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ate0ate

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Everything posted by ate0ate

  1. Things are really looking good now in TA! Thank you so much for doing all of this. Its nice to see so many in the community come forward and contribute things to help get the mod up and running properly on a20 as well. It really goes to show just how crucial to gameplay this mod becomes for those that get into it. Now all someone needs to do is learn Unity, get access to the original assets (or simply create their own from scratch) and rotate each misaligned model to the proper leveled orientation. Sounds easy enough. Something like that should take what, a day? Two at the most? /sarcasm But seriously, thank you Tristam, Ragnar, Magejosh and Roy-o-rama.
  2. I really like the look of it. Pretty unique. It may break some Alpha down the line but for now, I love it.
  3. I see. That makes sense. I thought it may be the case as the columns variable was specifically not mentioned in your commented section. I figured I'd ask to be certain though. Thanks for the response and thank you very much for the amazing mods:) I passed over them in a19 as I was new to the game and overwhelmed by the sheer volume of SMX/ZMX mods, addons, compatibility patches and the like. I deeply regret that decision now.
  4. I have a couple observations/questions after playing for a bit. I am only using both core mods along with the birds and spiders NPC expansions so I was not expecting to encounter and human NPCs, but I have encountered a friendly nurse NPC strolling the forest. I assume that is part of the actual XNPCcore itself? Is the additional female zombie I've clubbed over the head also a part of that? Its not a problem or complaint or anything of the sort, I was just making sure there wasn't some other mod I'm using doing some sort of voodoo in the background. The other thing I noticed was the varied walk animations for the zombies. This is great! A very pleasant surprise. I remember that mod in a19 and its nice to see it back. Which mod is responsible for that feature now and are there any other past gems like that making an appearance in the core mods? Thanks for the amazing work:)
  5. Forgive me if this is a ridiculous question as I am wholly unfamiliar with the capabilities of harmony or its implementation here, but I did notice your commented section for the toolbelt in the smxhud window.xml and it made me wonder. You mention that toolbelt control is now dynamic and how you can change its size by adjusting the listed values. My question is, does this extend to the columns? Like, can I simply change them to something like 15 to get 5 additional toolbelt slots or is that just silly? I know that Khaine has a mod to do just that and that Robear has also added in compatibility between that mod and smxhud, but I just wondered if that was even necessary now or ift those values can simply be altered at will. No biggie if not or anything just curious at what can be done by a pleb like myself and how easy or difficult it would be to do.
  6. Perfectly reasonable. Thank you for explaining, Xyth. Thanks for the pics. Very nice work. That mech is crazy! Definitely puts the drone to shame lol.
  7. Well, that sure is easy enough. Thanks Khaine.
  8. Okay, beautiful work but I do have one small issue. I was hesitant to mention it as it is a mod conflict but being that it involves this and one of the team's mods I figured it worth mentioning at least. When using the suite of mods above along with @KhaineGB's behemoth spawning mod there is a console error upon world creation mentioning duplicate physicsbodies.xmls and failure to load resulting in broken ragdolls. I apologize as apparently no logs were generated and I am unsure which mod is causing the issue, if it is indeed an issue at all. All apologies for my lack of useful information. I tested this in singleplayer on a fresh install using only the suite of mods above, including listed expansions, and khaines behemoth.
  9. Great to see you in the team for the new NPCcore. Loved using your NPC work in a19 so I can't wait to see what comes in a20.
  10. My god. And this is free? Insanity.
  11. From what I recall of A19 the TA ammo was always pretty rare and didn't start til later game compared to vanilla ammo. I just started running into guns and ammo from TA in loot once I got around level 30 or so. Not sure of lootstage, but I'm only in the easy forest biome so its not high. I know I didn't run into 45acp til pretty late in a19.
  12. Wow, I expected like at least a month or so. That's great. Will the zeds have functioning footsteps?
  13. Awesome. Sounds great to me. I use ADS a lot so I look forward to it. Take your time. I can barely read xml so Unity is way beyond me. I can only imagine what goes into lining up the various sights/scopes/ads. My two cents on re-implementing the things you removed at a later dat would be: don't do it, lol. It makes compatibility more of an issue and not everyone that loves the guns loves all of the other things. I think IvanDX was trying to balance the power of the guns with the zombie changes but it can be done better using other mods and allows for personal preference. Right now I'm using Khain's Dangerous Cities, Behemoth spawn and Roaming Hordes tweaks (100 zeds at once lol) along with feral sense on at night to make things the way I like it. Keeping it streamlined like you have it just makes things more modular and more customizable. I'd vote for putting the other features in their own separate modlet/modlets if you really want to bring them back at all. I doubt the biome stuff would look very good with A20s graphical improvements. The cherry trees were a cool concept but were already starting to look a little out of place or outdated in A19 to my eye. Just my thoughts. I'll be perfectly happy with whatever decisions you make ultimately:)
  14. Thank you so much @Tristam for keeping this mod alive. I don't know if IvanDX is planning on making a return so without you, this mod wouldn't be available at all right now. A small issue I noticed using the ammobench, the player backpack doesn't open when you open the workstation so you cannot see your inventory and the compass stays displayed on screen so the name of the bench is unreadable. You can just add both to the ammobench in xui.xml <window_group name="workstation_ammobench" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> I'll leave a link to the xui.xml for anyone who doesn't feel like editing it real quick right here. On a side note, as I was perusing the xml I was reminded of the old TAmicrowave, TAoldstove and TAwalloven. Were they removed from the mod? Its fine if they were, I was just wondering. I had actually forgotten about them. I think streamlining this mod and refining it into the weapons and ammo is a fine idea really. If they are still in somewhere then I did not add the backpack and compass changes to them, just the ammobench.
