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A19/A18 CreaturePacks - A community entity project

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Hello! Sorry for my bad English, I use the mods 0-CreaturePackAnimals, 0-CreaturePackZombies, 1-CreaturePackZombies_khzmusik and A Vanilla Firearms Extended, when I go into the game and open inventory there I see some question marks on items when I hover my mouse on these items, I get the description that it meleehandanimalwarwolf, but before installing mods there were ammo 5. 56, if I try to throw or put on this item, the game immediately hangs, can you help me with this?

 
If you add mods to an existing saavegame, it can change the order of items and cause what you describe.  Removing a mod that has items will always mess up a savegame.  The only fix is to start a new savegame.

 
Hello, I can confirm that 0-CreaturePackHumans and 2-CharacterEffectsPack does NOT work for ALPHA 20.

This gives Null Reference errors and also NPC bandits holds invisible guns, that don't shoot either.

It works for A19.5 but not A20.

Will there be an ALPHA 20 version for the packs that you do?

 
We are working on a new version now.  The CreaturePack Mod, the NPC mod, the character effects mod, and NPC dialog mods are all merged into 1 now for A20.  
Awesome! Guys, are you going to take advantage of the drone code this time, or maybe later? I'm sorry, I haven't followed the development of this mod for some time, but I was under impression this was the plan. Is that still the goal?

 
No, we extended the UAI codebase that TFP originally used for bandits.  We will likely snip some code from the drone and reuse that, but since drones have a builtin AI, and flys, its less than ideal base for walking humans.

 
We are working on a new version now.  The CreaturePack Mod, the NPC mod, the character effects mod, and NPC dialog mods are all merged into 1 now for A20.  


Thats great to hear :)  The mods are great.

I only use 0-CreaturePackHumans and 2-CharacterEffectsPack for the bandits. Its a great decoy for the zombies.

Once the bandits are working for A20 then its even better especially if you have zombie sense option set to "All" :)

For A20 will 2-CharacterEffectsPack be merged into 0-CreaturePackHumans pack?

 
For lack of a better mod name,  the 0-creaturepacks and its NPC version are replaced with a single "core" pack named 0-XNPCCore.  It will have 1 dependency mod, the 0-SCore code pack by Sphereii.   Inside the NPCCore will be a male and a female survivor (friendly), a bandit, an animal, and a zombie.  These are all really template characters, fully functional, but there to enable the cores xml templates and demonstrate specific functions that characters can do in game (follow, heal, loot etc. ).   

The idea is that modders can make expansion packs that have these cores as dependencies.   So a modder can make a 1-Spiders pack, which will only include spider characters.  Others might be soldier packs, villager packs, zombie medical staff packs, puppy packs etc.   If you don't like spiders, don't load that expansion pack, or if its in an overhaul, remove that pack.

Each expansion pack will be self-contained to help avoid breaking other mods.  All that is required is the characters files (.unity3d file), and the entityclasses.xml and entitygroups.xml files to add them to the game.  Those entries would only be a few lines each if the modder extends from the templates provided in the NPCCore.  

So in A20 we took an even greater modular approach, that I hope takes off.  

 
No, we extended the UAI codebase that TFP originally used for bandits.  We will likely snip some code from the drone and reuse that, but since drones have a builtin AI, and flys, its less than ideal base for walking humans.


Fair enough, flying humans would be unrealistic, but I do think it would be cool if you could still reuse whatever you can from drones. It's a shame they ditched the attack part of the code from drones, that would be probably a big help. :(

By the way, are you planning to update lockpicking mod for A20, maybe? :o

 
Lockpicking mod works, but oddly the picks break too easily now unless you highly perk into lockpicking.   On the list to fix.

The NPC code has improved even more since that video, so stay tuned!

 
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Just for you devolver, a sneak peak


I love it! Especially that they can now go with you into the trader's area, yay! It seems like they are a bit trigger happy, but that's alright, better that way, at least they will be able to defend themselves better. You know, back in Alpha 18-19, I was trying to keep them alive for long periods of time, but somehow I always failed, they got killed easily, so I definitely like to see that they can now fight better.

Lockpicking mod works, but oddly the picks break too easily now unless you highly perk into lockpicking.   On the list to fix.

The NPC code has improved even more since that video, so stay tuned!
Thanks! Could it be that they changed the lockpicking chances? I remember in previous Alpha that it was pretty hard to open a lock with a single lockpick and you really had to level up that perk to maximum to avoid breaking hundreds of lockpicks lol. I think chances are a bit higher now in vanilla, or maybe I was just lucky so far.

As for the NPC code, it already looks great, I can already see many many more hours of gameplay with that, simply for the fact it gives you so much more to do, so much potential for roleplaying and stuff. 😃👍

 
Lockpicking mod works, but oddly the picks break too easily now unless you highly perk into lockpicking.   On the list to fix.

The NPC code has improved even more since that video, so stay tuned!
Was hoping this was being worked on. One of my top two favorite mods. Love everything I am reading & seeing! Any ETA when the next update will be? Thanks for all you have done for the 7DTD community over the years!

 
Private repo while I work on things.  Pretty much just focused on NPCs since thats a huge undertaking.   Lockpicking will be next, not sure I will release other mods unless there are requests.


Is it true that now we can simply drop the mods into the game and they will / should work even if we don't install DMT? Devs mentioned something about Harmony being a part of the vanilla game so that mods that require it won't need it as dependency, or something along those lines. Since you mentioned that lockpicking should work as is, I was a little bit impatient there and just grabbed Sphereii's latest Core for A20 and dropped it along with the lockpicking mod from A19 into my A20 game. I didn't install anything else and it seems to work, so I guess we don't need to modify game files anymore? That would be super cool AND, if your lovely NPCs worked that way out of the box too, that would be even better. You know, my niece lacks the technical experience, but she wants to mod her game, but when I explained to her how to do it, she gave up, so I guess the easier it becomes, the better for everyone.

 
You are correct.  Properly prepared mods with code can just be placed in the Mods folder and should work as expected.  That is why the CP mod is discontinued in favor of the full featured NPC mod.  

The A19 lockpicking works but it seems to snap lockpicks very easily, and i noticed some artifacts on zoom in on 1 lock, but if you can live with those issues, enjoy.

 
You are correct.  Properly prepared mods with code can just be placed in the Mods folder and should work as expected.  That is why the CP mod is discontinued in favor of the full featured NPC mod.  

The A19 lockpicking works but it seems to snap lockpicks very easily, and i noticed some artifacts on zoom in on 1 lock, but if you can live with those issues, enjoy.
Well, that's a real game changer then! So it seems like we are actually getting back in time in terms of development of this mod. If I remember correctly, you started with a single NPC mod, then you made it to two different mods, one DMT NPC and the other vanilla characters that weren't interactable. Now we are going back to one mod again lol. I guess from long time perspective, it's probably tidier this way, but I imagine it will be a lot of extra work for you. 🙁 I just want you to know it's all very appreciated, I love your mods, you know they are must to have for me!

As for the lockpicks, of course I would love an updated version if possible, that is if the issues that you have mentioned there are something you can fix on your side. I will see how it works in game. Yesterday I tried to open one door on my new character. I only had 3 lockpicks and I broke all of them, but then again it was early in game and I didn't have any points in lockpicking skill yet, so maybe that's why. I haven't found any more lockpicks yet.

 
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