Killing Floor 2

Killing Floor 2

Zedternal Reborn
537 Comments
Cruz Controlled  [author] 8 Aug @ 10:49am 
@Se-Newn

Thank you for the added details.

Please join our Community Discord Server and make a new troubleshooting post so we can provide advanced support.

Include: the KF 2 build version, your Zedternal Reborn logs, images or videos of the issue you are experiencing and the steps you are taking before the issue occurs, and any other information you might find relevant.

You can find both the base game build version and Zedternal Reborn logs here: "C:\Users\YOURUSERNAME\Documents\My Games\KillingFloor2\KFGame\Logs".

The base KF 2 game version is found in the log line titled "Log: KF2 VERSION: YOURVERSIONHERE."

The Zedternal Reborn logs come after the line titled "ScriptLog: ZedternalReborn GameMode Version: YOURVERSIONHERE." Before providing the logs, please load into a Zedternal Reborn match and play a few rounds to reproduce the issue. Then, lose the match and close out of the game completely before opening and sharing the log.

Here is the link: https://discord.gg/GbcCNCK
Se-Newn 2 Aug @ 5:05pm 
i have played the game on and off for a bit now took a break and came back recently.
i have purged all KF2 and mod files from computer this is inclusive of the specified folders while Syncing was on and off for the game.
i have also played enough time to know which perks are unlocked but they are examples because they are very easy to notice when they are not working.
so testing on SP and MP on hosted server and offline mode both give the same issue.

*Tested SP Online and Offline and MP
*Purged all mods and re-tried - inclusive of unsub and re-sub
* uninstalled and Purged all local files with and without syncing for steam on for both KF2 and Mods while unsub then re-sub after playing a normal game were perks work.
*copied all game files over from a friend who works
*specific perks are much easier to see when they are active in the game but even when they are unlocked in the map as normal or Pro version they are definitely not working.

so added troubleshooting would be good.
Cruz Controlled  [author] 1 Aug @ 12:18pm 
@Se-Newn Hi there, just to be clear: Players must purchase the Skills which are unlocked after purchasing Perk levels in order for them to take effect.

Can you confirm that after purchasing a Perk level and unlocking a possible Skill from the list, you then selected and purchased the unlocked Skill you want to have in the Skill Upgrades tab? This tab can be found on the right side of the Zedternal Reborn Upgrade Menu.

Note, you can also confirm if a Skill has been purchased from its respective Perk tree by checking the color of the Skill name: Grey is locked, White is unlocked/purchasable, Blue is purchased standard, and Purple is purchased deluxe.

For a visual example, please see this timestamped YouTube link of the Mod Overview video we uploaded in the past.

Please let us know if this fixes the issue you are experiencing. If not, additional troubleshooting may be required.
Fleet Killer  [author] 1 Aug @ 11:40am 
I am not sure what is wrong with your game. Stuff like Whirlwind of Lead should be working, I use that skill all the time when I play. If you are playing on a server, it could be due to networking issues or mod incompatibility with other mods. If playing solo, make sure that KF2 is up to date, the files are all verified, no incompatible mods are loaded, and the mod is up to date. You can always unsubscribe and subscribe again to force steam to download the mod again in case of issues. You can also delete the cache folder located here:

C:\Users\<Your User>\Documents\My Games\KillingFloor2\KFGame\Cache

The game will rebuild the cache folder the next time you launch it. Finally you can delete or move the ZedternalReborn config files and have them regenerate in case they were not generated properly or were modified in a way that broke them.
Se-Newn 1 Aug @ 1:57am 
sorry for the delayed reply, i mean

when i go in and get a perk the perk itself gives the base +5HP for example for health
but if it is an example of +25% health as the perk it gives 105 not 132
or if we have a zedtime like whirlind of lead it doesnt trigger the passive ability during zed time
all perk gives the + for the class extra Speed ammo armor health etc but if there as a passive for the perk itself it doesnt work.
Fleet Killer  [author] 30 Jul @ 7:50am 
In KFZedternalReborn_Upgrades.ini config file, there is a line
SkillUpgrade_DeluxeSkillUnlock=(PerkLevels=(6))
which you must change to
SkillUpgrade_DeluxeSkillUnlock=(PerkLevels=(1,2,3,4,5,6,7,8,9,10))
if you want every skill to be deluxe.

