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The 8 universal emotions, according to Dr. Paul Ekman, are equal to every human being alive and can be recognized in any culture. They are triggered be specific sets of muscles and are always the same.
They can also be combined, and frequently appear in the form of micro-expressions, and although hard to identify for the untrained eye, they can tell a lot, if not most, of what's going on in our emotional minds.
FlexiPlanes, and other approaches could achieve the same results with faster running speeds, though the systems I've created were fragile, took a lot longer to create, mirror, and any new tweak or alteration would take longer to consolidate.
On the attempt to create dynamic systems, and solving the problems in hand on a short deadline, it was necessary to invest time on the automation of massively repetitive tasks, including the mirroring of systems such as the soft eyes, which wouldn't be possible without the created scripts.
The dynamic curve weight script was created to automate the creation of curves with CV's cluster weights controlled by a Ramp Node. This made possible to mold dynamic neck systems that would bend only in specific parts.
Using the anatomic studies and proportions Blueprints made over Cara Delevingne photographs, it was possible to achieve an interesting level of likeness in a considerably short amount of time of about 5 days. A base mesh was used to speedup the retopology process in Zbrush after sculpting.
It all started with the design process and trying to achieve an aesthetically interesting, functional robot that would work according the human anatomy, while still conveying the feminine shapes of a world class top model.
In order to achieve the Facial and Body likeness of Cara Delevingne, my solution was to study and understand her bone structure, which holds most of the body shapes in low fat humans. The studies were also a way to memorize bones position and names.
During the whole process, constant planning and organization was necessary in order to fulfill the deadline. The project consisted in many different stages and techniques, along with a big level of uncertainty and different possibilities to achieve the desired results.
It was also necessary to keep the progress and ideas as visual as possible in order to communicate with instructors and mentors, explaining in a concrete way many of the abstract concepts that were being utilized in each stage of the development.
You do not need ExpandedAiTasks Code Libary and Loader to run this mod. ExpandedAiTasks Code Libary and Loader is an API for Modders who want to work with this mod's expanded AI in their own mods. If your version of Outlaw Mod and ExpandedAiTasks mismatch, Outlaw mod will not load.
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.
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.
Good people! These men cannot be reasoned with! They were born in bloodshed and shaped in the fires of war. For years it's all they've known. These are not men of peace, and never shall they be. Not while there are cities to sack and villages to plunder. Cities like ours! If you're wise, you'll lock your doors, bar the gates, and keep your weapons close at hand. These are no ordinary criminals, no petty theives or brigands, these are warriors gone astray. Make no mistake, they want what is yours! They were once loyal to our noble lords, who clad them in the finest armor, armed them with the keenest weapons, and versed them in the ways of war! Now they march forth upon our land under the rouge banner of greed and brutality. They may not arrive today, by the morrow, or in months hence, but one day we will wake with an army of turncoats, deserters, and knaves beating down our door. When that day comes, we must be ready to face them! For their triumph means the destruction of everything we hold dear!
These Outlaws are slower than existing enemies, but far more brave and dangerous. They are designed and tuned to challange players who have mid-to-late game weapons and armor or early game players fighting from forts and defensive positions. You need good equipment and a plan to take them down. They are hostile to all other existing Outlaw Factions (Looters, Brigands, and Yeomen). You will encounter deserters less frequently than other outlaws, but they are capable of forming larger and more organized bands that are capable of encircling and raiding player bases and VS Village Settlements. You will encounter both Deserter patrols and Warbands. Patrols are closely resemble other Outlaw groups in their size, while warbands are much larger. If you see a soldier with a flag, you are dealing with a warband.
Hi All! As promised, here is the 1.19x version of Outlaw Mod. I did my best do fix any immediately apparent cosmetic issues and hammer on the AI to make sure everything ported properly from 1.18x. As always, please send me bugs and feedback. In addition to 1.19x updates, I tuned some of the spawn rates: looters were too common in newly generated areas (especially since they are more dangerous now), and poachers were so rare I never saw one in a 17 hour play session. Let me know what you think of the addition of Footpads to Yeoman Groups, they are intended to screen the archers so you can't simply charge them anymore.
Hi All! This is the last batch of changes before I port the mod to 1.19x. This update brings some combat tuning, particularly when fighting looters. As well as backend changes and bug fixes. Most notably, looters once again throw stones, but they now use custom logic that works with the mod's stealth system. As always bugs and feedback are greatly appreciated. Let me know how you feel about the looter changes! Barring any hotfixes for major issues, the next update will be for 1.19x.
Note for Multiplayer Folks as of 1.1.7: I have included a fix for Outlaw spawn scaling on multiplayer servers. In all of my multiplayer testing, it appears to be working properly. If you play with the mod in multiplayer and have experienced mega mobs in the past, please let me know if your issue goes away this version.
Happy New Year Everyone! This version of outlaw mod includes a large number of bug fixes, tweaks, refinements, as well as a deep dive on performance. Hopefully folks will find the mod runs better, works better, and plays better. As always bugs and feedback are greatly appreciated.
Note for Multiplayer Folks: I have included a fix for Outlaw spawn scaling on multiplayer servers. In all of my multiplayer testing, it appears to be working properly. If you play with the mod in multiplayer and have experienced mega mobs in the past, please let me know if your issue goes away this version.
Happy Holidays everyone! I know it's been a long while, but I've finally had the time to come back to Outlaw Mod and release a new version. It's been very exciting to see what the community has done to keep the mod working, and in light of that, I figured it was time for an official update. This version of Outlaw mod updates the mod to Vintage Story 1.18 and makes the Outlaws smarter than ever, bringing stealth gameplay and an overhaul of how Outlaws approach combat. Please send me your feedback and bug reports, I will do what I can to release hotfixes.
After releasing 1.1.1 many players kindly reached out with feedback and bug reports. This is a hotfix for some of those issues. More robust solutions to certain issues will be on the way in the future. Please keep sending in your feedback and bug reports, it helps a ton!
"I could hear them snarling in the darkness, hungry for flesh. Any flesh would do. Fresh or rotten. They were hungry, those beasts. They emerged from the darkness their ribs sticking to their spines. Mange consumed them. I gripped duke's collar tightly. They were the dark reflection of his nature: he was loyal, steadfast, and true; they were vile, feral, and opportunistic. My torch flickered in the howling wind. As the light grew dimmer, they grew bolder. I did the one thing I could do, what any man would do, were he in my shoes. I loosed duke and I ran. I lost my best friend that day. That was many years ago. I haven't been out on the moors since that night. It's safer to just curl up in a bottle and try to forget such things. If I were you friend, I'd ply an honest trade, and never poach on the moors at night." -Edward Hode, Drunkard and Ex-Poacher
The bulk of the work this update was a complete overhaul of the Ai System. Outlaws and Hounds now use entirely custom logic that you won't see anywhere else in the game. This work will allow me to build toward things like Outlaw Raids in the future.
This all boils down to, the better you are doing in a fight, the more afraid the enemy will become. If you aren't doing much better than them, they'll be feeling ok, and if you're really hurting and they have the advantage, they're not likely to run.
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