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Are there more npc than just resident evil ones?
Do they spawn in world, or you have to spawn them?
Can you give them jobs, like in SS, to barricade windows, make farms etc?
This mod looks great!
If I'd not had a proper med kit with plenty of sutures, I would have bled out on the spot - Reminded of why any incarnation of SS (no matter how WIP or buggy) is a great addition to this game!
From my understanding PZNS is the new and improved SSC!? I've always valued performance over everything but the NPCs are utterly immersion breaking. Most unrealistic gun targeting (especially when shooting through windows at distance), unnaturally pivet on a dime to shoot zombies while completely surrounded yet cannot manage to face zombies normally to attack with melee.
I beg for the SSC features to be added :P! I miss the days of making a spartan line and mowing through hundreds of zombies until the brutes come!
I feel bad for them when I'm freshly bathed. Is there a method any knows of to help these filthy NPCs out?
you would need to modify a spawning mod to use a table of names and surnmaes you made and pick a random one
in 'superb suvivor' mods there is a file 'moodles_xx.txt' in the /shared/Translate/ directory which lists many first names.
I wanted to change the first names of the NPCs in your mod but I can't find the file that lists the list of first names; However, the NPCs spawn with a random first and last name...
Where can I find this list please?
Sometimes the animation freezes and the npc get stuck. In the behaviour coding you should clear the timed action queue periodically or create a function to identify stucked npcs.
Sometimes they get stuck in objects, like furnitures and containers, you should prevent spawn in these kind of squares.
For other kind of issues or issues on user-side, will help if you send a video link and the mods used.
Yes, this is pretty much the current state. But for the jobs, the "Guard" and "Companion" are functional, the guards circle around your home-base searching for trouble, the companions follows you and can travel with you in vehicles. More jobs are needed obviously, you can improve by adding directly to the main project, but I think is better to create a mod addon instead. I manage to code a tree chopper in one of my other mods ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3062331905 ), but isn't very good, although do the job.
Hope more ppl get interested on using this framework and contribute to the project, as the B42 seems to not come before the real life apocalypse.
( I not the owner of the project, only made some mods with the framework )
As far as I know, this can only be "fixed" by setting the npcs immune to cold, in vanilla-lua I can't find the function responsible, so I guess is on java code (which is out of scope for lua-modding). In my Hostile NPCs mod (Take No Prisoners, tnp for short) you can find a file named sneezing_fix.lua which do this workaound.
How much of this mod is functional?
Im running JUST the PZNS related mods.
I get the right click context menus for PZNS and TNP.
I can recruit followers using the interact button mod.
I can get them to follow me.
They fight melee in proximity but don't move to attack.
They don't move to attack even if in guard mode.
I can set zones for home and corpse disposal but...
When i set jobs for NPCs, they don't actually do anything?
Just wondering if this is expected behavior for the current state of the mod, or if I've installed it weird.