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xyth

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xyth last won the day on January 20 2020

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About xyth

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  1. xyth

    A19 NPCs DMT Mod

    Its still 1000 coins for human npcs, but you can change that in xml. Its meat for animals.
  2. Jumping is hard coded and the devil to work around. We struggle to get our NPC characters not to act like jumping beans.
  3. Why would you want to adjust mass? Mass is a ragdoll property.
  4. xyth

    A19 NPCs DMT Mod

    If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod. If you cant hire any character, it means you don't have faction with those characters. You can only hire friendly ones. Unfriendly ones are basically bandits or neutral to you. If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver
  5. xyth

    A19 NPCs DMT Mod

    Thanks for debugging this. My guesses are often wrong but at least I know the possibilities!
  6. xyth

    A19 NPCs DMT Mod

    Interesting. They are identical except for the model except for a few properties. One is: <property name="IsChunkObserver" value="true"/> Try removing that from the animals. another is <property name="IsEntityAnimal" value="true"/> try setting that to false or removing it entirely. My guess would be the second one is the issue.
  7. Just a FYI, if you eliminate that questlist line, no quests will appear. I do that on NPC Animals companions so they don't ask you to go get them snacks.
  8. The way this method of making new zombies is highly inefficient, as it layers prefabs over other meshes, and multiple new materials which causes a much heavier load on the CPU and GPU. Be prudent in how many of these custom zombies are spawned at once.
  9. The wasteland mod already does something like this.
  10. Be sure to attempt to gain the original authors permission to update his/her mod. Im not sure what MOD the OP is trying to reverse engineer, but the stated method seems the painful way to go about it.
  11. Some folks like to sit all day in the lovely castles they built and just watch the zombies wander about 🙂
  12. It might require a bit of code. Spherells DMT core mod has what he calls "soft hands" where if the player doesnt wear gloves he takes damage punching things. Id guess a similar approach would be possible on zeds. You could try making a buff on the zombies that use the trigger onSelfPrimaryActionRayHit to determine if the zed hit a character or a block and then if true have the buff damage the zombie.
  13. https://discord.gg/3aWeEGrjJK
  14. You have answered your own question, its just a math problem. Per that same documentation: This is how the gamestage of a PARTY is calculated: The gamestage of all (up to) 6 players is calculated. The players are sorted by gamestage. The highest GS number is multiplied by "startingWeight". This then loops down the list and "startingWeight" is multiplied by "diminishingReturns" every time. Example: Players with GS 120, 30, 60, 91, 5, 80. startingWeight= 1.7, diminishingReturns=0.5 So we get 120 * 1.70 = 204 91 * .85 = 77 80 * .42 = 34 60 * .
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