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arramus

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Posts posted by arramus

  1. One of the POIs from @Laz Man (Medieval_Blacksmith_01) was replaced by its updated A20 version, and the additional level of polish will be noticeable. Apart from adding the custom forge to the outside area, a wheelbarrow near the blacksmith resources, an old rustic well, and loot switch where appropriate, it remains practically untouched and deservedly so. Much appreciated.

     

    This serves as a Tier 1 Quest location (fetch/clear), but also makes for a cosy starter base with a functional forge and well.

     

    20220520210351_1.thumb.jpg.4011f851b9017b49d19e78fa4335c9e3.jpg

     

    This update also brings the Joust Arena in a friendly and hostile format. The friendly format contains the 'Royals' and a couple of their trusted guards that can be hired. The towers also contain ranged characters in a locked 'turret' state which is a nice feature sphereii and Xyth introduced to the NPCMod to expand available functions. The hostile version is T4 and also with locked ranged entities up in the towers with their crossbows and bows. It is reminiscent of The Wasteland Mod Prison but possibly a little more forgiving.

     

    This one is getting attacked by a dragon.

    20220521010532_1.thumb.jpg.97738bb1f92adb7fc906bb9f45a7523d.jpg

     

    There's a bit of tinkering in the background to consider a viable and appropriate light source beyond the burning shaft mod which is quite limited. Since there are no headlamps or weapon lights, it can get quite dark in there.

     

    I'll be asking Oakraven for assistance on this option as it's something we use in the Snufkin weapons whereby a 'mod' is added as a dye to a player's headwear to provide beneficial buffs. The default models work just fine but these lit ones (The Firefly Jar and Orange Flower) do not want to play along very well.

    20220520235506_1.thumb.jpg.a8bbe642e969817eb83664a9ff2dae5f.jpg

     

    A new test World has been uploaded to accommodate this update here.

     

    It is the same generation as before but with subtle changes here and there.

    preview.thumb.png.5df8af05391778d481c4ef90ba9629ef.png

     

    The Main Menu has 6 possible images shown randomly. Thank you to @closer_ex for this very practical mod.

    20220520190032_1.thumb.jpg.d683dd7f6efc8d6823a33112e34ef125.jpg

     

    And @magejosh added a loading screen.

    20220521015930_1.thumb.jpg.3f5d7558145fc223ffcb1b1ea64a52f4.jpg

     

    and an 'Escape' feature which brings up an interactive scroll that has a hyperlink back to this thread. ^^

    20220521020327_1.thumb.jpg.fe85121e78d4da7eb62413a2367b19a6.jpg

     

    20220520180142_1.thumb.jpg.b26b962091ba98dd026ac0625960759c.jpg

     

    Darkstardragon's new entities and decorations are very decent and will add that additional variety and challenge is some rather unexpected places.

  2. Here is a new POI added to the NPCMod Prefabs pack.

     

    https://github.com/arramus/A20-NPCMod-Prefabs

     

    Joust Arena (NPCMod_Bandits_Joust_Arena_01)

    A Tier 4 Fetch/Clear POI for the Bandits. Ranged Bandits are locked in a turret state in the towers and melee type will be active at ground level.

     

    A default zombie type was first submitted for the CP 49 pack as an addition to the Medievil Village Tile Set. This is the NPCMod Prefabs version, and there will also be a version for the 'Not Medieval Mod' by Darkstardragon using its own custom blocks and other properties.

     

    20220518235737_1.thumb.jpg.29ec0e1374729cb31adc651161615d27.jpg

     

    20220518235808_1.thumb.jpg.716b5955a703a30b2a0044fa71ae8d76.jpg

     

    This POI can spawn Downtown in a 60 x 60 block or in the Wilderness.

    20220519000045_1.thumb.jpg.792bb152927d00696f47353352a66240.jpg

     

  3. The NMM Medieval Town (CP 48 Medievil Village) has 31 unique POIs that can be randomly placed on the Compo Pack Tiling system for their specific size. This is actually plenty because each town mixes up both the building tiling system and POIs to provide unique features.

     

    Saying that, both the CP 48 Medievil Village, and by association NMM Medieval Town, can always make room for more and this can allow the random town size to be increased so there can be some very small towns and places verging on a Capital city.

     

    Joust Arena is a 60 x 60 POI that has been submitted for CP 49. In the meantime, it will be customised for the NMM and bundled into the mod.

     

    Wilderness Tagged version.

    20220518134901_1.thumb.jpg.648e6e22f795b47d6bad75cc6c94885d.jpg

     

    Tiles placed version. A bit moody in the Wasteland test world.

