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arramus

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Everything posted by arramus

  1. arramus

    NPCMod and Addons

    Why, thank you. An initial run through shows how beneficial the NPCMod can be with absolutely no requirement than to place the mods in the correct Mod folder. The Vault Dwellers really add to the immersion with the perfect match up and certainly bring out the best of what the NPCMod can offer even in these early days. A good use of scripted debug menu spawns here but just to showcase what's going to be possible. 'We want to take back the Vault from a Raider incursion.' It's on. Job done.
  2. The 'Server admin spawn option' folder does not have to be in the mod at all and can be deleted at your leisure.
  3. There are 2 choices. 1. This post links to the original Snufkin Zombies in a simple zipped folder that is uploaded to this forum. It's the second link attachment which describes it not being embedded in a holding folder. 2. This is a PLUS version which includes an abundance of Community made Snufkin additions. The A19 version is here. https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Oct31 This second version has a regular version which is pretty hard going and a 'lite' version which reduces the amount you will see. There is a readme inside which explains how to change between the choices. I think you'll find either very interesting.
  4. Yes, this is a very valid point. Actually, it is also the very first time it has been shared in this thread from what I recall. When considering the best way to add the Turret Guards, there were a few things to consider: - Keeping it server side only so that players didn't also have to download the mod by themselves. - Using an entity class which allowed the Turret Guards to maintain their human identity and behavior. - Balancing the benefit of having Turret Guards so that the unlimited ammo came with a trade off. Adding code to keep the guards in their human state, but also allow them to receive ammo from a player, and possibly by association also needing to have their weapons repaired with use, is complex and demanding and doesn't appear to be within the realms of what can be done by xml coding alone. To do it effectively with third party code would remove the EAC option since many features were no longer following default values. This was not something Server Admin really wanted. The balance this mod has now is: - The Turret Guards cannot be healed. - The Turret Guards shoot in limited individual bursts with a time delay between each shot. - The player receives 0 XP for their kills. This is actually quite a big trade off. The more Turret Guards or Animal Guards a player has the less chance to get that ultimate hit to receive final kill XP. That can seriously limit advancement, especially during a Horde Night. And even more so where players are in a Party and XP is reduced as the Party numbers increase. I get what you're saying and for some players it is exactly what they want. Especially if the above balance points still do not equalise with the benefit. One thing we can do to further reduce their benefit, is reduce the rate of fire even more. If this is something that you consider can be an alternative compromise for your own set-up, I can share instructions on how to do that.
  5. @egik152 Hi chikuwa. If you make 2 small changes, Amelia's vehicle will be fine. It shares similar properties to the Die Hard Chopper for your server. Go to WhiteRiverToC_Amelias_Gyrocopter 1. entityclasses.xml and change 1 thing for vehicleAmeliaGyrocopter: <property name="LootListAlive" value="80"/> to <property name="LootListAlive" value="vehicleGyrocopter"/> It is because containers are being given names instead/as well as numbers to help with mod compatability. 2. items.xml and add 1 thing for vehicleAmeliaGyrocopterPlaceable: <property name="Tags" value="vehicle,vengine,vfuel,canHaveCosmetic"/> This is because we have the new vehicle mods and this is the default for this vehicle class. Add it above CustomIcon so it is similar to default vehicles. I can see your server is always 20/20 these days and it is very hard to join. Players will love this mod as much as we all do if you haven't used it before.
  6. Lucky you!!! But seriously, this can sometimes happen when a pet is placed on an uneven surface. The block goes under the surface a little or fully and isn't able to destroy itself. If you can dig one block where the pet Doe is spawning then it should allow it to delete itself and stop the spawning.
  7. I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.
  8. Interesting. One additional option is a 100% chance secondary buff damage effect from that tool/weapon/mod to a new buff specific to UMA zombies. Something that gives a secondary -HP per shot in addition to the EntityDamage.
  9. The name of the POI is house_old_victorian_03. The issue came at about 85% complete and was in an upper area the Mantis really shouldn't be able to get to with the closed doors and external scripted path routing. Attacks were not causing the visual disturbance buff typically associated with the Mantis, either. These entities were fast all the time and it seemed to fit with the new Mutated zombies. The only audio was the sound of impact strikes from melee which also matched the Mutated zombies for speed. Certainly not ruling out the Cop though as they can be fast when they want to be. I was at GS136 at the time.
  10. Correct, there is an 80% chance the trader will be male. As far as I experienced, the Trader is a tangible known entity (typically the nearest) that we collect the Quest Reward from. I'm not sure what is imaginary about that. The value of that 20% variable is subjective and perhaps I just put a little more emphasis on it than others which means there can be no overall consensus and it'll be left to ShoudenKalferas to decide.
