[Relz/Update] 28 Days and a Bit 2 - ZOMBIES!

Post » Fri Mar 11, 2011 11:37 pm

Holy heck, it's been a long time since this mod saw any updates xD - However thanks to the slew of zombie related resources, better OBSE options and general coding experience since the last update I've decided to revist the mod and add new awesome features and make some much needed stability improvements.


What is it?
Basiclly 28 Days and a Bit simulates a plague zombie outbreak in Tamriel, however it's not a crude "let's throw zombies at the player" deal like some similar minimods. The zombies are not generated randomly, instead they form hordes, migrate between cities, infect NPCs, grow, become stronger and even (with time) wither and become easier to defeat. The player can fine tune the variables behind the scenes or pick from pre made scenarios that have very different feels; ranging from "The horde", where a single giant horde of zombies roams from city to city claiming new victims before movign on to green pastures, to "patient zero" where a single infected NPC appears and the virus begins to spread through the population, to "dawn of the dead" where all tamriel finds itself suddenly overwhelmed.

Even if you do become overwhelmed and join the zombie horde, that isn't the end of your story. You can continue to play, seeking prey to sate your unending desire for flesh, go on to infect others, and form and guide your own horde of zombies.


What the plan?
With the range of new resources and experience there are several enw features I'm in the process of adding (but arn't in the current download so don't go rush to it yet ;p ):
  • http://img195.imageshack.us/img195/7180/zombieeee.jpg - thanks to Rebel O'Connor's zombie suit and experience with target acquisition I can now realise this properly.
  • http://img38.imageshack.us/img38/9660/newzombies.jpg- thanks to Hel Borne's much anticipated Argonian and Orc zombies
  • Rising corpses - Again, also thanks to rebel O'connors zombie suit this little bit of visual trickery is possible. Now corpses change slowly before you eyes and get back up
  • More reliable - A crash bug related to zombie's changing is fixed by the new pipeline
  • Items on zombies - Raised Zombies now keep the items they had in life so you can scavenge the recently turned for armour and equipment.
  • More aggressive infection - Corpses are now guaranteed to change if there is a zombie nearby, this also ensures less NPCs are slain permanently for after uninstallation
  • Shivering Isles Compatibility - Zombies won't turn up in the isles now using Bravil's population count.
  • http://img10.imageshack.us/img10/2258/overkilll.jpg - For when simply knocking them dead isn't enough for you
  • http://img188.imageshack.us/img188/7387/rallye.jpg



Just to clarify, the new updates listed above are NOT in the current released version, this is simply to get existing users attention of the upcoming update and let new users know of it's existance =p

You can get the current version http://tesnexus.com/downloads/file.php?id=19086




I'll let the readme fill in the rest:

-- 28 DAYS (and a bit) - Version 0.2.6 --

By Ryuujin





Contents
______________________________

1
|-a About 28 Days
|-b Version History
|-c Installation
|-d Controls/features
|-e Common Questions
|-f Compatibility

2
|-a Legal
|-b Contact Information
|-c Notes
|-d Special Thanks



________________________________________

Section 1

________________________________________

1.a

About 28 Days



This mod basiclly simulates a Zombie outbreak in Tamriel. If does not merely
introduce a storyline that is based around Zombies, it instead allows the player
to choose or create his own Zombie scenario; ranging from roaming hordes to slow
infection of the population. Which then spread out and propagate by themselves.

Combined with various tools to help barricade doors, and the ability to wipe out
zombies at a local level gives the player a sandbox environment to play in,
whether they choose to head for the hills, batten down the hatches, or turn a
city into a fortress to call home.



______________________________

1.b

Version History

0.1.8
|- First release Version

0.1.9
|- You can now share items with your companions
|- Capped "Barricade Door" at 99 to prevent players locking themselves in
|- Reduced zombies speed slightly so they don't look so silly
|- Fixed buggy button in Scenario options
|- Cure Sickness now also fixes NPC's abnormal aggression
|- NPCs removed from play now have their aggression fixed
|- Renamed Cure Sick to Cure Sickness

