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arramus

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Everything posted by arramus

  1. arramus

    NPCMod and Addons

    @swmeek Thank you. I'll update to the new build and get testing.
  2. arramus

    NPCMod and Addons

    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.
  3. arramus

    NPCMod and Addons

    Gotta love the work put into the Fantastic Beasts Addon Pack.
  4. 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.
  5. 👌and uploaded to the Moddb link.
  6. arramus

    NPCMod and Addons

    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. ^^ These characters are not all unique, and some are duplicated just to fill up the room. The Power's that be. Archers and Crossbows. Monks, Friars, and Abbots. The Knights are battling it out with a band of Chaos Marauder.
  7. The balance may need tweaking but that's another story...it works.
  8. 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.
  9. arramus

    NPCMod and Addons

    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.
  10. arramus

    NPCMod and Addons

    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. 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.
  11. 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.
  12. arramus

    NPCMod and Addons

    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.
  13. arramus

    NPCMod and Addons

    Oh yes, I mustn't forget the Survivorz Pack. ^^ Direct Message sent with a link for a bundle to try out. In addition, the Sleeper Volume Groups for the 2-NPCXSpiderPack-ColonyExpansion was updated to add them to all Game Stages (GS01 - GS800) for the buildings they live in around the towns and cities. Updating to the most recent build just needs the new entitygroups.xml uploaded. https://github.com/arramus/A20-NPCMod/blob/main/2-NPCXSpiderPack-ColonyExpansion.zip Feel free to share your server IP address if appropriate so we can visit and see how things balance out.
  14. arramus

    NPCMod and Addons

    Now that it a very nice assortment of NPCMod Addons and additional community offerings. I expect your server is a lot of fun. I shall send you a bundle by Direct Message with some edited entitygroups.xml files for the NPCMod Addons for the Orcs, RaiderGurlz, and Raiderz, and an alternative for the XNPCCore. This will regulate the spawning of the NPCs. This is what this should achieve. Your zombie spawning will be as follows: - Vanilla Zombies spawn the most. - NPCMod Addon Packs for Vanilla Zombies will spawn at the same amount as Vanilla Zombies and this is very acceptable because they are similar strength and designed to match Vanilla Zombies. - enZombies are also setup to spawn at about the same amount as Vanilla Zombies and this is appropriate. - NPCMod Addon Packs for hostile and friendly NPCS will spawn with the same chance and less that the Vanilla Zombie types. - Snufkin Zombies will be similar to and less than the NPCMod Addon Packs for hostile and friendly NPCs if you are using the 'lite' version. The spider packs are spawning with the animals and at a low amount so they will be fine and not compete with all of the other zombie packs or types. I may have forgotten, but I believe the Special Zombies are the glowing ones. If so they are set up to spawn at quite a low rate. Guppycur's Random Zombie Getter Upper governs their get up time after being knocked down and will have no impact on spawning. That should cover it all.
  15. Out of courtesy, and common sense, use of a translator and more contrasting colour is a more prudent option. 1. Go to the entitygroups.xml in the Config folder and divide all of the probability values by 5. 2. The Snufkin Zombies are added to the Vanilla Zombies' spawning list. The Vanilla Zombies will still spawn, and at a higher probability but they do have competition from the Snufkin Zombies now.
  16. @polkillo Yes, a nice workaround which requires changing the material of the bird's nest to that of a plant by forcing it to be replaced as the World loads. JT adds this command to the blocks.xml. <set xpath="/blocks/block[@name='cntBirdnest']/property[@name='Material']/@value">Mplants</set> And the mod is here. It also forces other things to be destroyed but they can be removed if that's not what you want.
  17. arramus

    NPCMod and Addons

    Spooky. The WL uses the .ddl for Disabling Protection and hard to say if that has rare moments like that. I don't believe spawning in an NPC to replace a lost one will be a long term stable solution. I believe it will eventually disappear after the player logs out and returns. Maybe bringing back one of the Rad Cat Power Armor NPCs from the Big Rocket Trader will make up for the loss.
  18. A localised issue. You've got your drivers updated, and I'm sure you've tried all kinds of video settings such as turning features off or minimal features. There are really not a lot of discussions for this issue and potential troubleshooting steps beyond what you've tried. Apart from checking you aren't missing or experiencing any corrupt OS or driver files, there's not a great deal else to attempt. Apart from reinstalling DirectX just in case, next steps are going to get more indepth such as GPU diagnostics tools or factory reset for the GPU drivers.
  19. 1. It is already set to 'veryLow' and this is the lowest possible. However, this gives exactly the same as if it was set to 'veryHigh'. Either we are doing something wrong or the loot has a bug. The loot system changed a little for A20 in some areas from numbers to a word; veryLow, Low, etc. I cannot answer that question until the game loot system stabilises or we find out if it needs a different configuration. 2. The kind of things which destroy themselves after being looted such as ammo, food piles, and meds use a different setting to bird's nest. This can be seen in the blocks.xml of the main game. Apart from the material they use, there are few differences and it may be hard coded. It may require creating a totally new type of bird's nest linked to the piles that destroy themselves when they are looted, and then adding it to the deco spawning blocks such as concrete blocks, rocks, wasteland broken buildings, and things like that when the world is created. I am unfamiliar if there is an easier way of doing it and there may be a simple property that adds that feature but it doesn't show much in the blocks.xml. Maybe another person can answer that.
  20. arramus

    NPCMod and Addons

    This update was primarily for the POI spawning. If the problem you are having is for how they are spawning out in the Biomes, it is probably because the Addon packs all use different spawning rates. Typically, the one with the highest will appear most frequently and the lowest may be incredibly rare, if at all. I'm going to start with Darkstardragon's Addon Packs and make them all spawn at identical rates when they are out in the Biome so they all have a fair chance to appear. The odd one or two, such as the Rocket NPCs, can be lower so they are a rarer exception. For other Addon Pack creators, guidance can be shared on best practices to help keep the Biomes fairly populated but it will require some level of compliance across all packs. We'll just have to see how it goes. On an individual level though, feel free to share what you're using and it will allow us to share a few changes that may balance things out. This comment is a common one for sure and tweaking is going on in the background.
  21. arramus

    NPCMod and Addons

    Thank you. This allowed a much wider variety of Addon characters to appear in a Quest POI but still allowed the NPCCore's NPC characters to appear, but at a reduced rate. It was decent to see all of the Addon Packs make an appearance.
  22. Absolutely superb and will take pride of place in the first post as a showcase. Thank you wickidaurazgaming.
  23. Oakraven could create an 8 x 3 and 8 x 1 walkway with lights on each expansion rung. The mod has been updated and uploaded for testing. It will take a little more time to look at a powered version. It looks very ambient.
  24. arramus

    NPCMod and Addons

    A new POI for the NPCMod POI pack from WildPig has been uploaded for use. https://github.com/arramus/A20-NPCMod-Prefabs Cursed Manor is a Tier 4 fetch/clear POI populated by the Bandit class. It was made by WildPig in a World during regular gameplay with modded blocks, exported to the Editor, 'renovated' back to Vanilla blocks and then made good for the NPCMod. Here are a few pikkies to showcase. It follows a very scripted path and will offer a decent challenge for both questing and regular looting. Thank you to WildPig for giving permission for the Cursed Manor to be included in the NPCMod POI Pack.
  25. This is normal when using only the Wasteland Mod and its dependencies. Trying looking out for a Big Rocket Trader in a suburban/countryside town type of location. It is possible there can also be a regular trader in the vicinity, and on occasion even next door. Bring some of those Star bottle caps with you as well. Lots of them. ^^
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