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ate0ate

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Everything posted by ate0ate

  1. I took a small break from the game so I thought I'd check in today to see what changed in that time and was I ever pleasantly surprised to find the progression system I've missed since a19. Thank you so much @khzmusik! Those Whisperers look absolutely amazing. Can't wait to see them in action. Looking at the repo it seems that you've added progression for, well, only every single add on NPC group that I am aware of. That leaves me with just one question then; do you sleep?? But seriously, thank you for the work here. It really does make the game infinitely more enjoyable to me.
  2. I'm sorry to hear about your experience. I was aware that you were involved in the development of NPC Core and I may not have said anything but I was quite excited to see that. I kind of had these most likely unrealistic hopes that the faction system would be essentially built in from the start and likely improved. The only thing that even bothered me at all in a19 was how turrets and sledges targeted npc's regardless of your relationship. Everything else was absolutely amazing. I honestly have not enjoyed my experiences thus far with a20 and npcs. The spawns are terrible in their current state and it just feels like a bunch of random things running around the wilderness regions. I'm sure it'll get better, but its rough to enjoy as it stands now. So much potential though. Personally I don't think that their really is any one way to play this game. I don't really like the streamer beloved horde night every night or even the separate horde night base building. I usually turn horde night off entirely and ramp up the roaming hordes to focus on immersion and exploration. To each their own I suppose. Take your time and make what you enjoy. Theirs plenty of us that will love playing it waiting patiently.
  3. I'd imagine that creating something like that utilizing the new npc core's doodads and thingamajigs might take a bit, plus the new world gen, but I also hope that it is in the works eventually. It really spoiled me. I didn't start playing 7 Days until a19 and went modded nearly straight outta the gate. Really fell in love with how alive the world felt back then using khzmusik's suite of npc mods. Good times.
  4. Yeah, I agree that it wouldn't make sense for SMX to change something like that. Most games using the colored tier system tend to personalize it in some way so its not exactly standardized or anything. TFP would have to make the adjustments but it works well enough as is. As I said earlier its really not bad once you get used to it and I actually ended up preferring the color system over the number system once I did. It keeps things clean and concise. Less numbers is less confusing for my eyes too. I play on an older 1080p LCD TV in my living-room so I'm rather far from the screen. SMX makes things nice and easy to see with high contrast black backgrounds and the clearly colored tiers means the only number I need to be concerned with is the amount of items in a stack. There's not only an insane amount of personal preference involved in HUD/UI selection but also what your monitor/screen setup is. That goes a long way in making a decision or forming preferences. For example, a lot of UIs go for a bit of translucency as it can look quite aesthetically pleasing but I find on my setup that it just makes things hard to read or see clearly and quickly. A lot of the HUDs and UIs for 7 Days tend to aim for something more akin to 4k monitor setups with their nice and neat, but very small and semi-translucent inventory tiles. Beautiful on a monitor, terrible on TV lol. I'm not trying to fanboy too hard, its just that I've genuinely gotten a lot out of SMX:)
  5. Lol, yeah, I agree. Blame the vanilla game for that one. I realized after using SMX and going by the default color system that it more or less follows the rarity system in many looters and mobile games. Grey for common, green for uncommon, blue for rare and puprle for epic. TFP should scrap the yellow, move things down a notch so that things work out to tier 6 being the gold legendary tier:)
  6. 1 = Grey 2 = Orange 3 = Yellow 4 = Green 5 = Blue 6 = Purple Once you know them I found that I actually prefer just the color. Its sort of redundant to put a number AND a color really. I get that that is a subjective thing though:)
  7. You should be able to edit the entitygroups.xml of whichever expansion the NPC is from (raiders I believe) and comment out the lines where the rocket launcher raider spawns are.
  8. No problem, you certainly do not have to record the process. Either one of those POIs you mentioned would be amazing to see in-game. Now that you bring up a downtown hospital I find it odd that I never noticed the curious lack of medical facilities before. Seems like something that would definitely offer an opportunity for a high-level dungeon crawl and really decent medical loot. I mean, what place would possibly be more overrun with zeds than a hospital?
  9. Awesome! Thanks for letting me know @MikeyUK. Its hard to stop using SMX once you start. That vanilla UI is... something:) Its nice when mods support SMX but I can completely understand why many don't. I'm gonna give these mods a try now, they look great. Edit: FYI @arramusthe link to chicken coops in the OP goes to the cooking stations mods instead. I found the chicken coops okay on Moddb myself, but just wanted to mention that. Thanks!
  10. This is insanely nice stuff. Love the farming additions. The workstations and cooking stations wouldn't happen to be SMX friendly by any chance, would they?
  11. Thank you tremendously for doing that. I appreciate it. I haven't had much time to sit down and give things another shot but I do appreciate you linking that video as well. Its a useful thing to know how to do and I'd love to learn it a bit. I certainly do not see myself being able to make any amazing POIs from scratch or anything like that, but being able to fix small issues or tweak things to personal tastes would be quite a nice thing to do as well. Thanks again:)
  12. Is there a way to make the nurses killable? They drive me nuts shooting around POIs when I am trying to explore them stealthily. I'd like to be able to silence them:) I am playing singleplayer and have the player kill setting on 3 "kill everything" so I'm not sure why I cannot simply shoot them, but I cannot. Is there a setting somewhere that I can tweak?
  13. Very nice scrollable inventory there! I had a quick question regarding the splash behind the compass mentioned earlier, is it meant to be white?
