![how to install fnis creture pack how to install fnis creture pack](https://mmosharing.com/wp-content/uploads/2021/04/FNIS3.jpg)
The material index used should be listed in the xml, so modders can do material overrides in xml and know what material they are targeting. TFP is changing to higher definition zombies, so we will conform to what they do when we get to see that. Xyth try to keep most entities under 10 megs. Go for 2k texture maps – 1k additional maps. Keep the characters low/mid poly and watch texture sizes. Additional information on this will be provided in video tutorials.Ĭharacters should have descriptive names to help end users know what they might be loading, so names like SnowFox is good if its a Snowfox, but Mylittlepal would be a bad name for a Snowfox. The xml for each character will be in xpath format and merged into the master xml files for that modlet.Ĭharacters should be built to conform to TFP character standards and best practices as much as possible, and function in game like existing TFP characters do, with included ragdolls, rootmotion and gore. Each of these will be a modlet containing a resource folder of individual. To offer a balance between freedom to choose individual characters and still maintain some organization of kinds of characters, there will be 5 basic character groups: Humans, Zombies, Animals, Mechs, and Fantasy Characters. This is the subject of ongoing discussions, and always subject to revision, but the following are recommended standards for adding new characters to these packs.
#HOW TO INSTALL FNIS CRETURE PACK MODS#
To promote ease of reusing the characters in future mods and modlets, they think some recommended standards are needed. Testing was done on A19 exp and 18.4 stable.Įach submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Nothing in this mod’s xml should change vanilla in a way that collides with other mods but let him know if it does. The mods are named with a prefix of 0- to insure it loads before other mods that will edit the basic xml provided in this core mod. He expect to create a work around for that at some point but for now, look around more. Vanilla footsteps require a C# script to trigger sound events and they can not use scripts without breaking EAC. There are currently no footstep sounds when these guys walk or run. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn’t something you will live to enjoy.īeyond hoping that this pack someday contains 100’s of new characters, Xyth hope some folks develop custom quests and story lines for some of the characters. There are some exceptions, especially on animals, as Xyth just started to explore that controller. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100’s of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. Most characters support all vanilla character features. Once initial testing is complete Xyth plan to teach the development workflow to others. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test.
#HOW TO INSTALL FNIS CRETURE PACK HOW TO#
(A18 version – working on A19 version, but the how to is the same) Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack.