Adds new zombies to the game.
All zombies were created by khzmusik, using either CC0 or royalty-free assets. See the Technical Details.
- ❌ NOT Server side only (clients do need to install the mod)
- ✔ EAC safe (clients and servers do not need to disable Easy Anti-Cheat)
New Zombies
These are the names of the new zombie entities, and a brief description of each:
zombieBurntKhz – a new burnt zombie
zombieBusinessmanKhz – an older businessman zombie
zombieBusinesswomanKhz – an older businesswoman zombie
zombieCowgirlKhz – a skinny cowgirl zombie
zombieFemaleKhz – a generic, but skinny, female zombie
zombieFemaleLumberjackKhz – a female lumberjack zombie
zombieFemaleOfficeKhz – a female office worker zombie
zombieFirefighterKhz – a male firefighter zombie
zombieMaleKhz – a generic, but skinny, male zombie
zombiePolicewomanKhz – a large policewoman zombie. New for 1.0: be careful, she spits!
New for 1.0: zombieMaleScrubsKhz – A male health care worker zombie in medical scrubs. This zombie can randomly spawn with three different colors of scrubs.
New for 1.0: zombieFemaleSoldierKhz – A female soldier zombie.
New for 1.0: zombieFemzombieMaleSoldierKhzaleSoldierKhz – A new male soldier zombie.
There are feral and radiated versions of each zombie.
The new zombies should spawn with the appropriate vanilla zombies.
Technical Details
This modlet includes new non-XML resources (Unity assets). These resources are not pushed from server to client. For this reason, this modlet should be installed on both servers and clients.
How the Zombies Were Created
The zombie models were created using one of two programs:
- Mixamo Fuse – a free program for making human-like characters, including zombies. Unfortunately, after Adobe bought it, it was discontinued and is no longer supported. But it can still be used, and is still very good.
- MakeHuman – an open source program for making human characters. It includes many community assets.
Once the models were created, khzmusik exported them to .obj files, and rigged them in Mixamo. From Mixamo, he exported them to Unity .fbx files.
He then imported them into Unity to set up ragdolls, rigging, tags, material shaders, etc.
To make the radiated materials, he made a copy of the material used for the main body. If it wasn’t already, he set it to use Unity’s standard shader. Then, he enabled “Emission,” and set the color to a “neon green” color. For the “Color” texture, he usually used the gloss map that was exported by Fuse, though he often had to copy it and darken the sections representing clothing.
None of this would be possible were it not for the help of Xyth and Darkstardragon – thank you!
If you would like to know how to do all this yourself, Xyth has an excellent series of tutorials on YouTube.
Re-Use in Other Mods/Modlets
Any rights that khzmusik hold in these characters, he hereby place into the public domain (CC0). Feel free to re-use them in any of your mods or modlets.
However, he doesn’t hold the rights to all the assets in the models. He has used assets from Mixamo Fuse and MakeHuman, and do not hold any rights in those assets. Those rights are retained by Fuse, and/or the members of the MakeHuman community.
This sounds worse than it is. Both the Fuse and MakeHuman assets are released under very lenient licenses, and it should not be any problem for mod authors to include them in their mods:
- Characters created in Mixamo Fuse may be used in any game (commerical or not) for free, though you cannot repackage and sell the raw Fuse assets.
- MakeHuman characters can include assets from the MakeHuman team, or community assets. The MakeHuman assets are CC0, and the community assets are usually CC0 or CC-BY. In the 1.0 version of this mod, he only use assets that are CC0.
Obviously, the characters also use assets from The Fun Pimps (sounds, animations, etc). The Fun Pimps retain the rights in those assets.
Asset Credits
These assets were used in the creation of characters in this modlet. The assets were created for, and used in, MakeHuman.
If khzmusik has missed any assets used in these characters, please let him know, and he will credit the author or remove the character, as appropriate.
Changelog
khzmusik just updated the Zombies pack to version 1.0.1.1.
That version fixes a couple of bugs, and adds an additional feature that he think everyone will like:
- Added the proper Unity dismemberment objects to zombie female office worker. The missing objects could cause null reference exceptions on dedicated servers when that zombie was dismembered.
- Added “LOD” tags to the bodies of some zombies that didn’t have them. This could affect the “shock” effect when zombies were shocked with stun batons.
- Fixed move speeds for walk type 2 zombies (female lumberjack and soldiers) to minimize an animation glitch where their knees suddenly bend backwards. (The glitch is a vanilla animation glitch, so it still happens occasionally, but not nearly as often.)
- Updated health and regeneration values to match the buffed 1.0 levels.
- New feature: burnt and female lumberjack use pre-1.0 zombie sounds removed from the game. (The female lumberjack sounds are pitched up to make them sound female.)
The sounds are in a new Unity package called “ZombieSounds_KHz.unity3d”. Because they are TFP sounds, any other modder is free to use them.
This update should be safe to install on existing game saves. (He has tested it in SP.) You will need to restart the game, of course.
Enjoy!
DOWNLOAD (162,8 MB)
The forum topic of the mod is here.
Credits: khzmusik
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
At the moment I consider this one of the best mods. Playing the game, I can’t imagine it without these newly introduced zombies. The zombie models are made as high quality as if they were originally in this game. Thank you very much for such a wonderful mod! If there is another set of zombies, maybe animals, I will be extremely happy to try it out!
I believe I know why some are having trouble getting this to work. I noticed after unzipping (because I’m OCD and always check the XML config files), it is a folder within the folder. Copy the “khzmusik_Zombies” folder *only* to your Mods directory.
ur awesome!
i would like to know these file also all put in /mods ?
cuz i try to use F6 then call new zombie didn’t see anything
v1.0(b333
I would also like to know how exactly to install, I have double G zombies working fine, but when I put this mod in the mod folder, it just doesn’t work (even in a clean mod folder)
hi is this compatible with doubleG zombies mod? I really want to use both on my world
I didn’t find any problems with both mods being installed. (I did test it in a world before)
hi is it possible to make these compatible with Lootable Zombies?
I was going to ask this as well…