  11. There is always a risk that a mod added to an existing World, that is already running other mods, can replace an item from one or more of those other mods. For example, a custom weapon from a mod can change into a decorative stove. As such it is recommended to start a new World. However, it is not always practical to do that if players have put in a lot of time and effort to build their level and base. To minimise the risk, if you do decide to add this mod, it is good practice to ask all players to empty their player inventories into a storage box before the server is restarted with the new mod. If they see something is strange with their items, the Admin can always replace it. If there is a strange item that can't be removed from the storage box, then all the other items can be removed and the box can be destroyed. A20 did introduce a new system for loot containers where they can fall back on a name rather than an ID number so the Chicken Coop, Rabbit Trap, and Mushroom Planter shouldn't cause any issues for compatibility. It's just that a modded molotov cocktail may turn into rabbit feed. One more way to minimise risk is making sure this mod loads last. If you rename the folder to ZOaks_Pets_and_Guards with a Z at the front, it will load last since they load in alphabetical order and hopefully be assigned ID numbers that come after those already existing. And should it all work out well for you, if you do choose to install it, you can do the same for any other mods you choose to add thereafter such as Z for the first. ZZ for the second, and so on. A Server Admin (Dre) experimented with this in the past very successfully. ll the best with your choice. ^^
  12. The first sentence can be 'he' for sure as it can specifically be a male doctor and an imaginary person as per the creator's intent. The second sentence 'He is willing to....for your assistance gathering supplies for the doctor.' He in this context is the Trader, and if that Trader on that occasion is Jen, then maybe it shouldn't specifically mention gender.
  13. Click on the little red X mark on the top right side of each pin tag.
  14. I had that odd entity issue today whereby an entity is invisible but they are happily attacking the player. It began with an NRE which I thought was related to the previous post, but it only flashed up once. I took a screenshot at that occasion. That's when the invisible entity attacks began and they were vicious. One tell-tale sign though was the spitting. I was really chewing on the Health Packs here to learn more about what was going on. Here the door is being broken down by the invisible entity (or possibly two). And more of the spitting. Something about entity52912 and 52913. I don't recall an enZombie that spits acid and it could well be a Vanilla issue if remove and append settings are all looking good. I gave up on this quest soon after as completion was dependent on that ghost.
  15. Much appreciated! I tested the Pin Recipes Mod along with Khaine's food and water mod as well as the 60 backpack inventory slot mod which both append XUi and these limited changes had no negative impact on the Pin Recipes Mod. Pinning the Tutorial list and checking for compatibility with 2 very popular Quality of Life mods. Moving to the next pin list in preparation for interactions. And an after thought for the first Horde Night. It is also a nice touch to see the count down on required resources as with the molotov gas requirements.
  16. A nice find. I tend to let these go because localising can be such a tedious chore, but since you've started on this one, here is a possible rewrite including your find: - Remove gender association to reflect Jen (should she also be party to this quest) - General grammar/clarity/punctuation (full stop at the end). The trader mentioned a settlement doctor in need of ingredients to make first aid bandages, but is too busy treating the injured to be able to collect them. The trader is willing to offer you Gupta's first aid bandages in exchange for your assistance in gathering supplies for the doctor. Gather 10 aloe leaves + 10 cloth fragments + 10 bandages. I really like this quest because it allows a nice stash of healers to face off against Wendigo and some of the more challenging quests as we progress.
  17. The original version gives them a 25% chance to be chosen, but some of the original zombies are at 100% and it kind of averages things across many of them. Playing on a new World will also make it seem there are a lot more of them as well until you travel around the map a little. The Lite version is only from 5-10% with the most difficult ones being 5%. This is much nicer to start with. If you feel there are too few after the map is open, you can always install the default version. Explaining how to apply the 'Lite' version is in the ReadMe. It is a 10 second task but is easier to share with you your very own version on this occasion to avoid any misunderstandings. https://www.dropbox.com/s/etziwo5tnnfyi2b/VP_SnufkinCustomZombiesPLUS_A20_2021Dec07.zip?dl=0 Let me know once you have downloaded it and I shall remove it.
  18. That's kind of you to say, @oakraven will appreciate that a lot.
  19. A tweak with the 0-XNPCCore settings and potentially Darkstardragon's SoldierPack or farm yard animals will now be able to play together with Oak's for players who prefer to expand beyond. Oak's Pets and Guards will remain a server side only mod, and just as with any overhaul, integration to the receiving mod to accept an additional modlet is a good first point of call. Thank you for taking the time to tinker with that magejosh in the way you always do so well. Players can always further integrate back into Oak's for the updated Core Entity Class at their leisure.
