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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    do you have strangers turned off on the turret? Like target zombies only?
  2. xyth

    A19 NPCs DMT Mod

    Removed the leading and traiming spaces, and pushed the update. Thanks.
  3. xyth

    A19 NPCs DMT Mod

    Folks, the feedback is useful and very welcomed, keep it coming. I will tone down Harley sounds next build. I made those so long ago when I learning and never got back to it. All the NPCs are set pretty generically in xml because we didnt know how folks would actually use them. They can easily turn into badguys with a faction change so in that case you would want them breaking blocks. You would want them taking trap damage. Most of these things can be changed in xml. I will look into giving them a digging animation, that part is easy but triggering it likely will require adding trigger to the SphereII core and we are both working fulltime on getting the A18 Wintermod shipped. Attacking bicycle or motorized bikes? Both? Not seen that but if the bike damaged you then the NPCs are going to be mad! I think that can be changed in the core but probably will be a low priority fix.
  4. xyth

    A19 NPCs DMT Mod

    Try changing the junk turrets faction to whiteriver. if that doesnt work we will need to see what the junkturrets target by default
  5. xyth

    A19 NPCs DMT Mod

    The bleeding and diseases are now prevented but fire will damage the NPCs just like it damages players. SphereII and I discussed changing Maslow tasks to support NPC healing rather than the passive healing and immunities way we do things now.
  6. xyth

    A19 NPCs DMT Mod

    Version 1.8 pushed: Folder rename for compatibility between DMT and manual installs. Prevent zombieBleeding and infection buffs
  7. xyth

    A19 NPCs DMT Mod

    DarkStar setup Pest to use this hand: <property name="HandItem" value="handChefKnife"/> which is in the items.xml file and used by the Baker. Uou could copy this hand and give it a new name then edit those properties. Make sure you then change the property (hand) above to reference the new hand name you created. - - - Updated - - - We noticed this happening rarely and are still debugging it. I thought it was bleeding out but that "should" be patched.
  8. xyth

    A19 NPCs DMT Mod

    That was the intent. Actually Harley was the entity I used to learn some of the advanced possibilities of the mecanim controller that animates her. I need to revisit her at some point and add the even newer techniques to smooth out her motion. I will turn down her volume when I do that. You can go into entities.xml in the NPC modlet and replace her sounds with the female player sounds. Look at the nurse for example. You can just copy paste the nurse sounds over the Harley sound lines.
  9. xyth

    A19 NPCs DMT Mod

    It appears you are looking for the Mods.dll in the vanilla game folder rather than the location of the dmt patched version of the gaming. I generally make a clean copy of the vanilla game folder and paste that somewhere then point DMT to that copy of the game. try that. - - - Updated - - - No, but perhaps I should make one.
  10. xyth

    A19 NPCs DMT Mod

    Probably. Screamer sniper would be fun for sure. It takes time to make an NPC that animates correctly, especially if you take the care to have them put away their weapon before talking and make lots of different idle and attack animations. Bandit, NPCs and the Wandering traders are mostly the same, with only xml differing. The NPCs are the ones that get extra animations since of the level of player interaction justifys the extra work. Long term we hope to have NPCs that actual farm, cook etc rather than just act as guards.
  11. xyth

    A19 NPCs DMT Mod

    Your last log post showed that for some reason your trying to load the modlets twice, and it throwing errors. I saw that once before and will look for the cause shortly. Ok here it is: https://7daystodie.com/forums/showthread.php?133811-Could-this-be-modded/page2 It sounds like this should lead you to a solution if your still interested. Let me know if you need help.
  12. xyth

    A19 NPCs DMT Mod

    Version 1.71 pushed to repo, should sync to launcher soon. Updated sphere of all hands to 1.1 added remaining NPCs to spawning group decreased chance of spawning any NPC by 50%
  13. xyth

    A19 NPCs DMT Mod

    To turn off the enemy health bar, open up the SphereII Core modlet and in that blocks.xml change this to false: <property name="UnlockEnemyHealthBar" value="true" /> <!-- Unlocks the enemy health bar--> The NPC spawn values are in the NPC mod entitiegroups.xml, and I dont think DarkStars entities were added as I totally forgot. You can add them and while there increase or decrease the values on each that control the chance of spawning.
  14. xyth

    A19 NPCs DMT Mod

    I just put the NPCs in the friendly animal spawner for testing. A18 might have changed the values in that spawner so you can either make your own spawngroup or lower the probability value on each NPC. - - - Updated - - - Should work. You can also play with increasing or decreasing the length value in the Hand as well. That determines how far back from the target the NPC will stand.
  15. xyth

    A19 NPCs DMT Mod

    I will test again but I thought the crawler hitting was fixed. This property in the farmers hand in Items.xml controls the hitbox he has for that weapon : <property name="Sphere" value="1.0"/> which is one block from the weapon. might need to be 1.1 or 1.2 so you can test that is you want. DarkStar is doing some testing tonight and might find the optimum value. At the bottom of the vanilla NPC.xml is a list of factions and how they feel about each other. If the NPCs "hate" another faction, like the undead faction, they will attack on sight. Right now NPCs hate bandits and undead.
  16. Check out the latest version, i removed the lights as they seemed to work well without it except for the darkest part of the night
  17. Version 1.6 : Fixed the TV illumination issue, no front lighting needed now. Removed unneeded light from cameras. The screens can be very bright in the desert at noon, and turning off bloom in the video setting helps, and other settings provide lesser brightness reduction. This was tested at default gamma so if you play at high gamma I cant help you. Enabled occlusion culling and HDR on the cameras to help FPS and pretty up the video a bit.
  18. Yes. I was thinking that leave the lights on the large cameras, but turn down the brightness to 1/2, and remove the lights from the small camera version. Would this work for you?
  19. xyth

    A19 NPCs DMT Mod

    Pushed version 1.7 to the repo. Converted NPCs to faction based targeting. Improved targeting of ranged attacks, reduced self hitting though it can still happen at times.
  20. I will check but you should only lose a small amount of FPS on each camera. 8 cameras should drop about 10 fps total.
  21. Looking for input. I'm thinking that it might be best to turn down the brightness of the built in light on the large cameras and remove the light from the small cameras. Id add a flashlight to the large camera recipe. Thoughts?
  22. Good catch. Links now point to my A18 repo root directory, so you can then go pick the modlet you want.
  23. The icons were converted but if you loaded a version before the current one the old icon folder might still be in the your mods folder. If so, delete that and it should be fine. I had an old link to the A17 version, so if you downloaded this modlet directly from the repo you probably have the A17 version. You should disable texture streaming if your using the cameras as the game calculates occlusion based on the player camera and not my cameras so you will get strange culling. I dont see a way to fix this without code.
  24. Version 1.51 of Salvaged bats to fix quality level bug.
  25. Probably just cause I missed something in the xml, will fix tommorow.
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