Does anyone know why I can't spawn and even find in the game new weapons Kora and three-rifle? I use also OXA Prototype, and few other small mods without conflict I guess..
The tools won't work without two programs? that it requires before downloading. Those two programs aren't updated, what should I do?
There was a mistake in the file I uploaded for 2.4.0 that would cause the Vortex install to not work properly. I have posted 2.4.1 as a hotfix so give that version a try.
Файл, который я выложил для 2.4.0, содержал ошибку, которая не позволяла Vortex правильно установиться. Я выложил 2.4.1 как исправление, так что попробуйте эту версию.
Hello!! tried downloading the mod using NMM "mod manager download", not sure if not working due to the update but tilde key doesn't seem to do anything along with backspace. Cheers!
I would assume that is an issue with SimpleModloader since the 1.4 patch did change many assets that SML depends on. I would recommend following the SML authors instructions in the Readme file included in the SML download zip. My guess is that you will have to run the `mod del path_to_modactor` command and then restart the game and run the `mod add path_to_modactor` command for each mod that is having issues being loaded by SML. personally use Vortex but I have tested SML with all of my mods and they work exactly the same using the `mod add` command.
Surprisingly, version 2.1.1 does not work for me, the game crashes on startup. However, version 2.3.0 works flawlessly. Thank you! Also, I have a request for the developer: When playing single-player, if I am within 100 meters of a mission, humans and mutants do not spawn. They only spawn when I am above 100 meters or more in distance. Please fix this if possible.
That is odd, but good to hear the latest version is working OK.
I am working on an override for the spawn prevention when the character is within a "SafeZone" volume. That will be added here in the next few updates if I can find a way to accomplish that effect without outright removing the volume asset that prevents it.
Hi there, just noticed the newest update 2.3.0 removed the techinican npc from spawn? I think the name was NPCTechinicanAll iirc. And also the NPCTraderAll npc.
I believe those were removed inadvertently so I will put them back in with the next update. Until then you can spawn them using the searchbar's debug spawn feature.
1. Click the Human filter button. (make sure it is the only active filter) 2. Type AllTraderNPC or AllTechnicianNPC into the searchbar (Case matters) 3. Press the ENTER key 4. Click the SPAWN button
To get around the AI Pathing stuff for followers, would there be a way to spawn them as A-Life Patrol members with the Player as their leader? Could this be something that would have to be made into like an invisible inventory item? Idk how this fuckin engine works.
Once I finish up this mod feature updates I will begin work on a Follower/Pet mod which will aim to allow adding human and mutant followers. I am sure there is a way to accomplish a follower mechanic, the question is how much implementation is needed to get they Follower Actors to behave appropriately. Even if the game fights me every step of the way we can override the AI objectives by adding a desire to be within X meters of the player which is reinforced on a set interval unless in battle or in a restricted area. If the Actor ever gets too far away then teleport X meters behind the player as a last resort.
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There was a mistake in the file I uploaded for 2.4.0 that would cause the Vortex install to not work properly. I have posted 2.4.1 as a hotfix so give that version a try.
Файл, который я выложил для 2.4.0, содержал ошибку, которая не позволяла Vortex правильно установиться. Я выложил 2.4.1 как исправление, так что попробуйте эту версию.
personally use Vortex but I have tested SML with all of my mods and they work exactly the same using the `mod add` command.
I am working on an override for the spawn prevention when the character is within a "SafeZone" volume. That will be added here in the next few updates if I can find a way to accomplish that effect without outright removing the volume asset that prevents it.
Until then you can spawn them using the searchbar's debug spawn feature.
1. Click the Human filter button. (make sure it is the only active filter)
2. Type AllTraderNPC or AllTechnicianNPC into the searchbar (Case matters)
3. Press the ENTER key
4. Click the SPAWN button
Even if the game fights me every step of the way we can override the AI objectives by adding a desire to be within X meters of the player which is reinforced on a set interval unless in battle or in a restricted area. If the Actor ever gets too far away then teleport X meters behind the player as a last resort.