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xyth

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Everything posted by xyth

  1. xyth

    A21 NPCMod and Addons

    Did you test just the NPCCore and the SCOre, without the zombie mod on the latest score? The error is related to factions, and Im not sure what that zombie mod might be doing with factions yet.
  2. xyth

    A21 NPCMod and Addons

    If you dont mind, could you retest with the most current version of SCore? The stable version I posted is 20.2.x.x and thats now 20.4.x.x so perhaps a recent SCore change is needed that Im not aware of. I will look into this, I had a similar issue on my Fox a long time ago, longer than I can remember how I fixed it 🙂
  3. xyth

    A21 NPCMod and Addons

    Uploaded 2 new expansion packs from DarkStarDragon. YeOldBones (Skellys) and FantasticBeasts!
  4. I have not tested the lockpicking mod on 20.4, but will see if I can reproduce your issue. There is no lock on the front gate so I dont see the relationship to this mod though.
  5. xyth

    A21 NPCMod and Addons

    Loading this mod, without any expansion packs, will not lower FPS. If you load a lot of expansion packs and dozens of NPCs spawn in an area, you may see some slight lowing of FPS. A lot of effort went into testing and eliminating most of the FPS hit and lag, so depending on the other mods you loaded, it might be you are running low on memory.
  6. xyth

    A21 NPCMod and Addons

    Minor update, added a new physicsbodies.xml entry. 20.4.1.1 version Also uploaded more Orcs in a 2-pack expansion. 2- means the 1-Orcz pack must also be loaded.
  7. xyth

    A21 NPCMod and Addons

    Small update to the KnightsandPeasants pack, peasant women are now timid and have era appropriate names. 😉
  8. xyth

    A21 NPCMod and Addons

    You cant use EAC anyways with this mod, so uncheck it.
  9. xyth

    A21 NPCMod and Addons

    Updated the Knights and Peasants pack by DarkStarDragon with updated EntityGroups by arramus.
  10. xyth

    A21 NPCMod and Addons

    Uploaded a new Knights and Peasants pack by DarkStarDragon. 1-KnightzNPeasantzPackAlpha.7z
  11. xyth

    A21 NPCMod and Addons

    .16 minor update, edited aggressiveanimalwalking template: Changed faction to aggressivelargeanimals for default, changed view angle to 360 to improve targeting, and added NPC class to targets.
  12. xyth

    A21 NPCMod and Addons

    Minor update, adding a new Physicsbodies entry needed for mediMod2
  13. xyth

    A21 NPCMod and Addons

    Be very careful loading mods before the 2 cores. They are designed to be loaded first, as they are the engine for NPCs. It is very likely they can break any mod loaded before them.
  14. xyth

    A21 NPCMod and Addons

    Pushed another small update that rebaselines the NPCCore's NPC character spawn rate to facilitate standardizing the spawn rate settings of expansion packs. Thanks again to Arramus for the edits! Also pushed updates to DarkStar's expansions with arramus's spawn rate edits.
  15. xyth

    A21 NPCMod and Addons

    Pushed small update that rebaselines the NPCCore's NPC character spawn rate to facilitate standardizing the spawn rate settings of expansion packs.
  16. xyth

    A21 NPCMod and Addons

    Bandits can spawn during a bloodmoon if they are setup to use the BM template rather than the default templates. Hireable NPCs that spawned before the bloodmoons will fight against zombies and bloodmoon bandits. The mod isnt setup by default to use bloodmoon bandits though. Again, this mod is more an NPC engine than a full featured mod, the idea other mods will use this engine as a base for their own vision of NPCs in the game. Spawning is handles by entitygroups.xml. You can edit the values to increase or decrease spawn rates.
  17. xyth

    A21 NPCMod and Addons

    Balance of the number of NPCs that spawn is difficult as it varies depending on which expansion packs and how many expansion packs you load. I use the civialians pack and I see a lot of those. Soldiers and bandits also spawn a lot. You can edit the spawn rates directly in each mods entitygroups.xml.
  18. xyth

    A21 NPCMod and Addons

    Likely the mod author will edit his expansion pack soon. However, his mod should have those girls extend from the advanced templates (designed to be hireable) rather than the basic, high performance templates used for bandits. His mode need the new AIPackages added rather than the old packages listed, and he needs to add the hireable property thats part of the advanced template if he doesnt want to extend from the advanced templates.
  19. xyth

    A21 NPCMod and Addons

    I almost have a pack done, but its Spring here and I'm not at PC often while the weather is so nice. Soon. Look at the Nurse's xml. Basically Harley would need to extend off of an advanced template, not the basic template. Advanced templates allow hiring. Might also want to remove the bandit tag from her tags too.
  20. xyth

    A21 NPCMod and Addons

    The teleporting is a function of the SCore. Do you have the latest version? Nothing in the NPCCore would effect this. If this is occurring in the latest SCore I will let the team know to test.
  21. xyth

    A21 NPCMod and Addons

    Both client and server must have the same SCore mod and NPCCore mod loaded into the Mods folder. Only load the SCore folder, not its master folder. Stable updated to .12 Fixed the AI packages for animals and mechs, fixed fox neck issue, and minor xml cleanup. Should be save safe.
  22. xyth

    A21 NPCMod and Addons

    New OrcZ expansion pack by Darkstardragon uploaded.
  23. xyth

    A21 NPCMod and Addons

    Updated stable version, bugfix: added hate relationship for zombieanimals to most factions.
  24. xyth

    A21 NPCMod and Addons

    There are books in the dev items that were added to test faction relationship incrementing and change, but thay do not spawn in game. The faction change system is configured in the NPCCore but only is implemented in mods that want to leverage it.
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