-
Posts
3,069 -
Joined
-
Last visited
-
Days Won
23
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Bugs V1
Events
Everything posted by sphereii
-
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.
-
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.
-
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.
-
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.
-
Update pushed for the trader issue. Should work with existing NPCs. Testing of the refactored maslow is going well. Simplies code, and allows usage of med kits, etc
-
Ravenhearst is an SDX mod, so you won't be able to add any more SDX mods, so the SDX is not found is fine for this mod. Either wait for Ravenhearst to be updated to the latest version, or re-install using the Mod Launcher's Download From steam option, picking alpha17.2 as a source.
-
I've seen this issue before when you are running mismatched versions. Ie, used 17.3 as a base for 17.2 mod.
-
Do you happen to have the log of your errors? I wasn't able to reproduce.
-
Sorry for the trouble. I removed the Harmony hooks from the EntityAliveSDX. They were accidentally pushed in a past update. Do a fresh install, and all should be well with them. The issue only affected ClearUI and EntityaliveSDX.
-
New Update: 2.0.83 - Bug fix for Manage Modlets throwing an error - Experimental DMT Support - Available Modlets will be displayed by default, if no modlets are installed.
-
No worries about the log file. I appreciate providing them. The NPCs do change their spawner so they shouldn't despawn. I will look at putting in some kind of notification for when they despawn, then maybe we can figure out why. Something that won't get lost in log files.
-
Yes. Their XML will describe their base attribute. Then, on spawn in, they'll go through a randomization process to add more diversity to the individuals. We may not be able to put in dozens and dozens of unique models, but we can get them to have random elements to make each encounter a bit less certain.
-
I have thought about a patience factor. Your reputation with factions can move up and down, but that's for an entire faction, not for individuals. I think having a patience bar for just players would be enough. It'd probably be a simple cvar per player.
-
I'm not a huge fan of adding NPCs just for the sake of adding allies. They are cheap now, but they won't always be. When we add in more random elements to them, such as different levels, health, attack damage, etc, then their fees will be more expensive. We may even tie in some to the Perk levels. Some may be available through quest chains, etc. In reality, very few people would continue to fight you to the death, especially if you are showing signs that you are done. That being said, I wouldn't want you to throw up your hands to surrounded, and the NPC gives up... just so you switch back to your weapon, hit them, then hands again.
-
I wouldn't expect them to particular help you just yet, especially if you hit them. They hate zombies; they don't necessarily like you. I would say the scenario you describe is working as intended currently. We'll further refine it, where some NPCs may help each other, while others may not. Maybe generate some random factions and have different NPCs assigned to each one, as sort of mini-gangs.
-
- A fix is in the other repo. I'll push the fix in SDXMods for the revenger - To protect you from damage, we'd to take a look at the player class. Should be pretty safe, but I had wanted to keep them separate than the player, but looks like we can't avoid that.
-
My memory is sometimes not so great. Are all pressing bugs addressed or are there lingering issues? Has the npc / trader interactions been re-tested? I've tested them, but I've tested other 'fixes' as well, so that's not necessarily saying much.
-
For better or for worse, the mistakes we make usually aren't big or glamorous