    20220518031529_1.thumb.jpg.bad862263cb8c456b16ec141175da04c.jpg

     

    The new enemy and unique variety versions are going to need their own POIs for sure, and additional POIs can be made specifically with them in mind, where they do not exist.

  4. 2 hours ago, RepeatPete said:

    Had an odd issue after the last update, A20.5 b2. Once the server restarted, RAM usage spiked to the point players were getting flooded with red errors in console. This mod plus the starter pack were the last two I had added. After removing them, the server ran as expected. Could the latest game update have caused any issue with your mods? We were really enjoying the challenge and diversity, but couldn't play with them installed.

    It sounds harsh. I wonder what kind of errors were showing up in the server log.

     

    I tested an eclectic mix of mods that are really not very compatible at all. The first was in a totally destructive environment and the second was more realistic.

     

    The first one had some oddities but I couldn't crash it with the Snufkins added. This was an A20.5 stress test.

    20220518000957_1.thumb.jpg.4dcfd5ccb8811abb0699096755bbd88c.jpg

     

    In the second, I used Navezgane with 26 Mods, of which 1 was the Snufkins. There were 7 mods which contained custom entities. I spawned a wide variety and left them to it.

     

    There is the Siren in there along with The Wasteland Mod Aliens, Mutants, Raiders, as well as Darkstardragon's Vault Dwellers and all sorts of others.

    20220518001244_1.thumb.jpg.fb67e78d5bc2f5668c24179ba576404a.jpg

     

    The console remained clean.

    20220518001259_1.thumb.jpg.e8a301ee980f255091da1ff83d23084e.jpg

     

    Can this mod on its own run on the server without issue?

    If yes, there may be a conflict with another mod.

    If no, let's keep troubleshooting.

    It may require a little trial and error to find if there is a conflict with this one and a particular mod or something in this mod isn't working on the dedicated servers.

     

    A server log will be very helpful here to see what is happening at load out.

  5. 32 minutes ago, shizhiwen said:

    I tried to extract the horse and Pegasus separately, but the horse can be extracted normally. There is no Pegasus model. I didn't find this model file. Please help me. I'll be grateful

    The Pegasus vehicle is made in this way.

    - The vehicle base is a 4x4 (that is what we see in your picture)
    - It is given a buff to remove its model mesh parts
    - The Pegasus model is placed above it.
    - The player is position so it looks like they are sitting on the Pegasus.

    This is all done using a buff in the buffs.xml.

    Based on your picture, the buffs.xml is not loading.

  6. 5 hours ago, Daijin_Heartlight said:

    Cannot make a random world.  This error keeps coming up. 

     

    196.918 EXC ArguementOutOfRangeExeption: Index was out of range. Must be non-negative and less than the size of the collection.

    Paramenter name: index

     

    I have tried random seed maps, that error comes up every time at varying create wilderness poi paths from 18 to 95% after INF Created township ID:nmmmedivalvillage.

     

    I am on 20.5 and have rebooted the computer.

    Ya, hard to say where this error is coming from as it appears to be inconsistent from what we tested. In your case, it is much more consistent.

    It sounds like there may need to be an increase in the number of Wilderness POIs being added to the World. Those Wilderness paths are already doing crazy spaghetti everywhere and even go to POIs which haven't been tagged to receive any pathing connection. Some more POIs will be added to the Wilderness, such as more cave type places and this may calm things down.

     

    If you can share the size and features you are looking for in a World we can attempt to create something since we are seeing this error a lot less than you are experiencing.

  7. 1 hour ago, swmeek said:

    So is there are way to add the early game stage bandits to the regular game? 

    I would really like it if the bandits and other a--hats weren't all packing smg's and automatics while all I have is an awesome fish stick!! 

    Ya, that's a good point for sure as server configuration allows the GS Level to be set and default is 5 in there at the moment.

     

    For the NMM characters, all POIs only allow ranged bandit types to spawn with a 0.1 chance until players reach GS50 at which point they go to the same probability as everything else. The Undead ferals are even lower at 0.025 as they can be fast and relentless in a pack. Since you've brought in additional Addon Pack friends, they'll also have the same spawn chance as the Orcs since they share the same Sleeper Groups. For the Biomes though, there's no GS feature available and that level protection would be very useful just to get things going.

  8. The 'Not Medieval Mod' is a fantasy Modpack based around a 'medieval/historical' theme. It provides an immersive environment, from game characters to the overall theme. The goal was to move back in time and bring in a touch of magic. As such, modern day assets have been removed, renamed, or replaced where possible.

