Killing Floor 2

Killing Floor 2

Zedternal Reborn
543 kommentarer
Archo For 7 timer siden 
Its me, not maario)

I tested fire\poison stuff.
Napalm\AcidRounds deluxe and Bring the heat are op. Pls nerf dmg of Napalm\Acid 3 times and increase cooldown for spawning flames of Bring the Heat x5-15x times. Now you can 1-2 shot bosses with it, and Heat spawns flames every second, thus enemies cant to anything to you, cause it stumble and burn them all the time, you can win half wave just by doing nothing. Also consider fire spread and strengthening innate burn\posion through class bonuses\etc, they are almost useless without Nap\Acid skill?
Napalm\Acid rounds have difficulties to trigger with weak weapons, f.i. health thrower cant trigger it at all.
Barbercue duration doesnt work at all with any fire\poison(innate or skill dmg) or status lenght and most likely with others dmg type too.
Not single skill from any mod working for duration effect, which adding new skills\classes.
ZED atif skill slowing doesnt work at all, including when zeds playing animation of poisoning.
Archo For 7 timer siden 
Whats is bRepeat in wave inject?
Can you add random time to spawn to wave inject, not only begining\middle\end wave?

I have added weapons in sidearms category and weapons below certain letter in alphabet being given as starter instead of 9mm to some very specific players, wtf?)
Also is it possible to sort sidearms someway?

ZedternalReborn.Config_DifficultyGroupHealthExtra repeating 2 times. May be second one should be healthperwave? Do these groups completely ignores main setting for stats, even if didnt specify it? If not specify their dmg, will it use default or main\common setting for this?

Ammo consumption, RoF and may be other bonuses for alt fire not working.

Please add ground ice to all ground fire bonuses.

For extra fun, how about x3-4 special wave modificators?
Fleet Killer  [ophavsmand] 20. sep. kl. 10:44 
No, I can not just copy and paste the code from endless. The spawn manager (the thing that manages the zeds in the wave) is completely written from scratch for the mod. It would require significant changes.

Omega sirens are already very deadly, able to kill you quickly. Giving them the vortex skill is pretty much going to make them much hard. Some balancing would be required.

There is no full documentation for all the config values, but a lot of info is on Discord.

Stats can only be changed by modifying the code. The base stats for Zeds, Weapons, Resistances, etc. are all hardcoded to default values at compile time. This is due to how Tripwire wrote the entire system. The only thing you can change is the modifiers which are used to increase/decrease these base values at runtime, which most are in the configs.

Firebug skills should be working as intended. Napalm damage type is based off the Fire damage type, KFDT_Fire. So fire resistance should be working on Zeds.
Archo 18. sep. kl. 5:10 
Thx, its a shame, would be fun to have fleshking summoning omegas in droves. Cant be copypaste boss wave from original endless?
Is it possible to make omega siren to use hers pvp vortex\pulling skill?
Is there anywhere documentaion\commentary to every ini\cfg?
Where i can change enemies resistances and other stats\precious stats\skill stats?
Seems a lot of firebug skills is bugged, like napalm using strange dmg type, which ignores enemies fire resistance, what leads to fleshking dies in 1 rocket or not working others skills, which increases burning time\dmg for dot, etc. Would be nice to include emp\bleed dmg type in this too.
Is it possible to include freezer ground freeze in ground fire skills\weapong upgrades.
MAKE NUKES GREAT AGAIN, why no nukes(aside door one)? :)
Fleet Killer  [ophavsmand] 16. sep. kl. 8:11 
Not exactly like a boss wave, but you could do something close in theory. It would require you to mess with the Config_Zed and Config_ZedInject settings in the KFZedternalReborn_ZedWaves.ini file. But using the zed injection system, you can place a few bosses at the very end of a wave. There is an example already in the config for spawning a Patriarch at the end of wave 15.

ZedternalReborn is based off endless, so objectives other than the holdout zones will not really work as most of them are designed for survival or objective mode.
Archo 16. sep. kl. 2:37 
Is it possible to add classic boss wave as wave modificator or at least just classic one? Same for objectives.
Cruz Controlled  [ophavsmand] 8. aug. kl. 10:49 
@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. kl. 17:05 
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  [ophavsmand] 1. aug. kl. 12:18 
@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  [ophavsmand] 1. aug. kl. 11:40 
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. kl. 1:57 
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  [ophavsmand] 30. juli kl. 7:50 
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. juli kl. 2:21 
yo, is there any way to make some perks (swat for example) to cost less money to upgrade than the other perks?
bloodtooth 29. juli kl. 1:00 
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  [ophavsmand] 27. juli kl. 8:08 
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. juli kl. 7:58 
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  [ophavsmand] 27. juli kl. 3:16 
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. juli kl. 3:45 
when playing i unlock perks but the active ability of the perks dont activate is there any fix for this?
Fleet Killer  [ophavsmand] 17. juli kl. 9:36 
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. juli kl. 3:07 
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  [ophavsmand] 14. juli kl. 7:46 
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. juli kl. 14:01 
Is this mod still being worked on? I'm scared of it going the way of the original Zedternal.
Vergus 27. juni kl. 8:22 
Fantastic.
GrocKing 10. juni kl. 10:25 
omega gorefast*
GrocKing 10. juni kl. 10:25 
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  [ophavsmand] 10. juni kl. 8:46 
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. juni kl. 23:00 
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. juni kl. 22:59 
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. kl. 8:28 
it should very well work bookshelf
Bookshelf 9. mar. kl. 20:04 
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. kl. 18:24 
why HoE isnt as hard as Kf2 (no reborn)???
The.Dark.Fader 7. mar. kl. 12:14 
Im an idiot. instead of writing "difficulty=4", i wrote "difficulty4". welp
Lord Leonardo 6. mar. kl. 19:08 
well nuts thank you anyway
Fleet Killer  [ophavsmand] 6. mar. kl. 14:35 
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  [ophavsmand] 6. mar. kl. 14:32 
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. kl. 9:52 
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. kl. 11:55 
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. kl. 11:17 
got it, thanks for the great mod
Fleet Killer  [ophavsmand] 5. mar. kl. 8:21 
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. kl. 8:16 
sorry if this has been answered, but is there any way to gain perk xp with this mod?
Lord Leonardo 3. mar. kl. 13:29 
thank you so much i tried a few things like that during my testing but never thought that format xD
Fleet Killer  [ophavsmand] 3. mar. kl. 13:17 
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. kl. 10:53 
is there any way to make it so each perk gives you 2 deluxe skills
Fleet Killer  [ophavsmand] 12. jan. kl. 14:37 
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. kl. 8:53 
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 kl. 1:29 
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  [ophavsmand] 30. okt. 2024 kl. 8:51 
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. okt. 2024 kl. 19:29 
I can't find the skill called "Tactician". It doesn't seem to appear. does anyone else have this problem?
derpitron1200 17. okt. 2024 kl. 9:13 
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
Narcissistic Cannibal 30. sep. 2024 kl. 5:04 
Best game mode i ever played :steamthumbsup::re2zombie: