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About this mod
Play in a George Romero Day of the Dead world inhabited by hordes of regular zombies. Includes gameplay overhaul, zombie overhaul, additional weapons, and other enhancements, all brought into a single pack.
- Permissions and credits
- Changelogs
DAY of the DEAD
Inspired by George Romero's awesome trilogy:
Night of the Living Dead Dawn of the Dead Day of the Dead
>>>> A20.6 update now available >>>>
>>>> Mod V5.2 update available - See Version details below >>>>
The intent of this mod is to create a George Romero Day of the Dead style zombie world with a much higher population of regular zombies. The focus is more on repelling a larger number of zombies using guns rather than melee weapons - not all fans of 7DTD will enjoy this change in style.
Burnt zombies, Spider zombies, Animal Zombies, and other zombie types that do not fit the Romero-world have been removed. The overall population and variety of regular zombies has been substantially increased. You will have plenty of extra firepower, with an armada of over 50 new weapons, as well as substantially increased chances of finding ammo and explosive munitions.
Each new player is given a Starter Crate with guns, ammunition, and supplies to help survive the first few days.
How to Install V5.2
Delete any previous DOTD mod directories.
Extract the ZIP file to your 7 Days to Die directory or read the INSTALL guide.
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Version 5.2 details
- Firearm Expansion 4.7 and Firearms Extended have two different versions of the 5.56 ammunition :
- To avoid confusion: I have removed the extra 5.56 ammunition and forced all weapons to use one.
- Any associated training, books and perks for the now-obsolete version have also been removed.
- Updates and fixes to the Starter Pack :
- Fixed the issue where you could not use the rifle immediately due to the 5.56mm ammo mismatch.
- Removed the dynamite from the Starter Pack
- Added 1 robotic Junk Turret to the Starter Pack to help you through the first week. Can be used immediately. 200 rounds only. Use wisely.
- Some minor tweaks to the rest of the content.
- Reduced the chances of encountering Feral and Radiated zombies earlier in the game
- Increase and adjustments to the appropriate availability of Guns, Ammunition and Schematics when searching.
- All three can be found in more places.
- The default loot levelling system generally stops you finding ammo and guns too early, but this has been overridden somewhat.
- I still need to do more work on this to ensure suitable spread and that they are found in logical places.
- At the moment you can still occasionally find too many weapons in one place.
Version 5.1 details
- Fixed a bug with the spawner code that was causing a major error for certain hordes (wandering/scouts/bloodmoon) so got this patch out quickly.
- Added back in the latest Bdub's Vehicles (thanks Bdub!).
- Replaced Firearm Expansion 4.3 with latest Firearm Expansion 4.7 (thanks Smadol99!).
- Added in Lam's 90-slot backback and 12-slot crafting queue (thanks Lam!).
- Just delete these two directories if you already use a different backpack increaser. (both start with "9-VampiriconDOTD")
- Seems to be compatible with SMX UI even if the directories are still there.... although note SMX will override Lam's expansion!
Version 5.0 details
Updated for 7DTD V20.6 compatibility
SMX UI compatible
Retained Features:
* Increase to zombie population as per prior versions.
- Increased variety, increased frequency, some increases to group/horde sizes and populations.
- Most animals replaced with zombies.
- Similar adjustments to Normal, Feral and Radiated zombie version statistics.
* Lots of additional weapons and ammunition, substantially increased drop rate and availability.
- All previous weapon packs have been updated to A20.6 but need more testing.
- Weapons and ammunitions can be found more frequently and in more locations.
* Additional Turrets and Turret improvements.
* Similar adjustments to perks etc.
* Additional Motorcycles.
* Additional Fences, Doors, Gates, etc.
* Same starter crate with a supply of weapons, ammo and goodies for the first few days.
- Updated the Pistol and Rifle, a bit more ammo, plus added 1 powered Lantern.
* Added new loading pics
Removed Features:
* Removed all components from the Romero Mod Core and the SPHERE II / Harmony core.
