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xyth

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Everything posted by xyth

  1. xyth

    A21 NPCMod and Addons

    this mod needs the Vanilla UI, or one that is compatible. We do not change the vanilla zombie targetting AI beyond adding the NPCs to the list, which is `ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal,0,EntityNPC,0,EntityAnimal,0|` The player is the first priority of the zombies, so if it sees you, its going to go for you. Stealth wont help you if they are alerted and can see you.
  2. xyth

    A21 NPCMod and Addons

    Pushed .08 version update: Added tags for each weapon type that an NPC can swap to. This fixes a bug where if the Character author only wanted some weapons to be used on a character, they could specify only to use those weapons. Darkstars soldiers and friendly Gurlz are now updated to this new system, so be sure to download those updates. This version also requires the latest version of SCore.
  3. xyth

    A21 NPCMod and Addons

    The robin is tiny, the other birds are not.
  4. xyth

    A21 NPCMod and Addons

    When you are in DM, and press F6, can you spawn a bird? I just went in game an spawned a few. Maybe the spawn rate needs bumping up a bit
  5. xyth

    A21 NPCMod and Addons

    Did you load both the base spider pack then his expansion pack? Any error in the log? You hear birds more often than see them, but again, that mod might not be loading due to a log error
  6. xyth

    A21 NPCMod and Addons

    Confirmed. Nice find. Will see if we can get that fixed quickly Likely a simple uncheck box in Unity, I will let Darkstar know Just FYI, expect more bugs to be found in the coming weeks. This mod has a ton of new code, so things can go sideways at unexpected times. There is a reason TFP is taking time to even add simple bandits. This stuff is hard. Currently we are noticing under some conditions the NPCs stop attacking or move slowly until they either attack or are knocked down. Still hunting this bug.
  7. xyth

    A21 NPCMod and Addons

    Uploaded Darkstar's RaiderGurlz, back by popular request. There are two packs, one bandit, one friendly. Only load one or the other, not both.
  8. xyth

    A21 NPCMod and Addons

    Fixed a bug where NPCs would run endlessly into trees. Issue was the treeMaster block was not marked as solid, so NPCs saw going through this as a valid path. Zombies would act the same, but it would then trigger the breakblock AI task and attack the tree. You may have seen that behavior on zeds before, they attack a tree rather than taking a better path. That is also fixed by this edit. Possible consequences is if you are using a mod that enables crop trampling, seedling trees might not get trampled when they are in the first stage of growing.
  9. xyth

    A21 NPCMod and Addons

    Updated the links to Darkstars add on packs.
  10. xyth

    A21 NPCMod and Addons

    There was an NPC controller change today so he is currently updating those packs. Check back tomorrow. Uploaded new version of the NPCCore (and tutorialproject) to replace the NPC controller. Combined with the latest SCore version, NPCs no longer shuffle, and are more responsive. Physics materials added to NPC core's Baker, and the tutorialNurse, as those were missing.
  11. xyth

    A21 NPCMod and Addons

    Im glad folks are passionate about the NPCs. I likely made a mistake releasing the A21 version of the mod too quickly before these spawning issues were resolved. The overhaul modders are the primary target of this mod and they adjust spawning to suit their overhaul mod. But more regular players are using it now so we need to be clearer about what each pack does and make sure it's spawnrates do not overwhelm the base game. Thanks for all the feedback!
  12. xyth

    A21 NPCMod and Addons

    That feature might be coming at some point now that we enabled weapon swapping. Still in the fixing bugs phase, so we are not yet adding new features beyond the new weapon swapping. New: Updated the Tutorial project link to new version. This version has version 3 off the NPC Unity controller, which reduces the NPC foot shuffling that V2 had.
  13. xyth

    A21 NPCMod and Addons

    Uploaded version 21.0.3.5 of NPCCore. Fixed the NPCFox not using root motion. Reduced the shuffling animation the NPCs displayed in chat. The root cause of that is still being investigated, but this improve the visual effect.
  14. xyth

    A21 NPCMod and Addons

    Added links to more packs. Arramus's spiders and pois, and Darkstar's soldiers and cleaners.
  15. xyth

    A21 NPCMod and Addons

    The controller has no impact on them getting stuck. That's a known issue that will need to be sorted in code when Sphereii is available. NPCs can be added to POI groups, or you can just increase the values in entitygroups.xml
  16. xyth

    A21 NPCMod and Addons

    The Baker, Nurse, and fox are hirable. Several new packs were uploaded this morning, but I dont think any of those are hireable.
  17. xyth

    A21 NPCMod and Addons

    Added the Spiders pack and Darkstar's Raiders pack
  18. xyth

    A21 NPCMod and Addons

    The base mod doesn't spawn large numbers of NPCs by default. On a new game, I typically see 1 NPC each day roaming around somewhere. The reason for this is the characters in the NPCCore are example characters for the expansion pack modders, and while they work as expected, the characters added by expansion packs usually spawn in larger numbers. If you want to see if they are working, type DM in the console, then press F6 to see the spawn menu.
  19. xyth

    A21 NPCMod and Addons

    The NPCCore mod was just released. At this point there are not many expansion packs updated to A21.
  20. xyth

    A21 NPCMod and Addons

    Uploaded a minor fix to the Unity A21 Tutorial Project
  21. xyth

    A21 NPCMod and Addons

    Maybe. Darkstar is making some new packs, and wont update some of the others. You might be able to talk him into doing one. I have not heard from some of the others, most folks are busy working on their mods.
  22. xyth

    A21 NPCMod and Addons

    You seem to be missing the menu. This can happen if your using a Mod that changes the vanilla UI. Likely that UI mod will need a compatibility pack. If you link your log, that would help if your not loading other mods. Forgot to add a post about the A21 version of the mod. Basically if you used the A20 version, the only change is weapon swapping. Add player weapons (the player version of the A20 NPC weapons) and the NPC can use them. Many changes under the hood. UI mods may break the hiring dialog, if they modify the vanilla UI.
  23. xyth

    A21 NPCMod and Addons

    Sure, likely very doable. An early example is the snowmen in WinterWeen, they lob snowballs that explode. However, those are not hireable NPCs. The NPCs are setup to support multiple Actions, where Action0 is melee and action1 is ranged weapons, Action 2 or 3 could be used for throwing.
  24. xyth

    A21.1 VideoPlayers Mod

    The A20 version seems to work fine in A21, including the drivein screen.
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