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A19/A18 CreaturePacks - A community entity project

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Small issue: the baker trader fell into my death pit where I do horde nights and now I can't get him out and he is indestructible so I can't get rid of him. Is there a quick edit I can do to a cfg to make him vulnerable and wipe his crusty @%$*#! from my world?

 
No idea on that one.  Likely there is a console command to remove it if you know the entityid number.

 
Thanks for the response anyways. I was hoping since he is a trader something specific made him invulnerable.

While he is a pain he does stay in my pit and beat up on horde night zombies. Silver lining. :D

 
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What makes him invulnerable is the NPCID property that enables the trader functionality.  You could try backing up the game save then remove that property from the trader then you should be able to kill him, but it may 1.  corrupt the game save (hence the backup) and 2. will disable all other custom traders.  Once hes killed, put the property back and restart, but keep that backup savegame handy cause it might corrupt on restarting that version.

 
Thank your very much for this awesome pack. When I use this mod on dedicated server + already existing world, everything works fine, new zombies roaming everywhere, but the radiated zombies are disappeared. Before I added the mod, they were pretty common all around (Gamestage 400+). Is it intentional, or it is because it's not a new world? It looks like the new zombie types somehow erased the possibility of radiated trait, and I miss them.

 
It is not intentional.  We don't remove any vanilla zombies, so not sure whats going on in your case.

 
really liking these packs but could you maybe add a non hostile harley? or more non hostile versions of bandits in general at least to the spawnmenu?

 
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.

 
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.

 
There are two ai packages we can use, but one causes errors at traders, so the crappier one is used.  Hopefully fixed in 19. 

 
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

 
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.

 
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?

 
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