Mrjohn1337 Posted April 8, 2020 Share Posted April 8, 2020 I cant even fathom playing the game without this mod, there's your feedback. A question, is it possible to remove the spawn of certain npcs ? Namely the new crawler has to many problems with clipping, and the large soldiers that walk like they shite themselves. Id love to see some of the ravenhearst mobs added too *nudge. ^^ Link to comment Share on other sites More sharing options...
xyth Posted April 8, 2020 Author Share Posted April 8, 2020 I cant even fathom playing the game without this mod, there's your feedback. A question, is it possible to remove the spawn of certain npcs ? Namely the new crawler has to many problems with clipping, and the large soldiers that walk like they ♥♥♥♥e themselves. Id love to see some of the ravenhearst mobs added too *nudge. ^^ Yes, just edit the entitygroups.xml and remove any creature you dont love. That way it wont spawn into the game. I am not aware that any of the entities in Ravenhurst are using Gen3 creatures, likely that are all gen2 and require custom code to make them work. Those would not be compatible with a vanilla game like these are. 1 Link to comment Share on other sites More sharing options...
Mrjohn1337 Posted April 8, 2020 Share Posted April 8, 2020 Thanks, much appreciated. Link to comment Share on other sites More sharing options...
xyth Posted April 8, 2020 Author Share Posted April 8, 2020 Minor update on spawn rates, plus changed version to conform with standards. Link to comment Share on other sites More sharing options...
Sgt.Slaughter Posted April 8, 2020 Share Posted April 8, 2020 Just wanted to say I love these mods!!! I play with the animals, humans, and zombies ones. Makes the world seem more, um, "alive"??? Heehee. Anyway, these are "must have" mods for me now. Thanks to all of the contributors. I agree! The game is so much better with the added variety of zombies, animals etc. Link to comment Share on other sites More sharing options...
xyth Posted April 11, 2020 Author Share Posted April 11, 2020 New version of CreaturePackHumans that balances spawning, there were way too many hostile animals spawning. 1 Link to comment Share on other sites More sharing options...
xyth Posted April 11, 2020 Author Share Posted April 11, 2020 Pushed an update with 4 new guppy zeds. The guppy04 version lacks vehicle collision but is being fixed and will be updated soon. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 11, 2020 Share Posted April 11, 2020 New version of CreaturePackHumans that balances spawning, there were way too many hostile animals spawning. Weird, during my testing, I haven't noticed any trouble with hostile animals. Oh well, I hope fixing one thing won't break something else. Link to comment Share on other sites More sharing options...
xyth Posted April 12, 2020 Author Share Posted April 12, 2020 Pushed another update, Added some new zombie animals made by your very own Guppy. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 12, 2020 Share Posted April 12, 2020 Yay, thanks our very own Guppy and thanks our very own Xyth lol [video=youtube_share;2ZLr9dZUJX0] Link to comment Share on other sites More sharing options...
Mrjohn1337 Posted April 12, 2020 Share Posted April 12, 2020 I have a problem with github, my download is basically snail speed. If im lucky i get around 150kbs, i dont get any info on the file size and usually the dl fails. Using firefox 64bit and no dl manager. Link to comment Share on other sites More sharing options...
CrypticGirl Posted April 12, 2020 Share Posted April 12, 2020 So would this new update be under the zombies pack? Link to comment Share on other sites More sharing options...
xyth Posted April 12, 2020 Author Share Posted April 12, 2020 So would this new update be under the zombies pack? Yes, I guess some might better go in the fantasy pack, but who knows what the zombie virus does to how animals look. Link to comment Share on other sites More sharing options...
xyth Posted April 12, 2020 Author Share Posted April 12, 2020 I have a problem with github, my download is basically snail speed. If im lucky i get around 150kbs, i dont get any info on the file size and usually the dl fails. Using firefox 64bit and no dl manager. Try using the mod launcher instead. Link to comment Share on other sites More sharing options...
Mrjohn1337 Posted April 12, 2020 Share Posted April 12, 2020 I dld the github client, the speeds are the same but atleast the dl doesnt get interupted. And i grew up with 56k so im used to waiting. ^^ Link to comment Share on other sites More sharing options...
xyth Posted April 12, 2020 Author Share Posted April 12, 2020 Pushed updates to animals, humans and zombiepacks. Converted the flying creatures to use the old Hornet class so they don't do those annoying vulture things like only attack when wounded, chasing vehicles etc. Hornet class isn't so inhibited. There is a template for passive flying things and hostile ones now. Moved Guppy's insect from zombiepack to animalpack. Fixed the Crow not flying. Commented out the compass icons from the Human templates so NPCs don't show on the map. Side note: The introduction of the Hornet Class opens up the possibility for lots of interesting new dangers in the world. Be afraid, very afraid ;-) Link to comment Share on other sites More sharing options...
mr.devolver Posted April 13, 2020 Share Posted April 13, 2020 Side note: The introduction of the Hornet Class opens up the possibility for lots of interesting new dangers in the world. Be afraid, very afraid ;-) Yeah, until devs decide to remove the code. Link to comment Share on other sites More sharing options...
xyth Posted April 13, 2020 Author Share Posted April 13, 2020 Not likely, as the Vulture extends from the hornet code. But thanks for playing, better luck next time. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 13, 2020 Share Posted April 13, 2020 Hornets were removed a long time ago and it's probably a matter of time until devs decide to remove their code as well. It's usually done to keep the code clean of unused stuff, so even if the vultures extend from hornets now, devs may eventually decide to redo vultures to make them standalone and once it's done, there will be nothing to stop them from removing the unused code for hornets. Am I still wrong? Link to comment Share on other sites More sharing options...
