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MandyCMoore

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Posts posted by MandyCMoore

  1. On 9/28/2023 at 8:16 PM, khzmusik said:

     

    I assume you mean my stripper zombie. If so, the easiest thing to do is to remove them from the spawn groups.

     

    Open entitygroups.xml and comment out or remove all the XPath XML that adds "zombieFemaleStripperKhz" and their variants. It starts on line 225 and ends on line 280 (as of this writing).

     

    That's also a good way to get rid of the "party girl" zombie, but she's in a lot more places.

     

    Moderator note: don’t be afraid to add links. We’ll approve them as soon as we can, and the system keeps it flagged after editing them out anyway. :)

    That's what I thought & did it, but kept getting them. Then I realized my mistake... I had done it in my local files but not the server files. Lol. One of those face palm moments. Thank you!

    On 9/28/2023 at 11:42 AM, Brugas said:

    I believe there was a modlet out there that replaced the party girl/stripper with another model or more clothed variant. I can't remember the name or the modder's collection it's in. Maybe one of the others know it. I know it was a recent (for A21) one and not one of the older versions. With that you wouldn't have to take out an entire swath of mobs for your games and can just change the looks instead.

    I've been using that mod to get rid of the "Party Girl" for a while, but the strippers from the mod kept showing up. Got it all fixed now, & no longer have to worry about explaining to the child why that zombie is naked. Lol! She kills me, she never asks why zombies are a thing, & she isn't scared of them, but anything else she is going to ask questions! Lol! Thanks so much! I appreciate it!

  2. On 9/21/2023 at 6:51 PM, khzmusik said:

    I just updated another modlet to A21.

     

    No Crafting

     

    Removes all crafting from the game, including cooking.


    This mod was inspired by the Lucky Looter series from Glock9.

     

    Features:

     

    • The only items the player can craft are the bedroll and land claim.
    • Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
    • Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
    • Schematics, workstations, skill magazines, and parts for assembling weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.
    • Removed perk books that only give crafting recipes (e.g. Needle and Thread books); completion bonuses that only give recipes (e.g. stacks of ammo) now give experience buffs instead.
    • Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.
    • Crafting-related loading screen tips are removed.
    • Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).
    • The window that displays the crafting skill magazines is removed from the UI.

     

    There is also XML code to allow players to boil water (and/or craft campfires), but that is commented out by default. See the README if you want to enable that.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_Crafting

    Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_No_Crafting 

     

    XPath only ("server-side").

     

    Also, I am still working on Whisperers. I am modifying the controller and AI to be a bit different from most NPCs. This takes time, so please be patient.

    Looking forward to the Whisperers. World just doesn't feel right without them. lol. Quick question about your zombies. What is the safest way to remove the stripper? She doesn't bother me, but my grandchild plays & watches some of our videos. Thanks so much for all you do!

  3. 26 minutes ago, arramus said:

    magejosh shared a workaround on the NPC Mod conflict a while back and I'll share the original post here. It was for A20 NPC Mod though and the NPC Mod may well have changed things since then as well.

     

    Basically..

     

    NPC Mod uses its own ai package. This post suggests you change the utilityai.xml on line 3 in the A21-ServerSideOnly-Oaks-Pets-and-Guards/Config folder where it says:

     

     <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" >

    to

    <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

     

    just that Zombie_Dumb to Zombie Dumb without the connecting underbar will match how the NPC Mod does it and have somewhere to add the Oak guards to.

     

    However, I'm not totally sure which version you are using and for A21, I don't believe that still exists. Try changing it to:

    <insertBefore xpath="/utility_ai/ai_packages">

    instead.

     

    And if that doesn't work, you can try something very specific to the NPC Mod with:

    <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='NPCModCore']" >

     

    As for the turrets shooting the pets guards, it's just the way the two classes interact and is a TFP feature. For a Server Side Only mod, classes is very much a hard coding thing. We could stop the Turrets from shooting the NPC guards by changing the human guard class settings but not the animals as there was no real alternative.

