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xyth

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Posts posted by xyth

  1. 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.

  2. 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.  

  3. 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?  

  4. 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.  

  5. 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.

  6. 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. 

  7. 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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