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A19/A18 CreaturePacks - A community entity project

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Pushed a revert to remove DarkStar's entity updates until we can sort out what when wrong.

 
Pushed new version, but only minor edits for this mod. Mostly added new NPC characters for the NPC mod that are not available in xml for this mod yet. They are emptyhanded versions in case anyone wants to use them as bandits in this mod.

 
Pushed a new version of the zombiepack with one fix (TFP improperly formed an AITask in vanilla on the cop), and added a lot of new spawning groups submitted by our latest community contributor, Chiko! Custom zombies will now spawn during bloodmoons and in other hordes.

 
Just wanted to say I love these mods!!! I play with the animals, humans, and zombies ones. Makes the world seem more, um, "alive"??? Heehee. Anyway, these are "must have" mods for me now. Thanks to all of the contributors.

 
Good to hear your enjoying them. We don't get much feedback, which at times makes us wonder if we should bother. Creatures are a lot of work to make compared to items and blocks. But if folks enjoy them, we will keep going.

 
uuh, I'm not posting much in the forums - but if you need some feedback...

keep up the excellent work - I like it!

:)

 
Good to hear your enjoying them. We don't get much feedback, which at times makes us wonder if we should bother. Creatures are a lot of work to make compared to items and blocks. But if folks enjoy them, we will keep going.
You know I will always love and appreciate your hard work! Please, don't stop working on this, these mods are indeed must have mods for me and I'm pretty sure for many others too. I keep telling everyone to try them. I know I couldn't go back to not using them!

 
I cant even fathom playing the game without this mod, there's your feedback. ;) A question, is it possible to remove the spawn of certain npcs ? Namely the new crawler has to many problems with clipping, and the large soldiers that walk like they shite themselves. Id love to see some of the ravenhearst mobs added too *nudge. ^^

 
I cant even fathom playing the game without this mod, there's your feedback. ;) A question, is it possible to remove the spawn of certain npcs ? Namely the new crawler has to many problems with clipping, and the large soldiers that walk like they ♥♥♥♥e themselves. Id love to see some of the ravenhearst mobs added too *nudge. ^^
Yes, just edit the entitygroups.xml and remove any creature you dont love. That way it wont spawn into the game.

I am not aware that any of the entities in Ravenhurst are using Gen3 creatures, likely that are all gen2 and require custom code to make them work. Those would not be compatible with a vanilla game like these are.

 
Just wanted to say I love these mods!!! I play with the animals, humans, and zombies ones. Makes the world seem more, um, "alive"??? Heehee. Anyway, these are "must have" mods for me now. Thanks to all of the contributors.
I agree! The game is so much better with the added variety of zombies, animals etc.

 
Pushed an update with 4 new guppy zeds. The guppy04 version lacks vehicle collision but is being fixed and will be updated soon.

 
New version of CreaturePackHumans that balances spawning, there were way too many hostile animals spawning.
Weird, during my testing, I haven't noticed any trouble with hostile animals. Oh well, I hope fixing one thing won't break something else. :(

 
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