     

    It would also be nice to be able to pick up the pet guards in the same way we can with vehicles, but their class does not appear to accept it under normal circumstances for such an xml mod. It may be possible, but without the input of an xml expert, it's not within my capabilities.

    Thanks so much for the quick reply. Both NPC Mod & the Guards are a must for us, & we didn't want to have to give up either of them. Luckily, your last suggestion, <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='NPCModCore']" > , made it work! Thanks so very much!!

  4. I have discovered a couple of issues I was wondering if you could help me sort out. The first, with the NPC Mod & the Guards there must me some sort of conflict because the animal guards still work fine, but the human guards will not work. They still look great & all, but they don't fire at any zombies. Been pulling my hair out trying to figure out what the conflict may be, but I am at a loss. The second, vanilla turrets target the animal guards. Damn thing almost killed my babies! Lol. Is there a way to stop this or a way to heal the animal guards? Thanks so much!

  5. 7 hours ago, khzmusik said:

     

    Absolutely. Civilians are next, then probably rogues and psychos. I want to make some improvements to Whisperers so my plan is to do those last. I'm planning to do more packs too.

    Awesome! Civilians & Whisperers have become a must for us, & the world just doesn't feel right without them. Lol. Awesome job!

  6. Just updated to A21, & of course, I had to have the NPCs. I am running into an issue I have never seen before though. I can't talk to them at all. I get the prompt, but nothing happens when I hit E, & they are attacking me. Lol! They run right past zombies to attack me. I'm used to that with the Raiderz, but I haven't even installed them yet. Lol. Any suggestions on what may be causing this issue. I would greatly appreciate it.

  7. Good morning! I am working on a "Throwback" server and doing A19. I have the A19 NPC Mod installed, & I want to make all of the goats, pugs, & beagles friendly or neutral to players & increase the spawn of the ones we can hire. I have been playing with factions & probabilities & such, but haven't had any luck yet. Does anyone have any suggestions? Thanks!

  8. 3 minutes ago, arramus said:

    There was an A19 version. In fact, since A19 still holds a place for many people in the community, this new post shares the updated A21, along with A20, and A19 versions in one since it is such a small modlet. A19 could certainly get rough and gritty but at least the 'homestead' feature was more prominent for players in a party who liked to take that role as a support player. That is not really the case with the direction A20 began and A21 has pushed further. All out for ourselves...

     

     

    Thank you so much!!!! 🙂

  9. On 2/5/2019 at 2:04 PM, slimlong103 said:

    MyCollages.jpg.1e2730744c7c7d6b4e1f093e10eccb9b.jpg

    Advanced craft decor

     

    Adds crafting of creative decorations

    Removed the sale of these blocks (I don't have time to balance)

     

    ALL blocks are crafted in "Workbench Decor"
     

    Screenshots

    Version Game: Alpha +19

    Download from github - 0.2.6


     

    List new blocks:

    • Workbench Decor
    • Posters and Banners
    • FlowerPot
    • Pallet Brown Boxes Storage
    • Pallet White Bags Storage
    • Pallet Bricks Storage
    • Shelves with junk
    • Tool Box Closed
    • Gun Rack Small Magazines
    • Gun Rack Small Armor
    • Gun Rack Wall 2
    • Gun Rack Wall
    • Ammo Piles Large
    • Barrel Plastic Quad
    • Barrel Gas Quad
    • Clothes Hangers
    • Bookshelves
    • Work Light
    • Exit Sign
    • Open Sign
    • Industrial Light 2 Red
    • Industrial Light 2
    • Industrial Light
    • Street Light Classic
    • Street Light
    • End Table Lamp
    • Table Lamp
    • Desk Lamp
    • Porch Light 4 Brass
    • Porch Light 4
    • Porch Light
    • Sconce Light
    • Wall Light
    • Ceiling Fan Light
    • Ceiling Light 7
    • Ceiling Light 5 Brass
    • Ceiling Light 5
    • Ceiling Light 4
    • Ceiling Light 2 Brass
    • Ceiling Light 2
    • Ceiling Light
    • Charcoal Grill Closed
    • Charcoal Grill Open
    • Gas Grill Closed
    • Gas Grill Open
    • Electric Oven
    • Woodstove