All perks share the same price (they were balanced with cost in mind). To adjust the price for all of them, you can adjust the PerkUpgrade_Price lines in KFZedternalReborn_Upgrades.ini
Swaitis 30 Jul @ 2:21am 
yo, is there any way to make some perks (swat for example) to cost less money to upgrade than the other perks?
bloodtooth 29 Jul @ 1:00am 
Im wanting to make a server with this mod, how would i make it so all perks, or atleast majority of perks can be deluxe?
Fleet Killer  [author] 27 Jul @ 8:08am 
You can not use the vanilla KF2 perks because the ZedternalReborn perks are fully custom code and deeply integrated into the mod. The only thing that they share with the base game perks is the name.
George Droyd MK77 27 Jul @ 7:58am 
would it be possible to have the vanilla Killingfloor 2 perks instead of the custom zedternal ones?

i dont really like that every single weapon gets magazine increases instead of just swat weapons.
Fleet Killer  [author] 27 Jul @ 3:16am 
I have no idea what you are asking. There are no "active" abilities where you press a key or something like that. When you buy perks or skills, they are applied immediately to your character.
Se-Newn 24 Jul @ 3:45am 
when playing i unlock perks but the active ability of the perks dont activate is there any fix for this?
Fleet Killer  [author] 17 Jul @ 9:36am 
A config option already exists: Game_bEnableDamageIndicators
It is in the config KFZedternalReborn_Game.ini
Just set the values to False for whatever difficulty you want.
Astartes Ultra 17 Jul @ 3:07am 
I enjoy playing Zedternal Reborn in solo mode.

Just a small request: Would it be possible to add an option to disable the floating damage numbers?

They can be a bit distracting, especially with some builds. Maybe something like bShowDamageNumbers=False in the INI or a console command?

Thanks for your great work.
Fleet Killer  [author] 14 Jul @ 7:46am 
Well, there is not much to add. There is only a few issues here and there, and some minor features to add eventually. Unlike the original Zedternal, this mod will actually launch (code changes from Tripwire caused older mods to insta-crash on load). In the very unlikely event that Tripwire pushes a new KF2 update which breaks this mod, it will be updated to work again.
Wingflier 13 Jul @ 2:01pm 
Is this mod still being worked on? I'm scared of it going the way of the original Zedternal.
Vergus 27 Jun @ 8:22am 
Fantastic.
GrocKing 10 Jun @ 10:25am 
omega gorefast*
GrocKing 10 Jun @ 10:25am 
Well that's a bummer. Kind of hard to kill even a gorefast while a horde is running at you full speed lol. I guess only way to go is disable it
Fleet Killer  [author] 10 Jun @ 8:46am 
You can not change the base health, damage, speed, etc. of zeds. This includes zeds from the base game as well. From how Tripwire programmed them, the values are hard coded and can not be changed at runtime. There is code that takes these base values and applies modifiers to them before passing said values to the zeds. Those values can be modified from the config files.
GrocKing 9 Jun @ 11:00pm 
There is a health modifier per difficulty setting for omegas but i don't know their base HP so doesn't really help
GrocKing 9 Jun @ 10:59pm 
Is there no way to modify the base HP and damage of the zeds? I like the new attacks on omega zeds but they got way too spongy on later waves even with all the upgrades taken.

