[Mod] Not So Simple Mobs [3.0] [nssm]

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Andrey01
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Fri Jan 20, 2017 13:53

Npx, will you add dimension Paradise(flying islands in the sky) and also with any mobs there?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Fri Jan 20, 2017 14:27

I have one question:How to export file "blend" in format "x"?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Fri Jan 20, 2017 20:03

taikedz wrote:Bug seems fixed in latest version of mobs_redo - update and check :-)


Thank you Taikedz!

I don't know Andrey... We are now working on improving default world mobs, in particular mobs for the savannah, rivers and cold deserts.

If you are exporting one of our models:
In Blender: file>export>DirectX(.x)
Untick the option: Exports Selected Objects Only
After that you have to tick:
-Export Meshes
-Export Normals
-Export UV Coordinates
-Export Skin Weights
-Export Armature Bones
-Export Animations

If you still can't because you don't have the option DirectX in export you have to enable it in the options, but I can't remember how I have done it. You have to search it in the web... Sorry!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by krokoschlange » Sat Jan 21, 2017 08:45

Andrey01 wrote:I have one question:How to export file "blend" in format "x"?

read third post in this: http://blender.stackexchange.com/questions/8740/how-do-i-export-an-obj-to-an-x-file
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by LordNevar » Sun Jan 22, 2017 05:13

taikedz wrote:Bug seems fixed in latest version of mobs_redo - update and check :-)


I got the latest version of mobs_redo and it fixed it.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Sun Jan 22, 2017 21:10

I got the latest version of mobs_redo and it fixed it.

Nice! Thank you for the report
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Thu Jan 26, 2017 22:18

Quick preview:
Image
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Thu Jan 26, 2017 23:16

npx wrote:Quick preview:
Image


:D
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Tue Feb 14, 2017 16:59

In future versions will can the mobs tame?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Tue Feb 14, 2017 17:50

It will be possible, but only for some of them, it still is a very very wip feature.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by echosa » Wed Feb 15, 2017 00:09

Not sure if this is an nssm issue, and mobs redo issue, or something else. I've noticed that when I'm hitting enemies, I can spam-click and hit them a few times, but then they stop taking hits. I have to look at something else then look back at the mob before I can hit them again. I've taken to sometimes hitting once, looking away, hitting again, looking away, just to make sure all my hits land.

I can get a gif or a highlight from a stream if my explanation doesn't make sense and you need to visually see what I'm trying to describe.

Is there a way to fix this issue?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Wed Feb 15, 2017 21:00

echosa - I have never seen that behaviour... is it not sufficient to space out your hits individually per second?

mobs_redo does have some code to make sure that a hit's full power is dependent on the time between hits (to prevent spam hitting be ridiculously effective at super-high frequency), and of course the better the weapon, the shorter the "cooldown" time is ...
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Feb 15, 2017 21:48

echosa wrote:Not sure if this is an nssm issue, and mobs redo issue, or something else. I've noticed that when I'm hitting enemies, I can spam-click and hit them a few times, but then they stop taking hits. I have to look at something else then look back at the mob before I can hit them again. I've taken to sometimes hitting once, looking away, hitting again, looking away, just to make sure all my hits land.

I can get a gif or a highlight from a stream if my explanation doesn't make sense and you need to visually see what I'm trying to describe.

Is there a way to fix this issue?


Taikedz is right as always! There is this parameter called "full punch interval". If you want to hit a mob with all your power you have to wait a little after every hit.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by echosa » Wed Feb 15, 2017 22:55

Hm. I wasn't aware of this. I'll try that sometime and see if it makes a difference.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by bigfoot547 » Mon Feb 20, 2017 18:47

bigfoot547 wrote:Hey! I have an idea! You should add a red panda mob. That would be AWESOME!
+ Example...


And maybe a bigfoot!
+ Example...


Can red pandas be tameable with papyrus, because that is there main food source. (Well not actually, they eat bamboo, so maybe they could eat grass?)
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<bigfoot547> I major in existing. | <RedPanda246> Not every day is good, but there is good in every day.
I, bigfoot, have this special ability to destroy cameras and recording devices within a 5 mile radius of myself. Mystery solved.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by burli » Mon Feb 20, 2017 19:07

I think this mod is a little bit exaggerated. I was attacked before I was able to cut enough wood for a sword
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by jakab » Sat Feb 25, 2017 22:08

hi :)
i reeeaaaly like this mod :D but i am almost searching for 5 hours, and cant find the arena :P help me pls :D im intrested, and dont want to cheat ;)
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Mar 01, 2017 21:20

From the portal, you have to follow the same direction of travelling from the Shire to Mordor!
Good luck!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Mon Mar 06, 2017 15:43

You should add special wings with helping that can will be fly and special coats if use them will become is transparent
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Thu Mar 09, 2017 16:29

Npx, add these sounds for Sand Worms:
https://github.com/Andrey2470T/Sounds-for-Sand-Worm.git
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Wed Mar 15, 2017 18:37

NPX, have you added it?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Tue Mar 21, 2017 17:39

I see in github have many new mobs

Aquatic Horror really looks is horror
Image

Who is such Ahuizatl?
Image

Albino spider looks like Uloboros
Image

Image

Crystal slug looks like a snail
Image

Image

Kele looks like an ostrich
Image

New Pumpkin King now looks is dreader than earlier
Image

River Lord is funny!
Image

Is Salamander lava lizard?
Image

Is Silversand Dragon new main boss instead Mese Dragon or no?
Scorpion has too long tail
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Mar 22, 2017 18:49

Do not spoil the new release's additions!;)
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Mar 22, 2017 22:46

Andrey01 wrote:NPX, have you added it?


We changed the original sound becuse it was too loud, and your sound is very similar to the original one...
If you want to contribute, you could make some sounds for the new mobs that you have found on the Github page!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Azazel » Fri Mar 24, 2017 05:54

Andrey01 wrote:Aquatic Horror really looks is horror
Image


Yes... masterly :)

Andrey01 wrote:Who is such Ahuizatl?
Image


https://en.wikipedia.org/wiki/Ahuizotl_(creature)
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Mon Mar 27, 2017 16:53

npx wrote:
Andrey01 wrote:NPX, have you added it?


We changed the original sound becuse it was too loud, and your sound is very similar to the original one...
If you want to contribute, you could make some sounds for the new mobs that you have found on the Github page!

I would want to do this, but i use AudaCity and i don`t know how to export file from "aiff" in "ogg" yet.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Serh Arien » Fri Mar 31, 2017 19:07

Hi everyone,
I tried this mod on my map to see what kind of mob they were, and no one interested me.
But when i disable the mod, mobs are still on my map ( i can't see them but i got an error for exemple: "ERROR[Server]: LuaEntity name "nssm:crocodile" not defined "
So, is a command exist to delete them ( or disable them)?
Thanks
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Sun Apr 02, 2017 08:37

Serh Arien wrote:Hi everyone,
I tried this mod on my map to see what kind of mob they were, and no one interested me.
But when i disable the mod, mobs are still on my map ( i can't see them but i got an error for exemple: "ERROR[Server]: LuaEntity name "nssm:crocodile" not defined "
So, is a command exist to delete them ( or disable them)?
Thanks

Unfortunately we never developed such a function...
I don't know if maybe in minetest core there is a command to delete certain entities.
Anyway if you have disabled the mobs they should stop spawning...
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by burli » Sun Apr 02, 2017 09:32

There is a mod to remove unknown objects.

viewtopic.php?id=2777

HTH
 

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