Mods / Outlaw Mod Patch for 1.20.*
Author: Maztec
Side: Both
Created: Apr 30th at 10:24 AM
Last modified: Apr 30th at 10:41 AM
Downloads: 1811
Follow Unfollow 94
Latest release (for Vintage Story 1.20.0 and 1.20.9, outdated):
OutlawsMod_1.2.4.zip
1-click install
## Unofficial Update - Outlaws Mod 1.20.*
This is an unofficial update of the Outlaws mod originally created by Grifthegnome, made compatible with Vintage Story 1.20.* versions.
Step into a grim medieval world where Foot Pads and Brigands waylay the roads at night; Looters roam the hills for coin; Yeomen stalk the woods with their bows, Poachers hunt the kings game, Deserter warbands raid towns and villages, and Feral Hounds feast on the corpses of the slain. These outlaws rove in bands and will agressively persue the player or flee you in an attempt to escape justice.
Currently:
- Fight twelve new enemy types based on medieval Outlaw archetypes, each with their own custom behaviors, combat styles, and agendas.
- Custom archer enemies that you can have ranged fights with.
- Avoid being ambush by groups of Outlaws or actively hunt them down.
- Build Symbols of Justice to deter Outlaws from incuring into your lands and to bring law to lawless territory medieval-style.
- Ai Enemies have a detailed morale system and you discover strategies to scare them away.
- Ai Enemies that engage in advanced squad and combat behaviors.
- A full player stealth system for supported Ai.
Initial prototype was based on modified assets from the COB_Bandits mod.
IMPORTANT NOTE FOR MULTIPLAYER SERVER HOSTS: If you are running a dedicated server with multiple players, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75, as this will massively increase outlaw spawning while multiple players are connected to the server. This can lead to unintended negative performance and gameplay outcomes. This value is a per-player spawn rate increase and the default value increases the spawn rate of all mobs by 75% per player connected.
Supported Languages:
English
Russian (Thanks to Automatic_Yoba_Machine)
French
As a community member who enjoys this mod, I've taken the initiative to update it while we wait for an official update.
This is my first experience modifying and updating a mod, so there may be bugs or issues I've overlooked.
I will promptly remove this unofficial version as soon as Grifthegnome releases an official update.
All credit for the mod's concept, design, and original implementation belongs to Grifthegnome - I've simply adapted it to work with newer game versions.
If you encounter any issues, please report them so I can attempt to address them.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.2.4 | 1811 | Apr 30th at 10:41 AM | OutlawsMod_1.2.4.zip | 1-click install | ||
| ||||||
Tried to use this and my game crashed almost immediately. The "ExpandedAiTasks" line is what makes me think it's this mod, as I know the original has some words about it. Anyway, here's the logs to see if it will help with working on it.
Loaded Mods: aculinaryartillery@1.2.5, agiclasses-v0-9@0.9.8, chiseltools@1.14.15, hangingoillamps@1.0.3, justthepepper@1.3.1, meadsmust@1.0.0, prettyLittleThings@2.3.2, primitivesurvival@3.7.6, prospecttogether@2.0.2, silentarmors@1.0.0, soapandlye@1.2.4, swordz@1.1.8, game@1.20.12, alchemy@1.6.51, egocaribautomapmarkers@4.0.2, betterfirepit@1.1.0, betterruins@0.4.9, blocksoverlay@4.4.1, carryon@1.8.0-rc.4, commonlib@2.6.1, expandedfoods@1.7.4, fromgoldencombs@1.8.13, herbarium@1.4.0, outlawmodunofficial@1.2.4, rivers@4.1.0, rustboundmagic@2.4.1, substrate@1.1.2, th3dungeon@0.4.2, creative@1.20.12, survival@1.20.12, vsvillage@2.0.0, xlib@0.8.16, playercorpse@1.11.0, simplevillages@1.0.1, stonequarry@3.4.3, wildcraftfruit@1.3.2, wildcrafttree@1.3.0, xskills@0.8.17, rustboundmagicxskills@0.2.1
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.ownPosRepulse'.
at ExpandedAiTasks.Behaviors.EntityBehaviorLODRepulseAgents.OnGameTick(Single deltaTime)
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1106
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 602
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 103
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Please update this mod!
The mod doesn't work on version 1.20.12, could you update it to a newer version?
When I downloaded it, all I got was the dumb hounds which just kept letting me kill them. Im hoping someone can fix this mod soon :(
Oddly i haven't seen any outlaws spawn at all, i even got past the no monster spawning time period and haven't found any of them spawning, i do have biomes mod enabled, and i turned off rust and rot after reading it caused problems for others.
Okay so the mod is very unstable, after a few days its caused CTDs without even showing in logs whats caused it, I only fixed the CTDs by removing this mod.
yeah I'm surpised this doesnt have spawn rates specific to this mod, but so far I havent found it replacing every mob. I do have issues though.
The AI is very very off, for some reason I can just walk right up to feral hounds and attack them. And the human bandit AI, they will uselessly run around in circles before attacking me. It's bizzare, and so far all the mobs have been FAR too easy and unthreatening.
Seems to conflict with the Rust and Rot mod a little bit. I don't have and logs anymore so I'm not sure how much help this'll be, but my game crashed whenever I would load the Rotten Blackguard mobs. Once I disabled this mod the Rotten Blackguards loaded and everything worked again. Oh and is there a way to adjust the spawn for only the mobs from this mod? Outside of that, great work and thanks for making a patch!
Ryumachinae Done
Can you either add the original mod description OR link to it directly from yours?
JorhorganMudcast, did you modify the spawnrate of the mobs in the basegame ? You dont have Any other vanilla mobs spawning?
Like the original mod, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75
the outlaws seem to be dominating the spawn pool, i'm only seeing either outlaws or hounds, no wildlife. is this intentional or is this something on my end?
I cant wait to try this, thank you!
I didn't tried with this mod but i think it will, let me know!
Compatible with the Bioregions mod?