  14. You've gone above and beyond again sir. Above and beyond.
  15. I don't know how much this may be affecting others, but for me I can only use the compass in dark areas. It looks beautiful and clean without a black or colored background, but I simply cannot see it outdoors against the sky most of the time. I find myself constantly looking at the darker ground or trying to find a tree to go up against just so I can see the compass clearly. Its the only criticism I even have of this UI though so obviously it's not a deal breaker or anything, but it sure is a nuisance on those beautiful sunny days:) Is there any chance we could get a small optional modlet to add a shaded background to the compass if its not too much of a bother? Thank you much for all of your work either way.
  16. Perfectly reasonable. I was reluctant to mention it at all as I know things are unstable, I just thought it worth mentioning on the off chance that it may be useful in some way. Thanks for checking it out:)
  17. Just a heads up, and not sure which mod is doing what, but I figured it worth mentioning since @bdubyahposted here recently. Using just Score, NPCcoreEXP and Bdubs vehicles causes some strange issues. I first couldn't place a bike down and a permanent ghost of it would appear instead, then when I exited the world and attempted to go back in it would just hang at the Building Environment stage. I've been using a ton of mods and haven't had any issue until the experimental repository for NPCcore updated with the block breaking feature. I did get this issue to be repeatable using just the three mods mentioned. The prior version, before the block breaking stuff was implemented works just fine. Just to be clear, I have been using the version of NPCcore from the separate experimental repository so make sure that is the one you use if trying to replicate, not the one linked from the main NPCcore repo. I know its unstable and all, that's why I don't want to say its a bug or anything, but I just thought it worth mentioning now to maybe avoid any issues later.
  18. I am unsure if this is related to NPCcore/Score, just vanilla things, or involves the randomized walk animations for zeds but I have been noticing that only at times the zeds will do this specific lunge animation where it looks as if they take a large step forward towards you, swing both arms at you, then step back to where they were. Its a fine enough animation on its own but results in them appearing to clip entirely through the wall to do it. Looks like a zed just steps through the wall, hits you, and steps back again. Not a huge issue as they always step back to the right side of the wall but it is quite odd and results in a rather cheap hit. Most repeatable if you get a random group of them on the other side of a fenced area where they can see you and keep attacking. You can also hit them when they clip through so the cheap hit goes both ways at least:) I should note that I am using all of the zed specific addons listed in the main post, though as far as I am aware none of them use any sort of custom animations.
  19. Yeah, that is what I was trying to convey but I worded it poorly. Sorry about that.
  20. In response to Xyth's request for feedback I can only offer what has been the largest block for me testing things. And this is just me, so please don't think I am demanding anything be changed. Its simply an explanation as to why I have found it difficult to play/test with all of the NPCs. Outside of the zombie/creature spawns the NPCs all occupy the wilderness area which I rely heavily on at the start and for hunting. It currently causes too much congestion having things that way as I spawn in and get shot by bandits or hostiles rather quickly. It also makes hunting an absolute nightmare. I have difficulty testing things if I am not simply playing organically. Like I can't just command spawn things in, get immersed , and tell you what I think. The thing I personally would find most helpful would be a slightly better spawn setup. One that at least keeps hostiles out of that area for the most part, like sticking the bandits and raiders in the desert/snow/wasteland or something similar. Khzmusik had a rather convenient spawn setup for many of the old NPCs in A19 and even had faction bases that were tiered and part of the quest chain. I wouldn't expect anything that involved this soon or anything, but the spawn system was quite nice. Just a reference. I thank you all or your work here. Even early on like this I feel its a significant improvement to the base game. Sadly, I've paid $60 more than once for much less:)
  21. I have a bit of an affinity for the baker since my first encounter with him back in A19. I was trying out the various zombie/creature/NPC mods for the first time and using khzmusik's factions and suite of tweaks. It was the first night of a rough start so I was just crouching in an emptied house POI and trying to quietly wait out the night since there was some rather creepy unknown things roaming with all of the various mods. I hear the footsteps and snarls of what must've been a roaming horde walking by and begin to, thankfully, fade into the distance. Right then the very distinct sound of my front door opening shocks me back into alertness and I panic a bit. "What can open doors?!" I thought to myself. I was crouched in the kitchen corner so I couldn't see the door but I was squatting and staring towards the hall where who or whatever came in would have to appear. First thing I see is a gloved hand just creeping slowly into view. I was pretty panicked at this point and really curious. Panic was relieved and bemusement set in as that distinct hat materialized from the shadows. The visitor stood in the light staring at me cheerfully. For the first time in my single player experience a fellow survivor found temporary safety in my crumbling temporary base. We quietly waited out the night and he left shortly after dawn. Though our paths never crossed again I realized just how much NPCs can add to the goofy immersion of the game at that moment. For me its not about hiring them or killing them that makes me so love the mod, its the feeling of life the world gains from having them just going about their business and fighting the good fight to stay alive in a cruel zombie apocalypse.
  22. I'm having loot issues with the food mod. I saw this a lot with other mods after a20 came out, but the loot items seem to be in every container they are assigned. I get two apples, a milk, antacids, catsup and mooseturd(lol) in nearly every backpack and cabinet. Oh and chips too:) Definitely seems more than intended.
  23. Well, I attempted to noob my way through the fix. How hard could it be, right? Lol. I loaded it up in the prefab editor, couldn't figure out the select or fill section tool so I placed terrain filler blocks one at a time. Saved it, loaded it, and gone. I'm not doing that again:(
  24. A baker saved my life recently. I was surprise ambushed by a random straggler zed and out of healing items in a rural barn POI when the baker ran up and started caving in the zombie's head. A damned hero lol.
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