xyth Posted September 10, 2020 Author Share Posted September 10, 2020 (edited) If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. Edited September 10, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted September 12, 2020 Author Share Posted September 12, 2020 small update, removed humans from the zombienight spawn group as some mods were using that group on bloodmoons causing errors. Link to comment Share on other sites More sharing options...
danielspoa Posted September 15, 2020 Share Posted September 15, 2020 Xyth, I have for sure I saw something about reducing their ranged accuracy (humans pack) in xml, but that was long ago.. I recently installed it on my server but I can't seem to find that setting. Can u confirm its possible to alter their accuracy and where we do it? Link to comment Share on other sites More sharing options...
xyth Posted September 15, 2020 Author Share Posted September 15, 2020 On the weapons and the ammo there are these properties: <passive_effect name="SpreadDegreesVertical" operation="base_set" value="x.x"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="x.x"/> Higher values cause more random spread of the bullets, which will tend to result in misses with greater distance. I think the Gun values might be the first to adjust. I noticed in vanilla these values are sometimes on the guns or on the ammo, or on both, so I put the values on all but didnt test extensively. They are pretty accurate as is right now so increasing the values might help. Link to comment Share on other sites More sharing options...
durgah Posted September 15, 2020 Share Posted September 15, 2020 Thanks for working and maintaining this mod. It has changed the whole way I play the game and it added much needed creature variety that the core game (IMO) is missing at the moment. It definitely has led to more play time. Link to comment Share on other sites More sharing options...
xyth Posted September 16, 2020 Author Share Posted September 16, 2020 4 hours ago, durgah said: Thanks for working and maintaining this mod. It has changed the whole way I play the game and it added much needed creature variety that the core game (IMO) is missing at the moment. It definitely has led to more play time. Thanks. I wish I had more time to customize each character, but the intention was for folks to take these characters and xml mod them to suit. There is quite a bit of variety in the pack, but if something is missing just let me know and I can probably add it. Link to comment Share on other sites More sharing options...
danielspoa Posted September 16, 2020 Share Posted September 16, 2020 19 hours ago, xyth said: On the weapons and the ammo there are these properties: <passive_effect name="SpreadDegreesVertical" operation="base_set" value="x.x"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="x.x"/> [..] They are pretty accurate as is right now so increasing the values might help. it worked! And I agree, they look super accurate hence why I wanted to change it my other question is on their approach, even after getting in range they keep running towards you like they want to get in the exact same block you are. Is it possible to make them stop when in max range to just attack? thats requires dmt correct? with durgah there, it definitely improved our game! Im using creature/human/zombie packs 😎 Link to comment Share on other sites More sharing options...
xyth Posted September 16, 2020 Author Share Posted September 16, 2020 (edited) Unfortunately, for vanilla compatibility we only have vanilla AITasks to work with. Since the ranged code Im using was written back before A16 and not updated since, it has a lot of limitations. So the ranged task only interrupts the approach and attack task, so they will get up into melee range. The NPC modlet which is the DMT version adds new AI functions and the characters attempt to maintain a ranged distance. If you discover better values for the weapon spreads, please let me know and I will add those to weapons/ammo xml. Edited September 16, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
danielspoa Posted September 16, 2020 Share Posted September 16, 2020 can u link this npc modlet? Link to comment Share on other sites More sharing options...
xyth Posted September 16, 2020 Author Share Posted September 16, 2020 https://community.7daystodie.com/topic/12912-a19-npcs-dmt-mod/ Link to comment Share on other sites More sharing options...
Reckis Posted September 17, 2020 Share Posted September 17, 2020 On 9/16/2020 at 4:55 AM, danielspoa said: my other question is on their approach, even after getting in range they keep running towards you like they want to get in the exact same block you are. Is it possible to make them stop when in max range to just attack? thats requires dmt correct? I think this is a problem with the vanilla game, been seeing this behavior from the vanilla z's as well, with or without this mod. Link to comment Share on other sites More sharing options...
