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mr.devolver

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Everything posted by mr.devolver

  1. Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message:
  2. More missing dependencies in mod launcher: SDX_EAITasks SDX_Quests SDX_Buffs
  3. Interesting. Do I have to manually set up the relationships in this file then? Because I don't see the traders, bandits or human NPCs in this file.
  4. Thank you, so I decided to go with mod launcher in the end and I can confirm, those two dependencies are already there! I have a question that just came to my mind though. I love to play with Wandering Traders as well as Bandits, are these mods compatible with this new NPCs mod and if so, what would happen if this friendly NPC met with Bandit? Would they consider each other as enemy? I believe they should, that would be cool!
  5. Thanks, I will use SDX for now.
  6. By the way, I was trying to install this mod using mod launcher, but when I wanted to add the dependencies, I couldn't find these in the list: <dependency>SDX_SpawnFromEntityGroup</dependency> <dependency>SDX_ItemActions</dependency> Is it currently only possible to install it using SDX itself?
  7. Oh wow, I didn't realize it had such complex possibilities. If you want to go that deep, maybe you could somehow make it so that random characters will have random taste? One would prefer beer, another would need coffee, while some other npc would prefer just water?
  8. FINALLY !!! The best mod ever is out! I must try it asap!!! Quick question. When you say "In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments.", do you mean we need to edit xml or it's optional and we can just use the defaults?
  9. One of my unassigned female survivors just disappeared recently. I thought it was intentional because I was a horrible leader and left her starve, but who knows maybe it was a bug.
  10. Hello everyone, I'd like to thank the authors for this great mod. It was hard to get used to it at first, but I eventually reached the point at which at least some of the new threats are no longer that much of a danger for me (still pretty hard even on the easiest difficulty though lol). I finally managed to build radio tower to call some survivors and I have a question. I see that there is a way to call them to follow me around, I see there is a way to manage their inventory. Really nice just like we are used to from games like Fallout and Elder Scrolls, but I can't figure out whether it is possible to make these followers attack our enemies or not. I know there is a menu where I can switch to "Patrol" and that makes them attack the enemy nearby, but for Gos's sake, they are attacking them bare handed even though I've put some weapons to their inventory. Please tell me there is a way for them to use weapons instead of trying to knock the enemies out with bare hands? lol And if there's no way to do that, please could you eventually make it possible? Also would it be possible to make the follower automatically attack the enemy without need to switch them manually to "Patrol" from "Follow me"? Thanks for help with this and again thanks for a great and really addicting mod!
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