    List blocks Decor:

    • cntAmmoPileMedium
    • cntAmmoPileSmall
    • wallClock
    • decoTableRound
    • signRoadStop
    • signRoadWork
    • signRoadSpeed25
    • signRoadSpeed35
    • signRoadSpeed45
    • signRoadSpeed55
    • signRoadSpeed65
    • signRoadSlow
    • signRoadRoughSurface
    • signInfoCenter
    • roadBarricadeLight
    • cntMedicalPileSmall
    • cntMedicalPileMedium
    • cntMedicalPileLarge
    • cntFoodPileSmall
    • cntFoodPileMedium
    • cntFoodPileLarge
    • cntMedicLootPileB
    • cntMedicLootPileA
    • cntCashRegister
    • signBathroomSignMenCeilingMount
    • signBathroomSignMenWallMount
    • signBathroomSignUnisexCeilingMount
    • signBathroomSignUnisexWallMount
    • signBathroomSignWomenCeilingMount
    • signBathroomSignWomenWallMount
    • signBookSaleAd
    • signBread01
    • signBread02
    • signBulletinBoard01
    • signBulletinBoard02
    • signCigaretteAd
    • signDinersMenu
    • signLaborDaySaleAd
    • signMegaCrushAd
    • signPillsLogoSmall
    • signPosterMovie2159
    • signPosterMovieLoneWolf
    • signPosterMovieMammasJustice
    • signPosterMovieSexualTension
    • signPosterMovieTheater2159
    • signPosterMovieTheaterLoneWolf
    • signPosterMovieTheaterMammasJustice
    • signPosterMovieTheaterSexualTension
    • signPosterWantedMissing01
    • signPosterWantedMissing02
    • signPosterWantedMissing03
    • cntStoreShelfDoubleBottomEmpty
    • cntStoreShelfDoubleBottomFood01
    • cntStoreShelfDoubleBottomFood02
    • cntStoreShelfDoubleBottomHardware01
    • cntStoreShelfDoubleBottomHardware02
    • cntStoreShelfDoubleBottomHardware03Rags
    • cntStoreShelfDoubleBottomPharmaEmpty
    • cntStoreShelfDoubleBottomPharmaGoods01
    • cntStoreShelfDoubleBottomPharmaGoods02
    • cntStoreShelfDoubleBottomShoesEmpty
    • cntStoreShelfDoubleBottomShoesFull
    • cntStoreShelfDoubleBottomTrash01
    • cntStoreShelfDoubleBottomTrash02
    • cntStoreShelfDoubleTopEmpty
    • cntStoreShelfDoubleTopFood01
    • cntStoreShelfDoubleTopHardware01
    • cntStoreShelfDoubleTopHardware02Rags
    • cntStoreShelfDoubleTopShoesFull
    • cntStoreShelfDoubleTopTrash01
    • cntStoreShelfElectronicsDoubleBottomGoods01
    • cntStoreShelfElectronicsDoubleBottomGoods02
    • cntStoreShelfElectronicsDoubleBottomGoods03
    • cntStoreShelfElectronicsDoubleBottomGoods04
    • cntStoreShelfElectronicsSingleBottomElectronicsMonitor
    • cntStoreShelfElectronicsSingleBottomGoodsMisc
    • cntStoreShelfElectronicsSingleBottomHeadphones
    • cntStoreShelfElectronicsSingleBottomKeyboard
    • cntStoreShelfElectronicsSingleBottomLaptopClosed
    • cntStoreShelfElectronicsSingleBottomLaptopOpen
    • cntStoreShelfElectronicsSingleBottomPC
    • cntStoreShelfElectronicsSingleBottomSpeaker
    • cntStoreShelfSingleBottomFood01
    • cntStoreShelfSingleBottomFood02
    • cntStoreShelfSingleBottomHardware01
    • cntStoreShelfSingleBottomHardware02
    • cntStoreShelfSingleBottomPharmaGoods01
    • cntStoreShelfSingleBottomPharmaGoods02
    • cntStoreShelfSingleBottomShoesFull
    • cntStoreShelfSingleBottomTrash01
    • cntStoreShelfSingleBottomTrash02
    • cntStoreShelfSingleTopFood01
    • cntStoreShelfSingleTopHardware01
    • cntStoreShelfSingleTopHardware02
    • cntStoreShelfSingleTopShoesFull
    • cntStoreShelfSingleTopTrash01
    • cntStoreShelfSingleTopTrash02
