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Thread: Wandering Traders DMT Mod

  1. #1
    Community Moderator xyth's Avatar
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    Wandering Traders DMT Mod

    Wandering Traders DMT Mod

    Traders.jpg

    Demo YouTube Video: http://youtu.be/JqWvpQ9IUrQ

    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

    https://github.com/7D2D/A18DMTMods

    This is a DMT mod so it must be compiled with DMT. This mod has onel dependency that must be compiled with this mod for it to work properly. These are:

    (Required)
    0-SphereIICore

    Find that dependency mod here: https://github.com/SphereII/SphereII.Mods


    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 xyth; 1 Week Ago at 12:50 AM.

  2. #2
    Ranger
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    oooo i like the look and sound of this! very fancy looking traders too, if thats how they look in game

  3. #3
    Tracker Mumpfy's Avatar
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    looking good xyth.
    chaos indeed helped with the weapons trader backpack, did a really good poly reduction on it.

  4. #4
    Guppycurian Forum Whore Guppycur's Avatar
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    Link the yt vid!

  5. #5
    Community Moderator xyth's Avatar
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    Quote Originally Posted by Guppycur View Post
    Link the yt vid!
    Done.

  6. #6
    Colony Founder DUST2DEATH's Avatar
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    Woooooooooooooo. This is great, it adds much needed life into the world.

    Who needs to clear a POI when you can bait the traders into doing it for you!

    Great job Xyth, Sphereii, Mumphy and Chaos.

  7. #7
    Colony Founder Doombringer101's Avatar
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    Very nice work as always Xyth

  8. #8
    Ranger Necrodemus's Avatar
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    Very nice.

  9. #9
    Survivor
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    Looking fantastic! Installing now. Just a quick question, what folders go into the C:/7 Days To Die/Mods folder? Or do they all go into the SDX mods folder?

  10. #10
    Inventor Alphado-Jaki's Avatar
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    Super cool.

  11. #11
    Hunter dutchplayers's Avatar
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    Sadly it's SDX

  12. #12
    Community Moderator xyth's Avatar
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    Quote Originally Posted by Punisher66 View Post
    Looking fantastic! Installing now. Just a quick question, what folders go into the C:/7 Days To Die/Mods folder? Or do they all go into the SDX mods folder?
    There is a video on how to load and use SDX to compile and install mods. You don't have to manually drag files and folders into the games mod folder like you do with modlets.

    https://7daystodie.com/forums/showth...l=1#post916946

  13. #13
    Survivor
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    No worries, been playing with it for the last 10 hours. Although I haven't found a wandering trader yet. But I can spawn them in.

  14. #14
    Community Moderator xyth's Avatar
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    They should be rare. I did set them up with a map icon so you can see them on the map if you are in an area that has one. The icon disappears when you leave that area.

  15. #15
    Reconstructionist Subquake's Avatar
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    nice one

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