Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC
Freezing / Stuck in the Ground - Zombies
Mod breaks Zombies, don´t know if it´s since 42.10, started using the Mod recently.
They´re either stuck in the Ground with only the top of their Heads poking out, or frozen in place.
Some also seemed to pop out of nowhere near me.
< >
Showing 1-14 of 14 comments
I have the same problem with zombies that are bugged on the ground as well as immobile zombies.
Owlin 13 Aug @ 2:16pm 
SAME here. 42.11
If you are shouting/honking at them - some of the zombies just literally pause. Animation & logic gone, till you update them by hitting. I've tried to reorder mod loading, nothing helps
I think I found a fix for freezing zombies, here's the steps I took

1. In steam, go to manage and browse local files of project zomboid
2. go to "\media\AnimSets\zombie\turnalerted"
3. open the xml files that start with "Turn" with a text editor
4. look for "<m_Conditions>"
5. if the line looks like "<m_Conditions x_name="da548833-6721-4434-8109-8f71db37f00a">" then remove the "x_name" part so it says "<m_Conditions>", do this for all xml files


EDIT: I think x_name is used for transitions so removing x_name from the condition causes some janky animations so i don't recommend doing this...
Last edited by Hammer Haunt; 6 Sep @ 5:39pm
Is the fix only for zombies who are frozen in place, or also the ones that are crumpled into the ground?
Pedrogm 5 Sep @ 9:03am 
Originally posted by Hammer Haunt:
I think I found a fix for freezing zombies, here's the steps I took

1. In steam, go to manage and browse local files of project zomboid
2. go to "\media\AnimSets\zombie\turnalerted"
3. open the xml files that start with "Turn" with a text editor
4. look for "<m_Conditions>"
5. if the line looks like "<m_Conditions x_name="da548833-6721-4434-8109-8f71db37f00a">" then remove the "x_name" part so it says "<m_Conditions>", do this for all xml files

does anyone know what x_name is for? and can anyone confirm if this works for others?

It works I just tried, but zombies will move strange when there's many numbers or multiple sound sources.
Originally posted by Hammer Haunt:
I think I found a fix for freezing zombies, here's the steps I took

1. In steam, go to manage and browse local files of project zomboid
2. go to "\media\AnimSets\zombie\turnalerted"
3. open the xml files that start with "Turn" with a text editor
4. look for "<m_Conditions>"
5. if the line looks like "<m_Conditions x_name="da548833-6721-4434-8109-8f71db37f00a">" then remove the "x_name" part so it says "<m_Conditions>", do this for all xml files

does anyone know what x_name is for? and can anyone confirm if this works for others?
There are still zombies trapped in the ground
Tested it with only Bandits enabled and the same errors occurred, some zombies freeze mid-animation, and spawn crumpled up.
Originally posted by Pedrogm:
Originally posted by Hammer Haunt:
I think I found a fix for freezing zombies, here's the steps I took

1. In steam, go to manage and browse local files of project zomboid
2. go to "\media\AnimSets\zombie\turnalerted"
3. open the xml files that start with "Turn" with a text editor
4. look for "<m_Conditions>"
5. if the line looks like "<m_Conditions x_name="da548833-6721-4434-8109-8f71db37f00a">" then remove the "x_name" part so it says "<m_Conditions>", do this for all xml files

does anyone know what x_name is for? and can anyone confirm if this works for others?

It works I just tried, but zombies will move strange when there's many numbers or multiple sound sources.
I'm fairy certain that this bug is recent considering this mod is getting updated frequently. I never noticed it before for myself until now. It's just zombies freezing in place for me so far. I went ahead and removed the mod for now.

EDIT: Just noticed this post was made towards the end of July, either way the bug probably keeps getting fixed and unfixed as the mod author updates it, or the most recent unstable build of b42 reintroduced this bug for it.
Last edited by Branded Swordsman 𒉭; 6 Sep @ 12:38am
A new bandits update came out saying it fixed freezing zombies but they still freeze mid animation. If i start with debug, turn on invisibility, spawn some zombies and yell around them then they still freeze
Ok, i found another workaround, if you go to your bandits mod folder; following this path "steamapps\workshop\content\108600\3268487204\mods\Bandits\42\media\AnimSets\zombie\turnalerted", open Default.xml and remove the entire <m_Conditions> block then zombies don't freeze when they react to sound.
zombies still randomly freeze though.

animations were fine before, one of the b42 updates really messed stuff up...
Last edited by Hammer Haunt; 9 Sep @ 9:44pm
Pedrogm 11 Sep @ 6:09am 
Originally posted by Hammer Haunt:
Ok, i found another workaround, if you go to your bandits mod folder; following this path "steamapps\workshop\content\108600\3268487204\mods\Bandits\42\media\AnimSets\zombie\turnalerted", open Default.xml and remove the entire <m_Conditions> block then zombies don't freeze when they react to sound.
zombies still randomly freeze though.

animations were fine before, one of the b42 updates really messed stuff up...

I think the problem is those turn anims are supposed to be bandits only no? I think none of the <m_Conditions> that look for the Bandit tag even work.
Originally posted by Pedrogm:
Originally posted by Hammer Haunt:
Ok, i found another workaround, if you go to your bandits mod folder; following this path "steamapps\workshop\content\108600\3268487204\mods\Bandits\42\media\AnimSets\zombie\turnalerted", open Default.xml and remove the entire <m_Conditions> block then zombies don't freeze when they react to sound.
zombies still randomly freeze though.

animations were fine before, one of the b42 updates really messed stuff up...

I think the problem is those turn anims are supposed to be bandits only no? I think none of the <m_Conditions> that look for the Bandit tag even work.

Yup, its interfering with zombie animations somehow
Last edited by Hammer Haunt; 11 Sep @ 3:43pm
Hi, I took inspiration from your suggestions and posted a solution in the thread :

https://gtm.steamproxy.vip/workshop/filedetails/discussion/3268487204/546746241084913416/
Slayer  [developer] 15 Sep @ 12:26pm 
thanks for point me in the right direction - turnalerted state and animations. i believe the game was not registering that these animations were for bandits only because of the way <condition> tag works in case of inheritance from default.xml. so the number of conditions must match. the default has 2 conditions, and derived animations only one and the bandit condition was ignored and that impacted zombies. the funniest thing is that npcs dont even use turnalerted state and this whole thing is a legacy code from first versions of bandits. So i removed them and i think things will not work.
< >
Showing 1-14 of 14 comments
Per page: 1530 50