Zombie Apocalypse

What do you think about the balancing/what needs to be changed?

The balancing is just fine.
3
3%
Zombies should be stronger.
11
10%
Zombies should be weaker.
14
13%
Needs more zombies.
43
39%
Needs less zombies.
2
2%
Zombiehunters should be stronger.
5
5%
Zombiehunters should be weaker.
13
12%
Needs more Zombiehunters.
6
5%
Needs less Zombiehunter.
14
13%
 
Total votes: 111
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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Sun Nov 06, 2011 11:46 pm

ArcaneSaint presents

--Zombie Apocalypse--
-A mod for Kenshi-

Note: This mod is a work in progress, it is not finished yet, and will be vastly improved over time.
Warning: This mod adds a lot of NPC spawns, this may cause some lag/stuttering during the first minutes of the game, when the game world is being populated. After that it should run smooth.

Changelog:
V1.2:
-Updated for Kenshi 0.22
-Increased horde sizes.
-Made Strong zombies more dangerous
-Unarmed stat apparently broken, changed zombie stats to adapt to this.
-Switched from RapidShare to DropBox for download.

V1.1:
-Updated for Kenshi 0.2 a9
-Added zombie hunters
-Increased special horde size
-Fixed mutated zombie using the wrong body.

v1.0:
-Made for Kenshi 0.2 a8
-Initial release
-added zombies
-added special hordes
-added custom skins

Features:
-Zombies!
-Zombies!!
-More zombies!!!

There's not much of a backstory yet, I'll implement that when I create the Zombie hunter faction(s).
Right now it's about fighting zombies, lots of them. The entire desert is filled with zombies. Though an individual zombie is relatively easy to kill for the average adventurer/guard, they make up for their weakness by their massive numbers. With so many zombies roaming around it's gonna be really hard not to get overwhelmed.

What first it seems like an easy task "oh, let's go kill some zombie stragglers", quickly turns into a nightmare "omg, where are they coming from! There's so many of them! They're coming from under the sands! Help me!"

And if that weren't enough, sometimes an exceptionally strong zombie will rise, inspiring his undead brethren to join him and assault the strongholds of men. These hordes, as they are called, are an almost unstoppable force, their mutant leader more than a match for but the most skilled of fighters. And if you can't run fast enough... You'll only make their numbers swell :twisted: .

... No really, stay the f*ck away from these mutated zombies.

Aside from factions and stuff, this mod includes some custom art files that need to be extracted into the right Kenshi data folders. If you extract the archive file "data.7z" into your "Kenshi" folder it should place the art files into the correct locations. Let me know if it doesn't.

Here's the link to the archive file containing the mod:
Full Installation:
data.7z
It also includes a pre-configured "mods.cfg" and the correct art files + file structures so after extracting it into your main Kenshi folder you should be able to just launch Kenshi and die horribly in a zombie invasion :D .

Update:
ZombieMob.mod
People who already have an old full installation version of the mod can replace their ZombieMod.mod with this one.

Compatibility:
This mod was most recently updated for Kenshi v0.22. If a later version is released I can not guarantee the mod will still work, however I will try to get this mod up-to-date as soon as possible.

Yours sincerely,
~~ArcaneSaint
They may take our bees, but they'll never take our piе!
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Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Mon Nov 07, 2011 2:05 am

Nice stuff!! :)

They're EVERYWHERE and I mean EVERYWHERE in this ! :lol:

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ironfist56
Posts: 80
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Mon Nov 07, 2011 5:04 pm

You are an amazing person arcane.
Xan Kriegor wrote:I am the alpha, and the omega

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Mon Nov 07, 2011 6:58 pm

@ironfist56: Thanks, I'd put that into my sig, but it'd make the sig a bit too big and [spoiler]spoiler[/spoiler] tags don't work (and neither do [s]strikethrough[/s] tags).

@Graeywulf: Which is exactly the effect I was trying to achieve. No matter what you do, there's always a serious risk of attracting attention from a few dozen zombies.

