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Kilroy5150

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Everything posted by Kilroy5150

  1. Kilroy5150

    A19 NPCs DMT Mod

    Upon getting the new (most up to date listed in front page link) code it produces this error when compiling on both systems. c:\SDX0.7.4\Targets\7DaysToDie\Mods\SDX_EntityAliveSDX\Scripts\EntityMoveHelperSDX.cs(239,26): error CS0115: 'EntityMoveHelperSDX.Push(EntityAlive)': no suitable method found to override ERROR: Failed to compile Mods.dll ERROR: Task Compile mod scripts failed Never got an error on compiling these codes since we did that fix way back at the start. This is new.
  2. Kilroy5150

    A19 NPCs DMT Mod

    Xyth, My server has these by the tons since installed the NPC mod. I don't know if it will help Invalid Layer Index '1' (sometimes this is green, sometimes it's yellow) this is on the server when aroudn NPCs. I also get console pop-ups, when playing, (with the line below) as i ride around areas with NPCs. It pops up, often, in a NPC populated area. NullRefernceException: Object reference not set to an instance of an object. Minor strange occurance: Also, the NPCs . I think they're either drawn to me or each other. I'm in an area and about 15-20 are amassing and just wandering around the place. Not that i am complaining but is that normal for them to hang out like that? When i ask any NPC about a job: NullRefernceException: Object reference not set to an instance of an object. (constantly in red) The only way to get out (of the loop) is to choose "nevermind" and then hit ESC several times until you get out of speaking to them. Oh, before i forget: One final problem. When you tell them to follow you for a "patrol" pattern. You just choose the option to have them follow you and, when you finish the patrol there's no real option to have them follow it or is it "wander around" and they follow the patrol pattern you set out? It seems like that should be a 2 part process, set the pattern, execute patrol. But i also mentioned they were wandering off their assigned guard spots and forgetting you hired them as well.
  3. Kilroy5150

    A19 NPCs DMT Mod

    Actually, i really didn't help you. I'm really passing on wisdom that was passed on to me. Guys like Xyth, Sphereii, Manux, and Guppy were the ones that PATIENTLY helped me out. If it hadn't been for them helping, i think it would have taken much longer to get SDX running. But you are very much welcome. Just keep one thing in mind when you compile with SDX, it's the "small" things that can cause things to go wrong.
  4. Kilroy5150

    A19 NPCs DMT Mod

    If you're having issues, with SDX, you might wanna just uninstall and wipe 7d2d then reinstall it. I went through all kinds of insanity and nothing i was told to do worked but i happen to see that in the guide and it cleared all issues. That and having a copy of Net Framework 3.5 installed on my system.
  5. Kilroy5150

    A19 NPCs DMT Mod

    I've hired NPC Baker, Harley, and Bill....out of all of them, Baker has been the only one to remain in my employ for any amount of time. The rest, randomly, just wander off and forget you paid them 1000 credits. Is their service meant to be time-limited or do they actually have reliability factors coded in? If it's a time factor, it's a REALLY short time factor for some of them or maybe it's a glitch in the code. I also get that pop-up command console when in the presence of some NPCs. I've got a screen shot but it won't take the upload for some reason. Been seeing a lot of this on the SEREVER side NPCBaker: Attack(): NPCBaker: Attack! NPCBaker: Attack(): NPCBaker: Attack! Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1' Invalid Layer Index '1'
  6. Kilroy5150

    A19 NPCs DMT Mod

    I've hired NPC Baker, Harley, and Bill....out of all of them, Baker has been the only one to remain in my employ for any amount of time. The rest, randomly, just wander off and forget you paid them 1000 credits. Is their service meant to be time-limited or do they actually have reliability factors coded in? If it's a time factor, it's a REALLY short time factor for some of them or maybe it's a glitch in the code. I also get that pop-up command console when in the presence of some NPCs with a red error but i forgot to include it. I hired a total of 3 of them to guard my building. It almost seems as if they get bored over the next 4-6 hours and just leave and they don't even have the option to get brought back. Is it because i leave the area to explore?
  7. Kilroy5150

    A19 NPCs DMT Mod

    Do you have any thoughts on the issue i mentioned about zombies and distance and possible travelling in vehicles.
  8. Kilroy5150

    A19 NPCs DMT Mod

    Hey, that might be an inspiration for a new mod about graves and funerals. But he would probably become undead and hunt you. Bummer
  9. Kilroy5150

    A19 NPCs DMT Mod

    There's a small problem with the NPCs. If you're in a 1-person vehicle, and you drive down the road a bit, they just vanish from radar. I lost the nurse and the money i paid was blown and she reset to free roam again. Is there a way to make them openly "teleport" to keep up with you if you're in a vehicle and will they ride with you if you get in a 2-seater or better? It would be good to limit their range of attention, they tend to wander all over and leave you completely alone. What do they call that in gaming? A "leash" factor? Can you add a "cover my back" command where the NPCs stay within 10-15 feet of you? In a CQB situation you need that NPC sticking to you like glue when clearing a house because the game tends to (at times) create zombies out of thin air. "Wait here" is good if you need them to cover the door, but when you need them close, they need an impulse not to run more than 10-15 feet from you. Just throwing that in there with hopes it's possible. Still, it's a killer mod and i see the potential in it and i understand it's rather new and there are bugs to be worked out but still, it's an idea that "improved" this game so i'm all for it.
  10. Kilroy5150

