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Snufkin last won the day on April 4

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About Snufkin

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  1. @arramusThat's really nice of you. I request I will make: since I'm linking a post on the first page of this thread, please post there any updates/new versions that you release. The spiraling to the sky was what sold it to me. It was too funny to fix.
  2. The death animation was a mistake but I ended up liking how it looks. Happens because the rag doll is missing the legs. I'm sure it's fixable by defining the legs as ragdoll only, no collision. ---- @arramus I was contacted by the author of MischiefMaker. They wanted to include this mod on the extension. I told them that, while they had my permission, they needed yours too, as you made the restoration.
  3. As long as you understand the basics of how these vehicles work, you should be able to make them compatible with A19. The real problem is that the base system was flawed: using buffs to deactivate portions of the vehicle didn't work consistently, that's why you got those vehicles that still show the original models. If you can't deactivate the colliders, you will use the old ones and the vehicles probably won't work. That's why I made the rollback, because I found the buff works different if you assign it on the "Buffs" property, you assign it on first spawn OR you make the player give the buff to the vehicle when it gets near. While ugly, I found the latter method to bee more reliable.
  4. @RobelotoYou are totally free to use them as you like 😁 -- I haven't checked the code in quite a bit, but the Archon was intended to act as a support zombie in the Bloodmoon (I was inspired in the Archvile from Doom, that besides being able to set you on fire could also revive enemies). I never tried that exhaustively and with the buff shenanigans of the game I wouldn't be surprised it didn't work. I remember if buffed the damage resistance of zombies in a certain radius.
  5. I can't thank you enough for your work, you gave my mod new life. 🤩 Edit: I've stated my reasons for abandoning this mod. The work of everyone involved in the restoration is greatly appreciated. So please, no matter what version you are using, if you need to credit the authors please make sure you also credit whoever ported them (arramus, Slawa, etc). A little caveat. The "Westler" was originally intended as an event Zombie for an spanish server. That's why the buff description is in spanish. I've always considered it too disruptive for normal gameplay, that's the reason I didn't include it on any entitygroup. And yes, I'm excited as hecc to try this.
  6. I am so happy you are doing this. The Archon and the Banshee are standard zombies using overlay swaps, so you won't find an archetipe.
  7. Snufkin

    Riles-HUDPlus Mod

    I love your HUD but I'm not a fan of the data displayed on the bottom right corner. Would you be ok if I revert it to the 1.05 layout?
  8. This mod sure is awesome but I'm having the same issue. Hostile animals are not spawning in a Navezgane game. Sleepers work OK.
  9. I'm testing it now. It seems to do that with the hats, not with the armors. And the mods have a non-zero chance to actually come installed on the hats, that's not the intended behavior. Thanks for reporting. --- Checking again. It seems that triggered effects don't work on the apparels. I'm going to make the hats exclusive for the armors. Also I noticed 2 icons missing.
  10. I tried but I don't think it's possible to link objects to the bones of the model on the fly. With hats it's easier because the objects don't need deformation.
  11. This mod add 20 different models with different texture variations that create 149 unique hats. They work as cosmetic mods (same slot as the dyes) and are applicable on any head gear. They are only found in loot (same group as the hats) so they are pretty rare. The models are fitted to a head size of 0.5, so extreme sizes may look wrong. --- Changelog: 1.0: Release 1.01: Removed ability to install on apparels. Now the mods are limited to armor. Download: https://github.com/Snufki-n/Snufkin_Modlets_A19/blob/master/Snufkin_HatMadness.rar --- Models ripped from The Sims 4. ---
  12. Snufkin

    Snufkin's Emotes

    Adds a "EmotePhone" that holds 40 emotes in 20 slots. Select the slot in the radial menu that appears when holding "Reload". The 2 selected emotes appear on the phone screen, "LMB/Primary button" launches the left one, "RMB/Secondary button" launches the right one. Enjoy. Download: https://github.com/Snufki-n/Snufkin_Modlets_A19/blob/master/Snufkin_Emotes.rar
  13. I'm gonna be honest. I have a lot of personal issues and on top of that, I was told that UMA was a no-go, so I didn't look too deep in that matter.
  14. @SlawaI'm speechless. You made them work on A19? I had never tried it too hard to be honest. I'm trilled to test them, and I really want to pass the ownership of the mod to you, if you don't mind. I won't have time to keep updating it and I'm glad that it can see a new life on the hands of another person.
  15. Yeah, weapons will probably get ported, minus some problems on the hit detection of melee weapons. I wont port this mod but I MIGHT make a new one from scratch based this time on the meshes of the vanilla zombies.
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