- After playing a little bit of the new A20.6 version, I feel these other mods are no longer necessary to the experience I am after.
- Plus I don't like my chances of updating either of them for A20.6 compatibility.
* Consequently, the Wandering Horde feature from previous versions is no longer available.
- Headshots and dismemberments have been adjusted but just using the core 7DTD engine.
* This also means no more Server and Client Side installations.
- No more messing around with DLLs or replacing files.
- There is just a single installation pack now with much simpler installation.
* Bdubs additional vehicles proved difficult to update and has been removed for now. I did not notice the latest A20.6 update.
* Additional zombie sounds have been removed (returning to A20.6 defaults for now).
* Additional decorations and paintings have been removed.
IMPORTANT NOTE:
* This is an ALPHA release compared to the previous versions.
* More play testing is required so I can confirm the required updates are all working as desired.
* Feedback welcome!
* I still need to attend to a few things which I will put into the 5.1 update below.
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Key Features of Mod Pack:
There is a major overhaul to the zombie population, so it is more like a George Romero world.
George Romero zombies do not run or scale vertical walls like insects.
They shamble, they walk, they jog, they can move a bit quicker when aggressive. But not sprint or run.
This mod purposely moves away from the zombies you find in 28 Days Later or World War Z.
Zombies can only be killed by headshot or smashing the head or by extreme damage to the body.
And most of all, they are found in large numbers, to slowly but surely swarm and surround you.....
Zombies that do not fit Day of the Dead have been removed:
- Burnt zombies
- Spider zombies
- Wight zombies
- Animal zombies
- Radiation meshes have been removed where possible
General zombie population has been increased, and more variety has been added to all Biomes and Zombie Groups.
- There are a lot more regular zombies in Cities, Towns, Villages, POIs, and all Wilderness areas.
- Much more variety has been added to zombie groups, so that more zombie types appear across the different biomes.
- There is a small chance of encountering Feral & Radiated zombies in early stages for added challenge.
Zombie jump distance has been slightly increased.
- Zombies can climb ladders, climb each other, and jump a little higher.
- They can stack on top of each other to reach areas 3 or 4 zombies high.
- They can actually reach quite high places and roof areas, refer to the mod screen shots for examples.
- Spider zombies that scale high vertical walls have been removed.
Feral and Radiated zombies still start appearing as the Game Stage and difficulty increase, but they have been modified.
Difficulty progression tier is still Normal --> Feral --> Radiated --> Legendary
Feral zombies:
- Health, Speed and Pain Resistances have been lowered.
- Experience Earned is also reduced due to the higher numbers.
Radiated zombies:
- Health, Speed and Pain Resistances have been lowered.
- Their regeneration capability has been removed, so they no longer heal on their own. They still heal if they bite you.
- Radiation meshes have been removed where possible.
- Experience Earned is also reduced due to the higher numbers.
Headshot and dismemberment Bonus
- You get a 200% bonus to your starting dismemberment chance for all weapons.
There are lots of additional guns and ammunition available to assist you.
- Over 50 new military weapons including pistols, shotguns, rifles and SMGs.
- 2 flamethrowers, wide and narrow bursts.
- New Concussion grenades, shock grenades, shock arrows and shock bolts.
- Significant improvements to automated gun Turrets.
- Junk Turrets easier to craft.
- Junk Turrets have increased range, coverage and awake distance.
- Deploy up to 6 active Junk Turrets. 1 to start with (find the recipe!) and gain an extra 5 via Robotics Inventor skill.
- 4 new automated Turret types (including M60 and Sniper variants) built from a separate Turret Workbench.
When starting a new game, players will have a Starter Crate filled with gear to help you get started.
- 1 Rifle with plenty of ammo
- 1 Pistol with plenty of ammo
- 4 Molotov's
- 2 Concussion Grenades, Shock Grenades, and Dynamite Sticks.