MeredithS Posted September 19, 2020 Share Posted September 19, 2020 (edited) Hi there. I seem to be missing icons for the bandit guns. I looked into the Humans and Mech packs but Im not entirely sure what I'm looking for. I can see the Tier number and description for the gun in the creative menu, I can use it and the gun appears but there's no icon for it in my inventory or menu. It's the same with the bee drone too. Im not familiar at all with modding so I hope this makes sense. I've installed Humans, Mechs, Zombies and Animals as well as the effects pack. Point me in the right direction? Thanks! Edit: Are the guns that start with Bandit like: gunbanditHsniper_b (the ones that have no icons for me) are these guns just NPC guns from the mech and humans, and are not guns that players can loot? When I pick one of these to use, the ammo supply is unlimited. Bandit guns are not for use by players due to the unlimited ammo setting needed by the bandits. Edited September 20, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
strummer_92 Posted September 20, 2020 Share Posted September 20, 2020 Hi folks Despite is a zombie game, I play 7dtd on lan with my brother with zombies off (PVP, being just us and the environment the enemies). Just to clarify: I've just downloaded the animals and humans packs. My doubts are: In order to allow the human npc respawn (be they hostile or not) is it just enough the set'em only as "IsEnemyEntity=false" just like we do with Hostile Animals? Or I also have to change the npc class? I started playing yesterday and, at day 3, still didnt see any new animal or npc. Besides that, overcome this stage, to increase the chance and volume of respawn, where do I change? entitygroups.xml in Mods folder or the Data's one? Thanks in advance Link to comment Share on other sites More sharing options...
strummer_92 Posted September 20, 2020 Share Posted September 20, 2020 in others words, I mean: can I play against NPCs (bandits, soldiers, etc) setting enemy spawning as "off"? If do, how? Link to comment Share on other sites More sharing options...
xyth Posted September 20, 2020 Author Share Posted September 20, 2020 To change the enemy behavior of characters, change what template is used. There are bandits templates for enemies and survivor templates for friendlies. Link to comment Share on other sites More sharing options...
xyth Posted September 22, 2020 Author Share Posted September 22, 2020 Small update to the zombie pack. Snufkins noticed some zombies were using vanilla hands which results in attack sync issues. 1 Link to comment Share on other sites More sharing options...
arramus Posted September 23, 2020 Share Posted September 23, 2020 @xyth Would it be permissible to distribute the Behemoth into a standalone modlet? I read the introductory post on Terms of Use and as the requisite unity.3d file is tagged to you, I wanted to check on its term of use. My aim was simply to restrict the Behemoth to the Wastelands so it wouldn't impact on other biomes and would just add to the suspense and horror for that area. Link to comment Share on other sites More sharing options...
xyth Posted September 23, 2020 Author Share Posted September 23, 2020 Yes that's fine. The CreaturePack characters are a modders resource so just mention the creaturepacks in your credits and you are good to go. 1 Link to comment Share on other sites More sharing options...
arramus Posted September 23, 2020 Share Posted September 23, 2020 Much appreciated. I have added credits in all the xmls which I've simply 'vampired' and will ensure the same for the forum posting. Link to comment Share on other sites More sharing options...
arramus Posted September 24, 2020 Share Posted September 24, 2020 (edited) Just testing out the Behemoth and also a nice light sabre that was in the A19 collection. Spoiler Training for the Behemoth. Painful but could just survive. I see what it did to that tree. The stand off. It was a swift ending, at least. Edited September 24, 2020 by arramus (see edit history) Link to comment Share on other sites More sharing options...
Kevin1000 Posted September 25, 2020 Share Posted September 25, 2020 great looking mod only prob is i have no idea how to download it from that github link can someone help me Link to comment Share on other sites More sharing options...
arramus Posted September 26, 2020 Share Posted September 26, 2020 9 hours ago, Kevin1000 said: great looking mod only prob is i have no idea how to download it from that github link can someone help me I got the whole lot by clicking on the green 'Code' tab, and then clicking on the 'Download zip' option. It takes a while as it downloads the whole repository. It meant I could get in some light sabre action though. If these aren't visible, as it does get a bit buggy at times, this is the direct download link. https://github.com/7D2D/A19Mods/archive/master.zip Link to comment Share on other sites More sharing options...
Souhank Posted September 30, 2020 Share Posted September 30, 2020 Hi everyone, I don't know if I should ask here but I also asked the creator of the wesland mod too, when I use both modles of the wesland and creature pack humans, all entities that use ak47 stop firing, only ak47, but the wesland bandits work well with the ak47 could someone tell me why this happens is there any way to fix it? Link to comment Share on other sites More sharing options...
bdubyah Posted September 30, 2020 Share Posted September 30, 2020 No need to spam this question all over the place, man. Pretty sure it's on my end, so no issues here. 1 Link to comment Share on other sites More sharing options...
Souhank Posted September 30, 2020 Share Posted September 30, 2020 7 hours ago, bdubyah said: No need to spam this question all over the place, man. Pretty sure it's on my end, so no issues here. Sorry i dont have idea when you reply me ops Link to comment Share on other sites More sharing options...
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