    • cntClothesRackRectanglePants
    • cntClothesRackRectangleShirts
    • cntClothesRackRoundEmpty
    • cntClothesRackRoundPants
    • cntClothesRackRoundShirts
    • cntClothesRackWallTShirts
    • cntClothesRackWallPants
    • cntClothesRackWallLongSleeve
    • cntClothesShelfHalfJeans01
    • cntClothesShelfHalfJeans02
    • cntClothesShelfHalfShirts01
    • cntClothesShelfHalfShirts02
    • cntClothesShelfHalfSweaters01
    • cntClothesShelfStackJeans01
    • cntClothesShelfStackJeans02
    • cntClothesShelfStackShirts01
    • cntClothesShelfStackShirts02
    • decoMannequinFemale
    • decoMannequinFemaleBroken
    • decoMannequinMale
    • decoMannequinMaleBroken
    • cntBookShelfDoubleBottomFull01
    • cntBookShelfDoubleBottomFull02
    • cntBookShelfDoubleTopFull01
    • cntBookShelfDoubleTopFull02
    • cntBookShelfSingleBottomFull01
    • cntBookShelfSingleBottomFull02
    • cntBookShelfSingleTopFull01
    • cntBookShelfSingleTopFull02
    • controlPanelBase01
    • controlPanelBase02
    • controlPanelBase03
    • controlPanelBase04
    • controlPanelBase05
    • controlPanelTop01
    • controlPanelTop02
    • controlPanelTop03
    • controlPanelTop04
    • controlPanelTop05
    • commercialDoor1_v1
    • commercialDoor2_v1
    • commercialDoor4_v1
    • houseFrontDoor1_v1
    • houseFrontDoor2_v1
    • concreteBarrier1
    • securityGatePlate
    • cntBathTubEmpty
    • birdBathPlanter
    • cntGasGrillOpen
    • sandbagStraight01
    • sandbagCorner01Short
    • sandbagCorner02Long
    • sandbagEnd00
    • utilitySink
    • palletEmpty
    • cntWashingMachine
    • cntRetroFridgeVer1Closed
    • cntMicrowaveOvenVer1Closed
    • decoBenchPress
    • cntCupboardCabinetOldTopClosed
    • radiatorHouse01
    • decoMetalSlide
    • decoSwingSet    
    • gurneyBed
    • hospitalBed
    • airConditionVentFan
    • palletWhiteBagsBase
    • palletBricksBase
    • palletBrownBoxesBase
    • palletBlueTarpBase    
    • metalPipeStraight
    • metalPipeValve
    • metalPipeCorner
    • metalPipeJoint
    • metalPipeCap
    • metalPipeFlange
    • pipeSmall1x1
    • pipeSmall1x3
    • pipeSmallBroke
    • pipeSmallCap
    • pipeSmallJoint
    • pipeSmallValve
    • pipeSmallCorner
    • pipeSmallWall1x1
    • pipeSmallWall1x3
    • pipeSmallWallBroke
    • pipeSmallWallCap
    • pipeSmallWallJoint
    • pipeSmallWallValve
    • pipeSmallWallCorner
    • pipeSmallWallCenterBridge                
    • cntFridgeStainlessSteel
    • cntCharcoalGrillClosed
    • roadRailing    
    • roadRailingPole    
    • roadRailingEnd
    • roadRailingEnd
    • curtain_top1Sheet3
    • curtain_bottom1Sheet3
    • miniblindTopSheet    
    • miniblindBottomSheet
    • satelliteDish
    • coffeeTable
    • cntMedicineCabinetClosed
    • cntFileCabinetShortClosed
    • cntDumpster
    • wallHungSink
    • decoTreadmill
    • decoStationaryBike
    • cntHardenedChestSecure
    • cntLootChestHero
    • cntPillCaseClosed
    • decoCarMotorFlipped
    • decoCarTireStack
    • decoCowSkull
    • decoWildWestWagon
    • cntStoreProduceBasketApples1
    • cntStoreProduceBasketApples2
    • cntStoreProduceBasketCornerEmpty1
    • cntStoreProduceBasketCornerEmpty2
    • cntStoreProduceBasketEmpty1
    • cntStoreProduceBasketEmpty2
    • cntStoreProduceBasketGourds1
    • cntStoreProduceBasketGourds2
