xyth
Community Moderator
Wandering Traders DMT Mod

Demo YouTube Video:
Description
A mod that introduces wandering traders into the game.
This mod adds 4 new traders to the game. Unlike vanilla traders, they spawn outside of trading posts, and wander the game world. The will attack all enemies (Zombies and dangerous animals), and will attack the player if they are damaged by the player. Unlike normal traders, they can be killed and will drop a specific loot container. Unless actively alerted and approaching a target, they will stop when the player comes into range, put away their weapon and invite you to trade or do tasks. Each trader has a different inventory, configurable in XML. As setup now, one sells mostly weapons and ammo, the next sells science stuff and meds, another food, and the last sells general items.
Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable.
Spawning is handled by adding all 4 as a rare spawn to any "friendlyanimal" spawn group. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well.
Installing
This mod is retired and replaced by the creaturepacks modlets
Change Log
Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding
Version 1.7 : Converted to faction based targeting, improved aim
Version 1.6 : Added ModInfo.xml to work around DMT bug
Version 1.55 : Dedi animation fix
Version 1.52 : Bleeding fix
Version 1.5 : A18 version
Version 1.34 : Removed zed buffs from weapons
Version 1.33 : Added Food trader to spawn
Version 1.31 : Added dependency for Patch_Entity to fix a bug
Version 1.3 : Animation polishing pass.
Version 1.20 : Added food traderVersion 1.10 : Stable Release. Added BP Tags to hopefully remove trap errors. 7D2DLauncher test version added.
Version 1.03 : Fixed an incorrect dependency.
Version 1.02 : Added AITasks and Targets for Bandits
Version 1.01 : Added those 3 mods as dependencies in mods.xml so you can't build without those enabled.
Version 1.00 : Initial release
Known Issues
The traders ability to hit non-player entities at a distance was impacted by A18 projectile collision changes. SphereII and I will look into fixing this in a future release.
The left hand position of the Heavy Trader is off on most animations. It doesn't look too bad, and I might clean that up eventually. That's a consequence of saving time by reusing animations tuned to the weapons trader. As Guppy often says...good enough.
Some minor sliding in and out of animations might still remain, especially when doing the kneeling to fire sequence. That's a tricky combination of animations but should be good enough. I plan one more tuning pass on final release.
Credits
First, to SphereII for putting up with my annoying him to create the wandering trader class. I hope this is the first of many custom entity classes.
And a shout out to Mumpfy who edited the base meshes and retextured these 3 new entities. Chaos also made one of the backpacks, but I'm not sure which. Thanks guys!!!

Demo YouTube Video:
A mod that introduces wandering traders into the game.
This mod adds 4 new traders to the game. Unlike vanilla traders, they spawn outside of trading posts, and wander the game world. The will attack all enemies (Zombies and dangerous animals), and will attack the player if they are damaged by the player. Unlike normal traders, they can be killed and will drop a specific loot container. Unless actively alerted and approaching a target, they will stop when the player comes into range, put away their weapon and invite you to trade or do tasks. Each trader has a different inventory, configurable in XML. As setup now, one sells mostly weapons and ammo, the next sells science stuff and meds, another food, and the last sells general items.
Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable.
Spawning is handled by adding all 4 as a rare spawn to any "friendlyanimal" spawn group. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well.
Installing
This mod is retired and replaced by the creaturepacks modlets
Change Log
Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding
Version 1.7 : Converted to faction based targeting, improved aim
Version 1.6 : Added ModInfo.xml to work around DMT bug
Version 1.55 : Dedi animation fix
Version 1.52 : Bleeding fix
Version 1.5 : A18 version
Version 1.34 : Removed zed buffs from weapons
Version 1.33 : Added Food trader to spawn
Version 1.31 : Added dependency for Patch_Entity to fix a bug
Version 1.3 : Animation polishing pass.
Version 1.20 : Added food traderVersion 1.10 : Stable Release. Added BP Tags to hopefully remove trap errors. 7D2DLauncher test version added.
Version 1.03 : Fixed an incorrect dependency.
Version 1.02 : Added AITasks and Targets for Bandits
Version 1.01 : Added those 3 mods as dependencies in mods.xml so you can't build without those enabled.
Version 1.00 : Initial release
Known Issues
The traders ability to hit non-player entities at a distance was impacted by A18 projectile collision changes. SphereII and I will look into fixing this in a future release.
The left hand position of the Heavy Trader is off on most animations. It doesn't look too bad, and I might clean that up eventually. That's a consequence of saving time by reusing animations tuned to the weapons trader. As Guppy often says...good enough.
Some minor sliding in and out of animations might still remain, especially when doing the kneeling to fire sequence. That's a tricky combination of animations but should be good enough. I plan one more tuning pass on final release.
Credits
First, to SphereII for putting up with my annoying him to create the wandering trader class. I hope this is the first of many custom entity classes.
And a shout out to Mumpfy who edited the base meshes and retextured these 3 new entities. Chaos also made one of the backpacks, but I'm not sure which. Thanks guys!!!
Last edited by a moderator:
