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A19/A18 CreaturePacks - A community entity project

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Invulnerable wandering traders is a limit in what vanilla code can do. It's noted in xml documentation. They should not be aggressive to players unless they got hurt then they get a little angry. I will fix that in the next release.
Possible eta? Love this mod so far. World feels way more dynamic.

 
Possible eta? Love this mod so far. World feels way more dynamic.
ETA for what exactly? I haven't gotten much feedback yet and I'm traveling this week so next week I will pull this version and release the base version of the 5 creaure packs. I started the tutorial videos to teach others this character creation method so it might be several weeks after that before folks contribute addition characters to the packs.

 
ETA for what exactly? I haven't gotten much feedback yet and I'm traveling this week so next week I will pull this version and release the base version of the 5 creaure packs. I started the tutorial videos to teach others this character creation method so it might be several weeks after that before folks contribute addition characters to the packs.
As ironxlings85 said, I was referring to the invincible hulk traders. I aggroed one and it spelt the end of that play through. I appreciated the roadmap you just laid though. Excited for the tutorials.

 
ETA for what exactly? I haven't gotten much feedback yet and I'm traveling this week so next week I will pull this version and release the base version of the 5 creaure packs. I started the tutorial videos to teach others this character creation method so it might be several weeks after that before folks contribute addition characters to the packs.
Just the news that you'd be releasing the base version is very welcome news indeed. "Several weeks" is also not very long in the grand scheme of things.

This is really starting to look like a game changer, literally. Can't wait to see where it ends up.

 
As ironxlings85 said, I was referring to the invincible hulk traders. I aggroed one and it spelt the end of that play through. I appreciated the roadmap you just laid though. Excited for the tutorials.
Oh sorry. The work around is to edit the xml so he will not attack the player when he is hurt. I can push that edit when I get back.

 
Planning on pushing the release version of this mod soon, no later than tomorrow. I will need to delete the old creature pack and replace it with 5 new packs:

0-CreaturePackAnimals - Release 1.0 adds a snowfox and a goat

0-CreaturePackFantasy - Adds 2 different "swarms", which are flying things like vultures but more annoying

0-CreaturePackHumans - Various bandits, traders, and survivors

0-CreaturePackMechs - A robot, drone and 2 SphereBots, the avatar of my modding partner SphereII

0-CreaturePackZombies - A Santa zombie and the reference template "Nurse"

I may add a few more before release but these are ready to go now.

It is important that you remove the old creaturepack modlet from your mods folder before adding these modlets, otherwise expect duplicate files and bad results.

As always, these have had little testing so let me know what you find. The xml isnt fancy, as thats not my thing, but it serves to show things off in game, and I expect folks will send me better xml soon.

 
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The packs are pushed to the Repo, First post updated. If you find anything strange, let me know.

 
Nice! I like how you put the goat pic in the center and a bit bigger than the other characters, it show how much you care about them, lol. I'll try it out:tickled_pink:

 
Nice! I like how you put the goat pic in the center and a bit bigger than the other characters, it show how much you care about them, lol. I'll try it out:tickled_pink:
You caught me. That goat was made for my Grand Daughter ;-)

 
Pushed version 1.01 of the Human Pack. Added A new character (heavy trader from trader modlet), added a few more character variants, added some new entitygroups.

 
Pushed version 1.01 of the Human Pack. Added A new character (heavy trader from trader modlet), added a few more character variants, added some new entitygroups.
Planning on adding back the UMA bandits as a separate modlet?

 
Planning on adding back the UMA bandits as a separate modlet?
SphereII and i discussed that but it cant be done for vanilla, it would need new code and DMT to work.

My question to you is, why bother? These new bandits are far more feature packed. They ragdoll, react to damage location, have gore, move smoothly, etc. Only advantage the old UMAs had was they could be easily skinned.

The only difference between these bandits (and survivors, traders etc) from the ones planned by TFP for after gold is they will add new AI tasks. However, using DMT we are adding new AI tasks ourselves.

 
SphereII and i discussed that but it cant be done for vanilla, it would need new code and DMT to work.
My question to you is, why bother? These new bandits are far more feature packed. They ragdoll, react to damage location, have gore, move smoothly, etc. Only advantage the old UMAs had was they could be easily skinned.

The only difference between these bandits (and survivors, traders etc) from the ones planned by TFP for after gold is they will add new AI tasks. However, using DMT we are adding new AI tasks ourselves.
For me I like the look of the UMA bandits in the sense that they seem to fit better in the game imo, with the character model being UMA after all.

 
First impression: entity hit boxes may need more work, but it could just be MY low quality weapons+no skill points, yet. Will level up some and test more. Anyone else confirm?

P.S. - Nothing more humiliating than being killed by a bandit baker, unless there are bandit Italian plumbers in blue overalls with sledgehammers?

 
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First impression: entity hit boxes may need more work, but it could just be MY low quality weapons+no skill points, yet. Will level up some and test more. Anyone else confirm?
P.S. - Nothing more humiliating than being killed by a bandit baker, unless there are bandit Italian plumbers in blue overalls with sledgehammers?
Hit boxes should be perfect, as each limb has a custom collider. so 11 total colliders plus one for largeentitycollisions. The spherebot and the swarms both have very small hit boxes intentionally. Let me know if you experience anything else.

Pushed updates to humans and Mechs. mechs had major issues but should be fixed.

 
Been pushing new versions, most recent added 3 new spiders to the animalpack. Improved human walk animations, and added 2 test banditEves that use the ranged class rather than vomit class so are scary accurate. As they are baanditclass entities the are not in the spawngroups as they will NRE if they enter a trader protection zone.

 
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try to get it on my MP server.... all time

nullreferenceexception object reference not set to an instance of an object.

some one can help ?
Sure, but we will need more information. Please link to a copy of your game logfile. Also, just load the creature packs in your mods folder and remove all other mods then retest. Thanks.

 
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