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WinderTP

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WinderTP

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54 comments

  1. WinderTP
    WinderTP
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    Hello there.

    I will no longer be accepting any bug reports regarding broken mods without using the AMUMSS lua script

    Please use AMUMSS before confirming the mod is broken and reporting as such, thank


    Read Preliminary Actions for mod Issue Notices (PAIN) before reporting any mod issues.
  2. Kratorsis312
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    Is it possible to make them buildable/spawnable, like Eucli-ea NPC, but moving around?
    1. WinderTP
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      No
  3. Freedhumanity
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    Any chance you can make some bandit camps that attack bases with creatures from that planet?
    1. WinderTP
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      No
  4. KillJoyDOD
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    In VR, when you talk to one of the walkers you are attached to their feet!!! Fixing this would be great!!! :D
    1. WinderTP
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      we aren't really that familiar with how interaction camera works, you should just switch to rider instead for the time being if it's proving too much trouble for you
    2. WinderTP
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      nvm I went into the file and kinda tweaked it. I dunno how it works in VR so you'll have to try it out and report back, thanks for getting me to find a solution
    3. KillJoyDOD
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      The dialog box is now up on their face but It's attached to their face and they run away with it!!! (rude) Could you stop them from moving when you talk to them or at least attach the dialog box to the player?
    4. WinderTP
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      Not really, the dialog tweaks are largely limited to those two options, unless you've seen a dialog box attached to the player in vanilla elsewhere (in which case please report that to me), or you'd have to deal with it.
    5. KillJoyDOD
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      Well, TY very much for the effort. I know It's hard to make a mod for something you can't try. What about space station NPCs? When you interact with them, the player is aligned with the dialog box! Anything you can copy and paste from there??
    6. WinderTP
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      The dialog box works properly on normal NPCs because they're stationary and the relevant joint data are set up to accommodate them, and when they don't move the dialog boxes look like they stick to you, when in fact it has always been the opposite. They didn't work on Hobos (previous versions of Talkers was using an exact copy of normal NPC interaction) precisely because they move (and have additional data to accommodate for that free movement), and the only code the stops them in their tracks is hardcoded in the feed/pet interaction (used in Riders).
    7. KillJoyDOD
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      Hey! Hey!! Hey!!! We now have the Autophage NPCs to copy and paste from!!! Could you / would you base the "Talkers" part of the mod on the Autophage NPCs?? I'm sure that would fix the mod for PC VR users!!! If you do, I'll test it!! :D :D :D
    8. WinderTP
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      That would not change anything because the two systems for "walking" are separate from each other and do not work the same way at all
  5. brinqteam
    brinqteam
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    Hi. Is there a way to make their spawn rate a math variable or separate them from creature spawns? We use "GCreatures Predators Frequency", with "gCreatures Giants" and even on the Super Rare setting, the talkers are abundant. Close to 15 NPCs spawning in around a 20m radius. I was hoping to see them occasionally as we travel.

    We love your flight mod btw. Fantastic.
    1. WinderTP
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      HoboTown implements its own creature types and it is possible gCreatures does not change it, especially if you're not using the luas for both mods. You can set the Hobos' rarity in the HoboTown lua via HOBO_RARITY, and, if you wanna go more in-depth, the MinGroupSize and MaxGroupSize parameters under BOYOS_DATA's each biome snippet.
  6. biovespa
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    hey thank you for adding nice activity with NPC's - i needed that - the universe needed that :)
    i just use them as cosmetics to add live's into the game - without any fps loss..

    think you can add some Npc Mechs just walking around ?
    cheers
    1. WinderTP
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      Can I? Probably
      Will I? Probably not because I'm lazy and it'd basically just be a skin change for the worse because there ain't variations in the mech model so the proc gen possibilities are non-existent 
    2. biovespa
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      i got it . tnx for reply

      p.s - just some extra info for others
      - i don't use AMUMSS  - and every thing works fine maybe because i only use few mods
      so if any one having problems could be its just a conflict etc .
      just a Tip o7
  7. Norman73Spear
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    Talkers works but seems to be way too many. Anyway, to cut the mount in half... I understand you don't get paid for your work here. I am the king of not getting paid for my work so i cannot donate as i am the s#*! bag holding broke guy lol
    1. WinderTP
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      You can adjust how common/rare the hobos spawn with the AMUMSS script.

      Don't worry about donating, I don't do it for the money anyway
    2. Norman73Spear
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      Thanks
  8. dtrail
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    That's an interesting one! I'm still missing things in this game, like on-foot bounties and combat against NPCs. Looks like this mod is a first step into this direction. Nice :)
    Btw, I'd like to decrease the number of roaming NPCs.
    1. WinderTP
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      First two things are not going to happen. They don't work this way. You can increase the hobos' rarity with the AMUMSS script.
  9. zerokun000db
    zerokun000db
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    Is it possible to make a mod for adding crew members in freighter? hopefully, they also interact and roam around inside the freighter.
    1. WinderTP
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      Possible yes, simple enough to have someone do it, no. NPC walking is pretty complex, completely unrelated to how Hobos work, and I don't get paid to do any of this
  10. DeathWrench
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    I was wondering if a mod like this could be made to add NPC's to the abandoned freighters, perhaps even always attack you. Space zombies?
    1. WinderTP
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      Maybe? I'm only partially familiar with the process in which derelict freighter creatures are spawned (which is very different to normal planetary spawns), and on top of that "horror" creatures are pretty different to normal creatures as well
  11. Algren
    Algren
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    hi Winder is a cool mod but is it possible to reduce numbers of walker for Km2 im litterally surrounded ;)
    to much walker ;)
    1. WinderTP
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      You can tweak it yourself with the AMUMSS script by changing the value of "CreatureRarity", from Common to Uncommon or Rare
    2. Algren
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      ok i try thanks
    3. WinderTP
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      I've added a param for easier access to the rarity in the AMUMSS script too, should prove useful for anyone interested in further tweaking the mod.
    4. Algren
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      ihave modified rarity parameter on lua  but i dont know ho to proceed
      please you can give me an hint?
    5. WinderTP
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      you run BUILDMOD and have it make a pak. you then use that pak along with your version of choice's pak
    6. Algren
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      thanks