0.2.1
|- Zombies now appear in an area twice as fast (1 minute instead of 2)
|- Multiple zombies can now emerge from a single entrance
|- Zombies now level scale to provide more a challenge at higher and lower levels
|- You now get a message indicating when there are little or no zombies left in an area
|- NPCs told to stay put will now attack zombies properly
|- Made essential's behaviour a little more reliable for fleeing when infected
|- Killing zombies in or near a town now lowers your bounty by 40gp
|- You now earn 1 points of fame for every 50 zombies slain (or curb stomped)

0.2.2
|- Guards now issue a warning first if you commit a crime during a zombie attack
|- Added optional lip-sync package for guard warnings
|- Added 2 zombie "variants" (Will expand in future versions)
|- Fixed NPC dialogue for inventory sharing

0.2.3
|- Reduced basic zombie toughness (81-180 hitpoints instead of 96-320)
|- Added new game setting to make zombies optionally tougher
|- Changed game setting labels, some people were getting confused by the old ones
|- The most recently set up door barricades can now be freely unlocked by using the skill again
|- Fixed bug that caused repeated spell cast sound for some people

0.2.4
|- Fixed bug where'd be be accused of stealling occasionally when using the companion share
|- Essential characters should now be a bit more reliable when fleeing
|- Chapels no longer erroneously allow spawning
|- Wilderness areas now have reduced spawn rate in addition to remote interior cells.
|- Added preliminary siege visuals to Cheydinhal.
|- Simplified code for marking safe zones for better compatibility.

0.2.5
|- Inserted a hotfix for an engine error where NPCs (And player) could gain the disease shader permanently
|- Chance of Migration, and number of additional zombies each day now degrades over time.
|- Ocato will now reward you with money based on your kill-count if the invasion is ended.
|- You now recieve a hint suggesting when the invasion is over completely (After sleeping)
|- Added nightmares when sleeping in infested regions
|- Changed guard warning behaviour to be even more robust and leniant
|- Updated lip-sync add-on to cover Ocato's speech

0.2.6


|- Completely rewrote deployment script. Zombie deployment spreads out across entire town properly.
|- Extended radius and changed the sound when zombies are bashing a door.
|- Added toggles for siege damage, weather visuals and safe zones under game settings
|- Fixed bug where the last zombie wouldn't spawn if the zombie pop was precisely 1.000000000
|- Removed a lot of the Debug messages
|- Few minor unoticable dialogue/interface tweaks and optimisations

0.2.7
|- Minor fix that was reducing chances of zombies spawning.
|- Minor tweak to improve spawn chance in interiors where door count was less than 100 / Spawn Chance
|- Added Anvil to list of cities with siege damage.
|- Companions standing ground now wander/talk to people in a small radius
|- Added new companion order to follow but avoid combat.
|- Disabling siege visuals now retroactively removes already enabled damage
|- "Dawn of the Dead" and "Arcade Mode" now enable level 3 siege damage from start



______________________________

1.c

Installation

Extract all files to c:\program files\bethesda softworks\oblivion\data\ if
it asks you if you wish to overwrite an existing file, click "Yes to All".


This mod requires OBSE 1.14 or later, you can download it from here:
http://obse.silverlock.org/



______________________________

1.d

Controls/Features


When the game begins you will get an option menu of Scenarios, or to create your
own. You may bring this screen back up at any time for further customise the
scenario or choose a new one using the lesser power mentioned below, so don't
feel too pressurised to pick a single scenario to settle on and stick with it.
The scenarios are as follows:


The Hive

A single, random city is infested with zombies from the outset
if left undisturbed, the zombies will likely spread and infect
other towns.



The Horde

A large horde of zombies is roaming from town to town, swelling
it's ranks, and leaving destruction and "sleeper" zombies in each
town it attacks who will in turn infest the ruins.



Patient Zero:

Somewhere in Tamriel there is a lone infectee, they are likely to
infect others, and they in turn spread the infection to new towns
however, since there arn't many infectees at first it's likely to
go un-noticed at first and thus infest more towns before a response
can be formed.



Dawn of the Dead:

All of Tamriel has been overrun with the dead as the graveyards and
recently deceased rise up in unholy life forming an instant and
horrific army.



Arcade Mode:

Similar to dawn of the dead, but with even larger zombie deployments
ensuring a steady stream of undead flesh for your axe. Not advisable
for a "serious" game.




