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A19/A18 CreaturePacks - A community entity project

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Harley is no longer a bandit if she uses the survivor template.  Survivors attack bandits, and bandits attack survivors.  The character name is meaningless, its the class property that determines what type of character it is, and then that class is referenced in the AI target properties.

 
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i got that. but the archers keep attacking each other and harley and the vault survivor even if they have the survivor template

 
Unless you changed something, they will only attack members of their own class (The property class, not what they are named) if hurt by that member of their class.

 
As an update, TFP has made HUGE changes to the code underpinning Characters.  Everything works, but several things do not work well. 

As of B157:  Animals work well, most mechs work well, Humans using the Bandit code (need to turn off trader protection) work well.

However, Zombies and normal class Humans have attack sync issues that make then unplayable (IMO)

In the NPC modlet we can add code to fix the issues, and those are working, but things keep changing so I will not update this mod until TFP stops making core changes to entities.

 
Uploaded the Animal and Mech CreaturePacks for testing.  The packs only have the creatures that I have the project files for, so other character authors will need to update the rest of the characters when they can.  

A19 made many significant changes to how entities work, and these 2 packs were the easiest to convert.  I did basic testing on them and they seem good, but likely things like range, attack sync, damage, etc could use a little polishing.  I don't have time for that while wrestling with the Human and zombie changes, so if you make xml improvements please send me updated xml.  Thanks.

 
Thanks for your hard work, xyth! I guess we all will have to wait a bit longer for the best mod to show up in its full glory in Alpha 19.

 
Pushed a minor update to animals and mechs.  Added a Hit tag to the pain states, likely not needed but for OCD reasons.  Added GuppyBug fix for invlid layer index.

 
Code:
However, the two mods seem to have problems for the A19 see console error 2020-07-09T21: 19: 12 54.103 ERR Could not load file '# @ modfolder (0-CreaturePackAnimals): Resources / guppyInsect.unity3d? GuppyInsect.prefab' for entity_class 'animalGuppyInsect'
 
Good news.  I think I can sort the sync issues on zombies and humans.  Seems to work, but might need some tuning in the controller, but I'm no longer concerned that we cant make this work for A19.  Then again, its EXP, so they make make changes that require another fix.

 
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Hey, I just tried out the animals pack, and it worked fine...until today's b163 patch.  I loved all those dog breeds. XD

But after today's update, the creatures would barely spawn.  There weren't any gamebreaking errors or anything, but I streamed for about two and a half hours, and I only saw one eagle spawn, and that was it.  The creatures can still be spawned via the debug entity spawning menu, but where's the fun in that? XD

 
Hey, I just tried out the animals pack, and it worked fine...until today's b163 patch.  I loved all those dog breeds. XD

But after today's update, the creatures would barely spawn.  There weren't any gamebreaking errors or anything, but I streamed for about two and a half hours, and I only saw one eagle spawn, and that was it.  The creatures can still be spawned via the debug entity spawning menu, but where's the fun in that? XD
Thanks for the info.  B163 changed the spawn groups, removing animalsall and sorted others, so likely the balance was thrown way off.  I will check it out and adjust as needed.   Edit:  Woah, they really changed the spawn values on vanilla animals, Like 1 became 40!  Amazing you even saw 1 bird!

 
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Thanks for your hard work (and everyone who contributed to these creature packs, too).  If the Fun Pimps bumped up the animal spawning that much, I'm almost afraid to see what Stallionsden's Invisible Animal fix would look like. 😮

 
Pushed a rebalancing fix.  Since TFP really changed the animal balances, I just tried to keep the new ones using similar values, so let me know how it plays. 

Also rebalanced Mechs.  Thanks again.

 
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Looking good so far.  Though I think you might want to fix the download links on the first page.  They both lead to the A18 mods download page.

 
I will, Thanks again.  Working on Humans now, lots of work building new templates, but folks will be very happy with the results.

 
Packs are all working except one bug to resolve related to the NPC modlet but causing delays in case the bug turns out to be connected to a CPack.  The first release will be for testing so I want to emphasise DO NOT add the testing release to a game save.  The pack will be updated regularly so expect new bugs and save breaks until stable is dropped. Sooooon.

 
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