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Thread: NPCs DMT Mod

  1. #721
    Community Moderator xyth's Avatar
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    Quote Originally Posted by mr.devolver View Post
    In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?
    See my revised post above.

  2. #722
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    Quote Originally Posted by xyth
    Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.
    Please tell me you can make this work in DMT version too.

  3. #723
    Community Moderator xyth's Avatar
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    Quote Originally Posted by mr.devolver View Post
    Please tell me you can make this work in DMT version too.
    Anything that can be done in vanilla can be done better in DMT so yes.

  4. #724
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    Quote Originally Posted by xyth View Post
    Anything that can be done in vanilla can be done better in DMT so yes.
    I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.

  5. #725
    Community Moderator xyth's Avatar
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    Quote Originally Posted by mr.devolver View Post
    I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.
    I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?

  6. #726
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    Quote Originally Posted by xyth View Post
    I dont think you understand yet how this will all work. Think of the character pack as a pool of characters with enough xml for them to get into the game. Then modders will make other modlets that will load xml that will reference the characters in the pack and make them work in game as that modder desires. Those can be xpath vanillla compatible modlets or full overhaul mods. The DMT modders also will reference the characters in the pack, but DMT will allow the characters additional functionality that only new C# code can provide. So you can have a basic survivor in vanilla who uses just the vanilla AI or with DMT that very same character from the pack can also be hired and follow the player. Is that clearer?
    Not sure. It kinda sounds like all the current DMT mods - Bandits, NPCs, Wandering traders will be merged into one reduced DMT mod to provide just the extra C# code for features like follow, guard, etc. and the rest will be handled by the character pack modlet. Is that what you mean?

    PS: I'm sorry if my reaction generated a facepalm moment for you, I'm just trying to understand it to know better what to expect in the future. I would like to get as many cool features in these mods as possible.
    Last edited by mr.devolver; 4 Weeks Ago at 02:21 AM.

  7. #727
    Community Moderator xyth's Avatar
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    For the most part that is correct.

  8. #728
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    Quote Originally Posted by xyth View Post
    For the most part that is correct.
    Oh, so we will actually be using both mods (in case of DMT version), right? So that would mean the DMT version will also have those extra characters like animals etc. And I'm not really talking about possible third party mods here, just the base version of the DMT mod created by you and sphereii, because so far I haven't seen many attempts from other modders to build upon these mods.

  9. #729
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    Quote Originally Posted by xyth View Post
    The goal of the Characterpack mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in this DMT version as code is required. This DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs. The bandit mod will be eliminated as bandits will be avilable in both the CharacterPack modlet and the NPC DMT modlet.

    Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.

    I recall your previous comment expressing doubt that the CharacterPack mods functionality could be done, and I'm glad I was able to surprise you after all.
    Well that is a lot more than i could have ever hoped for. i will be patiently standing by for new developments. Though i may forget and start making random requests...

    Not gonna lie, a zombie apocalypse is more fun with friends, or is this more like a gehenna?

  10. #730
    Community Moderator xyth's Avatar
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    Version 2.0 pushed. Mod updated to leverage the new Gen3 CreaturePack Humans. If this proves to be stable I will add in many new NPCs soon.

  11. #731
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    Is there any way to disable fall damage for the npc hired ally? Because when im clearing buildings for some reason they spawn BELOW me like continously and dies.

  12. #732
    Community Moderator xyth's Avatar
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    Quote Originally Posted by kiyokundio25 View Post
    Is there any way to disable fall damage for the npc hired ally? Because when im clearing buildings for some reason they spawn BELOW me like continously and dies.
    Pushed the potential fix in a few minutes. Please test.
    Last edited by xyth; 1 Week Ago at 03:29 PM.

  13. #733
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    Ah buffArmSpraine d there was a gap between e and d in my private message.

    Rediting xml and seeing if it works.

  14. #734
    Community Moderator xyth's Avatar
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    The damage might be coming as a result of the teleport code in the Core, SphereII will evaluate. I also pushed a fix so the NurseNPC has the correct mesh.

  15. #735
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    Quote Originally Posted by xyth View Post
    The damage might be coming as a result of the teleport code in the Core, SphereII will evaluate. I also pushed a fix so the NurseNPC has the correct mesh.
    Aight thanks!

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