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mr.devolver

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Everything posted by mr.devolver

  1. If it requires DMT, I guess we won't see that happen until you merge all the characters in one DMT mod.
  2. I know I can only speak for myself here, but I didn't even have a chance to try the new version yet, due to some issue in my favorite mod list that I have to figure out before playing, so I don't know how about others, but in my case you have plenty of time lol
  3. Thank you very much, I couldn't even test it yet, because I found some incompatibility issue in my favorite mod list, so I'm trying to find out what's causing the trouble. I can't wait to test your new toy!
  4. I'm clueless. How can we install this thing?
  5. Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.
  6. So, I did all of these debug tests and I couldn't reproduce the problem with disappearing bleeding buff. I wanted to apologize as this seems to be really caused by some other mod(s). However knowing it wasn't caused by your mods doesn't really make me feel better, because now I am clueless even more. Could it be some kind of incompatibility with War3zuk Alpha 18 Stable AIO ? This mod adds UMA zombies back to the game and while it makes the game feel less repetitive, I wouldn't want that to break some features. Perhaps it's also worth noting that I actually haven't seen ANY of your newly added zombies with these UMA zombies enabled, maybe that alone is a sign of incompatibilty of some sort. Unfortunately it seems like it's hard coded into the mod, I'm not sure how to disable them. By the way, during the last debug test, I caught this error in the console (only creature packs, A better life, NPCs and their dependencies installed):
  7. I would also like to add that it wasn't doing yesterday and today some of your mods were updated so perhaps some change that happened in the last update.
  8. So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage. I am using creature pack (all packs except fantasy pack) along with NPC mod.
  9. Xyth, I'm not sure where to post this, but since I installed the latest updates of your mods, I noticed that the problem with bleeding buff is back. When I get hit by enemy and get the bleeding buff, it instantly disappears like if I healed myself with bandage (minus the bandage effect on health). This reminds me of the side effect of your old Patch_Entity modlet back in Alpha 17, if you can remember it had the same effect on player.
  10. Thanks for clarification, I guess I will try and see then. I like to test new stuff, especially complex overhauls.
  11. Sounds like a lot of fun is coming our way, don't worry about the delay, we are not going anywhere, just like Laz Man noted, take your time, we will be here when it's ready!
  12. Have you changed something since the installation of the mod? If you have, that may be the reason why teleport stopped working. What you're describing here reminds me of earlier SDX versions of the mod in which the hired NPCs were pretty stubborn and refused to follow the player until their target was dead. Assuming there wasn't any recent update which changed the behavior, the last version should work as expected.
  13. Hello, is the server PvP or PvE? I'm not a fan of PvP in general and even less when trying to learn about new features at my own pace. If it's PvP, I will pass and wait for a regular all in one overhaul pack for running the mod locally.
  14. Oh man, you shouldn't have asked, this just brings so many ideas to my mind. Well, I know I couldn't make them happen, but maybe you can... So... Since that bigger one looks similar to those robobrain robots from the Fallout universe, I imagine it would make sense that some, if not all of these robots were top secret military weapons, but who knows what kind of original purpose or programming they had and most importantly, were they programmed properly in the first place? Did bandits try to hack them to mess with their code over time in attempt to make them fight by their side? Was the code of these robots even finished before the outbreak? Were these robots created secretly in hope to kill all the infected before the zombie virus spreads further? And how come you killed so many of them and they still keep coming? Is there a factory that secretly creates more units of these robots to this day? And if so, who operates it? All sorts of unexpected things can happen when you meet these robots. Every robot encounter is like an open ended mini story which can end differently. I wouldn't be surprised if some of them were actually even friendly, maybe because their function which makes them attack people wasn't quite finished yet, perhaps they can be still reprogrammed to help you in fight if you have the right skill and necessary tools, of course you will most likely need to study some books about robots first, because trying to hack the robot without proper tools and/or knowledge can be lethal for those who try... Hopefully my imagination will inspire you at least a little bit... EDIT: Xyth! Imagine flying robots like drones! That would be quite a unique addition. Probably operated by bandits who figured out an effective way to spy and attack other survivors from above!
  15. Speaking of robots... Is THIS supposed to happen? Maybe it's not the best shot, but what happened there is basically a fight between two different robots. By the way the robot with electric shocks defeated that other robot with lightsaber and he also killed that zombie nearby while on it...
  16. If NPCs are on your TO DO list, but creating custom NPCs would take you a lot of time, maybe you could use the default characters that are already in the pack (assuming Xyth and SphereII would allow that), it would save you a lot of time and you could always create custom NPCs later when you have enough time for that. Even default characters and features that are already there give the players additional long hours of interesting gameplay and overall it's much more fun to play with them, the world feels much more alive and immersive. To be absolutely honest, NPCs became a must have mod for me, I've been playing with these mods for quite a while now, so if the NPCs aren't there by the time Undead Legacy is released, I will most likely try to add them manually for my personal game experience if possible.
  17. So I guess I was unlucky and missed the window. Is there a way to synchronize manually? I know there is that "Pre-Sync Mod" button, but I guess that didn't really help, because I clicked it before starting the game for the first time.
  18. Well, I gave up, closed the game, came back to Mod Launcher and checked the updates. It seems like there were new versions after all. I downloaded them (hopefully all of them) and started the game again. Frankie's ability to fly seems to be gone. I guess the supply of kryptonite finally arrived.
  19. Superman was Frankie the farmer!
  20. I checked before playing and it showed me that I am using last version.
  21. Well, the only effect I see is this: I found him by accident when I was cleaning around the base with a stone axe. Needless to say that the blood on the screen is mine...
  22. Is an NPC disappearing inside the hill or under ground a part of the test? I see NPC farmer mark on the map, but when I reach the mark, I can't find him in the world.
  23. Did you guys change something in the code of this mod recently? Last version seems to be bugged. I saw a character, not sure if it was a vanilla survivor or NPC, but the lines in the console make me feel like it was a DMT NPC farmer, and when I started running to him, he suddenly disappeared in such way it looked like that NPC teleport feature, but he literally disappeared inside the hill. After a while I saw another fast movement far away on the horizon all the way through my screen. I opened the console to check out what the heck is going on and I saw tons of these lines:
  24. Subquake, do you plan to add some NPCs now that Xyth and Sphereii have some pretty solid framework for them? If you went the extra mile to implement them, that would push the game several levels higher again.
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