You will have 3 new "Lesser Powers" added to your spellbook when the game begins
they provide a variety of functions important to your game experience:



28 Days: Game Settings

Using this power will bring up the game menu, from here you may
choose a Scenario, edit the current scenario, or create your own
from scratch. The scenario changes how the zombies behave and
spread, changing the game experience quite significantly.



Cure Sickness

This is a touch-range skill that allows you to cure disease on
your allies, primarily to stop someone who's been infected from
becoming a full zombie. While it costs no magicka you will need
to have a Cure Disease potion (Off the shelf, not alchemy brewed)
Mandrake Root, Clannfear Claw or Root Pulp handy to use it.



Barricade Door

This skill will let you seal a door using your security skill
essentially locking it. The higher your skill, the strong the
lock, Zombies are able to break open locked doors but stronger
locks are harder for them to bypass. You can freely unlock the
last few doors you locked by using the same ability on them.




Additionally, you may issue orders to any NPC in the game to help you evacuate
survivors, or fortify a location with recruited help. While you can issue the
orders, they can also refuse them. Generally people won't listen to you unless
you are a good friend or have at least achieved some reknown for your combat
prowess... although when the horde is trying to bash down your front door people
will listen to anyone who's still maintaining any degree of clarity.

If you need to find safety, remember that the Divines havn't abandoned their
worshippers, Zombies never enter the chapels without due cause (chasing fresh
meat inside being a due cause), and remote villages or dungeons see little if
any zombie activity compared to the cities.

Finally, you will find special copies of the the Black Horse Courier in every
pub and inn in the game which are up to date with the latest news from around
Tamriel; handy for tracking the zombie's progress, assuming the Black Horse
Courier hasn't been overrun by zombies themselves of course.



______________________________

1.e

Common Questions

Q: How do I customise the game or choose a new scenario?
A: You now have a new Lesser Power in your spellbook, simply cast
it to access the menu.

Q: You mention barricading doors?
A: Again, check your spellbook for a new lesser power. It uses your
Security skill to determine the strength of the new lock.

Q: A zombie broke came through the door I just sealled...
A: Zombies have a chance to break a seal on a barricaded door based on
the strength of the lock, a master of Security's barricade is virtually
inpenetrable (1% chance every 2 minutes)

Q: When I arrived in a town, lots of zombies came out the houses, but nobody
seems to have died before I got here
A: That's a limitation of the game engine, stuff can't happen if you are
not there to witness it. The increase in zombie population while you're
absent is simulated mathematiclly rather than by actually killing NPCs.

Q: I'm worried this mod will break my save game by killing all the quest NPCs
A: Any NPC who becomes a zombie is in fact not killed at all, they are
sent to a holding cell. Once you uninstall the mod they will return to
their usual lives. Only those slain outright and never became infected
will be lost. (And I hope to remedy even that)

Q: Where's all the zombies?
A: First, make sure you have OBSE installed and are running it. Next,
go check the newspapers to find a place that is infested. If you're
certain that the zombies should be in this town try moving to another
town and coming back again. Occasionally it glitches when you start a
scenario for the first time.

Q: Can I simply wait out the zombies like in the movies?
A: The zombies will never die of old age, however, their tendancy to
migrate, and the rate at which their ranks swell will decrease over
time making it easier to cleanse Tamriel of zombies later rather
than sooner.



______________________________

1.f

Compatibility

Obviously a mod of this scope may have some compatibility issues. Most of these
however are accounted for with special toggles which can be enabled or disabled
in the game settings compatibility menu.

Heavens Wrath and other weather magic
The spooky weather effect will override these. This can be fixed by turning off
the weather override in the game settings.

Open Cities
Open cities works perfectly, but you will not get the siege damage visuals even
if they are switched on.

Better Cities
Most Better Cities cities are not properly compatible with siege damage. You can
switch them off via the compatibility page under game settings.



Have a pleasant Apocalypse ^___^

User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sat Mar 12, 2011 8:00 am

Stealth bump with a http://img38.imageshack.us/img38/9660/newzombies.jpg ;) (There is a khajiit too hiding behind the orc, you can just see his tail)

Do you guys think it'd be wise to give some of the zombies random powers too, like "explode when slain", "can snare and slow targets", "spits poison"?
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Blaine
 
Posts: 3456
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Post » Fri Mar 11, 2011 11:10 pm

Fantastic work :goodjob: and I'm glad you chose to add my resoures. They were, afterall, created for this mod. :) Kudos to you and all contributors. How would you implement special powers without special animations?
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Erich Lendermon
 
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Post » Sat Mar 12, 2011 5:55 am

Stealth bump with a http://img38.imageshack.us/img38/9660/newzombies.jpg ;) (There is a khajiit too hiding behind the orc, you can just see his tail)

Do you guys think it'd be wise to give some of the zombies random powers too, like "explode when slain", "can snare and slow targets", "spits poison"?