Anyway, I'm glad you like the mod. I'll try to keep making it better! Also, I've added a poll to gather opinions on balancing, do remember to vote after playing the mod, thanks. :D
They may take our bees, but they'll never take our piе!
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Captain Deathbeard
Developer
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Mon Nov 07, 2011 11:54 pm

If you set the zombies weapon value "can block" to false, it will stop them blocking, making them more zombie like. Also I think make the number of zombies in a squad higher. And maybe give the zombies more freakish proportions (in character editor, click "save" to save a .body file)

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Tue Nov 08, 2011 2:14 am

Whaaaat? Chris is actually playing the game? You should be coding! Bad dev, bad!


On another note, what's this about a character editor?
Joined:
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I've been here waiting.

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Tue Nov 08, 2011 10:35 am

Thanks for the info Chris. I already set zombie fists to "no-block", but somehow I managed to mess up IDs and had to start all over again, and then forgot to do that again. Tip to future modders: try to avoid deleting stuff when there's still stuff left with a higher ID, doing so can seriously mess up references, causing everything to crash.

And being able to save a .body file will certainly come in handy. Oh, Chris, now that you're answering questions, I know it's possible to let a character select a random .body file by leaving the field blank. But is it possible (or will it one day be possible) to change the folder/path where a character looks to get a random body file? That way I could just make a new folder and have the zombies select random bodies from there, and prevent other random character from selecting a zombie .body file.

@SynysterOne: [s]I assume the character editor is when you're editing your character in-game. And apparently there's either a save button in there, or he means the quicksave button F5, I'll let you know after I've tested it out, but I'm in university at the moment, and have to work on my assignment now for a bit.[/s]
Edit: F5 doesn't work, or if it does I can't find the newly created .body file.
They may take our bees, but they'll never take our piе!
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Magzpierz
Posts: 202
Joined: Tue Sep 13, 2011 5:09 am

Wed Nov 09, 2011 11:43 am

Is the white skinned guy, the special zombie? I thought he was a pretend zombie.
Chris_The_Great wrote:I will make a bug report forum after release. If I make one now you will only fill it with posts about p­ie.
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SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Wed Nov 09, 2011 7:38 pm

I was unable to find a character editor of any kind. <_<
Joined:
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I've been here waiting.

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Captain Deathbeard
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Thu Nov 10, 2011 12:39 am

when you start a new game, thats the character editor. Theres a save button right by the done button

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Captain Deathbeard
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Thu Nov 10, 2011 12:41 am

oh wait, no there isnt, thats just in my version. I will add it in later.

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Thu Nov 10, 2011 3:07 am

Chris_The_Great wrote:oh wait, no there isnt, thats just in my version. I will add it in later.

YOU!
You tempt us with godlyness only to snatch it away at the last second!
...So the .body files are only saved proportions?
No actual models?
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I've been here waiting.

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Thu Nov 10, 2011 11:42 am

Magzpierz wrote:Is the white skinned guy, the special zombie? I thought he was a pretend zombie.
Oops, yeah, he's the special zombie. Forgot to change his body file :oops: , will change it once I get home (Rapidshare is apparently blocked on the uni network).

@Chris: I bet you did that on purpose, you bastard... :D Well played, though.
They may take our bees, but they'll never take our piе!
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1337
Posts: 944
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Location: Luxembourg

Thu Nov 10, 2011 1:52 pm

ArcaneSaint wrote:(Rapidshare is apparently blocked on the uni network)
Try a proxy. (a vpn would be better but for a temporary service proxy is cool)
here's one that should work
breaking chains of web
i tried accessing piratebay (which is blocked in belgium) and it lets me access it, so it should work for you.

EDIT: just checked that proxy doesnt like rapidshare, forget it
maybe you could find another one sry^^
EDIT2:link

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

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ArcaneSaint
Posts: 255
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Thu Nov 10, 2011 7:55 pm

Thanks, I'll try 'em out when I get back.
They may take our bees, but they'll never take our piе!
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[s]what about strike-trough?[/s]
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Potocobe
Posts: 88
Joined: Sun Nov 06, 2011 4:09 am

Fri Nov 11, 2011 12:50 am

So I installed the ZombieMod and everything went to where it is supposed to and mods.cfg is correct and all. I haven't seen any zombies yet. I've pulled a bunch of them out through the in game editor and unleashed them on a town...that was cool. I just haven't come across any while running around. I have not started a brand new game though. I've been using new+import.

