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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    You need the creaturepack animals and mechs if your using the NPCanimals and mechs
  2. They should all catch fire. Some need a different particle included in the effectspack. I should move that to the main zombiepack I guess. Which zombie isn't catching fire?
  3. xyth

    A19 NPCs DMT Mod

    The mods do not change any rights, so Im not sure what going on. Without a link yo your log files its impossible to know what went wrong.
  4. xyth

    A19 NPCs DMT Mod

    You are loading the animal and mech NPC packs without also loading the creaturepack animals and mechs.
  5. xyth

    A19 NPCs DMT Mod

    That bug has been reported but seem intermittent. Its a code issue we have to resolve apparently.
  6. The only zip I provide is an occasional NEXUS one, which isnt typically the most current version. best way is just pull from the repo.
  7. xyth

    A19 NPCs DMT Mod

    He likely got infected and is turning into a zombie. There is a cure for that which is a rare drop. That is in the effectspack if you loaded that.
  8. Yea, the camera properties are set in Unity. I may take another look and reduce the cameras fps load as a variant camera for those who need it. Maybe a low rez version.
  9. Pushed new version. Fixed large monito placement offset. TFP changed multidim orientation. Fixed invalid layer index warning. Slowed panning significantly so you can sneak past cameras. Maybe some improvement in FPS hit but it is significantly worst in 19.3. Without reducing range and angle of resolution on the cameras, I'm not sure I can do more. TFP changed something. Unity always has issues with video components across release versions so hopefully the A20 Unity version will help.
  10. They might have changed the multidim property code. It was aligned before. Yup, will check it out too.
  11. The only difference is the model. One is large and old school, the smaller is newer design. I will take a look at the FPS issue. I did extensive testing in A19 early builds and it was minimal FPS impact. perhaps something changed in recent builds.
  12. xyth

    A19 NPCs DMT Mod

    Sphereii and I both are occupied with other things but plan to get back to working on the NPCs. If there is a better xml order, please let me know and I will push that change.
  13. Might just be low random spawn rates, but without your log file its hard to know what might be wrong.
  14. It wont break instantly unless you keep pressing the spacebar until it does. Lightly press the space bar and observe the wiggle, you can see if its going to break. This is part of the fun. Simply mashing and holding the spacebar will always break the pick if its in the wrong position. Press and replace the spacebar to have a fine touch to evaluate the current position. I'm happy that someone actually tried the mod and provided some feedback. A lot of work went into making this minigame possible, and I see at least one of the big mods has added their own version of the locks (no credit given as far as I know, but that's modding). Thanks for the input.
  15. The fantasy mod was released as part of the WinterWeen project and never released as a solo mod and was never tested outside of WW. The release version is <Version value="19.2.1.1" /> so no idea how you got that other version. You can remove that entity from spawning if you think its that one. Let me now if you confirm its that one.
  16. Added stamina drain to buffFrostbite in animal pack.
  17. Best way is to remove it from entitygroups.xml. That is save safe.
  18. Still looking for feedback on how this plays. If none, I will assume its okay and "lock" it down till A20. Enjoy.
  19. All the edits are in xml so compare the bee to a bandit and play with the differences until you get the effects you want.
  20. The bandits and survivors spawn in the zombieall group by default, and at higher gamestages, some spawn as sleepers. They do spawn in roaming hordes if that day the zombieall group is used.
  21. Pushed update to the Lock modlet, forcing advanced lockpicking to True. Seems to work well now. Thanks!
  22. I think the latest version of the Core toggled off advanced lockpicking by default, which is why its not working. I will push a patch to toggle that back on but for now edit the blocks.xml file in the Core and set this property from : <property name="AdvancedLocks" value="false" /> to <property name="AdvancedLocks" value="true" />
  23. Still hoping for feedback on the difficulty.
  24. xyth

    Winterween

    it is available around the base of POIs, and deep under the snow in some places.
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