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If you modify "fragile" and "tough" from random zombies, disable "Enable Toughness" on Definitive Zombies
on RZ, it says those parameters must equal to 100, so there doesn't seem to be a way to "disable/not modify it" from RZ so I can use DZ instead. Is that right? Or does zeroing out all the numbers not cause a problem
Zombie sounds is from this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2786473675
Zombie custom A,B, and C are from B42, they act as a create your zombie. So if you want, you can have a total of 6 unique zombies.
There is a b42 version, it is still pretty much bare bones though
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415451766
That is correct, your zombies will increase from normal strength to superhuman strength in one stage.
I am not sure what you mean by 6 stages as I am interpreting it in two ways:
If you are referring to the 99 stages, it is kind of a "permanent" toggle which will ensure that the zombie stat can not be modified easily unless countered with another 99 stage
If you are referring to why there are 6 stages when 1 stage seems sufficient enough to reach the maximum zombie stat, it is because the stages are added from all climates.
As an example, Zombie's hearing gets a stage boost at night to go from normal to pinpoint. But there is a heavy thunderstorm which removes two stages from the zombie hearing, so they go from pinpoint to deaf
For example, if my zombies are set to normal strength and one of the modded options increases their strength by one stage, does that mean they now have superhuman strength?
Also, why are there more than 6 stages?
There may be an issue if DZ updates the zombie speed when you are using wandering zombie's speed matching hordes (sprinters will only group with sprinters, shamblers with shamblers)
Random Zombies is one of those mods which have partial compatability, I remembered from testing that if you touch the speed from Random Zombies, it auto activates and you have to disable the speed on DZ.
The moon cycles are based on the in-game's calender. They should be accurate to the dates
i believe what's happening now is that because i have random zombies loading under this one, it's overriding at least the speed settings of definitive zombies, so that while there are random runners, i wonder if the other speed setting i had placed in definitive will take effect for example relating to moon cycles. when i had random zombies above definitive zombies i never saw runners despite having seeded them, but maybe i will try again with fewer conflicting mods and see what happen.
thanks for your excellent work! fun mod regardless, i've set it so new moon makes them stronger and faster but full moon kind of freezes and blinds them, havent gotten far enough to see the effects though. do you know if the moon cycles are accurate for the dates?
Strange that it has been months before I got anyone reported that randomisation is not working. I wonder if I messed up an update, but I already converted to B42 for updating the mod and dont want to hop between versions. I will revert it to an older version as the current version only contained translation and setting fixes
Freezing may be possible, I am assuming that it is just disabling the zombie so they dont move. It will probably come at a later date though
I tested it with bandits and there does not seem to be any conflict
Thanks for answering the question from scehr. I doubt mod interference would be the cause, are you running any other zombie mods? There might be some new ones that came out that I missed.
The best way I can know if there is a problem with the mod is from the debug option
1) Turn on "Enable Debug" on the "[DZ] Definitive Zombies" page (Singleplayers need a mod like "Change Sandbox Options" to turn it on)
2) Restart the server/game, this is so the changes can take effect.
3) Run the game for 10 in-game minutes(you can fast forward), this will print out a report into the log which I can use to debug.
4) Open and copy the text inside "C:\Users\<USER>\Zomboid\console.txt" or your zomboid save file location equivalent
5) Paste the text inside Git or Pastebin and send me the link.
6) Any red errors that appear and unsure if it is from the mod? Send them as well.
However, and this is @Maku now, I'm not sure speed seeding is working at all. I dunno if it's just me, but I'm not getting any response from it at all. I can "seed" 100% of my zombies up or down 1 and it just ignores that. I'm pretty sure I'm doing everything right in the settings. Instead all my zombies are taking their speed from the first page of settings "Definitive Zombies" where I check the box and set the baseline speed. It obeys that. 100% of my zombies obey that setting.
Could be that I have some mod interference somehow, but I specifically put DZ at the very end of my modlist, and I don't have any other mods active that touch zombie behavior anyway. No errors thrown, just not working. I dunno what to try next.
Thanks.
Still updating it as it is a complete re-write for b42. Even then it will only be a bare bones version
@Viper
Off the top of my head, check if the seeding is enabled for the speed. I will need to see the debug logs to see what is happening.
@ROACH
It will overwrite strength, speed, toughness, cognition, memory, sight and hearing. You can also disable the above zombie lore in the settings so that the mod does not touch them.
'Always infected on' is not touched by this mod
Maku, anything immediately come to mind? (yes I have the checkbox ticked to enable speed seeding)
Nothing happens, they can't go any lower(At least for B41, testing out the changes in B42 currently)
They will become blind, deaf and slow. To get to that point, you will have to have played for over an in-game year
That should work
@ᛗᚨᚾᛞᚨᛚᛟᚱᛖ
That is not possible. You are better off using light levels to get what you need
Sorry to bother you again, but does this seem correct? I use the default speed slow downs.
int0: -200 (below -15 celcius)
int1:-15 (between -15 and 1 celcius)
int2:1 (above one celcius)
Just want to be sure I've understood it correctly. Thanks again!
Dawn : 4.0 ( 4am )
Sight : Decreased by 1 stage
Dusk : 18.0 (6pm )
Sight : Decreased by 1 stage
I want to simulate the sun in the eyes when dawn and dusk happen in real life and you become blnd for some minutes
When dawn and dusk is coming, make the zombie lost one stage of sight for maybe 1 hour max
(4 am to 5 am ) Sight decreased by 1
During the day it's normal
(6 pm to 7 pm ) Sight decreased by 1
Is that possible ?
Yes, you should change interval1 to something like -1 in that case
@ᛗᚨᚾᛞᚨᛚᛟᚱᛖ
Set Dawn to Increase by 1 stage, or nothing.
That means from 4am to 5:59pm, the zombie's sight is not affected. From 6pm to 3:59am the zombies sight will decrease by 1 stage
decrease by 1 stage will just lower the zombie's stat. So if their sight is "norma", it will become "blind" when it decreases by 1 stage
Time of day will affect zombie's stats, this is set up with a dawn/dusk cycle
I want to simulate dawn and dusk sun in the face for zombies with Sight Effect Decrease by 1 Stage. But I don't know how many time is the duration of this parameter.
I set up this :
Dawn : 4.0 ( 4am )
Sight : Decreased by 1 stage
Dusk : 18.0 (6pm )
Sight : Decreased by 1 stage
What is the duration of this stage ?
Thank you for answering! I really love your mod. I assume if I’d want the temperature slow down to be at freezing point, I set it to 0 instead of 10?
Anything below 10 degrees will cause them to slow down, you can remove the speed decrease at Temperature Interval 1
@[DKO]Der Pinkepank
They are called Seed Settings