     

    It is brought to you by Darkstardragon, who has been very active supporting the community project NPCMod, with an abundance of custom Addon entity packs.
    With the NPCMod being released (which powers the NMM), followed by CP48 Medievil Village (which adds that full on immersion to locations), the 'Not Medieval Mod' was simply waiting there for the taking.

    The 'Not Medieval Mod' should really be considered as a team effort because it combines the creativity of Prefab/POI creators, modelers, coders, and everything and everyone else that is required to release a full on mod.

     

    Many regular game features will be recognisable and allow players to quickly adapt to the new theme. For example, a Worktable is now an NMM Dragon Worktable with some craftable items removed but some new ones gained. Regular modern zombies are also gone but you'll still see Burnt Zombies out there and a few crawlers in POIs. The Wasteland is now Orcland with a partial burnt crispiness and wasted feel.

     

    20220515041243_1.thumb.jpg.a285cdef9adfbe35632128f1c92ea060.jpg


    There are two kinds of download; Development Build and Stable Build.

     

    1. DEVELOPMENT BUILD - Can change daily

    Github: https://github.com/drkstardragon/NMM (This version is the development version and updated regularly. The current version will show the date on the Readme.)

     

    2. STABLE BUILD - Updated weekly/monthly

    Moddb: https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10 (This version is the current public version which is decent for communities who want a stable build for everyone to download and share the same assets. It will be given a rapid update for critical issues, but other than that updates will arrive when there is sufficient additional content or change.)

     

    LOCALIZATION

    The NMM mod has been built using an English interface and Localization mods are gladly accepted for other languages.

    Here are links to Localization mods submitted for players that prefer to play in that language interface.

     

    3. Japanese Localization Mod created by Macksan (日本語化MOD)

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/zzz-jpn-macksan-notmdvl

     

    No log in is required for either Github or Moddb. The Moddb version will be updated on a weekly-monthly basis when the current Github version has been fully tested as stable.)

     

    Installation
    Place these individual mods from the bundle in your Mods folder. The bundle to be placed in your Mods folder has changed a little since this image was posted but will look similar to the following:

    nmmfolders.png.a05b2cb0c3538cc01d3d10a0e6fa7822.png

     

    For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions:

    1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside :\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time.
    If you have a custom install or your server host has modified the installation location, then you may have to explore.

    2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder.

    3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. It should look like the list of folders and file in the image above.

    4. And when you launch the game, turn EAC (anti cheat software) off because EAC will not accept the custom content. 

     

    Does this Mod need to be installed in the server/client host? = YES
    Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server).

    About the World - NMM01

     

    Custom OPTIONS
    As of A20.6 Stable, a fire system was introduced as default. While it has received very positive feedback, this may not be for everyone. There is a new folder called 'NMM Gameplay OPTIONS'. This provides players/communities with custom options related to the food spoilage and fire dynamic. The associated Readme as follows:

     

    NMM Gameplay OPTIONS Readme

    This folder contains separate mod folders.
    The mods can allow you to customise your NMM experience depending on your game style.
    To use any of them, copy directly into the Mods folder.
    They will activate as you launch the game.
    Simply remove them from the Mods folder to deactivate them if they are no longer appropriate.

     

    A) 1-NMMCore Food Spoilage
    This mod activates food spoilage for NMM.
    This allows any food you have (except for fish and honeycomb) to degrade over time.

     

    B) 1-NMMCore No Fire
    This mod turns off all fire features for NMM.
    This means entities and selective ammo cannot burn wooden buildings, etc.

     

    C) 1-NMMCore No Fungus Fire
    This mod turns off the fire feature for the 3 Fungus entities.
    This means the acid vomit and globules cannot burn wooden buildings, etc.
    All other fire features will remain active, such as Fire Breathing Dragon attacks.

     

    Sample World

    Here is a 7K sample World. Be warned that there is a 'Spoiler' image of the World layout at this location.

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm7k01

     

    NMM uses the game's in-house RWG with a little repainting of the Biomes for additional variety. In addition, all buildings are community made and incorporated into A20s superb Tiling system. This image shows how the biome and layout will look. The placement of Wilderness POIs and mixing of POIs in the tiling system may change as updates arrive but this image will be a very true likeness of what can be expected.

     

    NMM7K01 Layout - Added as a spoiler for communities/players who prefer the surprise.

    Spoiler

    NMM7K01.thumb.png.f7a028f0459a6de6d1db519724f90a02.png

     

    And the original 7D2D RWG Seed and Settings for reference.

