Darkstardragon
New member
Got a newly equipped npc for ya devolver:
That's because you have to kill females and see if they drop a baby item, which then spawns the animal.They probably arn't set to spawn; Khaine has been testing animal husbandry in his Darkness Falls' Experimental.
I'll look into adding them to spawning.
Only Darkness Falls would corrupt a peaceful implementation of such a mild mannered creature.....That's because you have to kill females and see if they drop a baby item, which then spawns the animal.![]()
Looks good, the more survivors, the better. The game looks much better with all kinds of different people roaming through the game world, trying to survive.Got a newly equipped npc for ya devolver:
Don't compile the Hals DLL fixes if your compiling with DMT.View attachment 28416
After update to 17.3 i can't compile.
How do you think we can resolve that problem?
You should be grabbing from https://github.com/SphereII/SphereII.Mods/ for DMT / Harmony.View attachment 28416
After update to 17.3 i can't compile.
How do you think we can resolve that problem?
good newsOnce the NPC code is ... "stable" .. I'll port the bandits and traders over to the NPC codebase so factions will apply across all of those types.
i agree with the no damage from traps if they arent pathing to avoid themAdded in some code today to make the NPCs immune to trap damage. I couldn't get them to path around it, so I just took out the damage for it. We can fine tune it further if we need too, like only take damage if you have a player as a leader, so that bandits could still get injured.
An NPC that does not have a leader isn't really any dumber, so to me, tonight, it makes sense not to injure them at all. maybe they are moving carefully through them.
Also, I gave a UMA a try:
With the right changes to their XML, they can use EntityAliveSDX, and can follow orders. Animations are still zombie like, but might work for tweakers? Pet zombies?
Sounds promising. Sorry, I wasn't able to test much lately. Did you release that update or it's still in testing stage? I opened Mod Launcher and I can't see any update button.Added in some code today to make the NPCs immune to trap damage. I couldn't get them to path around it, so I just took out the damage for it. We can fine tune it further if we need too, like only take damage if you have a player as a leader, so that bandits could still get injured.
An NPC that does not have a leader isn't really any dumber, so to me, tonight, it makes sense not to injure them at all. maybe they are moving carefully through them.
Also, I gave a UMA a try:
With the right changes to their XML, they can use EntityAliveSDX, and can follow orders. Animations are still zombie like, but might work for tweakers? Pet zombies?
Animations are tied to their animation avatar, which basically defines their skeleton and where all the bones connect to the animation itself. We don't have the UMA avatar, so we can't apply custom animations to it.Sounds promising. Sorry, I wasn't able to test much lately. Did you release that update or it's still in testing stage? I opened Mod Launcher and I can't see any update button.
I thought those UMA characters could use the same animations like NPCs? I guess I was wrong. But there are also non-zombie UMA characters in the pack. Maybe those could be still used. And who knows, if they ever add the official bandits, maybe they will make it easier for this mod?
Do you have a modlet available that includes all of the settings to generate them? We may be able to 'fix' them using EntityAliveSDX.Yea, the uma npcs dont work anymore unless you make em zombie types or "tweakers" lol.
I have a modded game that has static uma npcs only. Dont see the point though if they only animate when given zombie class and even then lookDo you have a modlet available that includes all of the settings to generate them? We may be able to 'fix' them using EntityAliveSDX.
But was it tested if they can only have zombie animations? I thought UMA NPCs could have the same animations like player characters.I have a modded game that has static uma npcs only. Dont see the point though if they only animate when given zombie class and even then look really janky.
So how can I fix that?Besides the Maslow NRE your getting, I see this as well:
Looks like that file might be loaded twice.
- 2019-05-17T11:40:52 8053.080 ERR Loading AssetBundle "d:/Hry/7D2D/Alpha17/My_Mods/Game3/7DaysToDie_Data/../Mods\Xyth Wandering Traders/Resources/XythAmmo.unity3d" failed![/color]
- 2019-05-17T11:40:53 8053.766 INF Entity 3365 killed by 2746.[/color]
- The AssetBundle 'XythAmmo.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.