  20. Here is a link to the A20 version of the Snufkin Zombies PLUS. https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2021Dec07 There are instructions inside the mod 'ReadMe' on how to use a 'Lite' version which will make them spawn less during regular game play. Here is the thread which you can post questions about the mod if the instructions are difficult to follow.
  21. The guards are made around an entity just like the zombies rather than the turrets. As such they are not connected to the player for rewarding Exp. The Exp was turned off so that players would have no incentive to shoot them and gain Exp that way as it could cause a lot of server grief. To be rewarded XP for the Guard kills would require integrating them into a system like the Automated Turrets. Sorry about that.
  22. Just to double check the combination of 42 mods, including some C# mods on the server I am currently playing in which uses Oaks, is not causing any major issues for the Guards. There is a Snufkin Hisser snake just below which is built in as an Add On for the enZombies, and the Turret Bandit Guard is keeping is subdued with a regular volley of shots. I went down to finish it off soon after.
  23. We've all seen that UMA type entities based on the archetypal system have some interesting physics and ragdolls. We can also see there is a correlation for damage where actions which cause more damage increase the ragdolls effect. Just to clarify that in a specific demonstrations, here are 3 scenarios with the following setup. 1. All enZombies have seen their HP reduced to only 10% of normal. This is to support a low damage weapon. 2. 3 identical weapons are being tested. The T3 Sniper, however: - One is low powered and 10% damage of default - One is default. - One is high powered and 1000% damage of default 3. In addition to base weapon damage, the ammo type will have the greatest impact. In this test, 7.62mm ammo has been used as follows: - One is low powered and 10% damage of default - One is default. - One is high powered and 1000% damage of default Here are images to demonstrate how this effected the weapon specifications and the result. The enZombies level 6 low powered sniper at 9.4 Ranged Damage. The default level 6 low powered sniper at 95 Ranged Damage. The enZombies level 6 high powered sniper at 956.5 Ranged Damage. And the associated ammo which is where the real power comes from. The enZombies low powered 7.62 at 4.7 Ranged Damage. The default 7.62 at 47 Ranged Damage. The enZombies high powered 7.62 at 470 Ranged Damage. And the enZombie candidates. Abobo (enZombies enBiker1) with health reduced to only 10% to allow the low powered sniper to be effective. Their health values were 30, 28, and 31 from left to right due to a random feature. The lower powered enZombies sniper rifle completed the task with gentle ragdoll effect and the entity dropped cleanly. The default sniper rifle completed the task with what we are accustomed to and the ragdoll effect was more noticeable than a default entity. The high powered enZombies sniper rifle completed the task with an exacerbated ragdoll effect and the entity dropped somewhere about 100 blocks or so in the distance. I am pointing in the direction he landed. Just to demonstrate that again from another angle. As weapons receive mods, increase in level, and receive stronger ammo, the ragdoll will receive its force. If your server has up-modded ammo/weapons then expect similar effects to the high powered sniper/ammo. My earlier visit to a server which delights in such mods. This is the pipe rifle and showed about 200 Ranged Damage. One potential way to reduce the ragdoll is to decrease ammo damage and entity HP proportionally so it could potentially be as balanced as usual but with a reduction in ragdoll. This would require quite a lot of resetting of values though. It may be possible to buff the damage so that the value is the same but the effect is reduced but that would require a modder with deeper knowledge of the xml capabilities.
  24. I tested spawning all of the entities in the image exactly as it says there just before each warning appeared and they could spawn without issue. I wonder if you can share which building you entered and what other mods are being used and if there were any other warnings before these for other issues such as cntvehiclesedan type warnings.
  25. I'm glad you mentioned the animal guards because that offered a big hint that something seems to be putting them into a passive state where they need to be attacked first. The animal guards are usually verrrrrrry aggressive and will disappear before you can even acknowledge a zombie is coming towards your base. In this image, the dog is chasing a Coyote and it is so far out of range that it will not show up well in this image. They are just to the right of a boulder (left of the small Oak tree in the middle) In this image, a few dogs are set down. Some soldier are released about 40 blocks out. I took a shot at them to attract their attention and at about 20 blocks out the dogs started to go wild. They have a sight range of 30 but on a dedicated server begin to activate from about 20-25 as the processes activate. I have only tested Oaks Pets and Guards with enZombies and Snufkins. The Snukins server is purely server side mod. The enZombies server is using some C# mods and custom content. It is using 42 Mods and was more until the server admin combined a few to reduce the load. None appear to impact on NPC behaviour or conflict with the Oaks Pets from what I can see so far.
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