    A19 NPCs DMT Mod

    I kinda figured that. I was never big on probability if then else type coding values but i think both would go a long way towards the quality of the game. You guys have some seriously solid mods. I ran into one of the NPCs and that was exactly what i was hoping for I've been gaming since before the Atari 2600, and i went to high school with a few people who are in the business now, and you might get a job off (from the Pimps) if you keep hitting these home runs. Very nice job. Side question: Is it just me or did A17 get rid of those "cool" storage boxes that had writing and logos on them? If yes, i haven't found a mod to bring those back.
  11. Kilroy5150

    A19 NPCs DMT Mod

    Hey if you're open to ideas: I was wondering how hard it would be, when driving something, to replace the belt inventory with an KPH/MPH gauge with fuel / damage level included in the area? Now i've seen mods that make the belt disappear when riding so i know it can be wiped temporarily. Also, would i be possible (and this is a pretty big project) to randomly spawn "survivor" camps in the map that could contact you, after you discover them, when they're under assault? Maybe their group could have a very low probability heavy-hitter and others you could hire and do quests for like saving someone who's trapped in a house? It would give the game so much longer life and a lot more meaning.
  12. Kilroy5150

    A19 NPCs DMT Mod

    Do they show up, on the map, like the bandits do and how rare are they by default? I've gotta get the server running, by this afternoon, for the Friday LAN party. Update: I upped their probability rate and noticed that yes, they are on radar. Very awesome mod, Xyth.
  13. Kilroy5150

    A19 NPCs DMT Mod

    Are there any more modlets that are A17 compatible (not overhauls) that imbed buildings like in "Curse of Anubis"? I'm looking to add whatever i can, to mix it up, without completely overloading things. That's why i upped the memory and went SSD, for the extra speed.
  14. Kilroy5150

    A19 NPCs DMT Mod

    Thanks so much....
  15. Kilroy5150

    A19 NPCs DMT Mod

    I tried compiling the code but it's asking for something called "Patch_Entity" which didn't seem to be in either set of downloads. Is there another link to that? Or maybe someone accidentally removed it from the file list? Here's the screenshots of both links.
  16. GOOD question. Maybe like a non-AIO/Overhaul mod (like Curse of Anubis) that can be laid in just like a mod for A17.x?
  17. Hmmm, i went to the last page of his mod and people were requesting but i looked around for the A17 version and didn't see much. Oh, well. A lot of people are on vacation now. Maybe i can look forward to more in May.
  18. Is this only in the desert or do these spawn in multiple areas? I mean is this one of the SDXs where you manually spawn it or it finds a place in the desert?
  19. Guppy, i went to this page https://7daystodie.com/forums/showthread.php?57277-DUST-s-UI-HUD-Collection-REQUESTS and there was a really cool hud but the post wasn't authored by you yet, when i did the download, it had your name on the file. It was an A16 Wasteland HUD. If you did that, could you update that to A17 because it looked pretty cool. I really like those graphically enhanced HUDs but it seems like they died out with A16. All of the HUDs i've seen, on A17, seem very static and have no...well, to be honest, they don't have the "style" that the earlier HUDs had. Did the coders rip out all the ability to add graphical enhancements to HUDs with A17?
  20. Well, i believe in being honest without being hurtful. The Firearms 2 mod is good but it re-introduced pre-existing ammunition which, in all honesty, makes the weapons less available and less useful because you have to put aside all the other ammo you find just to get to one gun's 9mm ammo when it could just be using "stock" ammo to begin with and add only the special ammo. I'm all about conservation and minimalism when it comes to gaming survival so i store what i can't use and use what i need. There was one type of ammo that took FOREVER to get a decent amount with so i ended up putting more into melee weapons instead. I love a good sword and the animation on 17Wendy pack was just BEAUTIFUL with some of the weapons. But then there are days when an AA-12 (aka Terry Crew's gun in Expendables) is the way to go in, loud and proud and eating up the entire area with a hugs ammo drum.....i mean that's FUN.. I'm looking for the best experience with the most efficient mod, i suppose. And i do run all the game servers for my team so i've gotta be the one to make sure their experience is as fun while also being challenging. Plus, i like to learn.
  21. Yeah, even the firearm mods are giving insane amounts of ammo and it's a LOT to keep up with...
  22. I put your mod on the server and it's interesting and all but the different parts create an issue: Vanilla car parts have multiple uses / breakdowns to create other things, your car parts really only work for your vehicles and i wrenched an entire car lot (7 solid cars and 1 hull) and got maybe 5 not-destroyed parts out of it and a lot of destroyed stuff. While it's an interesting mod, it mostly takes valuable parts away from the main game that could be used elsewhere. Thanks though.
  23. You can put anything into your inventory as long as you empty it first if that's what you meant by big storage. I keep a chopper and a jetpack in my main inventory.
  24. If he ever gets it back just "pocket" it before logging off and he can access it any time after that. It sucks that someone has to do that but that's just the current state of things. Just out of curiosity, are you using the standard version or the SDX version?
  25. It takes several logons to the server and you have to "feel" around for the area where the interaction text will/can appear. Bascially, it's like treasure hunting.
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