Jump to content

xyth

Moderators
  • Posts

    3,050
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by xyth

  1. Version 1.91: Changed progression for these to be Tier 3 advanced engineering.
  2. I'm not a fan of Chimps, they are too much like humans behaviorally. I am a big fan of Bonobos though.
  3. This is a community project so the default xml and subsequent qualities of all of the creatures will be whatever is popular and reasonable. Its not MY mod, it's y'alls mod.
  4. Added 4 more DarkStarDragon female raiders to the human pack. Great VoiceOvers on these.
  5. Robots attack all. The perfect world is the NPC mod, where targeting is based on faction not class. The spiders are setup like the boar, they wont mess with you if you dont mess with them.
  6. So many interaction types. Sigh. I will check on it. Bandit Eve has good eyes. The AI also prioritizes based on the order in the xml, so will also check on that but players have better loot than zeds, so it makes sense shes after you. Okay, both the mechs and the bandits are Class EntityEnemyAnimal. I prevented Bandits from attacking that class because if you spawn a bandit horde, they will immediately fight each other, which makes for a poor horde. I also removed it from the attackIfHurt task as well so they dont have friendly fire issues. I guess I need to either stop the robots from attacking thier class or set all to just defend themselves if hurt.
  7. Reuploaded file to Nexus. No idea why it cut the file in half last time yet reported a successful upload.
  8. No bandit roaming hordes yet, I need to xpath the spawning.xml file at some point. We have two new volunteers doing xml things and 3 other people making characters so things are picking up.
  9. Just pushed new packs, Added new zeds from TSBX, added many new spawning groups so the new zombies appear as sleepers and in hordes. (Not bloodmoon or scout hordes yet though). Animal spawn areas sorted by SaltyAF, new spawn groups added by Kergan.
  10. Version 1.9, fixes missing camera things.
  11. In the vanilla game folder look for the traders.xml file. Open that and at the top of the file you will find this line: <traders buy_markup="2" sell_markdown="0.2" quality_mod="0.4,8" currency_item="casinoCoin" > Adjust the markup and markdown values until it how you like it.
  12. Those were just added, plus some new Doctor zombies from Mr. Guppy.
  13. xyth

    A19 NPCs DMT Mod

    Right now the team is building out the creaturepacks, which the NPC mod pulls characters from. Soon we will enable those characters in the NPC mod but we are actively making code changes to the NPCs so it might be a few more weeks. DarkStarDragon might add the hunter back to the creature pack but thats up to him.
  14. xyth

    A19 NPCs DMT Mod

    I think in general they have under powered weapons, I think they should kill a zed in 3 hits, but Im guessing it takes them 10+ They are alive so should target better than the AI allows. I can look at adjusting.
  15. xyth

    A19 NPCs DMT Mod

    That was likely me, I don't care much for bullet sponges, but since we are rapidly changing their code which effects there offense and defense ability I have no idea the right values yet. I think 200 is a good number as long as they have decent offense to end battles quickly so they can heal back, and some armor to mitigate damage. If you have balanced xml, do let me know.
  16. Pushed version with 7 new zombie soldiers by GuppyCur. Added those and Dark's Vault folks to spawning.
  17. Update: Fixed xml errors related to varianthelper, removed same for now. Fixed the brightness during the day, possible FPS improvements. Fixes the brightness during the day, but you will need to light the cameras viewing area well at night now. It is basically using the same settings as the player camera now, with a much tighter view angle and shorter rendering distance (100 blocks)
  18. xyth

    A19 NPCs DMT Mod

    Doubt it. The NPCs are not in your party. On the list to resolve at some point though.
  19. The mod launcher loads DMT mods natively. No need to learn DMT unless your making mods with code added.
  20. Pushed a new release, misc Unity edits on most entities to improve same, added DarkStars' Flamer bandit.
  21. Telric made a bunch of them, but not sure if hes planning on contributing to the Packs.
  22. xyth

    A19 NPCs DMT Mod

    Its a vanilla task
  23. xyth

    A19 NPCs DMT Mod

    I cant reproduce this error. Use all the creaturePacks, and all the requiredNPC modlet, but no thoer modelets, the world spawns zombies fine. I suspect another modlet is breaking it. - - - Updated - - - We can try adding back in the ApproachDistraction task, that might get you the desired effect.
×
×
  • Create New...