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xyth

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Everything posted by xyth

  1. xyth

    sphereii's DMT Mods

    I sent Sphereii an edit to the Abetterlife modlet, removing the birds and unused files, and adding Harvest to the swimmers. Hopefully Sphereii will approve and push it so you can enjoy your fishfry.
  2. xyth

    sphereii's DMT Mods

    That was one of my favorites that Morte and I developed. It was never finished sadly. Maybe someday. I will hopefully finish up the birds this weekend and see if I can clean up the better life files.
  3. xyth

    A19 NPCs DMT Mod

    The damage might be coming as a result of the teleport code in the Core, SphereII will evaluate. I also pushed a fix so the NurseNPC has the correct mesh.
  4. xyth

    A19 NPCs DMT Mod

    Pushed the potential fix in a few minutes. Please test.
  5. xyth

    sphereii's DMT Mods

    Nor will you get sounds. That modlet has major issues. Im in the process of removing the bird over to creaturepacks, but the fish will remain in this mod, renamed or not.
  6. The birds includes so far are all passive. They should not follow you except very very rarely, assuming you have the latest release. They only see 1 block at a 1 degree angle, and I spawned hundreds and road around without them attacking. If they do attack they will not harm you, kind of like how small birds harass larger birds the wander into their area. If you get a different behavior with the latest build let me know.
  7. I can confirm. Its odd, as both the fox and the spiders share the same class, which is how they are targeted, yet the traders attack the fox and not the spiders. I dont see anything different yet but will continue to investigate.
  8. NPC trader or creaturePack trader? NPC modlet is faction based targeting and i bet I didnt update those. I pushed an update that added some birds and bats, minor fixes to some humans and animals too.
  9. Funny you mention that. Im working on moving the birds out of ABetterLife into CreaturePackAnimals, and notice that animalsounds are broken in ABetterLife. There is no easy fix as there are several issues. Id recommending commenting out all the birds in the spawners and just leave the rest alone for now. I made a few birds today and will be pushing an update to the animals shortly.
  10. The current version is compatible. The Bandit and wandering trader modlets are not. All will just be NPCs now.
  11. A20 - Consolidated Guide to Modding 7D2D with Unity First off, a disclaimer. I started modding and using Unity a few years ago when A16 was the current build, so I am not a Unity Pro. I have no formal training in using it, so the way I do things may well seem ugly to some folks more versed than I, but I can claim that the things I make in Unity work well. Hopefully after these tutorials yours will too, and eventually you can teach others a better way of doing things. What you need to get started 1. Install the Version of Unity that matches the version of the game you want to mod. For A20, you need Unity 2020.3.xx or , for A19 you needed 2019.2. How do you know which version to download? The game creates log files (Player.log and Output_Log that has a line near the top like this: Initialize engine version: 2019.1.0f2 (292b93d75a2c). That was A18.4, and you see it was built with Unity 2019.1 You can find all the versions of unity for the current and all previous alphas at https://unity3d.com/get-unity/download/archive 2. Download the A20 Tutorial Unity project from my repo at https://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing For A20 the current template is called: A20TutorialProject.zip Terms of Use You are allowed to use the A20 Tutorial Project, including its custom Unity character Controller without any kind of direct modifications. However, all modifications and/or use of A20 Unity character Controller contained in the A20 Tutorial Project and controller is restricted to private use only unless those modifications are done for use in other mods that have a dependency on the unaltered NPCCore mod (XNPCCore) being loaded with that other mod.. The controller contains purchased animations, so any derivative use of the models or controller is also contingent on purchasing those assets first. Start up your copy of Unity 2020.3.x and load that tutorial project into it. It is preconfigured for success, including the TagManager used by TFP, the MultiPlatformExport script, and templates for vehiles, characters, flags, guns and more. Visual learner? Watch some of these videos to help get you started. https://www.youtube.com/channel/UCUAR3Bc_Z97lyT4zeI3-dcg/playlists If you have questions, feel free to ask. We do expect that you watch all the relevant videos and understand the basics shown in them before asking questions. The best way to learn is to try to do it yourself first, then if your stuck we are here to help. If anyone makes other Unity videos relevant to this game, please let me know so I can link it here. Here are a few sample videos. You can find more at the link above. Weapon Positioning in Unity Simple video showing how to align weapons so they sit in players hand properly Mecanim Animation How to make doors and other things move in game
  12. Sounds like you have some bad mods or a corrupted base game install, or both. My mods do not touch the mountain lion or extend from it.
  13. I can look for the third time but I dont see or know of any changes to the can in any of the mods you show. remove all mods and test. Still there?
  14. They should attack each other, mechs attack if your within 15M but zombies attack from further out. You can change that in xml.
  15. I am pretty sure I wrote in the OP that no balance was attempted, so there ya go :-) They have brutal hand damage right now, I will tone that down when I push a new release later today. As far as adjusting roaming, I'm limited to the vanilla AI tasks to maintain vanilla compatibility. We can make them do much more in the eventual DMT version.
  16. Version 1.7: Eihwaz kindly offered to redo my lazy xml for this modlet and also provided a localization file with a German translation. Enjoy.
  17. Those are all inside the scripts used to build the mod. Its not xml. So that isn't available to you to change.
  18. None of the shown mods have items in their items.xml except for entity hands. No cans. Maybe you have another mod in your mod folder?
  19. Glad your enjoying it. Just wait until better modders than I make some more for the pack. I made some tutorial videos today, so soon.
  20. I don't see that error in the pasted log. I searched be perhaps I missed it. Please make sure you have the latest versions of the mods as we are fixing bugs as we go. I have never seen that error though.
  21. I do not think any creatures will NRE except the ones that use the Class=EntityBandit. The trader should not, but the price that is paid for that is they are invulnerable. Invulnerable bandits would be very bad, right? The traders are set not to attack players, so thats the work around for Invulnerability.
  22. Im afraid that the ranged bandits that use the vomit class might be hopeless. The approchandattack task is what makes them aim, but then they just charge into melee without shooting. If I put the rangedattack first, they will shoot at long range, but have no aiming. I dont yet see a way to fix that as much is hardcoded by TFP. The new bandits that use the ranged class rather than the vomit class are much better as you mentioned, but they will NRE if the touch a trader protected area. Hopefully TFP will patch that in a future release. The only DMT "entity" mod that is compatible is the NPC modlet. Do not load the DMT bandits or traders. Those will error, and I will be removing those modlets soon.
  23. Sure, but we will need more information. Please link to a copy of your game logfile. Also, just load the creature packs in your mods folder and remove all other mods then retest. Thanks.
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