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drkstardragon

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Everything posted by drkstardragon

  1. This is laughable, there is no drama, npc mod is currently very much a wip as it was in a20, we are working through a number of issues that do not involve entitygroups xml edits. The entity groups are supplied as a placeholder and will definitely be edited at some point when we are happy with them. Khz has his own page on these forums where he can spam posts as much as he wants and does not need to do that here. If it continues i will ask for moderator assistance. That said, we are looking for performance issues mainly at this time. Are the npcs attacking when they should, are their animations working properly, are they pathing through pois with the player, can you pick up and place them without them glitching out, is weapon swapping working, are you able to bring them with you when you travel in a vehicle, that sort of thing. So again, we are aware that the npcs are spawning too frequently, we will post when the groups are adjusted and look for feedback at that time. And no, khz, posts like the one you made above are not helpful in the least. They also make me want to stop working on any mods for 7dtd and go do something else, but i have committed for a21 and will not quit just yet. After that, who knows, thanks k.
  2. Raiderz, Soldierz and Zombiez packs should be fairly self explanatory, the Cleanerz pack is a set of retextured soldiers to appear black ops and are your enemies just like the raiderz
  3. Mods folder in the main 7dtd directory still works fine if youre having issues.
  4. no, as the spider entity is an add on for npc mod and has dependencies as well
  5. Did you take the second folder out of the initial file extract? First folder is 0-SCore, you take the second folder also called 0-SCore out of that one to actually use in your mods folder. That may be your issue.
  6. One of my fav modlets, and you keep updating it every alpha without question, thanks again pardner!
  7. no, not if youre using the tutorial project and npc mod for a21
  8. K, if you want a team hoodie, let me know your size before next week im getting em made for the gang.
  9. You want an npc mod  team hoodie, let me know what size, im getting em made next week.

    1. khzmusik

      khzmusik

      Hey, DD. I would like a hoodie. I am an XL. (I assume you're asking in American clothes sizes.)

       

      But that's if you think it's appropriate for me to have one. I did quit the team after all.

    2. drkstardragon

      drkstardragon

      Yep, all the guys want xl, fair enough. And yea karl, you did, but im sure youll be around in some capacity in a21 too, not gonna leave us high and dry i hope.

  10. Yea, dunno about you, but i have plenty of bandits in my 7dtd.
  11. that looks super nice, but unfortunately ive shelved the unity version for this alpha, maybe save the textures for a21 and ill see what i can do the ones for alpha 20 you just have to drop them in the mods folder, as long as the mod has score and npccore lots of the mods have npcmod already functional in their modlist, ie. ravenhearst, war of the walkers, wasteland mod, nmm etc if you wanted to drop in more packs than they already include, you may have to do some xml work darkness falls already has score, all you would have to do would be to add npccore and whichever packs you wanted to add, however the entities xml may have to be edited a bit as ive tried it already and some enemies wont attack npcs
  12. yes, again im going to refer you to rebirth mod by furious ramsay, hes added a number of features to his overhaul not included in npc mod(yet and possibly never will be), as the zombies get stronger in rebirth they can eventually open unlocked doors to get at you
  13. We did wandering traders and they worked great in a17 but there was something causing them not to work properly so it hasnt been updated. Yes, keep your doors locked with npc mod installed and watch your back at the traders lol. Leadership was attempted in a17 didnt really work properly, although you could designate one the leader and the others would follow them around, and defend them if they were attacked.
  14. 1. can be done, good mod to look at is rebirth by furious ramsay 2. yes, the npcs can be added to sleeper volumes 3. yes, theres a way 4. rebirth mod limits it to 4 depending on your charismatic nature perk 5. you can "pick up" npcs and they are then items 6. yes, you would have to edit their npc and dialog xmls if it sounds like a lot of xml work, well, thats because it would be, if you want to try and do some of these things but get stumped you can always ask for some assistance on guppys unofficial modding discord
  15. If you are not using the provided map, see the first page for instructions on generating your own rwg, there is an extra step needed.
  16. yes, editing the groups was and can be nightmarish, for harley you would have to add the proper tag and ai to match the hireable npcs for her to have dialogs, try not to edit the weapons for individual entities as some do not have all weapons added rather remove those you do not want from spawning
  17. perhaps in a21 dont think any of us are adding anymore packs this alpha i know i am not
  18. Dunno, let us know pardner, would be an interesting way to complete the quest. No, npcs are not firewatch, thats your responsibility.
  19. You can edit the packs so that the rocket launcher npcs do not spawn. Remove them from the entity groups xml in the appropriate pack. As bdub said, the sounds for the npc weapons are vanilla game weapon sounds and are not edited in any way to make them louder.
  20. Awesome! So, the fire mod by sphere and guppycur has been added as per arramus post. The dragon and the entity known as "crispy" will set fire to wood and plant blocks, cobble and concrete are safe building materials for the purposes of this feature. A bucket can be crafted that will let you extinguish the flames with a water spray particle courtesy of guppycur. Right click to fill bucket and left click to "fire" good for 2 uses. So make sure you have a water source handy close by your base just in case. The fungus men also have a ranged attack that will set fire to blocks, let us know if this is too much, not sure if arramus has disabled it yet.
  21. did you try the provided map?
  22. Its comments like this that ensure future alphas will include npcs lol. Yes, she has 40-50 random voiced lines.
  23. yes, you can edit their custom ammo in the npc mod files and/or remove them from spawning groups not sure why they would have been considered allies from coop to mp dedi, havent been any file changes as far as i know recently that would have changed that, was working as intended in sp and mp
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