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Everything posted by sphereii
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During my work on Winter Project to refactor it for DMT / Harmony, I also fixed up the Zombie Transmogrifier, which was a key mod for A Better Life to work. The Mod Launcher should support the DMT builds, so it should all work. You'd have to start from a completely new install though, since DMT can't take over from an existing SDX install.
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Sounds like an issue with your connection to the update server (github). Any new anti-virus updates or firewalls?
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rucky was working on his configuration today, so I imagine things will stabilize in a bit.
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Can she ask the NPC to Tell her about themselves, then grab the log file on what they are saying? Be interesting to see what their Leader ID is set too, and what her id is
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Click on View -> Open Configuration File. Close the Mod Launcher, edit the Configuration and save it. You'll want to change the Location= under the [Global] section at the top.
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Some internet connections have filtering. Try click on Disable SSL, and try it again.
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Sorry for the trouble. Do you have SSL disabled in the mod launcher? Seems like it struggled to find the Alpha versions.
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Thank you for the log. This is the only thing that stands out. Can you check what your GameName is in the SaveConfig.xml file? 2019-05-30T00:08:54 2.050 INF Parsing server configfile: C:\7D2D\Alpha17\My_Mods\Raven\SaveConfig.xml 2019-05-30T00:08:54 2.076 ERR Error parsing configfile: GameName is empty or contains invalid characters 2019-05-30T00:08:54 2.076 INF Allowed characters: A-Z, a-z, 0-9, dot (.), underscore (_), dash (-) and space ( )
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Sorry for the trouble. Can you post the log for the game crashing? In the same screen as the first one, but there should be a drop down with the output_log.txt for the game too. Are you using the Save Game Local to Mod feature?
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I may have come up with a potential work around. Similar to how I protect the NPCs from despawning, but with slightly different code to handle NPC's duplicate spawn issue.
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Adding followers can be done with vanilla.. they just kind of stand on top of your head. They have effectively set you as their attack target, but aren't allowed to hit you, because you are not configured as a target. To change the traders, it'd just be an xpath swap, and they should work. It may make them vulnerable to attacks, which can be seen as positive for some.
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Technically, our NPCs are EntityAliveSDX, which are EntityNPCs with more stuff. We could just change all the traders to be EntityAliveSDX, and they should retain all their functionality. But I don't feel that's the right solution, but could be a temporary one.
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That's one solution. Have the NPC scan around 11+ blocks and see if there's a trader nearby, and just stop moving. I'm still getting used to moving the entities around, and figuring out what they see as barriers and not.
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They are actually spawned through a block. The code just assumes they should be the only NPC within 10 blocks of it. Trader Jen was probably the original trader.
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I was worried about that. The traders compare their entityid to that of all npc's in a radius. If your NPC's entity id is lower than the trader's, the trader will despawn. Any trader that spawns in after your npcs will likely disappear. I can implement the same style of fix for the traders, as I did to prevent the npcs from despawning, but then we may get duplicate traders. I'll think about it and see what kind of solution I can come up with.