    Spoiler

    20220902112841_1.thumb.jpg.9b4fc4170ae1a03ef633c48179277f21.jpg

     

    To make your own RWG, temporarily remove your Data > Prefabs > POIs. This stops default POIs from spawning in the Wilderness.
    The NMM is bundled with all the required POIs to generate a World. If you prefer not to temporarily remove your POIs folder, your World will only have NMM City/Town/Village Tiles, but the Wilderness will contain regular default buildings.

     

    More about the NMM
    NMM provides a multitude of custom assets from game characters to a fully immersive environment. Here are a few images to demonstrate.

     

    Environment
    This images shows CP48 Medievil Village minimally customised for the 'NMM'. Beyond changing things like electric lights and other modern assets, the POIs stay totally true to the original creators concept. The player is riding on the Pegasus which is currently available after completing a Tier 4 end tier Quest.

    20220515040908_1.thumb.jpg.1b4e7760ef7fd48399868f76d804654e.jpg
     

    Entities

    There are Orcs and Goblins which are 'Bandit' class entities. They will attack players without hesitation. In early Game Stages they will be melee type and as you progress you will experience some with ranged weapons (crossbows and bows). They will appear in the Biomes and selective POIs during Quests.

    There are the Undead. These are a collection of 'Zombie' class entities. They will attack Players, Orcs and Goblins. However, some types of Orc and Golbin are also built into the Undead faction to help make Horde Night a more eclectic experience.

    There are the Friendlies. These consist of 'Survivors' and 'Hireable' classes. The Survivors are just trying to survive like regular players, while the hireables can be hired by players to assist you. You can build your own merry band of followers.

     

    There are also Mythical Beasts such as Dragons out there... And some giant Rats and Spiders are known to lurk around as well.

    20220515041450_1.thumb.jpg.4bcb7e7ec338f0d9223d901bc5757862.jpg

     

    20220501202121_1.thumb.jpg.d1ff00e0b53bbde30555cecc30f128f7.jpg

     

    Vehicles

    Players can gain a horse (kindly created by @Zilox) after completing a Quest Tier if they so desire.

    20220502143418_1.thumb.jpg.158d368f5a336ed1aa3414839240eed5.jpg

    The Shaman Goblin. And that stick is not just for show... ^^

    20220502112546_1.thumb.jpg.a302a83bcbd366a3a317c95a70f2fa48.jpg

     

    Weapons

    Players also have access to a variety of custom weapons:

    - Smite Thee Down type. These consist of hand held cutting, stabbing, and head cracking weapons.

    - Flintlock and Blunderbuss weapons.
    - Semi-automatic crossbows that hold 4 bolts at a time.

    - Speary things.

    These progress using their associated skill from Quality 2 - 6. They are integrated into the regular system but you'll see a little difference in name changes.

    @oakraven has been prolific in sharing assets with the NMM and had these weapons all ready and prepared well in advance.

    20220504022656_1.thumb.jpg.67aea78916ecd660a12dede458aeb27e.jpg

     

    20220504023259_1.thumb.jpg.4afb42ac2c1e0741b7953882ecf9a76c.jpg

     

    20220505134332_1.thumb.jpg.75eda9fb4ce7218b18929af604e06f73.jpg

     

    Traders

    There are also custom Traders which are piggybacking the regular traders and their unique traits.

    Rekt has become Baker, who is built into the NPCMod Core files and being put to full effect. He also sells roast chicken and provides two custom quests.

    20220512233949_1.thumb.jpg.9d4ff08e47a7414aa2da52870f16cb21.jpg

     

    20220515175949_1.thumb.jpg.e6bb60733692ec207b3486a95ff7e7d2.jpg

     

    And @Laz Man's older version of the Blacksmith POI has also been converted into its own Trader POI with an appropriate character from the NMM.

    20220512122339_1.thumb.jpg.3295cd9231370bb8479ca1e365e7b96a.jpg

     

    20220512122355_1.thumb.jpg.8dd54f6deb9b4118061468ecc8e3ed41.jpg

     

    Quests

    There are an abundance of Quests beyond regular Fetch and Clear.

    - One is automatically provided upon entering the game and after completing the 'Tutorial' stage. It gives Skill Points for completing a certain number of eliminations during Horde Night. Players who prefer not to have this automatic quest can delete it from their quest tree list.

    - One can be found in the player tool belt and starts an entity quest to eliminate the Undead faction. This has 5 quest stages and awards experience and skill points upon full completion. Others in this series can be purchased from Traders.

    - Another is also shared in the tool belt and offers a mixed quest of collect / craft / defend. This can also be purchased again from Traders.

    - Some Traders have their own specific side quests which only they will offer.