    • cntStoreProduceBasketlettuce1
    • cntStoreProduceBasketLettuce2
    • cntStoreProduceBasketMelons1
    • cntStoreProduceBasketMelons2
    • cntStoreShelfDoubleBottomEmpty
    • cntStoreShelfDoubleBottomFood01
    • cntStoreShelfDoubleBottomFood02
    • cntStoreShelfDoubleBottomHardware01
    • cntStoreShelfDoubleBottomHardware02
    • cntStoreShelfDoubleBottomHardware03Rags
    • cntStoreShelfDoubleBottomPharmaEmpty
    • cntStoreShelfDoubleBottomPharmaGoods01
    • cntStoreShelfDoubleBottomPharmaGoods02
    • cntStoreShelfDoubleBottomShoesEmpty
    • cntStoreShelfDoubleBottomShoesFull
    • cntStoreShelfDoubleBottomTrash01
    • cntStoreShelfDoubleBottomTrash02
    • cntStoreShelfDoubleTopEmpty
    • cntStoreShelfDoubleTopFood01
    • cntStoreShelfDoubleTopHardware01
    • cntStoreShelfDoubleTopHardware02Rags
    • cntStoreShelfDoubleTopShoesEmpty
    • cntStoreShelfDoubleTopShoesFull
    • cntStoreShelfDoubleTopTrash01
    • cntStoreShelfElectronicsDoubleBottomEmpty
    • cntStoreShelfElectronicsDoubleBottomGoods01
    • cntStoreShelfElectronicsDoubleBottomGoods02
    • cntStoreShelfElectronicsDoubleBottomGoods03
    • cntStoreShelfElectronicsDoubleBottomGoods04
    • cntStoreShelfElectronicsDoubleTopEmpty
    • cntStoreShelfElectronicsSingleBottomElectronicsMonitor
    • cntStoreShelfElectronicsSingleBottomEmpty
    • cntStoreShelfElectronicsSingleBottomGoodsMisc
    • cntStoreShelfElectronicsSingleBottomHeadphones
    • cntStoreShelfElectronicsSingleBottomKeyboard
    • cntStoreShelfElectronicsSingleBottomLaptopClosed
    • cntStoreShelfElectronicsSingleBottomLaptopOpen
    • cntStoreShelfElectronicsSingleBottomPC
    • cntStoreShelfElectronicsSingleBottomSpeaker
    • cntStoreShelfElectronicsSingleTopEmpty
    • cntStoreShelfSingleBottomEmpty
    • cntStoreShelfSingleBottomFood01
    • cntStoreShelfSingleBottomFood02
    • cntStoreShelfSingleBottomHardware01
    • cntStoreShelfSingleBottomHardware02
    • cntStoreShelfSingleBottomPharmaEmpty
    • cntStoreShelfSingleBottomPharmaGoods01
    • cntStoreShelfSingleBottomPharmaGoods02
    • cntStoreShelfSingleBottomShoesEmpty
    • cntStoreShelfSingleBottomShoesFull
    • cntStoreShelfSingleBottomTrash01
    • cntStoreShelfSingleBottomTrash02
    • cntStoreShelfSingleTopEmpty
    • cntStoreShelfSingleTopFood01
    • cntStoreShelfSingleTopHardware01
    • cntStoreShelfSingleTopHardware02
    • cntStoreShelfSingleTopShoesEmpty
    • cntStoreShelfSingleTopShoesFull
    • cntStoreShelfSingleTopTrash01
    • cntStoreShelfSingleTopTrash02
    • cntCoffinWildWestOpen
    • cntCoffinWildWestClosed
    • cntCoffinWildWestCracked
    • cntCoffinWildWestStack
    • cntCoffinWildWestLeaning
    • cntCoffinWildWestLidLeaning
    • hayBaleRound
    • hayBaleSquare
    • cntDisplayCaseAmmoLeftBroken
    • cntDisplayCaseAmmoMiddleBroken01
    • cntDisplayCaseAmmoMiddleBroken02
    • cntDisplayCaseAmmoRightBroken
    • cntDisplayCaseAmmoRightBroken
    • cntFreezerGroceriesMiddleFullClosed
    • cntFreezerGroceriesMiddleFullClosed2
    • cntFreezerGroceriesMiddleFullClosedBroken    
    • cntFreezerGroceriesMiddleFullClosedBroken2
    • cntShoesPileBusinessShoes
    • cntShoesPileCommercial01    
    • cntShoesPileCommercial02
    • cntShoesPileLeatherBoots
    • cntShoesPileSandals    
    • cntShoesPileSneakers
    • cntShoesPileWomensHeels

