UMA Zombies

7 days to die uma zombies, 7 days to die zombies

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.

If you want to create your own UMA zombies, there are (probably too many) details about how to do this, in the README of the mod.

This is almost certainly compatible with other mods that add other zombies or NPCs.

Note: If you want to install the old Bad Company zombie mod, that also contains its own zombie versions of the vanilla NPCs. (Khzmusik think his mod are slightly better, but of course he would.) If you have that already, you might not need his mod; but they should work fine together if that’s what you want.


The forum topic of the mod is here.

Credits: Khzmusik

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6 thoughts on “UMA Zombies

  1. 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!

      1. 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.

  2. 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?

    1. 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.

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