    The Main Quest

    - The Main Quest is one which requires visiting certain POIs in a certain order based on the scroll instructions. This quest is primarily designed for SP or smaller groups who share as a party. It is not designed for large communities or public servers. A starter scroll is found at a certain central POI (which can be found in multiple towns) and leads players on a sequential quest mission. These POIs and scrolls will not reset and once taken or complete are gone forever. However, a server admin using server admin tools can reset the specific POIs or region that they sit in to provide a 'loot respawn' equivalent which will then bring them back into place.

     

    The names can be provided to server admin on request but will not be publicly shared to avoid any spoiler disappointment.

     

    What else will you find? The Oakraven Forest Collection has been 'plundered' and incorporates the fish farming, bee hives, chicken coops, wells and and and... ^^

     

    Here is the Read Me added into the mod which shows a list of Credits, without whom the NMM would not be possible.

     

    =================================================

    == Not Medieval Mod for 7D2D is powered by 0-XNPCCore and 0-Score ==
    =================================================

     

    ASSETS:

     

    ===============
    === 1-NMMCore ===
    ===============

    1-NMMCore contains all of the base resource files and connected xml files.

     

    'Not Medieval Mod' (NMM) Creators and Developers in Alphabtical Order from Z - A:

    Zilox - Kindly provided the Medieval Horse.
    @xyth - Kindly developed the 0-XNPCCore, along with the team. The 0-XNPCCore is a complete bundle of models, code, and other game assets.

    Xyth/SphereII/Mumpfy - Kindly developed 'Locks' mod powered by Score.
    @sphereii - Kindly developed the 0-Score, along with the team. Also provided the 0-SphereII Legacy Distant Terrain.
    @oakraven - Kindly provided the NMMOakCore content, consisting of multiple released and NMM standalone modlets. (Full list below)
    @magejosh - Kindly supported background development, such as Biome modification.
    @MichaelL./mplogue - Kindly provided custom Prefabs that match the theme of the NMM. POI creator extraordinaire.

    @KhaineGB - Thank you for sharing Lockable Inventory Slots for mod use.
    @Guppycur - Kindly provided resources, and a venue for the NMM development.
    @Darkstardragon - NMM Creator and Overseer. Bought and brought all entities, and some models, into the NMM along with a host of other critical tasks.
    Compo Pack Team - Kindly allowed 'Medieval' type Prefab submissions to support the NMM. @stallionsden brought them all together into tiled Medieval townships. (Full list below)
    arramus - Kindly supported this, that and the other.

    (Some customisation from original assets was required for integration and balance)

     

    ================
    == 2-NMMOakCore ==
    ================

    This 2-NMMOakCore Mod Pack compiles mods created by Oakraven, with support from arramus.
    It is a highly fundamental part of the NMM and Oakraven has really gone above and beyond. Thank you.
    The majority are individual modlets and part of the Oakraven Forest Collection that can be found here:

    Oakraven Forest Collection Mod List:

    - Bee Hives
    - Chicken Coops
    - Cooking Stations
    - Dragon Beds and Stuff (A custom collection made for the NMM)
    - Dragon Blunderbuss (A custom collection made for the NMM)

    - Dragon Cannon - Ranged (A custom ranged weapon made for the NMM)
    - Dragon Carts (A custom collection made for the NMM)
    - Dragon Crossbows (A custom collection made for the NMM)
    - Dragon Flintlocks (A custom collection made for the NMM)
    - Dragon Weapons (A custom collection made for the NMM)
    - Fireflies
    - Fish Farm
    - Oakdragon UI
    - Torches and Lights
    - Water Wells
    - Work Stations

     

    ===================
    == 1-NMMSmittysArmor ==
    ===================

    This 1-NMMSmittysArmor Mod compiles assets provided by Smitty from the Smitty's Armor mod.
    Thank you for giving your kind permission.

     

    ==============================
    == 2-NMMCP48 Medievil Village Modded ==
    ==============================

    The Compo Pack is a well know and very well establish 7D2D resource that allows custom POIs/Prefabs to be added to Worlds.
    Submissions are made to the CP team and kept as intact as possible beyond carefully modifying for quality and performance.
    The beauty of the CP is that it is very welcoming and open to all submissions and supports over 1000 Prefabs.
    A20 further diversified Worlds with a Tiling system and Stallionsden and team have carefully created themed tiles.

     

    Check them out here:

    The Medievil Village is one of the themed tile sets and consists of 31 community made Prefabs that have been updated or submitted for A20.
    All of the Prefabs keep their original names. However, the Sleeper Volumes, some internal assets, and tags have been changed to match the theme
    and avoid conflict where the originals are installed.

