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Milkshakes

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  1. There seems to be an issue when trying to lock/unlock/coding a Door with the mod loaded, it just opens the door instead. When removing the mod it works as usual again. It's a minor bug for SP but raiders can walk in and shoot your face if doors aren't locked, otherwise works great!
  2. I second this, it breaks WotW for some reason.
  3. I haven't seen that, but confirmation would be nice (mind you, TFP wouldn't have to create any new textures; what I'm proposing is more mods). However yes, textures are currently finite and a bit of a black hole that, if addressed, could add significantly more replayability. So it'd be nice to get an official response on whether that feature is planned or (if not) how feasible such an expansion would be. Though seemingly trivial, that is something I believe is worth investigating.
  4. @faatal Hi Faatal, I have a question regarding the painting system 'flipping' run-down broken stuff, houses, even neighborhoods is something I rather enjoy as an endgame activity, and yet the current selection of textures is quite scarce I'm reasonably proficient at texture making and would love to be able to jump on that boat for myself (and others who may feel as i do) so on that note, are there any plans to facilitate the introduction of new textures into the game?
  5. Bug: Robotic Sledge Targeting Priority Game Version: A20 - b238 Platform: PC Video Settings: High/Custom Game mode: SP New Game: Yes Validated Files: Yes Tested without other Mods: Yes EAC: Off Bug Description: After attacking, Robotic Sledges don't quickly disengage combat to re-target nearby entities. -- Furthermore, they visually "track the engaged enemy" well beyond their reach, seemingly fixated on them. Steps to reproduce: Create an obstacle course where Robotic Sledges can force zombies off the path, forcing them to run their way back. (Basically an AFK Base of any sort) Actual result: The first zombie (maybe even the second) will be launched off, afterwards the Sledge will remain engaged with the target until it dies, ignoring new threats. Expected result: Sledge should quickly reset position and discard what's beyond it's reach, dispassionately hitting anything that comes close to them. Bonus 'fun' Bug: Using NPCMod on an existing save (you shouldn't, start a new game!) Sledges will consider pre-existing Robotic Drones as hostile and hit them until you grab them and place them down again.
  6. This is awesome! Are there any plans to limit NPC movement to say, within a land claim, and give them eating/drinking/sitting interactions when they wander around? Even though it doesn't offer great gameplay I'd love to make sort of a 'lively settlement'
  7. Restarting the game and leaving to another chunk doesn't work so.. he really went ahead and spawned a static version of himself. Any way I can rid of the 2nd guy?
  8. I was on my way to sell a few items and after walking in I realized the Trader wasn't actually there. I figured he must have not finished loading in or something, and after ~10 seconds he pops in. Cool. Except.. as I'm heading out I noticed 2 Trader Icons coming from the room; One is coming from below the ground. Turns out Trader Hugh performed some type of cell division and cloned himself, now there's one living on the underground passage below him. This is breaking immersion, can I remove this duplicate entity from the map?
  9. Would this new Cooldown logic also impact sleeper respawns on interiors, like the Stayclear mod does? And if it does, would these interior zombies appear from the outer edge of the map, or (after their cooldown is up) return to their designated prefab?
  10. I love this mod, it's nice to see it updated and kept relevant which I didn't think would happen. Honestly the only one thing I would request for, is a fix for the white textures (specifically the tub) as they are 'glowing' to a certain degree even in complete darkness. The problem has always been present and turned me off from using certain items, which you get to live with when the mods abandoned but now there's hope again! If you could look into that, it would really improve the immersion part 😃
  11. Milkshakes

    A19 NPCs DMT Mod

    I used to think the reload was causing the bottleneck, so yeah maybe. It'd be great if you could look at it, I could make a bunch of aggressiveness/firing-mode presets and put them here for anyone that would care about that sort of thing like I do.
  12. Milkshakes

    A19 NPCs DMT Mod

    However using Walktype 7 (as proof of concept) made made the rest of the code for Burst firing-mode work for my ranged character, as shown in the video. I'd be interested in fixing the existing ones for pistol and rifle to allow similar functionality, those aren't playing nice with the rest of the configs.
  13. Milkshakes

    A19 NPCs DMT Mod

    So Xyth I've tried literally every setting to isolate possible culprits, I can safely say now that the ONLY thing preventing different fire modes is WalkType animations, not sure what changed from A18 to A19 but there's the answer. I'd fix it but I have no idea how to do that, since it's gotta be in the Assembly-Csharp file. burstyguy.mp4
  14. Milkshakes

    A19 NPCs DMT Mod

    That's what I thought, but NPCs keep running straight into Melee Range to shoot me/z's, not sure why. I was able to mitigate that by adding: <property name="AITask-2" value="RunawayFromEntity" data="class=EntityZombie,EntityEnemyAnimal;safeDistance=5"/> (Assuming any type/form of ApproachAndAttack is commented off) When I was experimenting with the default Task "RangedAttackTarget", I learned if you go too close the NPC will resort to melee anyway. While with "RangedAttackTargetSDX, Mods" the NPC will not. This wasn't important, simply an observation.
  15. You mean prefablist for Nitrogen "as is"... or just standalone prefabs? If it's the latter, keep in mind it utilities assets from the mod itself, you'd have to go around striking all of those to get it to work standalone then make a prefablist, not terribly difficult but time consuming.
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