- 5 Repair kits
- Random Medical and Food supplies
The following existing explosive ordinance have been tweaked to be more effective against zombies in DOTD.
- Entity damage has been increased with additional head damage bonus.
- Explosive radius has also been slightly increased. So try not to blow yourself up.
- Rockets - HE and Frag
- Grenade - Contact and Timed
- Dynamite
- Molotovs
- Pipebombs
Numerous other enhancements:
- 2 skill points per level instead of 1.
- Multiple Land Claims (selectable from Game Start menu).
- Reduced night ambience to make it darker, with medium layer of fog. Slightly darker inside.
- Added 4 new motorcycles.
- All animals and animal zombies removed except Rabbits and Chickens which are basically invulnerable.
- Raw animal materials now available from all Traders.
- Additional craftable doors and iron gates.
Zombie Speed and Number Settings
You can still configure the zombie speeds and numbers as you desire. But for a Day of the Dead experience, recommended settings are provided.
This basically means no running zombies, as you find in 28 Days Later and World War Z.
These settings are all found on the UI when you start a game. For servers you have to configure these settings in the serverconfig.XML.
Recommended Settings:
Zombie Day Speed WALK
Zombie Night Speed JOG
Feral Zombie Speed JOG
Blood Moon Zombie Speed JOG or RUN
Maximum Zombies 100 - 150
Maximum Animals 25
Blood Moon is available. You can turn it on or off as desired.
I turn it on for a little bit of variety in the Gameplay - and set the Zombie speed to RUN only on Blood Moon night.
All zombie speeds are available (Walk, Jog, Run, Sprint, Nightmare)
But recommended settings are provided above for a Day of the Dead experience.
Weapons Introduced by Skyriss's Vanilla Firearms Extended:
Pistols:
- M1911
- Mark 23
- Glock 17
- Makarov
- TEC-9
- P250
- Walther P99
- USP
- .45 revolver
- 9mm revolver
- Desert Eagle in 44 mag
Shotguns:
- RSX-1 Semi auto shotgun
- Single barrel shotgun
Rifles:
- M1 carbine in 9mm
- SKS
- Ak-101
- AR15
- HK416
- G36C
- SVD
- SCAR-H
- SCAR-L
- SG-553
- Sporting Rifle (5.56x45mm bolt action)
- Varmint Rifle (9mm bolt action)
SMGs:
- AKS-74u
- Vz 62 Skorpion
- Micro UZI
- Mac-11
- UMP-45
- PP-19
- Skorpion
Weapons Introduced by Smadol's Firearms Expansion:
- Colt38 (T0 pistol)
- Beretta NANO (T0 pistol)
- Colt1911 (T1 pistol)
- P226 (T1 pistol)
- Glock40 (T2 pistol)
- H&K USP (T2 pistol)
- VZ61 Skorpion (T0 smg)
- Mac10 (T1 smg)
- KRISS Vector (T2 smg)
- Winchester (T1 shotgun)
- SPAS-12 (T2 shotgun)
- KSG-12 (T3 shotgun)
- M1 Garand (T1 semiautomatic rifle)
- SR25(T2 semiautomatic rifle)
- JNG90 (T2 bolt-action rifle)
- M98 (T3 bolt-action rifle)
- FNFAL (T1 assault rifle)
- M16(T1 assault rifle)
- ACW-R(T1 assault rifle)
- FNSCAR (T2 assault rifle)
- M4-A1(T2 assault rifle)
- ARX-160(T2 assault rifle)
- M240(T3 machine gun)
ONLY T0 AND T1 WEAPONS CAN BE CRAFTED, THE OTHER ONES CAN ONLY BE FOUND IN LOOT OR BOUGHT FROM TRADERS.
Beretta M9 and Beretta M92 are available only in cheat mode because they are the same weapon as the vanilla pistol
Special Weapons:
- M134 Minigun can be found only in military boxes (2% chance), this weapon has the highest DPS of the game but will drain your ammo supplies and will slow you down while holding it.
