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TormentedEmu

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TormentedEmu last won the day on February 22 2018

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  1. Yes. Forgive me. They are a little bit of a challenge at first.
  2. Update to version 1.1 Added ability to optionally load mods earlier in the life of the game using a derived mod manager class to override the base game's methods. Added an optional link method to the IPatcherMod class to mimic SDX/DMT Added a utility class and methods Refactored some code Updated the NLog.config to display colored text Cheers
  3. Again, thanks for your wonderful feedback, Arramus. If it wasn't for you pointing out that discrepancy, I wouldn't have been able to fix that bug. I was determined to figure out what the heck was wrong with it compared to vanilla zombies Cheers!
  4. Heyas! Updated TE_Zombies to version 0.2. Check it out and let me know what you think! Notes: Fixed animator attack pause issue(maybe, hopefully). Added two new Freddy variants. Added localization. Download zip A21 Mods on Github
  5. Warning: Any mod using this tool is NOT EAC friendly!
  6. Hey everyone! Here's a new rebooted version of DMT by Hal9000 that works for Alpha 21. It does what Harmony cannot. Only for advanced modding purposes such as virtualizing or publicizing methods and properties to allow the creation of derived classes for base classes like EntityVehicle. The only other change is the addition of the ModManager.LoadMods method moved to an earlier place to allow for harmony mods to override most MonoBehaviour scripts/methods before they run. This is not a replacement for the built-in Harmony system that the Fun Pimps put in place, which I greatly appreciate ❤️ but just to enhance certain mods that a small number(all two) of us would like to release without writing Harmony patches for every single method in a class ❤️ Anywho, hope you like it and let me know if you have any feedback or issues. Current version 1.1 - Updated: 11/02/2023 Download at Github Repo - Direct Link to release: v1.1-46ModsLater Join us on Discord: https://discord.gg/DN33qqM7am Love you all ❤️ Emu
  7. Awww, thanks so much for your kind feedback, Arramus. ❤️ And now back to fix that zombie's attack animation now that this truck is kinda sorta done for a few moments...
  8. All mods should ideally be installed on both the client and server
  9. Join us on Guppy's modding discord: https://discord.gg/DN33qqM7am
  10. Hey everyone! Here are a few of my mods and modlets for Alpha 21: TE_Vehicles: Introducing the Ravager - For all your zombie demolishing needs! Updated to version 0.3 on 11/09/2023 TE_Zombies: Download: v0.3 - TE_Zombies My mods can be found on Github at: TormentedEmu's Mods on Github Compatible with the latest Alpha 21.1 b16 and EAC friendly. I appreciate any feedback you have! Thank you all ❤️ Emu Going to release an extended mod of the Ravager that will change the default vehicle behaviour soon!
  11. Thanks @arramus I'll play around with him a bit more and try to fix that. Cheers!
  12. I'll rename mine in case anyone runs it with the NPCCore
  13. No they don't require the NPCCore to run. There will more than likely be a naming conflict because I used Xyth's definition for mixamoConvertedStandardZombie. You can comment out the one in my physicsbodies.xml if you run it with NPCCore.
  14. Thanks! I already have the next one in the works
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