Just grabbed this mod again the other day, look forward to an update.

IMO I'd wouldn't have random powers... Your average zombie is just a shambling pile of flesh and bone. Nothing special, they just overwhelm you with fists and teeth.

That's my opinion but it's your mod so do whatever you like.

:D


kwm
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kevin ball
 
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Post » Sat Mar 12, 2011 2:45 am

Wow, zombie outbreaks in Cyrodiil. Never would have thought of that... Awesome!
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Paul Rice
 
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Post » Sat Mar 12, 2011 5:48 am

Do you guys think it'd be wise to give some of the zombies random powers too, like "explode when slain", "can snare and slow targets", "spits poison"?


I would say a few, kind of like random "bosses". I'd not give them all such powers. Just enough so that once in a while you get a nice surprise.
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Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat Mar 12, 2011 6:13 am

Just a little update on the list of stuff I promised in next update and how it's going...

Player infection: Not started on yet
Varied zombies: Completed!
Rising corpses: Half-done,corpses do rise but need to set up the "clothing parts" to complete the effect
Items on zombies: Completed!
More aggressive infection: Done!
Shivering Isles Compatibility:Done!
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sam smith
 
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Post » Sat Mar 12, 2011 3:28 am

You might want to look out for Vector - It should be interesting to see both of them work together.
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Carlos Rojas
 
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Joined: Thu Aug 16, 2007 11:19 am

Post » Sat Mar 12, 2011 5:22 am

You might want to look out for Vector - It should be interesting to see both of them work together.


Zombies are already infectious in 28 days, but I may be able to learn something from Vector as my own method is less-than perfect (it uses infected blood spatter onHit to transfer to NPCs rather than on being struckby a zombie), thanks for the headsup.
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Jon O
 
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Post » Fri Mar 11, 2011 6:45 pm

In my version, zombies seem not to spawn. And yes, I have chosen a setting. Any help?
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Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Mar 11, 2011 8:04 pm

In my version, zombies seem not to spawn. And yes, I have chosen a setting. Any help?


1) Are you running OBSE (and by running I mean running OBSE, not that you installed it and then used the normal game shortcut to start it*)
2) Have you tried moving to a different city? (Under certain circumstances the quick-start scenario won't populate the city you're in when you activated it, (fixed in version I'm working on now))




*Seriously if i had a penny every time someone has e-mailed me with this "problem" xD
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Jesus Sanchez
 
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Post » Sat Mar 12, 2011 8:49 am

I just realised it needed OBSE. Thanks anyway =-)
EDIT: OMG this mod is awesome!
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MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sat Mar 12, 2011 7:28 am

I love this mod, I spent loads of time over the summer just trying to fight of the zombie :lol:
I just want to know if the zombies will still spawn from every door in the cell the player is in??
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Siobhan Wallis-McRobert
 
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Post » Sat Mar 12, 2011 8:10 am

This amazing mod definitely needed an update, I think it's almost forgotten! :(
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Georgia Fullalove
 
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Post » Sat Mar 12, 2011 2:04 am

For the power option, I'd say have special "boss" zombies that have a unique spawn point. Maybe when your in a scene and you kill 20+ zombies, a spawn point activates summoning a boss zombie. Heh i'd love to see a Boomer in Oblivion :P or even a spitter
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Lady Shocka
 
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Post » Sat Mar 12, 2011 5:18 am

Just reviving this topic. I had suggested I'd be done around christmas but lots of stuff delayed that >.<

Namely an unexpected glitch that turned me off working on it for a bit after 2 days of failing to debug it, Tippy getting me back into Fallout 3, Health stuff and university... but I THINK I've now ironed all the issues out of the core mod, everything advertised on the opening post is now fully implemented and now I'm scratching my head on what else needs to be done. Anyone got any last features or ideas I might refine before release?


