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A20 Bugs
A21 Bugs
Bugs V1
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Everything posted by sphereii
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The NPCs not following, yes, I believe so. I think they are getting task-locked, so I added a fix for that. As for the disappearance, I'm not sure if I've identified that issue or a potential fix yet. It's hard to debug, since they aren't there to debug when you log back in.
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Tonight will be testing time for a few small changes and a new push, and I'll look into adding that as well. The tricky thing about adding any kind of UI elements like that is that it can start to clutter up the compass and be annoying to some. But we'll see how it plays.
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You should be able to use <remove xpath="/quests/quest[@name=whatever]" /> to remove the quest
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Was EAC enabled? I do believe its updated to 17.2. - - - Updated - - - I'm sorry, I missed this. Click on the "Starting Splash Screen" and click on the Blue Folder. It will let you change the path.
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You can define storage boxes in their XML as FoodBins, and they'll go to that for food. I think the issue is that the tasks are a bit aggressive and block things. That's the tricky balance.
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The NPCs are complicated code, which I hope to make simpler, to avoid stuff like this.
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I retested last night, and you are correct. They are not following as they are supposed too. I've got a patch that I'll release today for it. Sorry for the troubles!
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True This is meant more of a way to generate modlets that require code and scripts to be even more compatible. For example, if sorcery wanted to add itself to an overhaul, with permission, they'd have to wait until that overhaul used my Localization Mod to enable a key feature of Sorcery. This new method would allow Sorcery to include my Localization Mod, and it'd just work.
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You don't really tame or catch cows. You can hold a haybale and it should be interested in you to start following you. As long as you hold it, it should follow you. Lead it back to a pasture or fenced in area, and it'll technically be yours
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I removed the questing ability of NPCs for now. This should resolve your error until I can figure out a better way of doing it. The call stack in your log didn't go through any of our classes, so it's not something I can catch directly.
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When a cow is a female, and has had a baby, it'll start producing milk
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NPCs in the vehicle are kind of iffy. We may be able to code them in, but they'd look weird, since we don't really have a sit animation. We could do the teleporting thing, but I feel that some people would want that while others would say its too cheaty. We could make some kind of magic whistle that will summon them, with a random time period of them actually showing up to you, so they aren't instantaneous. Giving them armour might be easier than giving them weapons.
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We use Imgur to host images; much nicer experience. If you do not see "Patrol your Route" that means it forgot the patrol points you had assigned to it. There's still issues with some persisting, it seems.