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A19/A18 CreaturePacks - A community entity project

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Nevermind i fixed it. I just removed all Modleds and downloaded them again. Only firearms expansion 3 don't work , but the most important mods work so im happy with that.

Thank you so much for support

 
Hello it's me again

I have another problem

Your creature packs are great ,but during blood moon horde zombies doesn't chase me,they just walk around or stand still. Only few of zombies actually attack me. Is there any way to fix that? 

 
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I would need to see the error but my guess is a non zombieclass character is in a bloodmoon spawn group.

 
If there is a character in the bloodmoon spawner with a class other than this: <property name="Class" value="EntityZombie"/> then it likely will blow up on bloodmoons like your seeing.  The class must extend from the EntityEnemy class, so zombies, zombieanimals etc are fine.  Bandits, survivors, etc are not.  The Core has code edits to allow additional classes to spawn, but im not sure those changes were pushed to the public version of the core.

Some mods like War3z all in one add the zombie all group to the bloodmoon spawner.  That will definitely blow up the bloodmoon.

 
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Okay so i have created a fresh new save where i used debugmenu to start another  blood moon horde to see what is going on in the console.(I didn't want to use commands on my main survival save, because survival must be survival so no commands at all,(It's my a bit strange habit XD). So i got this

Console.png

And the problem is still present.

And another question 

Is there any way to prevent Behemot zombie spawning? There are too OP. They destroy every single block with one hit XD

 
Or is there a limit for behemots to spawn during blood moon? I mean 1 during the whole blood moon?(of course in further stages)

 
Hey All!  Wanted to say thanks for the super pack!  Super happy about adding it to my setup.

The one thing I wanted to mention is that I passed over and skipped this mod several times, because the intro front page picture really did not look appealing.  Santa zombie, fallout robot, a goat, and a t-pose farmer just... felt very jokey and random.  I didn't want a circus of weird "funny" stuff, I wanted some legit content that melded in with the game's initial vibe.  

Thing is, this mod DOES have SO much stuff that I was seriously impressed with, I just had no idea when looking at the front page.   I don't feel like it's representative of the entire collection and offering this pack contains.  Maybe this pack is well known enough that it doesn't matter?... but just figured I'd give my two cents from a passer by that almost missed it, haha.

Here's a video of me trying to figure out what this pack actually had, in case it's useful for anyone else:
Video of me spawning things

One thing I noticed was that the sound effects had an unexpected "ranges".  Some birds/bats had absolutely -massive- sound ranges, as you can see here where I fly a large distance away and the sound doesn't diminish at all.
Alternatively, some spawns like the dust storm had the opposite problem:  The sound was way too localized to a random spot in the storm.  Here and here you can see me just wandering the storm, and then randomly stumbling on the storm "center" who's sound unnaturally is super localized to an invisible point.   Was definitely jarring on an otherwise awesome effect. 

Thanks again!  cheers!

 
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Thanks for the feedback.  I watched were you said you were in the center of storm but that was fog I think and not a storm.  The storm or tornado must have been below you.  the storm is a vulture and the tornado is a rabbit type creature.   The birds we reworked several times, but my hearing is poor in high frequency range so i'm a really bad judge of volume on tweeting things.

As far as the advertising, your right, that was an old screenshot of the early days of the pack.  Since there likely wont be a creaturepack in A20, but rather a few smaller packs by different authors, I will just leave it alone for now.

 
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Hello Xyth an mates of the forums was thinking, did you remove the wandering horde bandits?.. Was that the function of the gamestage XML? i have old vercion of humans pack. any comand cosole for test wandering horde bandits?

 
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The bandits and survivors spawn in the zombieall group by default, and at higher gamestages, some spawn as sleepers.  They do  spawn in roaming hordes if that day the zombieall group is used. 

 
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is there any way to make bandits using ak47 and mp5 shoot similar to mechBee? (rapid fire). I am also testing the dmt versions with a friend, we are reviewing how the bullet damage works in the xml but we don't understand it; I would like make bandits run faster any advice? to edit it in the xml?

 
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All the edits are in xml so compare the bee to a bandit and play with the differences until you get the effects you want.

 
Hey Team, 

Love the additions! Great mod packs. I included the zombies, humans, and animals in my current playthrough. 

However, there is this "dog zombie replacement" thing. Veiny mole-headed monstrosity that can take down a metal door with a few hits, take 20 bullets to the face, and then two hit kill me while I'm sprinting away. It's spawning in low level buildings (sometimes two together) early game and that's a bit too intense for me. 

I have little experience with modding ... Is there any way to remove that one zombie without removing the rest. 

Thanks again!

 
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