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xyth

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Posts posted by xyth

  1. I'm not sure I followed your points made, but the ranged attack distance is supposed to be based on the maxrange setting on the weapon.  They are supposed to try to maintain some percentage of that maxrange, i forget the value but its around 50% of the max range.  Also, they will melee when close, so Im not sure what your saying that there is no condition for melee.  The new AI is a work in progress and we have not messed with it for A19 much as were are working on other things right now.  

  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. 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. 8 hours ago, Netwit2008 said:

    Great job Xyth! I got the Creature Pack- Animals and have seen a large snake, a beautiful hawk, goats a'plenty, and a mega deer. Is the mega stag a thing? They seem to kind of float a bit above the ground and do not register as a stag kill on the quest. They are huge! I thought maybe all deer had glitched, but I also killed a regular sized stag that did count in the quest.

    Regardless, I'm loving the pack. Puts some real life in the world for me. Thank you for all your hard work and for sharing the Creature packs!

    Hearted here, if I can find them on Nexus will be endorsed there 😁

    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.

    2 hours ago, xxx73 said:

    Really love the birds, robin, eagle and crow, but I think they should be easier to hear, is it possible to increase sound volume?

    The sound rolls off with distance so you hear them when close but I can increase the volume next rebuild.  

  5. 19 hours ago, MandyCMoore said:

    I have a couple of things I have been trying to adjust in the animals, but not having any luck. I know it is probably something obvious, but I'm just not seeing it. I want to make all pugs, beagles, & wolfhounds non enemies & able to hire. I also want to do the same thing with Spider 02 & Spider 03. The last thing I want to do is disable all animals & humans ability to open doors. Even one goat from Blooms is opening & shutting doors over and over. Ready to turn her into BBQ. Lol. I'd be grateful for any guidance you can give.

    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. 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. 17 hours ago, BigC27 said:

    Do the Npc Automatically spawn in or do i have to spawn them in? Because i have try spawning them in and get a red sea of error. 

     

    red sea.jpg

    I cant read what that says but likely you have either missing deppendancies, not launching with the mod launcher or otherwise building with DMT. 

  8. 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.

     

  9. 8 hours ago, errornull said:

    xynth, unfortunately it doesn't seem that changing Mass to 120 nor PhysicsBody to zombieStandardFemale makes the looseygoose ragdoll go away. it'd be awesome to see this tweaked, but in the end it doesn't impact the actual gameplay and the new zeds are still functioning fine in all other regards. i'm appreciative of your work regardless. 👍  PS. i did also noticed no footstep sounds. is this a similar things like with the creature pack zombies mod?

     

    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.

  10. 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.

  11. 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.

     

  12. 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.

     

  13. 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. 

  14. 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.

     

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