How much damage do the random weapons do like the pipe, broken glass bottle, rapier, crowbar and the rest? Or are they just for looks?
mouse over them, and it'll tell you (1.6.2 version) and then +1. most of them are looks though
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Would you consider adding an option to exploding projectiles that allows you to alter the blast size and still not destroy blocks? Right now I can make a non-destructive blast, but it's horribly tiny.
Noppes, do you need any more skins? I have improved in making skins and would like to use my new skill for the mod. Just tell me what textures you need most. I would be glad to help you.
Noppes, do you need any more skins? I have improved in making skins and would like to use my new skill for the mod. Just tell me what textures you need most. I would be glad to help you.
Well textures for everything besides humans would be appreciated.
Could you add something that detects mod mobs and adds them to the list of Models?
i can understand what your suggesting there, not sure if it would be easy though
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
To anyone wanting to make a transparent, ghostly NPC, find and select the texture you want to be transparent for the texture overlay, then create and use a blank skin for the base. If you don't understand what I mean by a 'blank skin' save this clear image and then move it into your
.minecraft/assets/customnpcs/textures/entity
then select use it as the texture
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
NPC resistances only apply to players attacking that NPC, not other NPCs' or mobs
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/27/2012
Posts:
383
Member Details
Please make the models pluggable. No point in hardcoding this list, can you make it so there is a config file that allows us admins to load the models we see fit? I wanted to remove a certain model and the easiest way I found was to replace it with other class.
Please make the models pluggable. No point in hardcoding this list, can you make it so there is a config file that allows us admins to load the models we see fit? I wanted to remove a certain model and the easiest way I found was to replace it with other class.
This would allow you to load other models as well as remove those you don't want.
I see no point to removing models, Im sure noppes sees the same (just don't use them) , but content packs with new models may be implemented in the future.This factions menu bug has reappeared! Just like magic i think, remember this?
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I see no point to removing models, Im sure noppes sees the same (just don't use them) , but content packs with new models may be implemented in the future.
It's a matter of taste. Some people don't like some things. Having the option is always good. And pluggable models is the way to go.
I don't think thats possible, the npc recipes are created in game, and stored separately in the world save. Thus they are external. NEI can only, as far as i know, load internal recipes from mods or jar changes/additions. Noppes and Darksignal are great modders, so they might find a work around, otherwise, sorry
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
It's a matter of taste. Some people don't like some things. Having the option is always good. And pluggable models is the way to go.
I know what you mean, but having an option to remove models instead of not using them is kind of a waste of time. But, I though of a work around, if Noppes and Darksignal consider it. Have all the models as additions to the base custom npc mod. that way, some can be removed, some can be added, pretty much like flans mod system
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Yup there is. Simply create a /assets/customnpcs/sound folder and put them in there
Want to support me? Become one of my patrons:
Well textures for everything besides humans would be appreciated.
Ive been busy with my other mods so no big updates from me, and darksignal has been busy with school so nothing so far from him either.
If you add sounds you do need to restart minecraft.
Want to support me? Become one of my patrons:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
.minecraft/assets/customnpcs/textures/entity
then select use it as the texture
EDIT appears only to happen with moving path npcs
Something like CustomNpcsModels.cfg
Which would be translated to:
This would allow you to load other models as well as remove those you don't want.
It's a matter of taste. Some people don't like some things. Having the option is always good. And pluggable models is the way to go.
Why would that be necessary? YOU created the recipes yourself, it should be easy enough to remember them...