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A19/A18 CreaturePacks - A community entity project

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That means the reference to the .unity3d files is wrong, which either means the XML is wrong or that the . unity3d is not in your modname/resources folder.

Xyth will be awake in a few hours, I'm certain he will sort it.

 
Idea. Go to my gitlab, grab my solider pack and put the guppyZombieSoldiers.unity3d file into the resource folder of 0-creaturepack-zombie's resource folder.

 
That is the link.

...but I just got a fresh download of the creature pack, ran a fresh game, went to a fresh military base and everything worked fine. You should re-download the creature pack, and/or start a new game.

 
OMG sorry Guppy Cur just re-downloaded the Creature Pack Zombies, and the file size is more ...

:distrust:

It's my internet connection's fault, now the pack works and I can see the military zombies.

the strange thing is that the winrar didn't tell me that the file was damaged.

wtf!

 
Thanks man!😊
Hello! You made an amazing mod, thanks for this project that awsome! But I wanted to ask you about some problems with my game. I'm playing on Navgaze and I've downloaded this mode and don't see any bandits or survivals, zombies as well, I see just animals(some of them). I started to spawn them with debugmenu that was fine but when I spawned them and returned to my base and then went to this spot and they disappear from map at all. I checked this bug or whatever it is for spawning them and flying away for 100m and then returned back and they weren't there as well. What can I do to make them spawn and "live" in my world? Thank you!

 
Soon to be added: 5 soldier survivors DeltaForce, NationalGuard, NationalGuardMedic, ArmyRanger, ArmyDoctor

radio chatter sounds added to male soldiers

burst fire attack added to ranged soldiers to make it easier for them to hit targets

 
the wandering Traders, where do i go to increase the prices of the things they sell?
In the vanilla game folder look for the traders.xml file. Open that and at the top of the file you will find this line: <traders buy_markup="2" sell_markdown="0.2" quality_mod="0.4,8" currency_item="casinoCoin" > Adjust the markup and markdown values until it how you like it.

 
Just pushed new packs, Added new zeds from TSBX, added many new spawning groups so the new zombies appear as sleepers and in hordes. (Not bloodmoon or scout hordes yet though). Animal spawn areas sorted by SaltyAF, new spawn groups added by Kergan.

 
Looks like the Nexus download has a CRC error in the zip, so I grabbed it from GitHub. Keep up the good work!

 
I am confused. Are we getting bandit hordes by default now? Please tell me we do! That would be fun!
Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.

 
Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.
Bloodmoon should be always mainly about zombies, BUT it would be fun if there were also bandits and regular NPCs fighting zombies during bloodmoon, like it would no longer be just about your personal fight, but other humans would fight the zombies too during the bloodmoon, I mean that's most likely what would happen in real life anyway, the focus of bloodmoon should be all humans, good or bad versus zombies, not just you personally and your own base against zombies from all over the world.

The main advantage of adding bandits and regular survivor NPCs into bloodmoon hordes would be that you would have to deal with human enemies that may be smarter and stronger than zombies. Bloodmoon should be a mess like that and no one should be safe during that night, so when the night is over and some bandits are still alive, they may as well decide to take advantage of your casualties and damage caused to your base to raid your base, so ultimately you will have to fight them too, possibly with help of friendly NPCs and survivors.

 
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No bandit roaming hordes yet, I need to xpath the spawning.xml file at some point. We have two new volunteers doing xml things and 3 other people making characters so things are picking up.

 
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