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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    If your getting red errors building in DMT, it would be helpful to know what those errors are. Its likely a DMT install issue, not an issue with this mod.
  2. Likely you would need to move the humans out of the zombieall group and into the animal groups. I attached a mode that might solve that for you. Ignore the name, just unzip that and drop the modlet into your mods folder. 2-WalkerSimCompatability.zip Also, pushed an update to the animal pack to fix a tooltip error someone reported on Nexus. Also fixed the random walktypes in the effects packs, as it was switching to crawlers and looked bad.
  3. xyth

    A19 NPCs DMT Mod

    You just have to play around with it. I had the humans burst firing in A18, but something in A19 seemed to stop that and I never got back to it as most folks complain they fire too much already. If you find a way to make them fire faster let me know what that xml is and I can add that change to the pack.
  4. Thanks. I didn't add a new mega snake and stag so maybe those are from another pack or otherwise something is scaling the vanilla animals. The sound rolls off with distance so you hear them when close but I can increase the volume next rebuild.
  5. xyth

    A19 NPCs DMT Mod

    NPCs of all types (human, animals and mechs) are hirable if they dont hate you. If they are neutral or like you they will talk to you and thus you can hire them. Some start out in a faction that hates the player. So you need to improve your faction with that group somehow. The idea was to have quests that would earn you more positive or negative faction, but so far no modder has written those quest up. In the game, but not in loot, are books that either grant you some additional positive faction or full faction with each faction group. If you want to shortcut, you can edit those animals faction xml property and make them, say, the whiteriver faction, then they will like you. I will check on the door opening. In the blocks.xml of the Core there is a switch for this but perhaps its not working
  6. xyth

    A19 NPCs DMT Mod

    That looks correct. There is a core version for each version of the game. So one for stable, one for experimental ect, and they are not exchangeable. I think the version your using is for stable.
  7. xyth

    A19 NPCs DMT Mod

    Without the log, there is no way to know whats happening. Maybe a version mismatch between the core version and the game version
  8. Adobe already stated that there is no updates or support for Fuse CC, its abandoned. They said it would be removed from CC this fall, so perhaps any day now.
  9. xyth

    A19 NPCs DMT Mod

    I cant read what that says but likely you have either missing deppendancies, not launching with the mod launcher or otherwise building with DMT.
  10. Im not sure how long Fuse CC will be available, so be sure to go on Steam and load a local copy of the latest version of Fuse thats there.
  11. Very cool, thanks. You might want to understand how Mumfpy is adding new clothing and armor to Fuse, as that is the tool most character makers are using now to rapidly create custom humans. It should be easy for you to pickup and would greatly help the modding community. right now he is the only one adding new clothing and armor.
  12. xyth

    A19 NPCs DMT Mod

    That's an issue with Sphereii's Core. Apparently some 19.0 and 19.1 mixup, he is pushing fix.
  13. I ripped the A8-A15 stuff using UTiny Ripper.
  14. xyth

    sphereii's DMT Mods

    If you add a new mod that has code in it, like sphereiis does, it will break saves. Start a new game.
  15. Footsteps require a script on the character which we can't use (yet) so no custom entity, rebuilt or new, would have footsteps in game without added code. The Sphereii core does add footstep sounds on these characters.
  16. Its important that the video be formatted so the game wont choke on it. There are tips on that a few post up on this thread. I could fairly easily increase the number of clips in the rotation but there wasn't much demand for that in the time this mod has been out there. I think most folks use it for movies during the nighttime to help pass the time but if there is a specific use case for more I would entertain making the upgrade.
  17. That's likely my issue not Mumpfys. When I made the ragdolls on all these I used 120 as the mass value for all of them and that doesn't match the xml mass property. I should have used the TFP default mass values in the xml for a perfect clone. Try editing the xml to use 120 mass on the 2nd pack characters. Also, try editing the physicbodies property on the pack2 skinny females (not fatmama) to use zombieStandardFemale rather than zombieStandard. If that helps let M know so he can update the xml.
  18. I think I resolved the exit error by moving the human class entities out of the zombie spawn groups. The humans spawn in as friendly animals but not as enemy animals. I have yet to see a single enemy animal, wolf, bandit, or otherwise. Is there a work around for this? BTW I will build a 2-Walkersimcompatibility modlet for the CreaturePacks once this is all sorted.
  19. I did some more testing. I removed the humans from zombie and sleeper spawns and removed the animal zombies from groups so the only thing that could spawn are zombieclass entities and humans spawning in the enemyanimal groups. Eventually I get the same error on exit, so not sure what else to test.
  20. The CreaturePack zombies work fine. The characters using the bandit and survivor classes spawn in but never move, even if attacked. These are vanilla classes, not extra code. Its like they are stuck in sleeper state. I didnt test the NPC (code) versions as the vanilla base versions would need to work first. I tried it with and without Sphereiis core. Both error on exit. Heres the error on exiting the game with no code loaded (no core or any mods besides the creaturepacks) 2020-09-24T11:40:29 276.266 INF [WalkerSim] World no longer exists, stopping simulation 2020-09-24T11:40:29 276.266 INF [WalkerSim] Worker Finished 2020-09-24T11:40:29 276.298 INF Persistent GamePrefs saved NullReferenceException: Object reference not set to an instance of an object at EntityAlive.Update () [0x00134] in <b96846cfb0544c2da3579e57837d9053>:0 (Filename: <b96846cfb0544c2da3579e57837d9053> Line: 0) Really fun gameplay, The spawned survivors really helped pull off some off the zombies.
  21. Yes that's fine. The CreaturePack characters are a modders resource so just mention the creaturepacks in your credits and you are good to go.
  22. Small update to the zombie pack. Snufkins noticed some zombies were using vanilla hands which results in attack sync issues.
  23. To change the enemy behavior of characters, change what template is used. There are bandits templates for enemies and survivor templates for friendlies.
  24. https://community.7daystodie.com/topic/12912-a19-npcs-dmt-mod/
  25. Unfortunately, for vanilla compatibility we only have vanilla AITasks to work with. Since the ranged code Im using was written back before A16 and not updated since, it has a lot of limitations. So the ranged task only interrupts the approach and attack task, so they will get up into melee range. The NPC modlet which is the DMT version adds new AI functions and the characters attempt to maintain a ranged distance. If you discover better values for the weapon spreads, please let me know and I will add those to weapons/ammo xml.
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