmoD Dark Horde
twitch.tv/BlackPlombeer 12 Feb, 2020 @ 2:12am 
Thx
Liven  [author] 11 Feb, 2020 @ 7:25am 
@Everyone : 1.07 ready
Liven  [author] 27 Dec, 2019 @ 2:38am 
@Giaxpard, Liven#0879
Giaxpard 26 Dec, 2019 @ 11:51am 
Thank you @Liven! Can I find you on discord? Happy new year
Liven  [author] 14 Dec, 2019 @ 3:14pm 
@Giaxpard, yes
Giaxpard 14 Dec, 2019 @ 2:03pm 
Hei :) does the mod also works with Livonia?
Liven  [author] 11 Dec, 2019 @ 1:19am 
@Everyone,
since 1.06 update the white wolves are not friendly anymore.
HIGHZUNG 29 Nov, 2019 @ 3:08am 
Okay thx
Liven  [author] 29 Nov, 2019 @ 2:35am 
yes
HIGHZUNG 29 Nov, 2019 @ 2:06am 
Okay so when modders added weapons correctly with working sillincer For ai it works to with your mod
Liven  [author] 29 Nov, 2019 @ 12:51am 
@Daniel Weapons moders have to configure their weapons themself, I can't do it for them.
HIGHZUNG 29 Nov, 2019 @ 12:43am 
I mean a config wich Serverowners can add classnames of weapons wich are sillenced For ai
Liven  [author] 29 Nov, 2019 @ 12:35am 
@Daniel, I'm not sure to see what you want to do. Server owners already can use custom weapons by using weapon mods, why do you want to add it in pvztweaked cfg? And what do you mean by "server profile pvztweaked cfg"?
HIGHZUNG 28 Nov, 2019 @ 11:49am 
So its not possible to add classnames in a server profile pvztweaked cfg where server owners can add costum weapons ?
Liven  [author] 28 Nov, 2019 @ 8:42am 
@Daniel, sorry, too many mods, too many weapons and I don't have time to follow each mods updates...
HIGHZUNG 28 Nov, 2019 @ 6:07am 
Possible to make a cfg where modded weapons can be add espacily Honeybadger from Weapon Expansion mod is silinced on his own
Liven  [author] 20 Oct, 2019 @ 9:41am 
yep
Juanky 20 Oct, 2019 @ 8:59am 
I'm going to try this, it looks good. With "WW are friendly" you mean White wolves?
Liven  [author] 13 Oct, 2019 @ 6:13am 
@SAY question answered on discord. Form those interrested :

If new created zombies inherit from ZombieMaleBase or ZombieFemaleBase class they lose their calm sounds.

The only way I found to fix that is to inherit the new zombie class from a more "child class" (for exemple ZmbM_HermitSkinny_Base or other "skinny" vanilla zombie if your new zombies need "skinny" sounds)
🆂🅰🆈 13 Oct, 2019 @ 4:14am 
@Liven, hello! Great mod! Why zombies "LivenTest" do not make sounds during a quiet wandering? The skeleton has the same problem. I understand the class CalmMove in CfgVehicles don't work? I'm trying to make my zombie based on your mod and noticed this problem - additional zombies, that are not in vanilla, go silently until they attack... Sorry for my English.
ANZAC_Ace 12 Sep, 2019 @ 1:34pm 
Thanks mate. I’ll keep experimenting. I am trying to increase the alert chance as well. Wish me luck 🙂
Liven  [author] 12 Sep, 2019 @ 7:08am 
The value to tweak is "rangeShotMax" but keep in mind that one shoot is not enough to trigger a zombies that is far away (if he is at 150m and radiusShotMax = 200 for example) you have to shoot many times to attract him.
I remember it was not an easy value to tweak because of that.
(and I don't remember what "radiusShotMax" does)
ANZAC_Ace 12 Sep, 2019 @ 5:27am 
All is running great on my private server. Thank you for the your work on this mod.

I am trying to increase the distance at which the zombies hear gunshots. I am editing the .cpp file found here:

@PvZmoD_Tweaked_Zombies\addons\PvZmoD_Tweaked_Zombies\DZ\AI\

and then uploading it back into the server. The parameters are below.

class NoiseSystemParams
{
rangeMin=3; //3
rangeMax=35; // 35
rangeShotMin=25; //25
rangeShotMax=200; // 200 - 50
radiusMin = 5; // 5;
radiusMax = 20; // 20;
radiusShotMin = 25;
radiusShotMax = 200;
class NoiseStrengthTeamMultipliers
{
BigGame=1;
Zombies=1;
Player=1;
};

Range does not seem to relate to meters on the ground. No matter the setting in rangeShotmax the Zombies alert distance does not change. What value should I be amending if not rangeShotmax?

Thank you.
Liven  [author] 31 Aug, 2019 @ 9:39am 
@Barackuse If you use PvZmoD Spawn System look at the last patch note, there is things about ZmbM_SoldierVestHelmet maybe it can help you
Barackuse 31 Aug, 2019 @ 9:26am 
I am trying to run this on a stable server 1.04, also note that I get another strange error with @PvZmoD_Spawn_System too. I was looking forward to seeing these. They look good.
Liven  [author] 31 Aug, 2019 @ 5:09am 
@Barackuse, are you running the mod on stable or xp server?
Because the military zeds with backpack, vest, helmet... have been removed by the devs in 1.05
Barackuse 30 Aug, 2019 @ 9:02pm 
I got a nasty error trying to load this mod.
MaleBase, by PvZmoD_Tweaked_Zombies/dz/characters/zombies/config.cpp/CfgVehicles/ZmbM_SoldierVestHelmet/
5:00:42.839 ENGINE (W): No module info used, trying to identify -> 0x47620000

5:00:42.839 ENGINE (W): Adjusting job system settings to have at least one job worker thread.