     

    Prefab creators from Z - A include:

    Zyncosa
    WormPie
    WildPig
    Vitamin E
    'Unknown'
    Tom
    TehKarmah
    SirLoachalot
    Riahsaurus Rex
    PVWolfgang
    Pashmina
    Midnight Peach
    Libby
    Laz man
    Guppycur
    Ericbeaudoin
    Eko
    Eihwaz
    Ataxia78
    arramus

     

    Additional POI submissions for CP49 are joining Medievil Village Modded.

     

    Prefab creators from Z - A include:

     

    Shema

    Redzero83

    Magoli

     

    OPTIONAL SETTING

    By default NMM has no food spoilage system. However, it is hooked up to allow it and this can be easily turned on to increase the challenge.

     

    - Step 1. Go inside your '1-NMMCore / Config folder and open the blocks.xml file.

    - Step 2. On Line 4 you can see this code line.

     

    <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FoodSpoilage']/property[@name='FoodSpoilage']/@value">false</set>

    (may say true at the end depending on your version)

     

    Change the false to true to turn on food spoilage.

    Change the true to false to turn off food spoilage.

     

    KNOWN QUIRKS/ISSUES/EXPLOITS

    - The NPCs are not governed by low level protection rules and initial spawning may be met with a hostile or friendly interaction.
    Response: Run to a safer place, ideally close to a friendly who will attack the hostile by default.
    - The NPCs sometimes pause, disappear, do not follow requests promptly, attack too much, or show other odd actions.
    Response: They are what they are, and as good as it gets for now, which is actually very functional and adds immersion. For major issues, report in the NPCMod thread.

    - Quests are not registering kills.

    Response: Has been reported to the developers in the previous comment thread.

    - Fetch quests can be exploited.

    Response: Place the fetch items in your inventory before handing in to the trader. This exploit can be both beneficial and negative depending on the sequence. This uses a built in game quest feature and will hopefully get resolved in the future.

    - It is not possible to open some crates when a light/object is placed above or under it.

    Response: This requires some changes to the models and will be resolved in due course.

     

    20220505003738_1.thumb.jpg.1cedfad9c7eab2d34d7b511d4c8aa7e4.jpg

     

    20220505134500_1.jpg

     

    20220818215201_1.thumb.jpg.ed8a4224e3c3cc2119afd3ee2ff4206e.jpg

    preview.png

    preview.png

  9. 12 hours ago, Fenrirs said:

    Thanks for the answer, a question about the installation, should I put both of them in the same Mods folder or just one of them? in this case I'm referring to the Lite version, it's been 10 days in the game and I haven't seen anything, did I do something wrong? Should I put the full version and the Lite together or should I just download the lite version and put it in the game's Mods folder?

    The regular version is already in the Config folder. The 'lite' version is in the 'Server Admin Spawning Options' folder. There will only be 1 version in the Config folder at any time.

     

    Instructions.

     

    1. Go to the Config folder. Rename entitygroups to Default_entitygroups and place it in the 'Server Admin Spawning Options' folder. This is the backup of the original for the future. You now have no entitygroups file in the Config folder. We shall now add the 'lite' version.

     

    2. Go to the 'Server Admin Spawning Options' folder. Rename the 'entitygroups_lite_version (rename to entitygroups and place in Config to reduce spawning)' to entitygroups.

     

    3. Place this file in the Configs folder. This will now be the only entitygroups file in the Configs folder. It will contain the spawning information for the 'lite' version.

     

    4. Restart the server.

  10. 7 hours ago, Fenrirs said:

    It would be nice if there were separate parts, because I play Undead Legacy, and it’s already quite challenging, I just wanted to add the special zombies little by little to my liking, for example, I would like to add only Siren Head and with time I would add others, because makes it very difficult all at once… and what is the difference of this Lite version? in the description it just says it’s more relaxing, but it doesn’t specify, didn’t give examples of what, less respawn? less hp? what really is this version? I tested it, but I didn’t see any special zombies of this mod in the Lite version, or do you have to wait X days for it to start appearing?

    The lite version spawns the Snufkin Zombies PLUS entities at a lower probability than the default version. This means more Vanilla default zombies will appear. If Undead Legacy also has entities in the same spawning group as the Snufkin Zombies PLUS they will all be competing to spawn depending on the probability they have been given. The Snukin Zombies PLUS are only added to the Biome spawing groups which are not linked to game stage or days.

  11. 5 hours ago, Slurpy said:

    to guarantee a specific NPC will spawn at a POI?  If I can make sense of it I'm hoping to create a custom NPC that you can always find at a given POI.  Thanks much!

    This is a possibility in 3 ways that I'm currently familiar with and see used on a daily basis and 1 I have seen used to good effect.

