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xyth

A19/A18 CreaturePacks - A community entity project

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Glad your enjoying them.  The NPC mod uses these characterpacks and adds code that enables them to be hired and given commands.  It is a DMT mod, so you need to install it using the mod launcher, or otherwise use DMT to compile the mod and its dependancies.

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Pushed minor human update to fix 1. weapon drops, 2. 10x too many human sleepers, and 3. reduced the self healing rate on humans.

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hello, thx for the great work. but,

 

i downloaded it, but the junkdrone makes nothing, no healing no following, only standing there and talk…. can somebody help ?

 

has somebody an idea ?

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Yea, TFPs drones are broken.  If you spawned my test drone, its also broken because TFPs drone is broken.

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B173 jumping fixes pushed.  Added a replacement song for the daytime at home music as a test.  Its similar so you might not even notice.

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would it be possible to a some "pacifist" Humans, unarmed, unable to attack/go into rage mode, just to populate a PoI?

And/or add some friendly versions of existing Zombies? esp those that are going to be changed/removed (Cheerleader, Stripper...) would be nice to populate the School and strip club with appropriate Zs

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Posted (edited)

Possible, sure.  There is already a template for timid humans. 

 

I dont get the friendly zombies thing though.  You want belly rubs or have them just wander and not attack? 

Edited by xyth (see edit history)

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Basically just like your Survivors but non agressive. Just walking around , not attacking, not destroying blocks, not going into rage mode when they fall...

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The timid template provides for survivors that only attack rabbits.  Have you tested those?  

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love the zombie traders thanks for your work im sure it would not be that simple but maybe just add a little gore/blood to the newly turned zombie traders 

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Posted (edited)

Traders?  None of the humans characters are traders yet as those were difficult to remove from game if they bugged out because they were invulnerable.

 

Pushed another 25 or so custom zombies made by Guppy.  Also included are about 8 additional zombies by Guppy with large bundlesize (over 40 megs per zombie) and these are commented out in both entityclasses.xml and Items.xml, and not listed in entitygroups.xml.  If you have the VRam, and want to use those too, feel free to uncomment them and add them to groups.

Edited by xyth (see edit history)
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Thank's so much Xyth love the Guppy Zombies and was hoping they wouldn't be gone for too long. Your time, effort, and work is much appreciated!

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Posted (edited)

would it be possible to post the packs separated? github keeps throwing me a download failure after 700MB. I can download the files individually but .. thats quite a task :v

EDIT: if someone can just upload the whole pack to another site like mediafire its very much appreciated as well

Edited by danielspoa (see edit history)

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Maybe use the modlancher to pull the packs one by one.

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Pushed update for B177.  Reduced ammo damage to stop crits for 1 shoting players.  Reduced spawning 3x as those previous values were for testing.   Various tweaks.

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Thanks for the update, but after that I caught a bug. According to the quest, he must clear the area of zombies, and here the marker points to the last zombie, but it is not there xD Before that, he ransacked several houses and did not meet a single zombie, it seems that they also did not respawn. Either there is some kind of delay, in general it is not clear. Also in the trailer, out of nowhere, a zombie bear appeared behind me, almost crap. Maybe it's not about the update, of course, but just the game glitched. God knows

Screenshot_386.png

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You may need to start a new game.  Invisible zombies happened in prior updates due to changes in the base game and maps.

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8 hours ago, xyth said:

You may need to start a new game.  Invisible zombies happened in prior updates due to changes in the base game and maps.

I'm tired of starting a new game every time) I rolled back to the previous update, I'll check it in the evening

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That's the price of adding mods during experimental releases.  Many changes will break things as we adapt to TFP codebase changes.  The A18.4 version is stable.  

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Big Mumma to the rescue! lol was placing drones only to discover they didn't do anything except talk (so yea still broken). I couldn't target the Bee drone to pick it up so I shot it and normal sized junk drone burst through the door of my base and attacked me. I don't know weither I died of shock or died laughing.

 

Btw, I'm also interested in that timid human template, where would I find it? Your creature effects gave me an idea that becoming a zombie is curable so I want to  make infected humans who are friendly unless provoked.  

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All the templates are at the top of the entityclasses.xml

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A19 Stable versions of all CPs pushed.  Added a BanditWolf and added a new zombie made by Malacay.  

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just wondering whats the creature pack effects for is it needed for zombie pack and animals

 

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Its not needed for either.  It adds additional walktypes and the infection process to humans.

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