I'm checking the config files but all i see are just modifiers for HP/damage increase per wave
Lord Leonardo 10 Mar @ 8:28am 
it should very well work bookshelf
Bookshelf 9 Mar @ 8:04pm 
If I buy a KF2 server does the instruction "How to Run a Dedicated Server" still apply? (*not hosting a dedicated server on my own PC)
FantomPawer 9 Mar @ 6:24pm 
why HoE isnt as hard as Kf2 (no reborn)???
The.Dark.Fader 7 Mar @ 12:14pm 
Im an idiot. instead of writing "difficulty=4", i wrote "difficulty4". welp
Lord Leonardo 6 Mar @ 7:08pm 
well nuts thank you anyway
Fleet Killer  [author] 6 Mar @ 2:35pm 
No there is no way to have more weapon upgrades appear later in the game. You just need to define more upgrades in the config if you want more.
Fleet Killer  [author] 6 Mar @ 2:32pm 
The difficulty argument sets the difficulty. Like ?difficulty=3 will load Hell on Earth. It needs to be in the launch arguments right after the ?game= argument for best effect. The map should not be causing the difficulty to change to normal, unless the map has sort of script to do that, which in that case there is not much which can be done.
The.Dark.Fader 6 Mar @ 9:52am 
When playing certain custom maps (in this case KF-HIGHSCHOOL), it wont load any difficulty other than "normal", but still loads other settings such as beginning dosh or starting/ending wave. Any possible way to fix this?
Lord Leonardo 5 Mar @ 11:55am 
i'm just curious since a friend put this idea in my head for my server is there a way to set up weapon perks to only have 5 at the start and once you max out on the perks it gives you another perk you can max out for that weapon and so forth
DragonNInja 5 Mar @ 11:17am 
got it, thanks for the great mod
Fleet Killer  [author] 5 Mar @ 8:21am 
There is no way to earn xp with the mod. The mod is not whitelisted. Also the mod disables all the xp code because it use to cause problems.
DragonNInja 4 Mar @ 8:16am 
sorry if this has been answered, but is there any way to gain perk xp with this mod?
Lord Leonardo 3 Mar @ 1:29pm 
thank you so much i tried a few things like that during my testing but never thought that format xD
Fleet Killer  [author] 3 Mar @ 1:17pm 
You can modify this in the config by changing SkillUpgrade_DeluxeSkillUnlock in KFZedternalReborn_Upgrades.ini with more or less unlock levels. You just add or remove numbers inside PerkLevels.
SkillUpgrade_DeluxeSkillUnlock=(PerkLevels=(1,2,3,4,5,6)) would unlock deluxe skills on every level for example.
Lord Leonardo 2 Mar @ 10:53am 
is there any way to make it so each perk gives you 2 deluxe skills
Fleet Killer  [author] 12 Jan @ 2:37pm 
Just use the ?dosh=X command line argument to set the starting dosh if you are starting on a higher round. It is not really feasible to calculate what should be the "correct" amount of starting dosh as there are many variables which determine dosh earning rate (like kills, assists, etc.) So you should just experiment and figure out what values work best. A few thousand dosh should be good, it will allow players to buy a few perks and skills, and a main weapon.
Bakey 12 Jan @ 8:53am 
Is there a formula for calculating starting dosh when wanting to start on x round? Accounting for qty of players too
Danek 9 Nov, 2024 @ 1:29am 
is there a way when buying a perk instead of getting one skill you get two so its possible to unlock all of them?
Fleet Killer  [author] 30 Oct, 2024 @ 8:51am 
It is a Commando skill by default, and is one of the skills you will roll at random when you buy the Command perk. You can see the list of all skills on the Command perk page in the description.
Voltage Vanguard 29 Oct, 2024 @ 7:29pm 
I can't find the skill called "Tactician". It doesn't seem to appear. does anyone else have this problem?
derpitron1200 17 Oct, 2024 @ 9:13am 
when i got emperer and up up and decay on round 7 it made the skrake immortal, it would float up and explode and another one would spawn, and i used every bit of ammo i had with the first shotgun and the first smg plus all my pistle ammo and all 5 frags and it just would not die, i probably did 7000 damage on my best try
Jacob Backup 0 30 Sep, 2024 @ 5:04am 
Best game mode i ever played :steamthumbsup::re2zombie:
fdgewrhrqewr 13 Sep, 2024 @ 12:56am 
我在想官方为什么不能制作这种玩法,KF1代还有沙盒模式,KF2更新到95G的容量,其中貌似有将近70G都是无意义的武器皮肤和箱子:steamsad:,如果可以想办法把这70个G的皮肤文件删除掉就好了。
blank 21 Aug, 2024 @ 4:29am 
nice mod :steamthumbsup:
MortyJM 17 Aug, 2024 @ 7:08am 
Fleet, 32 GB RAM + 10GB VRAM, and after you've mentioned pickups I realise, yeah, after picking up 2-3 ammo packs I've got crashed
Fleet Killer  [author] 17 Aug, 2024 @ 6:07am 
Yes I am aware of the problem. Random holdout is a very resource heavy map in terms of memory usage, make sure you have enough memory (RAM) on you local client and server to handle it. Also there is an issue with the pickups on the map which crash you, but I think I have fixed it now for the next hotfix.
MortyJM 17 Aug, 2024 @ 1:35am 
This mod is really fun to play on KF-Random_Holdout (70 maps switching between waves), but for some reason, it keeps crashing after finishing the wave and switching map :c
Sir Zellenon 16 Aug, 2024 @ 11:42pm 
You have to adjust trader time in the difficulty ini file now.