kanealpha Posted June 23, 2020 Share Posted June 23, 2020 thanks you. i am curently changing/rebuilding some PoIs in creative and its nice to have some population there. BTw are there issues with the AI? i spawned a couple vault surviors and most of them had weird behaviour like jumping around or punching the air as if there were invisible enemies and obstacles and they also went straight int the pool at my base. Link to comment Share on other sites More sharing options...
Guppycur Posted June 23, 2020 Share Posted June 23, 2020 There are two ai packages we can use, but one causes errors at traders, so the crappier one is used. Hopefully fixed in 19. Link to comment Share on other sites More sharing options...
kanealpha Posted June 24, 2020 Share Posted June 24, 2020 7 hours ago, xyth said: The creature packs are intended to be a resource mod; one where you can adjust things easily to fit your needs. If you want Harley to be a survivor rather than a bandit, you just need to make a small edit to the entityclasses.xml file. For example, BanditHarley has this line: <entity_class name="humanHarleyBandit" extends="humanMeleeMaleBanditTemplate"> To make Harley a survivor, you would change that line to: <entity_class name="humanHarleyBandit" extends="humanMaleSurvivorTemplate"> Have fun. Did that. she is not attacking me but when i had her and a vault survivor and an archer (changed her template to surivor too) in my base they fought each other Link to comment Share on other sites More sharing options...
xyth Posted June 24, 2020 Author Share Posted June 24, 2020 Survivors wont attack the player unless attacked. In vanilla creaturepacks, what each class each class attacks is configured in the AITasks. In the NPC addon, its faction based attacking. Link to comment Share on other sites More sharing options...
kanealpha Posted June 26, 2020 Share Posted June 26, 2020 but both harley and the archer are bandits so they shouldn't attack each other. or is it because i gave both the survivor template that they don't recognizethat they are int he same faction anymore? Being ally and enemy at the same time? Link to comment Share on other sites More sharing options...
xyth Posted June 27, 2020 Author Share Posted June 27, 2020 (edited) Harley is no longer a bandit if she uses the survivor template. Survivors attack bandits, and bandits attack survivors. The character name is meaningless, its the class property that determines what type of character it is, and then that class is referenced in the AI target properties. Edited June 27, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
kanealpha Posted July 4, 2020 Share Posted July 4, 2020 i got that. but the archers keep attacking each other and harley and the vault survivor even if they have the survivor template Link to comment Share on other sites More sharing options...
xyth Posted July 4, 2020 Author Share Posted July 4, 2020 Unless you changed something, they will only attack members of their own class (The property class, not what they are named) if hurt by that member of their class. Link to comment Share on other sites More sharing options...
corona9800 Posted July 5, 2020 Share Posted July 5, 2020 (edited) cant wait til this is ready for alpha 19 love the variety Edited July 5, 2020 by corona9800 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted July 6, 2020 Author Share Posted July 6, 2020 As an update, TFP has made HUGE changes to the code underpinning Characters. Everything works, but several things do not work well. As of B157: Animals work well, most mechs work well, Humans using the Bandit code (need to turn off trader protection) work well. However, Zombies and normal class Humans have attack sync issues that make then unplayable (IMO) In the NPC modlet we can add code to fix the issues, and those are working, but things keep changing so I will not update this mod until TFP stops making core changes to entities. Link to comment Share on other sites More sharing options...
xyth Posted July 9, 2020 Author Share Posted July 9, 2020 Uploaded the Animal and Mech CreaturePacks for testing. The packs only have the creatures that I have the project files for, so other character authors will need to update the rest of the characters when they can. A19 made many significant changes to how entities work, and these 2 packs were the easiest to convert. I did basic testing on them and they seem good, but likely things like range, attack sync, damage, etc could use a little polishing. I don't have time for that while wrestling with the Human and zombie changes, so if you make xml improvements please send me updated xml. Thanks. Link to comment Share on other sites More sharing options...
mr.devolver Posted July 9, 2020 Share Posted July 9, 2020 Thanks for your hard work, xyth! I guess we all will have to wait a bit longer for the best mod to show up in its full glory in Alpha 19. Link to comment Share on other sites More sharing options...
