Hy, did you see the red Raider Girl with the pistol? I found her in my city when I am surching for some food. She looks 90 degree away from me, but she has a strange periphere sight. She see me and shot on me without moving to me and she hits meÂ
Usually I'm sneaking on top of a roof and they still pick me off so hopefully it will get fixed in A21.We had to make lots of compromises for the A20 NPCs. Balancing sight vs sound detection is tricky. Likely you were heard and the NPC failed to rotate to you before firing. Hopefully with A21 bandit code we will be able to do more.
Stealth isnt working as well as we would like, but some modders swap in zombie EAI for bandits and others use the UAI built into this mod for bandits. If your using this mod, then breaking LOS will stop them firing. Stealth alone wont make you invisible. You can make the bandits less accurate with minor XML editsUsually I'm sneaking on top of a roof and they still pick me off so hopefully it will get fixed in A21.
Score Version: 20.6.240.913 suggests a potential fix for stack error on Linux (for Fire Manager), but I'm not sure if you had the chance to test this recently. It seems to have been added about 5-6 days ago and the current version has moved to 20.6.247.1047Yes, vanilla setup works just fine (I should have mentioned that already, my bad!). I also wiped all saves to test vanilla, then wiped all saves to test just the NPCMod, and then just SCore.
I've noticed, and that's a bit strange, since I'm pretty sure a large portion of hosted servers are all Linux-based. Or maybe they no longer are (I haven't gotten a hosted server for... too many years, because I just ended up building my own).
Adding this in entityclasses.xml for Oakraven Modpack and NMM has given a much greater stealthing capability as it calms down the sleeper volumes a lot.I know stealth is pretty much a joke in this game but yeah the LOS does work until I peek out again and their super perception skills see me again ! LOL
I believe @pipermac released some modlets for the NPC community to use, including an animal pack. I am sure I saw a post about it a month or so ago.I would really love it if a group of u modderz could do an animal modlet too loving all your other modlets by the way
Here are some instructions for something you can test:I have a question. I am using a couple mods by Arramus and Oakraven (Bee Hives and Hydroponics) and have run into a problem. According to what I was told the elements from the mods are spawned as entities (snakes). I am using enZombies and NPCMod (with multiple add on packs) so I am venturing a guess that the zombie spawning is preventing the snakes from entering the world thus not allowing the elements for the aforementioned mods. Is there a way I can increase the number of snake spawns in world, if so, what would I need to do. Thanks in advance for any help on this.![]()
Awesome, I will do the editing to the XMLs in the morning (since it is 3am here) lol. Thanks for the quick response too. I can hardly wait to see what you have up all your sleeves for 21.Here are some instructions for something you can test:
1. Go to BeeHives > Config / entitygroups.xml
Change all 3 animalBeeStump prob="0.1" to prob="0.25".
2. Go to HydroponicUndergroundFarming > Config / entitygroups.xml
Change all Mushrooms and Wildplants from prob="0.1" to prob="0.25".
Change DesertPlants to:
      <entity name="animalWildPepper" prob="0.25"/>
      <entity name="animalWildPineapple" prob="0.3"/>
      <entity name="animalWildTomato" prob="0.2"/>
With enZombies and the NPC Add on packs there is a lot of competition for spawning.
This increased probability values should see an immediate impact on the frequency you see them.
If not, add an extra 0.05 to their prob values. Finding a balance can take time.
In addition, there are also some hardcoding irregularities to contend with; list order favoritism, load order, double spawning, and whatever else is going on. The DesertPlants were spawning Tomatoes at a very high rate compared to Pineapples even though they had exactly the same spawning chance. This offset helped to stabilise things.
Rename the mods from oak to start with a z. That should allow them to bypass the spawning changes from enzombies if that's the conflict.ÂOk, I don't know what up, but I currently have everything set to 0.99 and only a couple pop up here and there, and still Zero bee logs. I see zombies dropping over dead for no reason, but they just lay there until they disappear. Is it possible that something is causing the snake entity to spawn in at an exceptionally low rate thus effecting the mod from having the 'materials' to create the logs and plants and such? I am clueless about all this....obviously. LOL
Two full day/night search results will all prob="0.99"
Red Mushroom = 0
Puff Ball Mushroom = 4
Purple Mushroom = 0
Wild Cap Mushroom = 0
Lion Mushroom = 2
Fire Fly Stump = 1
Wild Jalapeno = 1
Wild Turnip = 4
Wild Eggplant = 0
Wild Strawberry = 1
Wild Pepper = 1
Wild Pineapple = 3
Wild Tomato = 0
Bee Stump = 0
Bee Stump 2 = 0
Bee Stump 3 = 0
To bad you can't use Bird nests instead of snakes, there are hundreds (if not thousands) of those all over the place. LOL
Let me know if there is something else I can try. I really want to use the mods as we really enjoy them.
Are the 1-khzmusik_Civilians by Khzmusik mod to hire too?