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A20 Bugs
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Posts posted by xyth
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1 hour ago, Reckis said:
@xyth Would removing zombies from this mod be as simple as removing the xml references from entityclasses?
The best way is to remove them from entitygroups.xml. If you remove them from entityclasses and not from entitygroups, they will error. No harm leaving them in the entityclasses.
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I found the comments about this mod being childish to be a bit insulting, but I shouldn't have been snarky. Its a game after all.
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Yes, all the packs are designed to work together. Do you see new animals in the F6 spawn menu (enable DM mode first in the console) ? Might just be the spawning rate is a little low. I errored on low animal spawn rates as TFP really cranked down the large animal spawns to limit meat.
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I was on the Starvation team. This mod is a resource file. The contents of it were made by people who cared enough to use their time to offer something free to folks who might appreciate their effort. The nice thing is you can easily remove whatever you don't like. I'm sorry you cant bother providing useful information as to which ones might need improvement. I'm sure your very busy making better mods, and I cant wait to see what your offer the community.
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Well, besides papa smurf which was a joke by one modder, if you let me know which ones need a touchup I can work on some as I go. Since I didnt find any besides the smurf that was obvious, let me know
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why use a url when you can just add your own .mp4 files to the resources folder and replace the ones there? So folks dont need a client install?
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Looks like your missing a component, an result of the ripping. I will try to find time to upload a tutorial project with the complete prefab in it so you just need to edit the URL.
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Not sure which pack you are talking about, likely humans, but the character author controls the textures for the most part. Redoing textures to dirty them is possible but is a specialty skillset and few want to learn that or take the time to make new skins for each character. Which characters stand out as needing a reskin?
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That would be on the video component on one of the child objects, billboard or Url ones, been a while since I looked at that.
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A unity3d file is a compressed bundle. UTinyripper is the best tool to uncompress those, but you dont get a ready to use model doing that, just all the parts and often you need to make edits before reexporting the package. The URL needs to be edited inside Unity then reexported if you want to change it.
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On the current build, bandits drop a "strong" loot bag 25% of the time, and survivors drop a normal one 10% of the time to limit the benefits of survivor farming. Change it to whatever % you want.
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I can reproduce that. Thanks. Sphereii is away for a few days so this might not get fixed right away if its an issue with the last edit.
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Its not compiling the Sphereii Core or any of the mods. You sure you have DMT configured to find your mods folder?
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I just tested the latest versions of those mods you listed, and just those mods to test the combination. No errors. maybe you building with old modlet versions or using an old version of DMT? It should build correctly using DMT 2.0 or 2.1 By the message, DMT fails to complete the build process.
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As I find tutorials videos on the tube, I will list them here. Please list any you find as well.
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Human pack updated with some new humans. Some which were in a18 were not added due to bad weapon rotations on the models. Several others are close but need some adjusting eventually. Bandits were added to the spawner so on some days bandit squads roam rather than zombie hordes.
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13 hours ago, corona9800 said:
just wondering i put them back in your latest update just for personal use i did notice the file size,so i deleted the guppy soldiers all of guppy zombies are great just wasnt a fan of those
This version I packaged like kinds of zombies together so it would be easy for folks to remove what they didnt like.
11 hours ago, Souhank said:Thanks for fixing the swarms. I have a question. Do you plan to apply the wandering orde bandits to the mod? be scavenging or loot a building and spawn according to game estage, it would be great! I also have another question the behemoth appear the hordes of day 7?
Yes, i added 2 days in the 50 day rotation that will have wandering bandit hordes. I am working on the human pack now. They all work, but the gun holding position is wrong on most of the new ones since the original authors didnt use that function. I am rebuilding them with those components. The behemoth has a small spawn chance in the wasteland during the day, and more likely at night. Should not spawn in hordes.
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I did. The stripper was too large in file size for the quality of the character. The cosplay german guy was also large and very shiny and would need rebuilding.
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The launcher should be updated now to use DMT 2.1
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Updated the zombiepack. Lots of new zombies. A few are "shiny" as I don't have the time to rebuild all the A18 ones that used Spectacular shaders. If any really bother folks I will fix those. Most were rebuilt to reduce size, make A19 compatible, and fix shaders.
Animal pack updated with fixes for the swarms, which were moved into the xythanimals bundle.
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Thanks. I will look at it. Likely an error in the buff xml.
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I uploaded a new A19 Project template to my repo: https://github.com/7D2D/Templates-and-Utilities/blob/master/A19TemplateProject.zip
I also updated the first post for A19.
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Weapons do not have colliders (didnt in A18, perhaps that changed?) and are not tagged in Unity.
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A19/A18 CreaturePacks - A community entity project
in Mods
Posted
This mod was an attempt at a community project. As such, vision and quality differs depending on the modder. In A19 we have very few active contributors, and most are submissions from A18 that I have to rebuild as I dont have the .unityproject files. I work fulltime so I dont have the luxury of excess time for creating indexes or figuring out what could be improved. I probably have over 500 hours invested to date in just these packs. I doubt I will spend much more time on them as the overall interest in them and interest in participating in a community project is minimal. Perhaps it's because the zombie pack became more of a quantity over quality effort? I lean towards quality over quantity and actually only contributed a couple of zombies to the pack. I can remove or rebuild some of them based on feedback but I wont spend time guessing which those are.