  15. I apologize if this is a stupid question or if it has been asked before, I didn't see it anywhere, but is there a way for me to remove the water/food/xp display bars from the 15 slot toolbelt by any chance?
  16. Is the github repo not set up yet? The ink just 404s. I usually download from github since its much easier to find everything in one place is why I was asking. The nexus link works though. Thanks for the work here. Looks quite interesting.
  17. You need the workbench from tactical action specifically. Search for "ammobench" in your crafting menu and you should find it.
  18. It works alright. I don't know how predictable the time til spawn is or isn't or if the length of days effects things but I ran into a massive horde shortly after the morning of the second day. I usually at least see one horde daily after that though if I linger in one place it seems more frequent, obviously. But yeah, the mod does indeed work.
  19. Excellent! I knew something was going on for a while with the silencers. TA was always a great mod but its been in need of some TLC for a while now. Nice to see the community doing just that now. Thanks for the scope fixes above as well. I managed to figure out how to put that into the xml so I may as well try to put the silencer changes into my game now too.
  20. Well, that sure is convoluted! Sounds more akin to voodoo than mathematics to me lol. But seriously, what you say makes sense. I can understand that the math on display is simplified compared to behind the scenes and I can only imagine what TFP math looks like, especially after all those alphas. I would hope that TFP does have some rounding at play in there somewhere to prevent that edge case from playing out. It seems particularly likely to happen with honey as it is quite easy to get to 5% while hunting for it now, even with vanilla infection speeds. Well, I thank you for the fix and I'll give it a shot as soon as possible!
  21. Thank for looking into this. Take your time as well, please. I was kind of thinking that that is what was happening. I have no idea the length of time that the honey's curing effect usually lasts in vanilla so I couldn't be sure, but I was wondering if it essentially isn't coded to cure a fixed number but rather for a fixed time. Vanilla infection rates would then lead to the honey's curing effect removing 5% of the infection. Speed infection up by double and honey is suddenly half as effective since it lasts the same amount of time it always had. I don't know if that is how its working, I don't really have any coding knowledge, but it seems reasonable. Good luck hunting the answer down and let me know if I can be of any help. Thanks again!
  22. Greetings! I really like the concept of the buff infection mod so I thought I'd give it a try. The only issue I have is that it seems to be reducing the effectivness of the honey and probably the antibiotics, but I didn't have any of them to test. I loved the sense of urgency that the increased speed of infections spread induces and it really made me take it seriously after my first couple deaths lol. Anyways, I got infected this time around and it built up to about 4.6% before I made it to one of my last two jars of honey. I wolfed it down and continued on my way. I wasn't paying attention and just assumed that would do the trick but before long I see its at 4% and rising! So I take my last honey, wait and watch as only 2% gets removed before the honey wears off. Is that intended?
  23. I've noticed the buggy glass/debris piles still playing sounds after they're gone for sure. I haven't had it happen a whole lot but I've definitely seen it. I thought maybe I was imagining things with the zombie sound sensitivity you mention but I think there is something up with it after all. I was in an attic of a poi turned base, naked and sneaking on a wood surface and simply crawling around like that alerted some zeds outside. That seems ridiculous. I had already secured everything so there were no open doors, windows, or holes of any sort either. I like to play with feral sense on at night and it feels really broken. I know the zeds are supposed to be more sensitive with it but again they alert from so far I cannot see them if I take one single step. It makes no sense as I can stand there completely still and they cannot see nor do they alert even if they get closer, but make one tiny sound and its game over. I'm not complaining about the difficulty or the mechanic, it just really does feel like something is not working correctly with sound alerts. Even just stealthily clearing POIs during the day with feral sense off I can trigger zeds OUTSIDE of the poi by crawling around. What makes me think that something is really wrong is that the sleepers INSIDE the poi, in the same room with me no less, often don't even alert. How is that possible?
  24. Yeah I was a big fan of the CCTV mod in A19. I didn't find the lag bad at all in singleplayer on my rig. To be fair there's a lot of variation in people's performance results with this game and it doesn't seem wholly related to system specs a lot of times oddly. But yeah, I loved having the ability to easily see where the threat was coming from or when the walls were getting beaten down. Its not always easy to hear it happening and if you have a larger base you definitely will not notice it in time. There's definitely room for a feature like that in the base game. They have all of the basics already with things like motion detectors and the turret cam view etc. Hell, with the new drone it'd be great if you could see from its perspective and fly it to scout a place out ahead of time too. Makes sense since they don't want to give it offensive capabilities. Its pretty useless as it is now even as a flashlight.
  25. I noticed what you did with the description on nexus and github and its much much clearer. I got it now. Thanks a ton.
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