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A19 NPCs DMT Mod

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In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?
See my revised post above.

 
Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.
Please tell me you can make this work in DMT version too.

 
Anything that can be done in vanilla can be done better in DMT so yes.
I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.

 
I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.
I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?

 
I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?
Not sure. It kinda sounds like all the current DMT mods - Bandits, NPCs, Wandering traders will be merged into one reduced DMT mod to provide just the extra C# code for features like follow, guard, etc. and the rest will be handled by the character pack modlet. Is that what you mean?

PS: I'm sorry if my reaction generated a facepalm moment for you, I'm just trying to understand it to know better what to expect in the future. I would like to get as many cool features in these mods as possible.

 
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For the most part that is correct.
Oh, so we will actually be using both mods (in case of DMT version), right? So that would mean the DMT version will also have those extra characters like animals etc. And I'm not really talking about possible third party mods here, just the base version of the DMT mod created by you and sphereii, because so far I haven't seen many attempts from other modders to build upon these mods.

 
The goal of the Characterpack mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in this DMT version as code is required. This DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs. The bandit mod will be eliminated as bandits will be avilable in both the CharacterPack modlet and the NPC DMT modlet.
Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.

I recall your previous comment expressing doubt that the CharacterPack mods functionality could be done, and I'm glad I was able to surprise you after all.
Well that is a lot more than i could have ever hoped for. i will be patiently standing by for new developments. Though i may forget and start making random requests...

Not gonna lie, a zombie apocalypse is more fun with friends, or is this more like a gehenna?

 
Version 2.0 pushed. Mod updated to leverage the new Gen3 CreaturePack Humans. If this proves to be stable I will add in many new NPCs soon.

 
Is there any way to disable fall damage for the npc hired ally? Because when im clearing buildings for some reason they spawn BELOW me like continously and dies.

 
Is there any way to disable fall damage for the npc hired ally? Because when im clearing buildings for some reason they spawn BELOW me like continously and dies.
Pushed the potential fix in a few minutes. Please test.

 
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The damage might be coming as a result of the teleport code in the Core, SphereII will evaluate. I also pushed a fix so the NurseNPC has the correct mesh.

 
Hey Xyth, got some weirdness for you. Have your NPC+Bandit+Trader mods installed, and when one of them has one of those Pulse Rifle styled assault rifles, every time they fire, it goes three times, spams the log three times with "Asset Bundle XythBanditAmmo.unity failed to load, another asset bundle with the same files is already loaded!" and lags the game really badly. Thoughts?

 
Bandit and trader modlets are no longer valid. delete those modlets and retry. You will get conflicts otherwise. The Basic bandits and Traders are now in the CreaturepackHumans and I will be adding Better Bandits and Better Traders to the NPC modlet soon.

 
Bandit and trader modlets are no longer valid. delete those modlets and retry. You will get conflicts otherwise. The Basic bandits and Traders are now in the CreaturepackHumans and I will be adding Better Bandits and Better Traders to the NPC modlet soon.
I miss those original bandits and NPCs you made. Some of the NPCs would probably fit more into sci-fi genre, but on the other hand the pulse rifle and heavy armor of the boss bandit were pretty cool, like we never know what kind of stuff people may discover in the apocalypse, right? Some top secret "out of this world" military stuff maybe...

 
Bandit and trader modlets are no longer valid. delete those modlets and retry. You will get conflicts otherwise. The Basic bandits and Traders are now in the CreaturepackHumans and I will be adding Better Bandits and Better Traders to the NPC modlet soon.
Ah. Didn't realize. Thought I needed the other two to complete the experience.

 
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