Jump to content

Edit History

Please note that revisions older than 365 days are pruned and will no longer show here
xyth

xyth

NPCs DMT Mod
 
 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 
 
 
Description
 
This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.
 
This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are  being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. 
 
You set the patrol route by using invisible patrol blocks.  Likely that will need a video to explain. 
 
In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂
 
 
Installing
 
The NPC mod is found in the DMT section of the mod launcher or in my repo here:
 
 
A18 version is here:
 
This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:
 
<dependency>0-SphereIICore</dependency>
<dependency>SphereII NPC Dialog Windows</dependency>
 
Find those dependency mods here:
 
<dependency>0-CreaturePackHumans</dependency>
 
A18 version is here
 
 
Known Issues
 
This mod has not had much A19 testing and has so much code we expect you to find issues.
 
No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....
 
Credits
 
First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.
 
Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.
 
And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

xyth

xyth

NPCs DMT Mod
 
 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 
 
 
Description
 
This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.
 
This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are  being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. 
 
You set the patrol route by using invisible patrol blocks.  Likely that will need a video to explain. 
 
In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂
 
 
Installing
 
The NPC mod is found in the DMT section of the mod launcher or in my repo here:
 
 
A18 version is here:
 
This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:
 
<dependency>0-SphereIICore</dependency>
<dependency>SphereII NPC Dialog Windows</dependency>
 
Find those dependency mods here:
 
<dependency>0-CreaturePackHumans</dependency>
 
A18 version is here
 
 
Known Issues
 
This mod has not had much A19 testing and has so much code we expect you to find issues.
 
No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....
 
Credits
 
First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.
 
Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.
 
And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

xyth

xyth

NPCs DMT Mod
 
 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 
 
 
Description
 
This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.
 
This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are  being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. 
 
You set the patrol route by using invisible patrol blocks.  Likely that will need a video to explain. 
 
In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂
 
 
Installing
 
The NPC mod is found in the DMT section of the mod launcher or in my repo here:
 
 
A18 version is here:
 
This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:
 
<dependency>0-SphereIICore</dependency>
<dependency>SphereII NPC Dialog Windows</dependency>
 
Find those dependency mods here:
 
<dependency>0-CreaturePackHumans</dependency>
 
A18 version is here
 
 
Known Issues
 
This mod has not had much A19 testing and has so much code we expect you to find issues.
 
No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....
 
Credits
 
First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.
 
Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.
 
And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

xyth

xyth

NPCs DMT Mod
 
 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 
 
 
Description
 
This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.
 
This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are  being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. 
 
You set the patrol route by using invisible patrol blocks.  Likely that will need a video to explain. 
 
In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂
 
 
Installing
 
The NPC mod is found in the DMT section of the mod launcher or in my repo here:
 
 
A18 version is here:
 
This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:
 
<dependency>0-SphereIICore</dependency>
<dependency>SphereII NPC Dialog Windows</dependency>
 
Find those dependency mods here:
 
<dependency>0-CreaturePackHumans</dependency>
 
 
A18 version is here
 
 
Known Issues
 
This mod has not had much A19 testing and has so much code we expect you to find issues.
 
No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....
 
Credits
 
First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.
 
Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.
 
And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

xyth

xyth

NPCs DMT Mod
 
 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 
 
 
Description
 
This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.
 
This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are  being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. 
 
You set the patrol route by using invisible patrol blocks.  Likely that will need a video to explain. 
 
In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂
 
 
Installing
 
The NPC mod is found in the DMT section of the mod launcher or in my repo here:
 
 
 
This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:
 
<dependency>0-SphereIICore</dependency>
<dependency>SphereII NPC Dialog Windows</dependency>
 
Find those dependency mods here:
 
<dependency>0-CreaturePackHumans</dependency>
 
 
 
 
Known Issues
 
This mod has not had much A19 testing and has so much code we expect you to find issues.
 
No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....
 
Credits
 
First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.
 
Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.
 
And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

xyth

xyth

NPCs DMT Mod

 

Screenshot.thumb.jpg.4fe8d8ffbd481671f92c434029f1606c.jpg

 

 

Description

 

Version (2.0) of a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better.

 

This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, guard, patrol eat, drink, and can even loot POIs for you. All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. They will require food and drink added to a storage container, or in their backpack, otherwise they will look for food and water in the game.

 

You set the patrol route by giving the learn patrol route command then you walk that chosen route. At the end of the route order the NPC to patrol. Other commands, like stay, guard, follow should be self explanatory.

 

In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that :-)

 

Installing

 

The NPC mod is found in the DMT section of the mod launcher or in my repo here:

 

 

This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:

 

<dependency>0-SphereIICore</dependency>

<dependency>SphereII NPC Dialog Windows</dependency>

 

Find those dependency mods here:

 

<dependency>0-CreaturePackHumans</dependency>

 

 

 

 

Change Log

 

Version 2.0 : Converted to use Gen3 characters in CreaturePack

Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding

Version 1.71 : Increased sphere of weapon so they hit crawlers better, added remaining NPCs to spawning, reduced spawning rate 50%

Version 1.7 : Converted to faction based targeting, improved ranged targeting

Version 1.6 : Added ModInfo.xml to work around DMT bug

Version 1.55 : Dedi animation fix

Version 1.52 : Bleeding fix

Version 1.51: Xml edits to fix ranged entities

Version 1.5 : A18 update and added DarkStarDragon entities

Version 1.3 : Fixed ammo dupe with Traders mod.

Version 1.21 : Fixed Harley sound error..

Version 1.20 : Removed entanglement and dependencies from Blooms Animal modlet

Version 1.12 : Removed zombie buffs from weapons

Version 1.11 : Added dependency on Patch_Entity to fix bleedondeath error

Version 1.1 : Initial release

 

Known Issues

 

This mod has not had much A18 testing and has so much code we expect you to find issues.

 

No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying....

 

DarkStarDragons entities (Pest, Hunter etc.) still use gen2 tech but will be converted in time.

 

Credits

 

First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible.

 

Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod.

 

And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.

 

×
×
  • Create New...