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The Remaining

Updated with sdx content. See latest download.
Mash up of the remaining sdx with wotw done for myself. If anyone wants files i will post em.

More npcs coming(Done): GunshipPilot, SheCreature, Quartermaster(wandering trader), BonegardenScout, BonegardenShaman

To do: deco apcs/tanks should be in tomorrow(lootable)

more sdx guns and items added to military loot

possibly a quest "Take Command" if i can implement it just right(become CIC of army forces)
Yes, please post the WotW files. Great work, thank you.

 
How about Dropbox?
Ive deleted the wotw files as there are still some issues. Once dwallorde puts out a newer version i would be happy to walk you through how to put the mods together. I will probably do it again for myself.

 
Added stronger rare follower Stalker with ak12.

Open to any feedback or suggestions, just because the mod is finalized doesnt mean i cannot add more content.

 
I really enjoy this mod. I have some questions, though.

- Is the starter quest at the beginning supposed to be disabled?

- Is there a certain pattern as to how the NPC's behave. Like, do they lose interest following you after a while?

- Do NPC's spawn in blood moon hordes?

 
Wanted to add a starter quest but im at a loss how to add "kill this npc" in place of kill this zombie to a quest. So there is no starter quest. The friendly npcs wander. The ones with melee weapons will follow you a distance and then wander off, so you have to keep punching them once in a while to get them to follow you to a place. The ranged ones tend to follow you unless something else like a zombie, animal or bandit attracts their attention. Help them to kill whatever it is then they will follow you again depending on how close you are. The plains biome is designed to be a relatively safe haven where you can gather npcs and bring them to a base of your choosing. There are no biome spawns of zombies or unfriendly animals and the cacti have been removed so your followers wont injure themselves by bumping into them. The wandering traders in the plains biomes will not follow you. Npcs only spawn every 55 days, not in blood moon hordes.

 
Okay, cool. Is the plains thing and wandering traders only for the SDX version? Because I'm playing the xml version, and there are still cacti everywhere in the plains.

 
Okay, cool. Is the plains thing and wandering traders only for the SDX version? Because I'm playing the xml version, and there are still cacti everywhere in the plains.
Yes, i added the safe zone, vehicles and extra army spawns there in the sdx version.

 
Okay, it works. Except trader settlements are still bugged; I get NRE errors whenever I'm near them, and they stop when I get away from them. It was going on in 16.3 as well, so it's not because of the TFP patch.

I remember you mentioned wandering traders, so would that have something to do with it?

 
Okay, it works. Except trader settlements are still bugged; I get NRE errors whenever I'm near them, and they stop when I get away from them. It was going on in 16.3 as well, so it's not because of the TFP patch.
I remember you mentioned wandering traders, so would that have something to do with it?
My bad, i forgot to include the fix for that nre. Substitute this block

<block id="1915" name="spawnTrader">

<property name="Extends" value="metalTrussingRamp" param1="DescriptionKey"/>

<property name="CustomIcon" value="metalTrussingRamp"/>

<property name="CreativeMode" value="Dev"/>

<property name="Class" value="SpawnEntity"/>

<property name="SpawnClass" value="followerPilot"/>

</block>

for block id 1915

the traders will be gone but no more game breaking nres:smile-new:

you will just have to deal with the wandering traders unfortunately

 
Since medieval mod is on hold until a17 i am going to work on the remaining again to keep busy.

A group of survivors found a museum where they obtained medieval weapons and armor, allowing them to carve out a home in the forest biome. Plan to add 3 medieval style prefabs by telric, follower npcs including knights, menatarms, archers and a blacksmith trader. Now that i can use npc spawners by bestia with confidence and with telrics knowledge of the prefab editor, the npcs can be added to their communities(prefabs).(Done)

Also, plan to add police npcs to police stations, army npcs to army bases and cannibals to a not as yet determined prefab or prefabs.(Done-except cannibals)

Update for 16.4 and squash trader nre in one way or another, there are a few solutions on the forum, just have to pick the right one for me.(Done)

Possibly add more biome decorations and/or creature entities by sphere, xyth and kaiser.(Done)

Possibly add more prefabs from compo pack fitting the theme of this mod.(Done)

Should be updated in 1-2 days

 
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