Jump to content

Deathlock47

Members
  • Posts

    5
  • Joined

  • Last visited

Deathlock47's Achievements

Refugee

Refugee (1/15)

0

Reputation

  1. hmmm, thanks for the help. wonder if its a version issue. seems like no one that downloaded this in alpha 17 has an issue.
  2. there was a log linked... is it not visible? its that last thing in the post.
  3. ? like i said. i use your mod (NPC pack Humans)with its three dependencies that automatically download when you download yours. the dependencies listed in the picture i posted seem to correspond with the ones you listed in the first post of this forum. Jugging from my experience i does seem to be missing a dependency like at least the dialog modlet but as you can clearly see in the picture i have it installed. i thought maybe the order was the issue as im new to the mod launcher and don't see a way to move mod order around. i added numbers to the mod folders to get them in a better order but that just made them disappear in the launcher so i redownloaded them. I also doubt your going to be able to recreate the issues because you have all the original dependencies and sources. even if something points in the wrong direction from a previous version you would still have the assets. I don't know of any vanilla ranged characters in the game other then the zombie cop. the characters Im talking about it the "human guppysolders type one-whatever" from your mod. the others like "vault security with gun" will run aim then shoot (small ball projectile) a few times before they run at a zombie and start attacking with melee. the ones that cant aim are the solders that dump 30 rounds of tracer in half a second (line projectile). im spitballing here bit if i remember correctly the solders in darkness falls had a line in the entity classes that was basically like '''<Property Name= "AItask1" Value= "Look"/> <Property Name= "AItask2" Value= "Attack"/>''' look was basically aim then they would shoot. they where also more like static turrets then actual moving peeps tho. think maybe something got lost in the conversion? output_logREDACTED1.txt
  4. I cant seem to recruit anyone. when i press e on them nothing happens(i assume it work's like darkness falls?). i tried on the farmer and cowboy and a few others. I decided to spawn in a few guys for testing and found i cant spawn in any entity with "NPC" in their name. instead i a get a "nullreferenceexception" and an "...err unknown entity 551..." when i spawn in "human" tagged entities most seem to work but no dialog for recruitment. i can talk to the human tagged traders though to buy and sell. i recently downloaded the 7d2d mod launcher and downloaded your mod through that. i uninstalled 7d2d and cleaned out the fold before reinstall. when i downloaded your mod it came with 3 dependencies and that is all i use. i even tried again with a new "Fun-pimps latest stable section" install. There is nothing under those modlets i only use your mod/dependencies with a new game. im new to the mod launcher and not sure if there is a order setting but from what i see on youtube it doesn't matter? also the high tech solders are not great at aiming. its good to see them moving but thy just run and shoot where they ran to. they don't seem to be turning towards the zombie then firing. almost like after their run action they don't have a face towards enemy action afterword before they hose down a mountain with bullets.
  5. This looks promising. i remember fighting with the darkness falls NPC code so they wouldn't always starve to death prob like a year ago. NPC's is kind of the only thing missing in this game or single player starts to feel lonely and pointless. Glad this all got picked back up. I guess the only question is should i wait for A19 or just jump in now?
×
×
  • Create New...