When and where should I expect to run into some zombies? By the way, the regular npc bandit spawns have noticeably increased. I think the mod is working and all but I am using the updated a9 build. Thanks in advance for any tips.

P.S.- I know I can't help it but zombies ARE cool. Great idea. :D

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Fri Nov 11, 2011 12:29 pm

Update a9 seems to have broken the zombie mod. I'm fixing it now.

Edit: I patched it, it should work fine now. Please let me know whether it does or doesn't work on your end.
Also, added Zombie Hunters. These small bands of adventurers are dedicated to hunting the undead, and will fight any zombie that crosses their path. Their skills and equipment make them the perfect candidates to defend against the zombie hordes.
(Later, when quests etc. are introduced, I'll see about setting up a way to join the hunters)
They may take our bees, but they'll never take our piе!
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Barooney
Posts: 76
Joined: Sat Nov 12, 2011 8:17 pm
Location: Hot and dry Kuwait :D

Sat Nov 12, 2011 8:43 pm

Hello, first of all thanks for making this awesome mod.

And now, the business end:

I seem to have encountered a peculiar bug while using your mod, so far I am not sure if it is from this mod itself or because I also added Graywulf's outdated/unsupported mod for greater variety.

I will explain how the bug was discovered.

After installing the non working version of your mod (built for a8), I merely loaded up my save file expecting zombies everywhere, when that did not work I quick loaded a few times thinking it was that disappearing mobs/end of humanity bug again.

That didn't work so I've saved and started a new game importing my old squad in the process.

After a quick-save+load and no sign of zombies I've checked this thread to find that the new version of Kenshi stopped your mod from working, then when you released the updated mod I've just downloaded the .mod file seeing as I've already installed the last version of your mod.

After loading up Kenshi I've checked and there wasn't a single zombie, so then I've saved and did the whole process of starting a new game with the old squad imported.

Once the squad was imported and the game finished loading, I've scanned the surroundings only to spot a large fight (greater than I've ever witnessed by the swath of green lines and how many times said lines were popping up) at the town with 2 windmills near the center of the map, north of brink and south east of Shark.

Quickly(gotta love super-speed setting) the main character was making his way to said town but there were no zombies in sight, merely police from the Dead Cat faction fighting shop guards near the opposite end of town(Or so I thought).

Trying to help them... the plank-wielding main character attacked the shop-guards, getting targeted by the police before slaughtering the lot.

Turns out, they were fighting green wearing dust bandits and not just one...Lots.

OS: Windows 7 Home Premium 64-bit.

Attached is a 7zip archive containing my last save file and some screen-captures of the incident.


PS: sorry for the long and boring(hopefully detailed) account of the bug, but I thought that I should post this before running the game again or removing the mods and running it again.

I'll provide more info based on your output :)
Attachments
chaos.7z
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Chris_The_Great wrote:I'm totally adding giant cauldrons now

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Coke_Can64
Posts: 1
Joined: Tue Nov 08, 2011 3:59 am

Sat Nov 12, 2011 10:24 pm

Barooney wrote:*Dust Bandit Town Fight*
I think that one happens in the base game. It seems there is a spawn in or very near to Shark or something. I've had this happen on a save before I even installed the zombie mod, but I'm never close enough to properly check out what happens there. It does seem like a huge fight breaks out in Shark though.

By the way, it's too laggy for me, but it managed to spawn about 20 green guys right outside of Brink. Was funny to see the guards constantly sweeping around trying to kill everything in sight. Will probably play with the mod again once I get a more powerful comp. Great work.

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ArcaneSaint
Posts: 255
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Location: Belgium

Sun Nov 13, 2011 11:14 am

Barooney wrote:I seem to have encountered a peculiar bug while using your mod, so far I am not sure if it is from this mod itself or because I also added Graywulf's outdated/unsupported mod for greater variety.
Do you also encounter the bug when not using Graeywulf's Greater Variety mod? Depending on your load order some of his changes may override mine, which could cause the zombies to not be spawned properly. To fix that I would have to build a separate "Greater Variety"-compatible version of the Zombie Apocalypse mod.

So try unloading Graeywulf's mod, starting a new game, and then let me know if you still encounter the bug. Also make sure the art files are in the correct folders.

My apologies for the delayed answer. Skyrim :D .
They may take our bees, but they'll never take our piе!
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