Jump to content

Darkstardragon

Members
  • Posts

    562
  • Joined

  • Last visited

Everything posted by Darkstardragon

  1. great job on the mod so far spider, lovin all the game mechanics
  2. teaser for down the road
  3. Raider moto and raider rat are fixed, were missing head tags in unity. As for Ghost and hunter, they are being commented out until further notice, as im havin some difficulty with the controller changes in unity. The army npcs i put in may be affected as well, and if they are they will be commented out as well. Not likely going back in until after a19 when i start doing individual resources so as not to have all kinds of issues when trying to fix one model.
  4. oddly enough, i dont think creaturepack animals has been updated in quite a while was working through the launcher for me as recent as last night but i tend not to use the dmt tool directly anymore since its so easy to add mods with the launcher so xyth or sphere would have to answer this one
  5. found a cool model so had to do a creaturepackmech out of it https://cdn.discordapp.com/attachments/665628134477135932/705118818107785246/unknown.png xyth and gup helped me get it in
  6. yep, theyve been doing some wierd back walking for me too devolver lol that sphere, i tell ya.....
  7. not sure whats goin on with your build but i have plenty of mods in and im getting a good distribution of npcs and creaturepack npcs with the latest builds, just played 3 hours worth major mods i have in are snufkins/robelotos zombies, dusts vehicle mod, compo pack, bdubs wasteland weapons and nuka colas, vanilla firearms expanded and those are other than the npc mod/creaturepack and dependencies plus another half dozen small mods
  8. The survivors do attack zombies, fairly certain they attack bandits as well unless something changed in the code. The survivors have a chance to flee. Factions have been implemented in npc mod, and there is much more warfare with that loaded up as well.
  9. RedArmy, good catch on the oddly posed characters. It was the raiders pest, slugger and moto. The controller got corrupted somehow in my previous unity project so i removed it and exported them to my new project - added controller and fixed. Xyth updated.
  10. Well, at least they finally decided lol. As for the factions, you are using the faction books from creative menu right? The books are separated into ones that give you the faction outright and others that give you "points" in the chosen faction until you gain their trust enough.
  11. The vomit attack does not translate well to non zombies for creaturepack unfortunately, causing them to shoot erratically. Npc mod humans shoot spot on, but it has added code that requires dmt.
  12. Yes, the bandits/raiders and whisperers will kos unless you give yourself the proper faction. They can be interacted with, but only once you are of their faction. Same goes for the other npcs. If you side with the raiders or whisperers they will become hostile.
  13. Redarmy, thanks for the great feedback. As for the traders, i always play with trader protection off. Easy to do since you have the spherecore installed already. In the blocksxml included with the core download you can set trader protection off to "true", done.
  14. Make a folder called Mods in your main 7dtd directory. Put this modlet in that folder. Done.
  15. lol, adapted female raiders to be npcs and added RaiderHumongous and RaiderRat
  16. if you installed them correctly then you will see some npcs with no dialog options(creaturepack npcs) and some with options(npc mod)
  17. You cant use both dmt and the launcher as far as i know. The launcher builds any dmt modlets for you when you play the game through the launcher. So you need a clean copy of the game for the launcher to use, which means no dmt builds or other mods in the base game when it make a copy to use.
  18. i have a few days off coming up, ill look at these and get em sorted with xmls for npc mod and xyth will add em, i really want to use em myself they may need a controller change, ill look into that as well
  19. just had a bloodmoon, was intense as heck plenty of the new zombies, no nres those screamers that mess up your vision are boss, adds an element of strategy have to eliminate them first or you cant see jack died once..... from my own mininuke got too nervous they were getting close to me and i shot it way too close to myself lol think i would have died more if i didnt have the extended firearms mod and bdubs wasteland weapons
  20. Only difference is the name, you just delete xythnpcs and add 1-npcpack, modlauncher does all the dmt work for you if any of the mods you want to use need it
  21. works with the creaturepacks and npc mod as well, man they are just terrifying lol
  22. wow, more than 30 new guns aint enough for ya i love it when a mod comes out and then all the requests start pouring in lol how bout, awesome mod man maybe a bug report or 2 but nope, always to the feature requests
  23. hmm, wonder if xyth added in the new resource, they should both be there, one is for creaturepack and one is for npc mod ? unless he added it to npc mod directly
×
×
  • Create New...