Jump to content

mr.devolver

Members
  • Posts

    2,040
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by mr.devolver

  1. Well, first I thought we must wait for Xyth to update his mod because as you mentioned, it is yet to be added by Xyth, but then he came here and said that your new NPCs are added in this new version which made me believe it's already updated, so I downloaded the latest version, only to find out that the NPC mod itself has all the new references, but the Creature Pack Humans has not been updated with the new files yet, so I guess it would break the game if I used the latest NPC mod without the actual resource files that are required for the mod to run correctly. EDIT: And no, NPC mod itself does not have the resources directory anymore, so no resources there.
  2. Xyth, there are references to NPCSoldierz.unity3d in entityclasses.xml, but there's only Soldierz.unity3d available in Creature Pack Humans, no NPCSoldierz.unity3d.
  3. Hey Dark! Thanks for great news! How about your other NPCs like that funny drunk guy? It would be hilarious to see him back, drunk as ever, maybe with a revolver, shotgun, rifle, knife, baseball bat or any other weapon really, heck how funny it would be to see him throwing some molotovs, kicking some zombie asses!
  4. I am confused. I opened items.xml of DMT NPCs and it contains
  5. Xyth, wouldn't it be better for NPC characters to switch from "Vomit" to "Ranged" which is also used by junk turrets? Junk turrets can shoot faster.
  6. Thank you! I didn't get a chance to start the first one yet. Are these quests implemented in game in form of notes that can be found as random loot?
  7. Ok, where are these values stored?
  8. Ok, so in this clean copy I only have the following mods installed: 0-CreaturePackAnimals 0-CreaturePackHumans 0-CreaturePackMechs 0-CreaturePackZombies 0-SphereIICore SphereII NPC Dialog Windows Xyth NPCs All mods are the latest versions downloaded manually one by one through Mod Launcher. The problem that NPCs and human characters get stuck in that weird slow walk zombie-like animation seems to be gone, but NPCs are still taking a long time to shoot. I could understand that crossbow and hunting rifle would take them a while to reload, but with SMGs and AK-47, they should have no problem to shred through the whole horde, but what's happening instead is that they shoot like 1 - 3 bullets and then they basically wait until the zombies come close to them and they start hitting them instead of shooting. Obviously when this happens with a horde of zombies, they have no chance to survive, but then again they have SMG or AK-47, so the fight should end much differently.
  9. All the base game files were valid, because it was a recently updated version copied from Steam library, but just in case I verified all the files again manually and created a clean copy to test this. I will let you know the result. Honestly my mod list is pretty long so it might be some other mod causing this problem which I never realized until now, but I really have no idea what kind of mod could cause something like this. Could it be War3zuk Alpha 18 Stable AIO? It's a pretty huge overhaul and I had to remove its UMA zombies because they practically replaced all vanilla zombies and I was never getting new zombies from creature pack and I also had that bleeding buff problem which is now fixed, but this mod doesn't use any DMT functionality so I have no idea what kind of conflicts there could be. Other mods are just smaller game enhancements that shouldn't affect NPCs.
  10. My current versions are 0-SphereIICore v18.4.1.33 Xyth NPCs v2.253 0-CreaturePackHumans v1.173 I spawned a farmer with SMG just to see if this latest version improved anything in this regard and he wasn't too good at hitting the targets, also he takes a while to aim, like if he was also limited with that delay you mentioned in case of bandits. Also, I noticed that NPCs act weird sometimes. When they get into a fight, they may get stuck in slow walk animation that makes them act just like zombies with their hands up when they chase their prey. I wanted to take a screenshot, but it's not visible too well since it's just one image, it would be better seen on the video, but I guess it's enough for now. If you do need to see it on the video, please let me know and I will try to record it.
  11. I don't know, but so far NPCs seem to have this weird delay too when shooting and I do have the latest version of the mods installed. As for the delay itself, what if SphereII added a special code to his core that would allow to avoid this delay if the character is an NPC or bandit? At least people who play with creature pack AND NPCs would have this option to make all the NPCs more of a challenge...
  12. Maybe it's just me, but in this latest version I was watching an NPC vs zombie for a while and the most damage that NPC was able to inflict to that zombie was when he got close and started hitting him with his rifle. I remember these guys were pretty good at shooting before, I don't know what happened to them, but I hope you will get there again. Also, DMT NPCs and vanilla creature humans are not too good at fighting crawlers, no matter if they go hand to hand or shoot from distance.
  13. Wait... DID YOU SAY... ?????????????????????????????????????????????????????????????????????????
  14. I take it as a joke. I remember that some older versions did not have this problem.
  15. Hey guys, I hired an NPC and then I got killed and respawned on my bed. The NPC did not teleport to me, the backpack I dropped was pretty near, so I ran back to get my stuff, but I couldn't see my hired NPC anywhere. He was gone. I'm pretty sure he wasn't killed because he was kinda OP at that time and I didn't see any console report about his death either.
  16. Hello, I have a quick question. If you use this mod, how does it affect the Clear zombies quest if you already cleared that POI before? Do the sleepers spawn there when you start the quest despite having this mod installed?
  17. Imagine a ship that is big enough to provide solid ground to hold another entity in form of a storage box to hold your supplies while you're on the water. I think this could be doable in Alpha 18. It wouldn't really replace a base, but it would probably be the next best thing.
  18. Vehicle mods in 7 Days to Die... [video=youtube_share;lRC1y1xhIkI]
  19. mr.devolver

    Slingshot

    Thank you very much for fixing the problem! I will try this new version.
  20. mr.devolver

    Slingshot

    Hello again, is this mod incompatible with Alpha 18.3 stable? I was excited about this mod, but then I tried it in my currently modded Alpha 18.3 stable and it doesn't work properly. It says its damage is -6 and when I try to hold R key to pick what I want to load as ammo, it doesn't show any icons, so I cannot choose the ammo that I crafted. Any advice?
  21. I just found SKS yesterday when I was looting, I was on my way back to base with full inventory and then I realized it's 7th night, almost 22:00, I quickly closed the game and I'm scared to continue. ?
  22. Thanks, this is a decent list of weapons. I hope they will be compatible with Firearms mod.
  23. After reading your post, at first I laughed, then I thought about it little more and I actually like that idea! Imagine chimpanzee NPC followers! I think it would be pretty hilarious to see these little guys slapping zombies, of course if you can afford to hire them, it will cost you 1000 bananas.
  24. mr.devolver

    Slingshot

    Wow, thank you! By the way, I like the plants and trees in your screenshot. Which mods are you using to add them?
×
×
  • Create New...