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xyth

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Everything posted by xyth

  1. xyth

    A21.1 VideoPlayers Mod

    There is a blockplacholder xml file that replaces some POI TVs, but in A21 TFP added new models so the replacements probably are much rarer now.
  2. xyth

    A21 NPCMod and Addons

    did you try to enter a vehicle or a bike then exit to see if you could restore it? Did you look on the game menu to see if that character still is listed?
  3. Those are craftable on the workbench, 1 normal solar cell makes 2 small ones. They do not drop in loot.
  4. No, but since you asked nicely: https://github.com/7D2D/A21Mods/blob/main/CCTV.zip I didn't add any progression requirement, since getting small solar cells is punishment enough. Just requires a workstation. Before I upgraded my GFX card from a 1080 to a 4070, there was a FPS hit per camera in the world. On the 4070, no hit at all, but YMMV.
  5. xyth

    A21 NPCMod and Addons

    IMO, since the birds typically cannot be seen up close, id use the lowest resolution that looks decent. We do not support using copy protected models unless you purchased them. Mechanim is what the game uses for entities.
  6. xyth

    A21 NPCMod and Addons

    Glad to hear it. The birds in that pack are pretty low rez versions I used as prototypes. I figured someone would replace that pack by now, but. I will see what other models I have with sound files to match. I did want to add a Boat-tailed Grackle at one point. 🙂 If the textures were edited, then making a new bird with that texture could be done in Unity and XML. New bird models will need to rigged and have prebuilt animations for at least the flying animation. If you dont care about closeup details, then its not hard to learn to make a simple fly animation in Unity.
  7. You are loading the parent folder of the Score mod, rather than the mod folder itself.
  8. xyth

    A21 NPCMod and Addons

    That line needs to be inside an effect group. example: <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <passive_effect name="HealthMax" operation="base_set" value="300"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> </effect_group>
  9. https://drive.google.com/file/d/1yPQ2yOj1Oe7pOml3ytfZcNggWWTAD4gq/view?usp=sharing That's the A21 tutorial project. Its prepopulated with everything you need to mod. So its more useful than clean.
  10. xyth

    A21 NPCMod and Addons

    If you spawn in characters using the dynamic spawning tab of F6, they wont stay in game when you log off. Use the biome spawner tab instead. Changing it should work if you edited the correct file and saved it.
  11. xyth

    A21 NPCMod and Addons

    The Wasteland overhaul already has the NPCCore mod as part of its build. Maybe post a link to your player log file so we can see the actual error.
  12. xyth

    A21 NPCMod and Addons

    Going forward, Maybe 🙂
  13. xyth

    A21 NPCMod and Addons

    Minor update to version .20: Fixed Demolition Zombie not attacking NPCs. Also fixed the 1-Birds addon so birds now spawn as expected.
  14. xyth

    A21 NPCMod and Addons

    The NPCCore mod does not change player weapons or tools in any way. NPCs have thier own weapons. Likely its another mod causing your issue.
  15. What is your screen resolution? I've never seen that clipping before, but i run very high screen resolution.
  16. xyth

    A21 NPCMod and Addons

    I'm not familiar with Rebirths changes to the NPCCore, so no idea if its intended or not. The NPCs in the core fire often enough that folks complain about getting killed by bandits all the time so balancing damage output on them isn't 1 setting fits all.
  17. xyth

    A21 NPCMod and Addons

    NPCCore updated to .19 : Bandits using EAI are braver now, much less likely to run away when damaged. Removed duplicate Lockpicking window entry.
  18. xyth

    A21 NPCMod and Addons

    300 is the base setting. Then it is modified later by properties. If its a bandit, the health is lowered, as is the damage the bandit does to the player.
  19. xyth

    A21 NPCMod and Addons

    The white fox NPC has been around a while. It is the template NPC animal. That is set in the NPCCOres entityclasses.xml. The entry: `<entity_class name="npcMeleeTemplate"> ` is the default settings for all NPCs unless those defaults are overridden on specific characters. `<passive_effect name="HealthMax" operation="base_set" value="300"/>` is the default hitpoints.
  20. xyth

    A21 NPCMod and Addons

    Pushed .18 build of npccore. Added custom placement models for hirable NPCs in the core, moved generic placement model into existing resource package. Fixed the Boar not harming player until attacked twice.
  21. xyth

    A21 NPCMod and Addons

    Its encouraged. Send more 🙂 Links to the above should all be added to the first page. Let me know of any needed edits, additions. Thanks guys.
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