-
Posts
3,041 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Bugs V1
Events
Everything posted by xyth
-
That's a known vanilla issue. WW does not change zombies at all. Its fixable by adding Jax's zombie reach modlet, but that has the negative effect of shortening the reach of zombies so the can't hit the small animals in the creaturepacks.
-
Fantasypack is vanilla. I didn't release it for A19 as it was mostly characters from other modders who didnt update the models. The pack in WW were ones I made special for WW.
-
Thanks. There are already dogs in this mod. Updating the mod generally is game safe, unless something is removed in the update. The is an NPC version of the animal pack that provides hiring animals as pets, but it required using the mod launcher to install it and it's dependencies.
-
Easy edit. Add the line below to each videoplayer in the mods blocks.xml: <property name="ActivationDistance" value="1"/> Change it from 1 to whatever value, but 1 seems to work well.
-
Yup. I pushed the fix for the Wolfhound. The fix for the German Shepherd requires an update to SphereII's core. He is waiting for the final changes to the core that is being tested and used in WinterWeen, then he will push that to the public version of the core. Until then, dont try to spawn it.
-
Feel free to make a 1-CreaturePackAnimalBiomes addon pack with your changes. Im sure folks would enjoy it too.
-
When i made this I had it under the compass. Folks wanted it on the bottom. The intent of it was for my daughter to be able to monitor vultures when she was on her minibike. I didn't think anyone ever used it.
-
Pushed fix for a NRE on GS22.
-
Depends on the pack, there are 3 retexturing packs in WW. If the pack creates new zombie names, then you can just add those to the snow biome spawns. If the pack doesn't, you could create entityclasses.xml xpath to do that. Not something I have time to help with, but its very doable.
-
The zombies are just material replacements so that even easier. You need those mods out of WW.
-
The animals are the same, I just snowified them using a shader. If you swap the XythAnimals.unity3d file from WW into the CPack you would see the snowy ones. You cant have both loaded though, as they have the same entity names.
-
Still debugging WW, so not likely in the next few days.
-
Pushed update to de-snowify animals.
-
haha, those are Winterween animals, I will push a fix shortly. Those should not appear in game, they are the ranged weapons used by NPCMechs. I will likely move those to the CPMechs modlet eventually. I have no idea how or why they would appear in loot, and they are set to be non-dropable. Perhaps someone is going into the creative menu?
-
I was not familiar with that Mod, but after looking at it, Khaine is using a custom Assembly and other code, so he may be changing something this mod depends on.
-
Thanks everyone for the suggestions. I will add some new animals soon. The base creaturepacks should be highly compatible with most mods, as I tried to isolate them from edits to the vanilla game.
-
We have lots of Boat-tailed Grackles that hang out in the trees near our dock. I doubt i can find a grackle model but i can use a raven. Thanks for the suggestions 🙂 grackle.mp3
-
You cant load the NPCanimals an NPCMechs without also loading the 0-creaturepack animals and mechs. Those packs have the actual meshes so thats why they are spawning without meshes.
-
I have lots more birds and animals, so once the WinterWeen mod is released I should have time to add more. Any requests?