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drkstardragon

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Everything posted by drkstardragon

  1. Darkness Falls and Undead Legacy are not compatible with npc mod. We do not offer support for adding npc mod to those overhauls.
  2. The patches are maintained by one of the sorcery mod devs.
  3. cant just swap a vanilla model in for a custom entity, little more going on under the hood xyth may correct me on this but thats my experience from adding entities for a few years now
  4. npc mod is not likely to see any more additions this alpha, more animal pets will be added in a21 as there seems to be a shortage of those types of companions in a20 ie. will revisit the dogs pack that was in a19 but missing from this version
  5. not sure what the reference to starvation means, it hasnt been updated in at a bunch of alphas and has nothing to do with npc mod as for videos that are applicable to getting animal type entities in game xyths legacy to mecanim video(s) go through the process and this one i did a long time ago would also help
  6. the dragon vehicle was scrubbed as the player looked silly riding it with the dragons animations, if i come across another dragon with animations good enough it will be added, along with dragon scales and eggs and bones for crafting looks like im going to have to make a much longer main quest in a21 along with some side quests i guess the blocks from the mod should be craftable eh? players love decorating their bases so yea, another thing to do for next round
  7. yes, early game theres alot of running away, or running to friendly npcs for help and believe it or not we did tone down the ranged enemies at early gamestage, alot for arramus and i this has been quite a learning experience as far as putting together a total package, we have done a fair bit of modding 7 days over the years but nothing of this scope, we appreciate any bit of feedback/reports we can get seems like you are quite the entrepeneur as far as the honey is concerned, not sure why that has happened but something we can def look at yes, the zombie quests are updated by friendly npcs killing enemies around you, this is an npc mod thing and not sure what a workaround would be or if we really want one? decision for down the road the ai for npc mod isnt perfect for sure and leads to some hilarious moments at times, but its the best weve got at this time until tfp adds their own bandits and we see what changes that will bring, im leaning toward making all the enemies entity zombie next go around but we will see what xyth and sphere come up with in a21 npc mod as an example, i had to xml a whole batch of entities for just blood moons because alot of the enemies were wandering off instead of coming right for the player you wont always have a bunch of npcs around to help you out, enjoy while they are there, at least thats the way i play it npc spawns arent covered by player start protection unfortunately, so chances are you can be attacked at the start, and again, perhaps changing all the enemies over to entity zombie would help in this regard we shall see, this is definitely not a one and done mod pack, i plan to revise it in a21 and im hoping arramus and oak will be around for that as well, couldnt have done it without em and others on gups discord
  8. ahh k, thought i might have made the demon lords and chaos champion a bit too tough
  9. The Chaos Champion is the final boss. Lore will be expanded upon in the form of many more notes in next version of the mod pack, as well as the final boss will have a quest completion note. Probably not a good idea to bring your npcs on a flight if they are taking lots of fall damage. Btw, how easy/hard did you find the chaos champion?
  10. From playing in sp and on dedi i can see some issues but nothing that requires an immediate fix. The t-mesh block tag will be applied to all nmm blocks when i have time to do so. Spoilage can be toggled off in the nmm blocks xml, and will most likely be removed at some point until some form of preservation is decided upon. There are some issues with quests ive noticed especially on dedi that may or may not be conflicts with other mods but will be looked into at some point. The sorcery patch is now available on the sorcery discord for those that wish to play nmm and sorcery together. I find myself busier irl at this time and have no plans to update the mod pack in the near future. Thank you to all who have tested and tried out the mod pack, and to those who contributed. It was a great trial run and hopefully things dont change too much in the next alpha so that we can get nmm up and running quickly and with more bugfixing/balancing and more content.
  11. The patch arramus and i developed works, just waiting on approval from sorcery dev.
  12. As far as food spoilage, quest and the accuracy of the ranged entities: Currently on day 10 of a patched sorcery/nmm playthrough. No lack of foods, always some there to scavenge and lots of animals to hunt when needed, with fish tank/bee hives/crops/chicken coops food is available in abundance to harvest when needed. Am on tier 3 quests atm and have not found any issues with the traders offering only buried supplies quests, when has this shown up? Accuracy of the ranged entities comes from npc mod, which we tested extensively for months and found that the current settings for accuracy are required to have them be any kind of threat, they cant hit the side of a barn with it turned down. If you strafe/run/dodge they will miss at times and if indoors they are a priority target. Taking them out of the mod completely will decrease the difficulty to the point where you might as well just play the base game. That being said, we are appreciative of the feedback and will take all comments into consideration for future iterations of the mod pack.
  13. we operate out of guppycurs unofficial modding discord
  14. no, not compatible at this time only accepts one faction value
  15. Have never seen anything like this in all the time ive played the game. Although i havent had the time to do a proper long play, i plan on doing so now that the mod is complete for a20 and sorcery has a patch pending.
  16. Mod pack is complete for a20, sorcery patch approval is pending.
  17. food spoilage added to experimental version on github for those who wish to try it out, some of oaks fish on sticks foods and such have not been implemented yet, if reception is positive i will add them to spoilage
  18. Thankyou both for pointing this out again, as i was under the impression that it was a vanilla thing, must have been patched long ago. I will check the score modlet to see what the default settings are for one block gap, as i assumed they were set to false. If not i will set it to false and if there is still clipping so be it. I will not respond to any further posts about it, as there is nothing further i can do about it if people wish to use "cheats" while playing a game. I will not be asking sphere to add in ui options for score settings, but feel free to do so yourself.
  19. yea just some things i was considering, but if a player wants that its an easy edit in the score xml, just changing one word from false to true if you feel so strongly about it i wont activate it the clipping that is available in the base game is what it is, if you wish to implement a fix for yourself and your players then that is up to you but we wont be tackling that particular issue as it has nothing to do with the mod pack it is possible to snipe the archers in the towers while taking cover, we have done it in testing, if it is too much of a challenge then avoid the poi altogether
  20. yes, there have been some things in the works for npc mod, the looting task for npcs hasnt panned out yet, the ai still freezes up and sphere has implemented npc farmers but no plans to add anything like this for a20 next alpha probably if its still a thing in score
  21. I bet it could get op fast, but its pretty fun together. I would also like to turn on some features in score: 1. trader protection off 2. anti nerdpoling on 3. health bars on 4. food spoilage on
  22. Been playin around with sorcery and seems to be a good fit to run alongside nmm. Ive narrowed down the incompatibilities and arramus is working on a patch when he can. It will be offered on the sorcery discord only when its completed.
  23. The version on github always has the latest version of the mod. It can change often. The mod db version is updated weekly and may not have the latest files. Did you remove the vanilla poi folder before generating the map?
  24. The humanoid models all have full gore other than the skeletons, as this was deemed inappropriate for them. We are still looking at the best way to implement removing trader protection without causing any issues. This may help with the moving traders, still havent rooted out the cause but will eventually.
  25. For those that wish to try the main quest, the initial note can be found in the chest next to the king and queen spawn in the friendly joust arena. The note is not required to complete the quest pois, if playing on dedi with others the locations can be shared between players.
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