     


    wood Frame Block - Added shapes.

    • woodHalfRampStairs50
    • woodHalfRampStairs50Filler
    • woodPoleSCTR
    • woodBlockBaseboard4
    • woodGablePyramid
    • woodLogPillar100
    • woodBlockBaseboardChairRail1
    • woodPoleCornerRound
    • woodGableInvertedSteepHalf
    • woodWedgeTipHalf1
    • woodWedgeTipHalf2
    • woodInclineTipHalf1
    • woodInclineTipHalf2
    • woodRampInclineOutsideCNR
    • woodRampInclineOutsideCNRFiller
    • woodRampInclineInsideCNR
    • woodRampInclineInsideCNRFiller
    • woodRampInclineHalf1
    • woodRampInclineHalf2
    • woodRampInclineFillerHalf1
    • woodRampInclineFillerHalf2
    • woodCNRRound
    • woodCNRRoundTop
    • woodCNRRamp
    • woodHalfInsideCorner
    • woodQuarterCNRQuarterPlate
    • woodGable
    • woodGable1m
    • woodGablehalf
    • woodGablequarterhalf
    • woodGable1mhalf
    • woodGable3quarterhalf
    • woodGableInvertedRampHalf
    • woodPoleSupportCtr
    • woodPoleSupport
    • woodCrossCtr
    • woodCross
    • woodCross3x1
    • woodCrossHalf
    • woodPoleSupport2
    • woodWedgeInclineCornerTop
    • woodGable3Quarter
    • woodHalfCentered
    • woodWindowArch3MCNR
    • woodWindowArch3MCTR
    • woodWindowArch3MTip
    • woodGableInvertedQuarterHalf
    • woodHalfPlate
    • woodFloorJoist
    • woodWallStudBroken
    • woodBlockBaseboardChairRail4
    • woodWallStud
    • woodPyramid1m
    • woodBlockBaseboard1
    • woodFramePlateOffset
    • woodPlateOffset
    • woodBlockTileBroken01
    • woodCNRIncline
    • woodHalfCNRInside2
    • woodWedgeNarrowTip
    • woodWedgeNarrowLow
    • woodWedgeNarrowMid
    • woodWedgeNarrowHigh
    • woodPlateHalfTriangle
    • woodPlateQuarterTriangle
    • wood2PlateCorner
    • wood2PlateCornerHalf
    • woodPlatePole
    • woodEighth
    • woodPyramid
    • woodSawhorse
    • woodRampTrimQuarter
    • woodBlockTrimHalfSplit
    • woodBlockTrimHalfSplitDiagonal
    • woodBlockTrimHalfSplit4Sided
    • woodBlockTrimQuarterEdge
    • woodBlockTrimQuarterEdge2Sided
    • woodBlockTrimQuarterCornerInside
    • woodBlockTrimQuarterCornerInsideTriangle
    • woodBlockTrimQuarterCornerOutside
    • woodBlockTrimQuarterCornerOutside2Sided
    • woodBlockTrimCNRRound
    • woodHalfTrimSplit
    • woodWedgeRampLeftIntersection
    • woodWedgeRampRightIntersection
    • woodWedgeSteepWedgeLeftIntersection
    • woodWedgeSteepWedgeRightIntersection
    • woodWedgeSteepTipLeftIntersection
    • woodWedgeSteepTipRightIntersection
    • woodWedgeTipRampLeftIntersection
    • woodWedgeTipRampRightIntersection
    • woodWedgeTipSteepWedgeLeftIntersection
    • woodWedgeTipSteepWedgeRightIntersection
    • woodWedgeTipSteepTipLeftIntersection
    • woodWedgeTipSteepTipRightIntersection
    • woodPlateCounterSinkHole
    • woodPlateCounterSink
    • woodCrown
    • woodCrownInsideCorner
    • woodWindowTrim
    • woodWindowTrimBottom
    • woodWindowTrimTop
    • woodWindowTrimSides
    • woodWindowTrimTopFancy
    • plywoodOsbCTRPlate
    • woodBarricadeCTRPlate
    • woodBarricade2CTRPlate
    • woodHalf3Quarter
    • woodCrown
    • woodCrownInsideCorner
    • woodWindowTrimTopFancy
    • woodWindowTrimTop
    • woodWindowTrimSides
    • woodWindowTrimBottom
    • woodWindowTrim

