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Everything posted by Darkstardragon
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got my soldiers in, stoked, here theyre taking on a demo zombie
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modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
Second mini quest added, to creaturepack animals this time, and first miniquest in humans pack adjusted slightly. -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
first attempt at animals -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
tbh its just a note quest but interesting nevertheless, if you like it devolver ill be sure to add more, involving new animals too -
Hey Sykriss, if youre not already a member pop by and visit us at gups discord https://discord.gg/5b9nDf
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noticed some of the weapons stay in the loading animation, ie single shotgun, double barrel, .45 revolver and no reload noise on the scar no biggies for me though, but might bug others, dunno keep up the good work
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modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
If there is interest i will put up another pack of civilians, just regular people trying to survive out there. -
have i told you how much i love your modlets lately, no, well theyre awesome keep up the great work
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Wow, very nice, 7dtd has been missing a mod like this for a18 not sure if jayic has updated his. My fave so far is the sks
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modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
yup, might be the culprit -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
Yea, i think this is the same issue spider has on his server with the dmt stuff installed, would have to talk to sphere. -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
yea, you had to destroy some nests to complete the spider questline, but the spiders in starvation didnt terrify me like the hyenas lol, plains biome was a no no for me -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
heres a test of creaturepack bandits in a wandering horde by guppycur, work just like zombies thanks gup, just awesome -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
Soon to be added: 5 soldier survivors DeltaForce, NationalGuard, NationalGuardMedic, ArmyRanger, ArmyDoctor radio chatter sounds added to male soldiers burst fire attack added to ranged soldiers to make it easier for them to hit targets -
devolver, i will add them back in once npc mod is stable again, as well as some of the ones ive done for creaturepack, so yea ghost and hunter will make a return eventually as they perform better ranged attacks in the npc mod vs creaturepack
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modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
yea, and so does darkness falls, but they both used vanilla meshes -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
sorry pardner, no power armor for ya, thats one of the games limitations atm -
modlet A19/A18 CreaturePacks - A community entity project
Darkstardragon replied to xyth's topic in Mods
added recently - bandits: RaiderFlamer, RaiderSlugger, RaiderPest, RaiderMoto pushed today - new survivor templates normal and timid - new vault denizens survivor pack: Male and FemaleVaultSecurity, Male and FemaleVaultResidents, VaultDoctor, VaultBoss, PowerArmor the bandits will attack survivors and vice versa, the survivors will not attack the player, even if hit by the player and the survivors will fight with hostile animals as well survivors need testing before being added to spawn list, so please provide feedback thankyou the update will be available on the launcher within the hour -
see the post by lopezien on page 195 on how to install 16.2, the mod does not work with 16.4
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Interesting, now that you mention it we only biome spawned the npcs from this mod in a17 fantasy mod. We were going to add them to pois this time around, so should be interesting to see whats up with that. We can use custom spawners instead if its an issue, but im curious to see if they do spawn and why they arent moving around when in sleeper groups. The custom bandits and monsters we had in a17 version spawned fine in sleeper groups.
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I think he means the junk turret maybe?
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It can be done but requires a more complex controller and more work lol. Also, not all models come with multiple animations.
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They have pretty much the same set of sounds as zombies do. Attack, hurt, sense etc. So you can plug different sets of sounds in for each of those. The npcs dont level, they have as many hp as you want to give em.
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I was testing putting in sounds for some npcs for fantasy mod and yea, it seems they can get annoying lol i think ill be putting a decent gap of time between random sounds and adding alot of different comments so they dont get stale fast
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from hal himself, how to install mods with dmt tool