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xyth

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Everything posted by xyth

  1. My point is that in the last 6 months we have modded major enhancements to the A19 versions of NPCs. In addition to following better, they have their own custom AI, so they are very similar in functionality to players now. Beside using player weapons well, and animating the same as the player, they can use heal, loot, make tactical decisions in real-time, and benefit from the perk system. Crafting will be added at some point as well. It is unlikely TFP will do much beyond making high quality bandits at this point, and there is no reason why they should spend the time on more than just that. Modders have the extra time, so we do.
  2. Following will be vastly improved for A20 NPCs, so many new things will be possible
  3. Its doable using the code in the 0-SCore mod. There is a function called spoilage, typically to timeout food, but it could be used to decay batteries. Its a DMT mod right now, but in A20 it will be a client side mod.
  4. At some point during A20, Id let to get with you and port this functionality over to an NPC character that would animate the actual repair process. No rush, but it would make for a nice AI task.
  5. If you add mods to an existing saavegame, it can change the order of items and cause what you describe. Removing a mod that has items will always mess up a savegame. The only fix is to start a new savegame.
  6. xyth

    A19 NPCs DMT Mod

    The loading process for A20 will be as simple as any vanilla mod, just add the mods folder to the Mods folder and done. I cant help with A19 version loading without seeing log files.
  7. Really nice job on this mod. Thanks for contributing to the modding community!
  8. xyth

    Winterween

    2021-11-04T12:18:26 23.718 INF Version: Alpha 19.2 (b4) Compatibility Version: Alpha 19.2, Build: Windows 64 Bit The current version of the mod wont work on 19.2, update your game version.
  9. Well, the tutorial was done a while ago, so for A19 you need to use the A19 version of Unity and the A19 version of the controller. The process remains the same, though little things change every alpha. I will release an updated tutorial project and controller for A20, the A19 stuff is already available. I suggest joining Guppys modding Discord if you have specific questions and for links to where new versions are.
  10. There are several mods that add strange zombie types. Look in the Mods forum.
  11. Could be the sound is encoded incorrectly. Just guessing now. Id grab a known working custom sound, like take a sound .unity3d file from a working mod and use that sound in your xml. If it works, the issue is your .unity3d file.
  12. any error in the log? Did you confirm that your xpath loaded as expected by checking the modified files in the configsdump folder found in your savegame folder?
  13. Unable to read header errors often mean you used the wrong version of Unity to make the .unity3d file for the version of the game build your trying to mod. A19.6 uses Unity version: 2019.2.17f1
  14. Interesting discussion though. Jump is hardcoded, but as stated, the jump animation could be replaced by a climb up and stand animation series in a custom controller. Unfortunately only custom zombies would benefit, so all vanilla zombies would need to be replaced with clones that have that new controller.
  15. <property name="Meshfile" value="#CCTVRack.unity3d?MonitorRackPrefab"/> is likely your issue. The correct property would likely be: <property name="Model" value="#@modfolder:Resources/CCTVRack.unity3d?MonitorRackPrefab"/>
  16. Both should be, yes Post a link to your log file so we can see why it didn't load.
  17. xyth

    A19 NPCs DMT Mod

    Please post a link to your player log file so we can see what's happening.
  18. There is an app that calculates loot probabilities at a starting perk level, but doesnt adjust for perks. Not sure if it still working on A19.
  19. xyth

    A19 NPCs DMT Mod

    Not having to maintain 2 character mods, one without code, and the other with, will help the most. Separating Human AI from zombie AI will free the human characters from zombie code limitations. I dont think it will be any more isolated from all the changes made between alphas. Especially when they will be focused on their own human implementation in the next 2 alphas.
  20. xyth

    A19 NPCs DMT Mod

    if you going to run the 1-npcpack animals, then you have to load the dependancy 0-Creaturepackanimals. Same with the others. that should fix it. If not, also load the creatureeffectspack as well.
  21. Where in the hierarchy did you put those scale figures? On the top empty parent, or on the child object?
  22. Since it uses SphereIIs core, the core must also be loaded. As the core uses code, for A19 this mod and the core either must both be loaded by the mod launcher, or otherwise compiled with DMT.
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