!!! Archive Invalidation !!!
======================
In order for the zombie mesh and texture to activate, you need to fix Archive Invalidation.
There are two easy ways to fix Archive Invalidation: ArchiveInvalidation Invalidated, or FOMM's built in invalidator. Both methods are incredibly simple, and require just a quick download. Other methods are possible, but due to their complicated nature are not suggested.
Download:
http://www.fallout3nexus.com/downloads/file.php?id=944
Merely download the file and click the activate button within the program.
Details:
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Formerly "Feral Ghoul Outbreak", I began development on this project at the beginning of August. The idea was simple; fill the Wasteland with Feral Ghouls and try to survive. But I eventually realised that things were not that easy, and after many failed attempts to fix the many mysterious bugs, I pulled it from the Nexus.
Now, it's back up in a whole new glory. With real zombie models, less lag, and no crashes, I really hope you can now enjoy this mod in the way I originally imagined it. Somehow, however, I feel this journey is not yet over, so please, please, please, comment and give me some feedback after testing the mod. Thanks and once again, enjoy.
This mod was tested on an Acer Aspire 8920, 4.00GB RAM, Intel Core2 Duo CPU T8300 @ 2.40GHz/2.40GHz and produced absolutely no crashes and infrequent and weak framerate hits after playing for 2 hour-long sessions.
Zombies:
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The zombies have their own factions, and are hostile to absolutely everything aside from other zombies. They have a 20% chance to infect non-essential humans (aside from the player) when attacking. The infected will be asymptomatic until up to a minute after infection, when they will frenzy and attack everything. If they die while infected, they will become a zombie. When a human is turned into a zombie, the zombie retains the human's inventory. So if a human with 1,000 caps is infected and transformed, the zombie will be carrying 1,000 caps.
Settings:
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Open the console and type (without the quotes):
"Set X to Y"
Replace X with a setting and replace Y with a value.
ZombieDifficulty controls the health and attack damage of zombies. Values are 1 = medium, 2 = hard, 3 = insane, other = easy. It does not affect already spawned zombies.
ZombieAmount controls how many zombies spawn at each spawn point. So by putting 2, you double the amount of zombies. By putting 3, you triple the amount of zombies.
ZombieInfectionChance is the chance of success (as a percentage) when a zombie tries to infect a target. Type: Float, Default value = 20.0000.
ZombieRespawnTime is the amount of time before a spawn point can spawn another zombie in seconds. Type: Float, Default value = 90.0000.
ZombieSymptomFrenzy is whether or not infected invdividuals will frenzy and attack everyone. 1 is enabled, 0 is disabled. Type: Integer, Default value = 0.
ZombieSymptomHealth is whether or not infected invidivuals will lose health by the second. 1 is enabled, 0 is disabled. Type: Integer, Default value = 0.
ZombieSymptomTime is the amount of time it takes (in seconds) for infection symptoms (frenzy and health loss) to kick in on an infected individual. Type: Float, Default value = 90.0000.
If you cannot open the console, please use this mod to open it:
http://www.fallout3nexus.com/downloads/file.php?id=5335
Changelog:
==================
9.1, 2010/01/27 - Fixed the problem with zombies not spawning in v9, made a few bug fixes that weren't included in v9, REMOVED NIGHT ONLY SETTING.
9.0, 2010/01/26 - 6 new settings, vaccine/cure can be found on certain scientist-type characters, optional file for zombies in Point Lookout, two new perks based around the zombies, if you have the Lawbringer perk you can sometimes find fingers on zombies.
8.0, 2010/01/10 - Choose difficulty of zombies, choose how many zombies spawn at one spawn point, zombies infect others and turn them into zombies, zombie spawns in all parts of the D.C. ruins, zombies now more immediately disappar when you enter a cell, removed unstable 'Night Only' plugin.
7.1, 2009/12/17 - Minor script revision.
7.0, 2009/12/17 - No more positive karma for killing zombies, optional plugin for zombies only appearing at night, zombies are no longer leveled and now have the same health as a Feral Ghoul, less distance for zombies to self-delete whilst still being out of site (basically meaning less lag).
6.0, 2009/12/15 - Replaced the Feral Ghouls in the mod with true zombies, complete with their own faction, own combat style, own stats and own new model. :D
5.0, 2009/12/12 - Zombie Apocalypse is released. 26,000 spawn points, more anti-lag measures and more common ground covered in the Wastes.
4.0, 2009/10/19 - Reconstruction begins. Spawn points optimized for minimal lag and no crashes.
3.0, 2009/9/2 - Erased all modular files - just 1 bug-free base file with 1,193 Feral Ghouls now. Should be sufficient, especially with MMM users.
2.5, 2009/8/15 - Cleaned .ESPs to prevent crash-to-desktop errors, erased "130341 Ghouls" .ESP, it's only a little bigger than "128792 Ghouls" and was clogging the downloads file size.
2.0, 2009/8/6 - Added more .ESPs to choose the amount of Ferals to be added.
1.0, 2009/8/4 - Initial release.
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