4 hours ago, khzmusik said:
Welcome, and thanks for the kind words. To answer your questions:
1. If you want, you can get Whisperers to spawn into biome spawn groups as well. Since "advanced" whisperers can't spawn into hordes, I included XML at the bottom of the entitygroups.xml file which will spawn those into biomes. You will need to remove the XML comment tags ("<!--" and "-->") around that XML. In the current version, this starts at line 16965 and ends at line 18592.
That XML adds the "advanced" Whisperers, and if you want the Whisperers to always be enemies, you don't really need those. (It doesn't hurt to use the "advanced" versions, but the "basic" versions are lighter on CPU.) If you want the "basic" versions instead, remove the "npc" prefix from the entity names added to the entity groups (for example, "npcWhispererFemaleKhzMachete" should be "WhispererFemaleKhzMachete"). You can do this in any text editor, using search-and-replace.
2. Unfortunately I am unable to do some of what you want, at least at this time. I create my NPCs using either Fuse or Makehuman, and those have limited clothing options. (The woman with "pasta" for rounds is the closest I could get to a hunting outfit in Fuse). I could re-do those characters, but it would have to be from scratch, and that would take a lot of time.
I am working on an update to those characters, but it won't be to the models or textures - it is to update the AI and to take advantage of new features offered by SCore updates.
If you don't like those characters, my advice is to remove them from the spawn groups in entitygroups.xml. The male doctor is "civilianMaleAgedScrubsKhz", the girl in the red dress is "civilianFemaleYoung5Khz", and the elderly woman with the bullets is "civilianFemaleAgedKhz".
I will probably redo my characters for A22 (especially the rigging - Mixamo is hit or miss), but probably not before then.
Thank you for the detailed explanation and good luck with your future plans!