Guppycur Posted April 13, 2020 Share Posted April 13, 2020 That faatal has had two opportunities (once when vultures were introduced, and again when he changed the code to attack vehicles and low health players), PLUS the plethora of old code throughout, gives us hope that it'll stay. Worst case? It goes. Oh well. Until then, I'm going to enjoy wrecking people's day with sleeper nests of these things. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 13, 2020 Share Posted April 13, 2020 That faatal has had two opportunities (once when vultures were introduced, and again when he changed the code to attack vehicles and low health players), PLUS the plethora of old code throughout, gives us hope that it'll stay. Worst case? It goes. Oh well. Until then, I'm going to enjoy wrecking people's day with sleeper nests of these things. Lol, yeah, your latest creatures remind me of a bloatfly and a mole rat. For a moment there, I thought I'm playing a different game. lol Link to comment Share on other sites More sharing options...
xyth Posted April 13, 2020 Author Share Posted April 13, 2020 Pushed new animalpack version, adding insect sounds for the hornet like insect to use. Link to comment Share on other sites More sharing options...
milasi99 Posted April 13, 2020 Share Posted April 13, 2020 NullReferenceException: Object reference not set to an instance of an object at AvatarZombieController.LateUpdate () [0x00019] in <3ca2702590144b2c95bd610195728952>:0 at AvatarZombie01Controller.LateUpdate () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0) NullReferenceException: Object reference not set to an instance of an object at AvatarZombieController.Update () [0x000d3] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0) NullReferenceException: Object reference not set to an instance of an object at AvatarZombieController.Update () [0x000d3] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0) NullReferenceException: Object reference not set to an instance of an object at AvatarZombieController.LateUpdate () [0x00019] in <3ca2702590144b2c95bd610195728952>:0 at AvatarZombie01Controller.LateUpdate () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 Someone could help me?? Link to comment Share on other sites More sharing options...
xyth Posted April 13, 2020 Author Share Posted April 13, 2020 We would need more information. What modlets do you have? What versions of the creaturepacks are you running, the latest? You logs would help too: OUTPUT LOG LOCATIONS Windows: From Steam or Launcher <gamefolder>\7DaysToDie_Data\output_log__<DATETIME >.txt From .exe %AppData%\LocalLow\The Fun Pimps\7 Days To Die\player.log From dedicated through startdedicated.bat <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt Linux From Executable <homefolder>/.config/unity3d/The Fun Pimps/7 Days To Die <- Dedicated>/Player.log From start scripts or Steam <gamefolder>/7DaysToDie_Data/output_log__<DATETIME>.txt From server with management scripts /home/sdtd/instances/<instancename>/logs/output_log_<DATETIME>.txt MacOS <homefolder>/Library/Logs/Unity/Player.log Link to comment Share on other sites More sharing options...
ecksfiftyone Posted April 13, 2020 Share Posted April 13, 2020 (edited) We would need more information. What modlets do you have? What versions of the creaturepacks are you running, the latest? You logs would help too: I have the same issue NREs all over the place. I just downloaded the Humans pack from the git link, so I assume it's the latest? (Had this issue maybe a month or more back when I tried also) Do I need to have the Mod installed locally as well as on my server? I may have missed that info. In very limited testing, when I install the mod locally and play on the server, no more NREs. But that theory needs more testing to be sure. Edit: ** Confirmed with the mod installed locally I can interact with NPCs from the pack.. no issue, but when it's server only, it blows up.** I'm using ONLY the Humans pack. I have a good number of mods many created by me, and others downloaded, but tweaked my me. Most add recipes and change some values.. nothing too crazy. Attached are the logs from my local game: But basically I get this when I start the game (but nothing breaks until later) 2020-04-13T18:54:17 21.911 ERR Loading AssetBundle "C:/Games/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/0-CreaturePackHumans/Resources/XythBanditAmmo.unity3d" failed! 2020-04-13T18:54:17 21.911 WRN [MODS] Mod reference for a mod that is not loaded: 0-CreaturePackHumans 2020-04-13T18:54:17 21.911 WRN [MODS] Trying to guess path from mod name: #C:/Games/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/0-CreaturePackHumans/Resources/XythBanditAmmo.unity3d?BanditSlugAmmo_X Unable to open archive file: C:/Games/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/0-CreaturePackHumans/Resources/XythBanditAmmo.unity3d And it seems when a human from the pack is near, I get NREs NullReferenceException: Object reference not set to an instance of an object at AvatarZombieController.LateUpdate () [0x00019] in <3ca2702590144b2c95bd610195728952>:0 at AvatarZombie01Controller.LateUpdate () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0)output_log__2020-04-13__18-53-42.txt Edited April 14, 2020 by ecksfiftyone (see edit history) Link to comment Share on other sites More sharing options...
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