     

    We are setting up a "Throwback" server & would love to use this, but the link seems to be broken. Is there anywhere I can download it?

     

  10. 4 hours ago, arramus said:

    Testing is going well. All guards and animals could be recovered. Even the piggy which we expected to be removed by now.

     

    ggKkEZq.jpg

    Awesome! This has become one of our must have mods on our server! Still going to start a Throwback server & as soon as this & a few other mods are updated we will start a server for A21 as well. Thanks so much for all you're doing!

  11. 4 hours ago, arramus said:

    After more investigation, the NPC Zombie class for the Guards is not functioning and it seems that Retro is the best way to go for now. We will not forget this mod though and will consider using default zombies to take the place of archetype ones. It won't look pretty but it could be functional.

     

    An alternative is not server side:

    - NPCMod since their guards can be asked to stay in one place or follow the player on quests and for looting.

    - Oakraven Collection Bee Hives and Chicken Coops for the resources they bring.

    Thank you so very much! Working on setting up our Retro or Throwback server right now!

  12. Been beating my head against the wall for hours so, here I am, hoping someone might be able to point me in the right direction. Some friends & I have decided we want to set up a "Throwback" server, & we want to run DMT mods. I have done it before, but I can not seem to find a way to get a download for a A19.1 dedicated server. Does anyone have any suggestions? Thanks so much!

  13. On 6/19/2023 at 10:22 PM, arramus said:

    The Guards are made using the Unity Multipurpose Avatar system (UMA). It allowed them to be added with customised features but still remain server side only. It appears that this UMA system is no longer functional for A21using the A20 mod values. It cannot be updated due to that. I can not be 100% sure it has been fully removed or simply relocated and it will take some investigation.

    Thanks so much for the response. We are thinking of starting a "Retro" Server anyway & using A19 on that one so we will still be able to enjoy the pets on there.

  14. 3 hours ago, khzmusik said:

     

    It can be done, but it is a long process. If you're not interested in learning how to create your own modlet, and spending a couple of days (or more) to create it, then the rest of this post probably won't interest you.