Oh, another thing:

Player Infection

It'd be nice to get some ideas from you guys as what to expect playing as a zombie. My current ideas are as follows:

Infection:
Player gets infected through bites, resist disease applies normally. Once infected the player's maximum health drops over the next 24 hours. If the player's health at any stage drops below 20% either due to the cap dropping or due to recieving serious injuries while infected, they "turn" into a full zombie. But perhaps theres a more creative solution...

Zombie:
You'll get some major perks in the physical department, but also some major hits, especially in thinking/magic skills - input on stats modifiers woudl be nice. Unlike NPC zombies you'll still be able to wield equipment and I should be able to let you wear your armour (you'll still appear as a zombie where exposed, though largely naked clothing may look odd as the clothing's body meshwill override the "naked" zombie parts). The player has to feed regularly, which is achieved by using a new lesser power that lets you shred corpses into body parts which you can then eat. If the player goes without eatting for a long period their stats begin to drop. Additionally the player can spread their infection to NPC's via melee attacks. I also want to set it up so you form your own zombie entourage so you can become the boss of your own little zombie horde from infectees and invade cities and bandit camps so the zombie end-game does at least have some longevity besides a one shot "well that was fun eatting everyone, game over now I guess".
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carla
 
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Post » Sat Mar 12, 2011 9:02 am

Ryuujin, this looks awesome! :) Great show! It's just a shame I'm not letting myself play any mods until I've finished my own. I'll probably download it into my "to install" folder of mods, that just sits there taunting me to finish my mod! XD

Having a "zombie posse" following you around would be SOOOOO cool! :lmao:
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Dragonz Dancer
 
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Post » Fri Mar 11, 2011 8:05 pm

Oh, and just a teeny teaser - I havn't hooked up the infection system but the preliminary code to allow you to still wear armour/use weapons and yet still appear as a zombie is ready

http://img195.imageshack.us/img195/7180/zombieeee.jpg

Sadly (for the next release anyway) I won't have a khajiit specific zombie model, only human/argonian/orc... I might at least have the decency to decapitate khajiit instead of force a human head upon them xD - I'd like to have used this system for all the zombies, so when they rise they keep their clothes. But it looked very unnatural with their human gait and voices and radiant AI had this habit of making them grab weapons - or worse - magic staves - and use them.
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Kelly John
 
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Post » Sat Mar 12, 2011 7:33 am

Hello, http://www.spore.com/view/myspore/Ryuujin (<-- is this you?), this mod looks awesome, can't wait to try it out! :)
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James Rhead
 
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Post » Sat Mar 12, 2011 9:37 am

I have to say, this looks really good. Thanks for all hard work, keep it up and I will definitely download this.
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Hannah Barnard
 
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Post » Sat Mar 12, 2011 10:06 am

Hello, http://www.spore.com/view/myspore/Ryuujin (<-- is this you?)


Yup - I get around ;)
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Cheryl Rice
 
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Post » Sat Mar 12, 2011 8:27 am

Ryu, are u still working on this mod? Cos I like it, and the new features planned seems so cool...:)
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Christine
 
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Post » Fri Mar 11, 2011 7:51 pm

Ryu, are u still working on this mod? Cos I like it, and the new features planned seems so cool...:)


Of course thats why i just revived the topic ;)

http://img62.imageshack.us/img62/7480/braaaaiiiins.jpg



I don't think that cowl is fooling anyone ;) - still got a lot to flesh out though for the player-zombie part of the game. Need to make the guards respond accordingly to the player and introduce the player's "eat people" mechanism
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Maddy Paul
 
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Post » Sat Mar 12, 2011 5:04 am

Oh, so cool! I'm eagerly waiting for this!

I've already enjoyed v0.2.7 :)
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Hannah Barnard
 
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Post » Sat Mar 12, 2011 10:38 am

Stealth bump with a screenshot of the new racially sensitive zombies (There is a khajiit too hiding behind the orc, you can just see his tail)

I think I've seen those zombies before, is it from another mod/modders Resources?

Do you guys think it'd be wise to give some of the zombies random powers too, like "explode when slain", "can snare and slow targets", "spits poison"?

For some reason argonian zombies pop into my head when you say spits poison
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Ana Torrecilla Cabeza
 
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