5:00:42.911 [Inputs] Loading inputs default "bin/constants.xml"
5:00:42.914 [Inputs] Loading inputs default "bin/specific.xml"
5:00:42.915 [Inputs] Loading inputs cfg "config\Users\Survivor\Server.core.xml"
5:00:42.918 [Inputs] Exporting inputs cfg "config\Users\Survivor\Server.core.xml"
5:00:43.94 SCRIPT (W): @"scripts/3_Game/systems\inventory\handfsm.c,96": Missing script declaration for method 'SgNetworkService.CreateLobby'
5:00:43.94 SCRIPT (W): @"scripts/3_Game/systems\inventory\handfsm.c,96": Missing script declaration for method 'SgNetworkService.GameServerLoadMatchInfo
Basi Rubicundis 2 Aug, 2019 @ 5:31am 
Oh?! Thankyou Boss! Are you best! :)
Liven  [author] 2 Aug, 2019 @ 3:08am 
@Basi Rubicundis You have to run the mod client side too.
Basi Rubicundis 2 Aug, 2019 @ 2:14am 
Hy boss!

Do I get a lot of white zombies (no texture) Did I miss something when installing the mod?

Thanks! :)
Hajami 1 Aug, 2019 @ 6:31am 
Thanks for the answer, they dont need to be faster, but standard Vanilla Speed would be good, just not slower than that. More Zeds is no Option because of Performance, thats why i was searching for a Mod, for some Friends, that made them more dangerous. And this Mod seems to be exactly doing it with increasing the Infected Health. And even categories so mil infected can have even more health.

I hope its also possible to deactivate the Mellee double Damage. But i assume so.
Will tell them about this and see if they are interested or not.
Liven  [author] 1 Aug, 2019 @ 6:25am 
Sadly I didn't find a way to increase the speed of zombies.
The server admin can set the speed back if he unpack/modify/repack the mod.

I advice using this mod with another mod to increase zed's counts (like ZombiesEverywhere or my other mod PvZmoD Spawn System)
Hajami 1 Aug, 2019 @ 5:31am 
I dont have Server but i want to know if Server Dude uses this, can he set the Infected/Zombie Speed back to normal or even increase it? This Mod sounds so awesome , but the reduced speed Sounds realy contraproductive to me.
Liven  [author] 26 Jul, 2019 @ 2:25pm 
`-)
So for the pbo problem you have 2 things to do:

1-Copy the new v3 key in your keys server folder.
2-Delete the PvZmoD_Spawn_System.pbo.PvZmoD_Spawn_System.bisign (not v3) file in the \@PvZmoD_Spawn_System\addons\ folder of your Server.
⭑⭑⭑★✪Wulv✪★⭑⭑⭑ 26 Jul, 2019 @ 2:02pm 
i dont know i kinda jumped in half way threw the convo to hahaha i saw you said

I made a mistake with PvZmoD Spawn System mod update.
To fix it, set the value "30" to 1 in /YourServerProfileFolder/PvZmoD_Spawn_System_Profile/RealTimeTweaks.json
It will reactivate the AI of zombies
Sorry for the inconvenient


so i check my file and its set how it was supposed to be set at "30" to 1
Liven  [author] 26 Jul, 2019 @ 1:55pm 
Good news @Terrorista.

I thinks my brain is mixing two conversations.
@LoneWolfss, is your pbl still pbo message (the .json answer was for Terrorista)?
[D.M.O.K.] TERRORISTA 26 Jul, 2019 @ 1:51pm 
ok perfect thanks
Liven  [author] 26 Jul, 2019 @ 1:51pm 
did you restart the server?
⭑⭑⭑★✪Wulv✪★⭑⭑⭑ 26 Jul, 2019 @ 1:49pm 
yeah in the profile folder the RealTimeTweaks.json 1kb size its already set to "30": 1,
Liven  [author] 26 Jul, 2019 @ 1:48pm 
Are you sure you are in the .json file not the.txt and in your server profile folder not in the mod folder?
⭑⭑⭑★✪Wulv✪★⭑⭑⭑ 26 Jul, 2019 @ 1:44pm 
what am i supposed to be changing in here sorry its all numbers im using notepad++ have 79 lines of code if you mean this its already set to that "30": 1,
Liven  [author] 26 Jul, 2019 @ 1:41pm 
I made a mistake with PvZmoD Spawn System mod update.
To fix it, set the value "30" to 1 in /YourServerProfileFolder/PvZmoD_Spawn_System_Profile/RealTimeTweaks.json
It will reactivate the AI of zombies
Sorry for the inconvenient
[D.M.O.K.] TERRORISTA 26 Jul, 2019 @ 1:18pm 
All zombies remain still after you have updated the mod, Why?
Liven  [author] 25 Jul, 2019 @ 11:17am 
The key have changed. Copy the new one in your key folder
and delete PvZmoD_Tweaked_Zombies.pbo.PvZmoD_Tweaked_Zombies.bisign file (not the V3 !) if your server tool don't do it automatically

Sorry for the inconvenient
⭑⭑⭑★✪Wulv✪★⭑⭑⭑ 25 Jul, 2019 @ 11:16am 
keep getting this error what can i try http://prntscr.com/ok19ir
DonyPlays 18 Jul, 2019 @ 3:23pm 
У меня зомби так и остались слабыми.