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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    pushed the real fix for GS22 NRE. Seriously, its fixed 🙂
  2. 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.
  3. The zombies are just material replacements so that even easier. You need those mods out of WW.
  4. 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.
  5. Still debugging WW, so not likely in the next few days.
  6. 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?
  7. xyth

    A19 NPCs DMT Mod

    Pushed fix for misnamed whisperer males, bad path on a soldier, and a bug that would happen only at GS22
  8. 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.
  9. 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.
  10. 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
  11. xyth

    A19 NPCs DMT Mod

    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.
  12. xyth

    A19 NPCs DMT Mod

    I think you would need to move any of those out of the zombieall groups and into different spawn groups, like animal groups.
  13. I have lots more birds and animals, so once the WinterWeen mod is released I should have time to add more. Any requests?
  14. added some delay to the end of bird sounds, varied length depending on the bird. Let me know if that helped.
  15. xyth

    sphereii's DMT Mods

    FYI, on DMT the last line is the erro message needed. `C:\Users\Puppy\Downloads\DMT Mods\SphereII.ModsA19-master/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(283,35): error CS1501: No overload for method 'CalcIfUnreachablePos' takes 1 arguments` My guess is your SphereiiCore version is not updated.
  16. I can add some delay at the end of those fixed clips. I will try to get that done this weekend. What delay do you suggest? Otherwise I will make it 10 seconds.
  17. Pushed update to animals lowering range of bird sound clips from 150M to 100M. My hearing isn't the best, but even with the clips volume leveled, some seem louder than others, like the Altatraz.
  18. Unity only allows a single clip per audiosource component. You can have more, but then you would need to edit the animations to drive the swap, so its even more labor intensive.
  19. If I had more time I would drag all the sounds into an editor and add additional quiet time at the end of each clip so there would be a built in delay between calls. A quicker solution is to reduce the range of the sounds so fewer birds are in range at any given time. I can drop the range from 150M to some smaller value, 100M or even less.
  20. xyth

    A19 NPCs DMT Mod

    Thanks for the kind words. Food and water usage is disabled unless the "Maslow" feature is turned on. However, we havent touched that code since A17 so its likely to have issues. Some work was dont on the NPC pathing for WinterWeen, and if that works it will be ported over into the public SphereII core that drives these NPCs behavior. I will look at the AK firerate once WW is shipped.
  21. xyth

    A19 NPCs DMT Mod

    Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters. Some humans have less than ideal weapon rotations, and while I'm working on the WW project I don't have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml
  22. xyth

    A19 NPCs DMT Mod

    My problem with that is for folks who want several NPCs to guard their bases. We have considered requiring periodic payments rather than a single payment. Also, in the vision we wanted most NPCs only to hirable if you did quests that would get them faction aligned with you and thus they liked you enough to work for you. There is only SphereII and I working on the system, with some graphics help from Mumfpy and in the past, some additional characters for others, but to date no one has helped write the quest xml required. Just not enough time for us to do everything already enabled in the system, but we are always happy to get new xml to add.
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