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Darkstardragon

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Posts posted by Darkstardragon

  1. 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.

  2. 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 

     

  3. 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

     

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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 :congratulatory:

     

  10. 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

     

     

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