- Flamethrower a special anti-horde weapon, it's governed by the perk advanced engineering, can use motor tool mods and gas can as ammo. This weapon can be crafted after reading the schematic or found in destroyed workbenches (2% chance).
- Railgun a special hi-tech weapon for the intellect class, it's governed by the perk electrocutioner and uses iron dart as ammo. This weapon can be crafted after reaching electrocutioner level 5 or found in secret hidden stashes (2% chance).
- M82 Barrett a heavy 50 cal sniper rifle with a insanely high dismember chance that can use only special .50 bmg bullets and the variant Incendiary and Armor-Piercing. This weapon can be found only in military boxes (2% chance) and came with its own scope that can be replaced by 8x scope.
- M1A2 Thompson Old and legendary Automatic Submachine Gun that uses 9mm Ammo. Holding this weapon while wearing a full suit and a press hat will grant you a 40% bonus buying and selling goods. This weapon can be found only in gun safes (2% chance).
- AA12 this full automatic shotgun has massive damage output and a strong recoil. Found only in gun safe (2% chance).
- M79 GL40 a small grenade launcher less powerful than a rocket launcher but also more handy and easy to use. This weapon is craftable after reading the schematic and can be found in loot or bought from traders, uses 40 mm grenade ammo.
Telric's Flamethrower:
- Smaller Arc, more concentrated, slightly longer distance, governed by the perk advanced engineering
Motorcycles Introduced by MOO:
Chopper
Sports Bike
Harley
Dirt Bike
Detailed Junk Turret Modifications:
- You can have up to 6 Junk Turrets working concurrently (requires perkTurrets skill for robotics).
- You can use 1 Turret to start with (if you find the recipe) and 1 extra Turret per robotics level (perkTurrets).
- Improved accuracy.
- Firing range increased from 15 to 30 metres.
- Angle of fire increased from 70 degrees to 120 degrees for larger coverage (horizontal and vertical).
- Magazine size set to 2000 rounds.
- For the Robotics Inventor skill, the range at which Turrets remain awake has been pushed.
- From (10,14,15,16,17,18) blocks to (30,34,38,42,46,50) blocks.
- Recipes have been included to make it very easy to craft the Turrets and the ammo for them.
- There is also a very simple recipe for a Workbench.
- None of these require a schematic but you will need Robotics Inventor skills to have 5 extra Turrets.
Changes to Animal Population:
I have decided to remove the animal butchery part of the game, so you can focus on zombie killing instead.
I am not interested in that side of the game, I play to shoot zombies not kill helpless animals.
All animals have been replaced by a standard zombie, except Rabbits and Chickens which are basically invulnerable and offer no experience for killing.
To compensate, animal raw materials are now available from the Traders at any time for purchase, as well as you starter kit.
Compatibility with other mods:
The mod is largely designed as a stand-alone pack.
However you should be able to use other mods, depending on what the MOD does:
- Any mod that adds new features should be fine
- Any mod that adjusts things that I do not adjust should also be OK
- You should avoid using any of the mods that are already used within this pack, as this will potentially cause conflict.
This mod does change things in relation to entitygroups, entityclasses, spawning, blocks and several other XML files.
The changes mostly relate to zombie behavior, zombie numbers, zombie types, etc.
There are also a number of minor UI adjustments.
I would avoid anything that adjusts zombie behavior mainly.
Otherwise, use discretion and keep an eye on the log (F1) for compatibility issues during loading.
With vanilla 19.5 and my mod installed, there are no errors in the log during start up.
You may see Mesh/Map related errors *just* prior to entering the game but these are nothing to do with my mod.
Any mods that do a major overhaul of gameplay are likely **not** to be compatible either.
This includes overhauls like Darkness Falls and War of the Walkers.
Installation:
Please refer to the TXT files in the mod pack.
Bugs and Feedback:
Feedback welcome. Please report any bugs.