xyth Posted July 9, 2020 Author Share Posted July 9, 2020 Pushed a minor update to animals and mechs. Added a Hit tag to the pain states, likely not needed but for OCD reasons. Added GuppyBug fix for invlid layer index. Link to comment Share on other sites More sharing options...
sechsterversuch Posted July 9, 2020 Share Posted July 9, 2020 However, the two mods seem to have problems for the A19 see console error 2020-07-09T21: 19: 12 54.103 ERR Could not load file '# @ modfolder (0-CreaturePackAnimals): Resources / guppyInsect.unity3d? GuppyInsect.prefab' for entity_class 'animalGuppyInsect' Link to comment Share on other sites More sharing options...
xyth Posted July 9, 2020 Author Share Posted July 9, 2020 Pushed a fix for the misnamed bug bug Link to comment Share on other sites More sharing options...
xyth Posted July 9, 2020 Author Share Posted July 9, 2020 Good news. I think I can sort the sync issues on zombies and humans. Seems to work, but might need some tuning in the controller, but I'm no longer concerned that we cant make this work for A19. Then again, its EXP, so they make make changes that require another fix. 2 Link to comment Share on other sites More sharing options...
Mumpfy Posted July 9, 2020 Share Posted July 9, 2020 Link to comment Share on other sites More sharing options...
CrypticGirl Posted July 11, 2020 Share Posted July 11, 2020 Hey, I just tried out the animals pack, and it worked fine...until today's b163 patch. I loved all those dog breeds. XD But after today's update, the creatures would barely spawn. There weren't any gamebreaking errors or anything, but I streamed for about two and a half hours, and I only saw one eagle spawn, and that was it. The creatures can still be spawned via the debug entity spawning menu, but where's the fun in that? XD Link to comment Share on other sites More sharing options...
xyth Posted July 11, 2020 Author Share Posted July 11, 2020 (edited) 8 hours ago, CrypticGirl said: Hey, I just tried out the animals pack, and it worked fine...until today's b163 patch. I loved all those dog breeds. XD But after today's update, the creatures would barely spawn. There weren't any gamebreaking errors or anything, but I streamed for about two and a half hours, and I only saw one eagle spawn, and that was it. The creatures can still be spawned via the debug entity spawning menu, but where's the fun in that? XD Thanks for the info. B163 changed the spawn groups, removing animalsall and sorted others, so likely the balance was thrown way off. I will check it out and adjust as needed. Edit: Woah, they really changed the spawn values on vanilla animals, Like 1 became 40! Amazing you even saw 1 bird! Edited July 11, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
CrypticGirl Posted July 11, 2020 Share Posted July 11, 2020 Thanks for your hard work (and everyone who contributed to these creature packs, too). If the Fun Pimps bumped up the animal spawning that much, I'm almost afraid to see what Stallionsden's Invisible Animal fix would look like. 😮 Link to comment Share on other sites More sharing options...
xyth Posted July 11, 2020 Author Share Posted July 11, 2020 (edited) Pushed a rebalancing fix. Since TFP really changed the animal balances, I just tried to keep the new ones using similar values, so let me know how it plays. Also rebalanced Mechs. Thanks again. Edited July 11, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
CrypticGirl Posted July 11, 2020 Share Posted July 11, 2020 Looking good so far. Though I think you might want to fix the download links on the first page. They both lead to the A18 mods download page. Link to comment Share on other sites More sharing options...
xyth Posted July 11, 2020 Author Share Posted July 11, 2020 I will, Thanks again. Working on Humans now, lots of work building new templates, but folks will be very happy with the results. Link to comment Share on other sites More sharing options...
TheReaperME3 Posted July 14, 2020 Share Posted July 14, 2020 we will can't wait 😛 Link to comment Share on other sites More sharing options...
xyth Posted July 14, 2020 Author Share Posted July 14, 2020 Packs are all working except one bug to resolve related to the NPC modlet but causing delays in case the bug turns out to be connected to a CPack. The first release will be for testing so I want to emphasise DO NOT add the testing release to a game save. The pack will be updated regularly so expect new bugs and save breaks until stable is dropped. Sooooon. Link to comment Share on other sites More sharing options...
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