    - They can be added to a Sleeper Volume in the same way as a regular zombie by using a custom entitygroup and associated gamestages. I can confirm this works for hireable NPCs and have tested it quite comprehensively and will be using it in an upcoming mod. The 2-Spiders Expansion Colony uses this method for custom POIs. This is the easiest method and allows for respawn after a time delay should they not be locked into place. By looking at 2-Spiders Expansion Colony or a mod such as The Wasteland where I initially learned from, you will see how it is set up in the entitygroups.xml and gamestages.xml for custom NPCs/entities.

    - They can be added using a spawn cube which is incorporated into the 0-Score. This has also been used in The Wasteland mod for a very specific POI 'Big Rocket'.

    - They can be made into Traders. I had fun with making a Baker Trader using the core Baker from 0-XNPCCore. It has some custom quests which add to the fun.

     

    Another way that @magejosh has used is with triggers whereby a player 'stepping on' a certain item such as at the only door way can spawn a specific NPC/entity for a timely interaction. I was fortunate to experience this in a very interesting mod which triggered spiders the size of buildings. There are potentially other ways but these are all possibilities.

  12. It is possible Oakraven will integrate mods onto the Fish Melee Stick so they look in place in time, and that is typically governed in the item_modifiers.xml.
    As it's such a thin stick, the mods will look a little peculiar; especially those specifically made for other models. I haven't tested any mods on it, although it is tagged to accept them. It was quite a beast just as it was.

  13. 1 hour ago, swmeek said:

    Noticed another glitch with the mechs.

    Ouchies. 

     

    My understanding is is that this a Vanilla bug where the arrow/bolt scales up from time to time and appears to be more prevalent with non Vanilla entities. 

     

    8E561C92-8BB5-49A7-8935-F26B0C9F5834.thumb.jpeg.060d3adbae2777a8cbb0126c8fa78e06.jpeg

     

     

  14. 4 hours ago, xyth said:

    Uploaded fixed version of the KnightsandPeasants pack.  Hopefully no more invisi archers 😉

     

    @swmeek

    Thank you. I'll update to the new build and get testing.

  15. 1 hour ago, swmeek said:

    I found an invisible fellow walking around in my game.

    Ooo, I had two like this for hireable NPCs from this pack and another one joins the club. I'll let the Add on creator know it may need a bit more checking up on.

  16. 1 hour ago, xooGHOSToox said:

    Is there a way to make the zombies not go flippin through the air when you use a pipe bomb or go flying after you shoot them? They ragdoll a ton and have 0 gravity..

    These types of zombies are created using a different setup to regular zombies and are very sensitive to anything with high damage value.
    The only way to reduce the ragdoll effect as they are hit, is to reduce the damage value of weapons/explosives, and in turn reduce the health of these zombies to match the decrease in weapon/explosive damage so it feels balanced. We tested this with the enZombies which are created using the same system. There may be a way to code in ragdoll reduction with the Harmony system that was fully integrated for A20, but it's beyond the scope of server side only mods.

  17. 16 hours ago, vonerich said:

    Hello arramus and Oakraven. I've started building with the walkways you've created. The 8X3 works and fits perfect. However, the 8X1 sits between 2 blocks. Can this be fixed?

    👌and uploaded to the Moddb link.

    20220428012010_1.thumb.jpg.8181d7133fc5b12e13f5f945ec856c0c.jpg

  18. Just a few images to showcase Darkstardragon's 1-KnightzNPeasantzPackAlpha Addon Pack.

     

    As they will ultimately be included in a future overhaul, they will also need a variety of locations. Here is the TFP church_01 fully restored and fit for Royalty. ^^

     

    20220427233244_1.thumb.jpg.7ada2b92795dc536b5949c9d4004630a.jpg

     

    These characters are not all unique, and some are duplicated just to fill up the room.

    20220427235621_1.thumb.jpg.4d1f7c1628bb7a584c3c9ec27f4317bf.jpg

     

    The Power's that be.

    20220427235837_1.thumb.jpg.64485b75ca1601e4a41707dff40612b2.jpg

     

    Archers and Crossbows.

    20220428000033_1.thumb.jpg.5b561c589e68f940e4627a119ec83e52.jpg

     

    Monks, Friars, and Abbots.

    20220428000153_1.thumb.jpg.1a1baf126faed70520e74b578f9adbfc.jpg

     

    The Knights are battling it out with a band of Chaos Marauder.

