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A19/A18 CreaturePacks - A community entity project

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Hi Guys, currently using Creature pack and Zombie pack... love them. Everything seems work fine but about week into game (level 8 maybe?) and not seen any spiders yet? Are they random placed so maybe not come across their spawn area or do they only appear after my character reaches certain level?  

 
Spiders are in the 0-creaturepackAnimals mod.  Is that loaded?  If so, spiders should spawn at any level in the desert, forest, or wasteland.

 
Could just be randomness, could be the mod isnt loading., could be another mod is editing the entity groups.    Hard to say without more information or logs.

 
anyway to adjust spawns to the creature mods will spawn more then vanilla?

barely seeing any the new zombies , npcs and creatures

 
yes, increase the probability values in the entitygroups.xml files in whichever packs you want to increase the spawning

 
are there any zombies that are completely invisible with no target box? a player's base has one that we can't get rid of it seems like it's in the room we in but we can't find it i fired rifle all around the room nothing getting hit but it's hitting us

 
Not intentionally.  I've seen that in some mods but not the creaturepacks.  Could be stuck in a wall but I never found the zombie either.  You can try using a killall command or leave the area an see if it resets.

 
error when loading 

Code:
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundattack')]"
2021-07-08 21:45:17 
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundhurt')]"
2021-07-08 21:45:17 
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundsense')]"
2021-07-08 21:45:17 
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundalert')]"
2021-07-08 21:45:17 
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundrandom')]"
 
error when loading 

wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundattack')]"
2021-07-08 21:45:17
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundhurt')]"
2021-07-08 21:45:17
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundsense')]"
2021-07-08 21:45:17
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundalert')]"
2021-07-08 21:45:17
wrn xml patch for "entityclasses.xml" from mod "2-charactereffectspack" did not apply: <remove xpath="//entity_class[starts-with(@name, 'npc') and not ( starts-with(@name, 'npctrader') ) ]/property[starts-with(@name, 'soundrandom')]"



@xyth I think this is due to a mismatch in casing? For example, the property name is "SoundAttack" not "soundattack". (That's also the full name so I don't think you need the starts-with command.)

EDIT: Wait - I went to the Git repo and the casing is correct.

https://github.com/7D2D/A19Mods/blob/master/2-CharacterEffectsPack/Config/entityclasses.xml#L114

@Father Where did you get the pack? Is it possible there was some kind of casing conversion happening somewhere? Or perhaps you have an older version?

 
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That is just a warning you can ignore.  The effects pack will say that if the NPC pack isn't also loaded.  I did push a fix for cannula zombie sounds recently and I have no idea if that site updates often.  Use the repo.

 
IS there a way to disable the mech bees?

I've been trying to finish a quest in the shamway factory and they take off and disappear before I can get to the place where they spawn in at.

 
You can easily remove them from the vulture group in entitygroups.xml

Open the entiyygroups.xml file in the mod using a text editor like Notepad++.  At the end of the file you will see these 3 lines:<append xpath="/entitygroups/entitygroup[@name='VultureGroup']"><entity name="mechBee" /></append>Delete those 3 lines and save the file.  Mech Bees will no longer spawn.

 
Hello everyone. How can i modify the spawning rate of human entities in humans pack mod? I feel like is too much, they are litteraly everywhere, that on a 100 square meters i see tons of humans and maybe just 1 zombie, and he is already dead.

Is there in configs an option to change the spawning rate?

 
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