     

    It's basically a two step process:

    1. Spawn human NPCs into all the entity groups used for zombies
    2. Remove the zombies from those same entity groups

    But there are a number of catches.

     

    The first issue is hordes (blood moon hordes, wandering hordes). The horde spawner can only spawn entities that descend from the C# EntityEnemy class. If you try to spawn other entities, the game will spam red errors in the console and nothing will spawn.

     

    There are templates in NPC Core which use a custom SCore C# class that descends from EntityEnemy. But most NPC Pack authors don't use them, because that class lacks all but the most basic features. To my knowledge, my Whisperers and Rogues and Psychos packs are the only ones that do use those templates. So you would need to put only those entities into the entity groups used for hordes.

     

    This doesn't apply to the entity groups used to spawn entities into biomes, nor to the entity groups used to spawn entities into POIs. All of those should be able to support all NPCs.

     

    I don't know if this applies to "scout" spawn groups - the ones that spawn entities in response to a screamer. And that brings us to the next catch. If you want to get rid of screamers, I think that you can replace the screamer entity in the "zombieScreamer", "zombieScreamerFeral", and "zombieScreamerRadiated" entity groups with this:

    <entity name="none" />

     

    But I haven't tried it myself. It's possible that screamers are hard-coded to spawn when the heat map reaches a certain point. (Hopefully not but I don't know.)

     

    The next issue is balance. If you just add in NPCs without any probabilities, things will be completely unbalanced. You want to spawn tougher NPCs with probabilities that increase with gamestage, and weaker NPCs with probabilities that decrease with gamestage.

     

    There are a number of ways you could do this:

    • Match NPCs to vanilla zombies in terms of "difficulty," then insert the NPCs after those zombies at the same probability level (so, target probabilities containing "0.1", probabilities containing "0.2", etc.) and remove the zombies afterwards.
    • Look in my NPC packs, and copy what is there for entity groups used to spawn NPCs into NPC POIs ("npcBanditsAll", etc). For other packs I would recommend my "Progression" series of modlets (since the ones in the other NPC packs aren't gamestaged). But there are only six group stages used in NPC POIs, and vanilla uses a lot more than that (e.g. blood moons use over 300 gamestaged entity groups).
    • In each of my NPC packs (and also the "Progression" modlets), there is a "Scripts" directory, containing JavaScript files that I used to populate the entity groups. If you know how to code, you could modify those to automatically generate other entity group lists. (If you need help feel free to PM me.)

    ...Like I said, it is not easy. But if you still want to do it, I hope this helps.

    I would love to do this. Some of it seems a little confusing right now, but that could be because I haven't had any sleep. Lol. I will sit down & go through this after a nap, & I am definitely going to give it a try. I may have questions, but I swear, I will try to keep them to a minimum. I am excited to try this. Thank you!!!

    3 minutes ago, Guppycur said:

    You can also just make "evil" copies for the bloodmoons, or find a way to disable them entirely.  That way, it appears the npc's turn viscous during the horde night.

    Oh, I like that idea! Thank you!. I intended to do this for my own personal use, but I wonder if anyone else might be interested in trying the game this way. Well, first things first, have to make the modlet. Thank you so much!

  15. I currently have 2 7DTD series I am working on, both of which have the NPCs & all enemies on. I want to start a series that's a little different though. In this one I only want NPCs, no zombies & such. More of a situation where let's say the zombies have died off & the only threats left are the people & of course hunger & such. Is there a way to have the NPCs spawn with zombies turned off? Thanks!

  16. 15 minutes ago, stallionsden said:

    Everyone have the prefabs serverside and clientside.

     

    Where have you placed the prefabs on the server. 

     

    Welcome to join the cp discord as it be easier to assist as well. 

    Yes, everyone has them & on serverside as well. I used the CP48.4 Complete file & placed itin the mods folder just like I did on clientside. Thinking I may have made a mistake doing it that way. Maybe I misread installation instructions. It had been a long day the day I did it. Going to join the Discord now. Thank you! :)

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