    20220428000813_1.thumb.jpg.816e3748308f26615885724fc39a7ac3.jpg

  19. On 4/26/2022 at 8:34 AM, XRIPXSHADOW said:

    Seems like some recipes causes conflicts too like the crossbow and autoshotgun

    I play DF and have it installed and can see there are two perks which can be generic for the Snufkins just to stop the errors. Try this little DF Patch. It is very crude but should stop any of those conflicts. These will replace your Snufkin items and progression files in the Snufkin mod you are using now.

    https://www.dropbox.com/s/rerc02nrkur8mmz/DF_Patch_Snufkin_Weapons_Xpansion.zip?dl=0

     

    DF has its own special perk/unlock system and there is no guarantee how they will function in game.

     

    If it generally goes 'bang' it will be connected to the perkCraftGuns. DF makes this level based and you can craft better Snufkin guns as your level increases and you use skill on the Crafting Guns skill.

     

    If it generally goes 'blop' it will be connected to the perkCraftWeapons. DF makes this level based and you can craft better Snufkin weapons as your level increases and you use skill on the Crafting Weapons skill.

    20220427140149_1.thumb.jpg.7240409f88e5db4d225c73d1174a2672.jpg

  20. 1 hour ago, Clark_ said:

    spacer.png

     

    can someone explain to me why this would happen

    When A20.4 was first released as experimental, this didn't happen. I needed to perform a full reinstall just before A20.4 went stable and I experienced the same warning. Not only did this warning appear, but the start up screen received a lot more introductory warnings about 7D2D being an Alpha build and what to expect. This is unrelated to the NPCMod, and seems to be a general update warning from the developers. Sometimes the Anti Cheat software and the 7D2D build are not 'shaking hands' as their may be a version mismatch. This happened a few months ago and we saw a roll back for 7D2D. All part and parcel of updates where mismatches can sometimes occur.

  21. 3 hours ago, swmeek said:

    Not sure if it's a bug but I've noticed these npc soldiers walking around and I can't talk to them like the other npc's . (with the E key)

    Also will I have to restart the game for the newest npccore update?

    There are two kinds of NPCs. The Hireable kind we can interact with, and a Survivor kind which are getting on with their own thing and we can only cross paths.

     

    This is a Survivor Peasant from Darkstardragon's newest NPC Addon Pack for the medieval theme. He's battling a Wasteland Mod mutant hound and pays no attention to players. He will be on his way depending on the outcome.

    20220426180508_1.thumb.jpg.8f64cc173e00f673d3751ae51bebe0cb.jpg

     

    In the entitygroups.xml we can often see npcPeasant or survivorPeasant or PeasantS type naming to describe what will spawn and these can be removed based on your preference. This allows many more NPCs to appear in a World with lower performance hits on the server/client with a mix of these survivor types thrown in the mix. I like the suspense it adds not always knowing which way the interaction will turn out, especially when I see one of them toting a very heavy weapon.

  22. This weapons expansion mod connects them all to Progression so they can all be crafted at higher levels as we put skill on the weapon skills. It really depends on how Darkness Falls handles Progression for Vanilla. If it changes it drastically, those NREs will be linked as this weapons expansion is still looking for those original hook ups. If you move the Progression from this mod, it'll be all level 1 weapons and only apart from what you find in loot or the lootbox addon machine. It also depends on how Darkness Falls handles loot as well. Checking what happens in the console messages will be a good indicator of what is not being loaded for this weapons expansion when starting the world. As Darkness Falls is the primary install, it is best to match how it wants things to be and advice may best be sought in the Darkness Falls thread.

  23. 7 minutes ago, ScubaSteve3465 said:

    Awesome didn't actually see the update for the spider expansion so that will help and the special zombies folder in there is the one from the OP, not sure if you thought it was a different mod or not. Really excited to try all these changes in the morning though so I will get back to everyone with the results soon.

     

    EDIT: Also the server I have is ran off a spare gaming computer just for hosting and im not too sure how well it would run for people not connected to it directly. I'll actually invite a friend or two into the server tomorrow and see how it does  and if it holds up well then I have no problem sharing the IP with the community. 

     

    1-GansSpecialZombies:   https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip

     

    Ahh yes, thanks. That Special Zombies feeds directly into the regular zombies and works perfectly, as do all of the zombie types. I expect you will see a much more diverse Biomes with the collection of Darkstardragon's you have installed.

     

    I tested them fully for the NPCMod Prefabs pack and it was a very nice mix up. The feedback we've received has often been much more about wanting to see a mix and this should do it. The other feedback was about easing up on the Rocket Launcher characters and they have been toned down a lot (a quarter chance compared to NPCs and with more packs installed even less).

     

    As for your home based server, that's very understandable if the specs are best suited for a few close buds.

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