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xyth

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Everything posted by xyth

  1. 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
  2. xyth

    A19 NPCs DMT Mod

    Thanks for debugging this. My guesses are often wrong but at least I know the possibilities!
  3. 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.
  4. 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.
  5. 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.
  6. The wasteland mod already does something like this.
  7. 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.
  8. Some folks like to sit all day in the lovely castles they built and just watch the zombies wander about 🙂
  9. 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.
  10. 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 * .21 = 13 30 * .82 = 24 5 * .11 = 1 ... or a total party GS of 353 So substitute 300 for each of the upto 6 players and that is your max number AFAIK. If you chnaged the starting weight and/or the diminishing returns, you would get a different max value.
  11. Per the games documentation: `There is no cap on gamestage. If you feel like defining a stage="5000" - go nuts.`
  12. No other files are needed. You likely did not setup DMT properly. You might want to ask for DMT help in that forum. There is nothing wrong with this mod, or SphereII's Core. Make sure your using version 19.3.1.14 of the core.
  13. For the lockpicking mod to build with DMT you ONLY need the 0-SphereIICore for it to build and load properly. Maybe you have an old version of his core. But you DO NOT need any other mods. Your doing something wrong, but I'm not sure what. Video proof below: https://youtu.be/Z8Gn6cHsFps
  14. It just requires the 0-sphereiicore and my lockpicking mod
  15. Yes, I uploaded a refreshed version of all 5 mods you loaded and dont get any errors. I think there was an error with the whiteclown in your version
  16. Where are you two getting the files? My local copys of the mods you loaded are fine. Maybe the nexus or repo copies are bad. I pushed a new copy of all 5 files you loaded to my repo, so resync with the launcher once that syncs up, or download directly from my repo and let me know if it fixes it. Your copy isn't loading the zombie bundles for some reason.
  17. The xml is simple if you reference the templates in this mods entityclasses.xml
  18. Read the first post in this thread for instructions.
  19. You have two issues, a corrupted save (start a new game to fix) and its not finding the creaturepack mods. Did you place both mods in the Mods folder of the game install?
  20. xyth

    A19 NPCs DMT Mod

    This NPC mod has lots of new code that must be compiled either by the mod launcher, or by DMT. I recommend you use the modlauncher to load these mods. Otherwise just use the characterpack versions that dont use code. The A20 version will not require either method, it will work just by dropping the mod into the Mods folder then.
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