These are zombie versions of the vanilla UMA archetypes. Since the archetypes already exist in the vanilla code, they are less likely to break between updates, and should be relatively easy to fix if they do.
This is an XML-only mod, so it should be EAC compatible, and is almost certainly compatible with other mods that add other zombies or NPCs.
Note: Khzmusik did not do a version of Madmole, since he would never, ever die and turn into a zombie.
Updated for A19.
- The melee physics for UMA zombies is off. If you ragdoll them with a melee weapon, they can go flying far off into the distance.
- This is an issue with all UMA zombies in 7D2D. (It is also an issue with Snufkin’s UMA zombies.) For non-UMA zombies, the ragdoll “flying distance” seems to be set by the “Mass” property in the entity class. But this property does not seem to have any effect on UMA zombies.
Warning: UMA entities are not as performant as vanilla zombie entities. It is probably best if there are no more than a handful of them in the world at the same time.
The forum topic of the mod is here.
6 thoughts on “UMA Zombies”
Hey, this is khzmusik.
To answer the question, these UMA zombies do not replace the originals. They are simply added to the original spawn groups in a way that I find to be appropriate. (You may disagree with my notion of “appropriate” and that is fine. If you do, feel free to modify this modlet – I’d first look in the entitygroups.xml file.)
But, on a more serious note – you’ve modified my original message to be grammatically incorrect. I originally wrote “If you want to install the old Bad Company zombie mod, that also contains its own zombie versions of the vanilla NPCs.”
You changed “its” to “it’s”. That is wrong: “it’s” is equivalent to “it is,” and “its” is equivalent to “belonging to it.” (Think of it in the same way as “his” or “hers” – you wouldn’t write “hi’s” or “her’s.”)
Please change this. Thanks!
Hello. Thanks for info. Changed.
Hey, just wanted to say thanks for fixing the grammar error. I’m a bit of a grammar Nazi if you couldn’t already tell. But don’t take it as an insult, keep up the good work with the site.
Hi. You’re welcome. We don’t take it as an insult. Thank you for helping us.
Love this mod!
The only thing slightly irritating to me is their apparently low weight. Hitting them with a bat sends them flying 500 meters 😀 I tried fiddeling with a few attributes in the archetypes.xml but nothing changed. Is this some wierd conflict with another mod in my game or do you know this issue?
Hey, I just saw this.
I don’t know what to tell you about their weight. I believe this is controlled by the “Mass” property in the entity class. My zombies all extend the vanilla 7D2D zombie entity class, and doesn’t change this value, so in theory my zombies should have the same mass as vanilla zombies.
But you could add a property with this name to any of my zombie entity classes, and experiment to see what feels good to you. Vanilla uses a value of 170 for most male zombies, and goes up to 320 for fat cops. (So I guess it’s supposed to be measured in pounds?)
There is also a “Weight” property, but I don’t think it is what you’re looking for. Zombies of very different sizes all use the same value (70), while the “hostile animal” template uses a value of 300.
If you have a modlet installed that changes the mass of vanilla zombies, that would affect mine as well. But I don’t know of any that do this.