Jump to content

xyth

Moderators
  • Posts

    3,040
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by xyth

  1. 5 minutes ago, Hayran said:

    Screenshot_1.png

     

    I cant speak with NPC on Experimental Release

     

    That is intended.   The Baker is currently set up using the default "no chat" template.   Since that is causing confusion, I might need to make him interactable.

  2. Pushed an Experimental version of the NPCCore, link is below the stable release link on the first page.

     

    This version has many stability patches, as well as several new features.

     

    • Adds new UI features, including a showing your NPCs like party members so you can track their health when they are distant.
    • Hired NPCs now drop a player like backpack on death, so if you have your followers carry stuff for you you wont lose all that on death.
    • Deployable turrets now target hostile animals
    • Added a "Guard Here" command, which commands the NPC to assume your exact position and direction when assigned.   Great for setting ranged NPCs on POI walls.  If they move from this position they should return to it.
    • Many engine features added, like controlling dialog and command options based on available AI packages
    • NPCs will try to avoid traps and mines, and will not be damaged by those.
    • NPCs wont be damaged if they walk onto campfires
    • Ranged package was given further optimizations
    • Reloading and burst firing improved
    • NPCs no longer get stuck in swimming animation when leaving water.  Only fixed on the NPCCore models until expansion packs update its Unity Controller.
    • NPCs now turn and face properly in most if not all situations.
    • General stability fixes

    Probably even more but those are some of the highlights.  This requires the very latest SCore, so be sure to update that as well.

     

     

     

  3. 10 minutes ago, doughphunghus said:

    I've been trying to add as many "new zeds" and the NPC packs as I can.  My guess is that a lot of modders have been copy-pasting XML from some older? "physicsbodies.xml" mods so they're all using the same "physics bodies" in some places. 

     

    My suggestion: Everyone? needs to update their physicsbodies.xml file so every entry is unique for their mod. For example, several mods outside the NPC packs have this physicsbody entry:

     

    <body name="guppyCreatureSlug">

     

     

     

    I will cleanup the NPCCore Physicsbodies.xml and remove the unused guppyslug and a few others that were just in there for testing.   If folks are going to copyPasta stuff out of the core then they should rename whatever they remove to avoid conflicts.

  4. Many of the major overhauls are actively working on adding the NPCCore engine to their mods.  This mod with the SCore is more of a NPC feature engine than a mod itself, as we don't put much effort into the overall gameplay experience, we focus on functionality and scalability.  Each of these major mods will use this engine to add NPCs to custom POIs, custom quests, etc.   That's where the real magic will happen.  

     

     

  5. 2 hours ago, SenpaiThatIngnoresYou said:

     

    I hope those issues are fixed. I had a shower thought that maybe a good workaround would be that once you hire an npc, you get their bedroll in your inventory, and can place that in your base. So that way if they say, disappear or die you can respawn them there. 

     

    I have not seen NPCs fall through the world or disappear like you stated, at least not in the last few builds.  If you dont mind, test without other mods to confirm bugs you see.  Thanks.

  6. Right now bandages are not needed, they will magically heal once away from enemies and are below 65% health.  They use the player bandage arm animation.

     

    Most of the teleporting/ghosting issues hopefully are fixed in the next version.  We need more testing, otherwise we are blind to these issues.

     

  7. Updated for A20.   No idea if its too hard or too easy for folks, so let me know.

     

    New for A20!

     

    If you break a door or chest part way, the lock becomes easier to pick.

    You can use more keys to rotate lockpick, and the joystick should work too.

     

     

  8. 4 hours ago, ktrain said:

    these only appear when you are in debug mode, although for me, they persisted even after exiting dm, so i just dismissed and rehired the NPC and the wall of text was finally gone

     

    can we keep them any closer when wandering? they just keep going, then find trouble and die without me there to help...which is probably what hapeened to Cora lol

     

    Use the command interface.   In creative mode, type NPC and grab the 3 button icon, and place on tool bar.  There is a video on the original post that shows how to use.   You can then command them to follow you and not be distracted.

     

    If you are the leader, they should not Wander more than 30 blocks away.

     

    NPCs will heal themselves with a medicated bandage when the have 65% damage or more.  Healing will be enhanced in a later update

     

    The debug information bubble over head is enabled only if you are in debug mod, and can be toggled on/off using numpad 0

     

     

     

     

     

  9. Large overhauls like UL are designed so modding them is very difficult.   I have never played UL so I have no idea how to begin making a compatiblity mod.   Other overhauls are working on adding this mod to their overhaul but you will need to reach out to UL to see what his plan is.

  10. The expansion packs have not changed in the past day or so.  You need the latest SCore and NPCCore.   Those two work hand in hand.  The expansion packs should seldom need updating due to changes to NPCCore and SCore.

     

  11. Version value="20.1.01.04 pushed and this is considered our first STABLE release, likely good enough to be used for longer game play.

     

    Fixes most of the remaining important bugs

     

    Adds in hearing capability to NPCs so the no longer depend on 360 vision to detect things.  You can sneak up them now.  They no longer can see you through walls.

     

    Teleporting happens behind you, not in front which was jarring.

     

    Everything should now target everything as expected.

     

    NPC and player Friendly Fire fixes, based on relationship between those.  If its hate, its kill on sight.  Dislike wont attack but will take damage from friendly fire.  Neutral or friendlier will not take friendly fire damage.  This is complex and effected by the servers player killing settings, and the above is the default behavior when the vanilla server settings for player killing is left on default.

     

    Zombies were removed from faction targeting and use EAI targeting and tasks, and now behave as expected.

     

     

     

  12. 8 hours ago, ktrain said:

    Here are some examples, first is the minibike to show how they should match...

    minibike.png

    raidergurlfriendly.png

    More feedback:

     

    the NPC's don't seem to know god mode, if you're in god mode and encounter a raider they will kill you then you just glide along and can't do anything until you turn god mode off, then you can die and respawn

     

    Also, what is the point of the Baker if you can't hire him? he's just running around doing nothing to justify use of server cpu cycles and RAM...

     

    It looks like the toolbar mod is pulling the name from localization, and our Press E action text is coming from the xml Names property list.  Not a high priority fix but I will add it as a feature request.  

  13. 16 hours ago, wokkawokka said:

    Hey, shout out to the voice actor you got to play Harley Quinn. She's good to her role! Seriously. You guys have put a LOT of excellent effort into these modules. I'm enjoying them. I appreciate the amount of time you have taken to get these things up and running in a straight-forward, easy-to-use manner.

     

    Also, no bully on baker. He flunked out of culinary school before the apocalypse. Nurse Ratchet was about to have her nursing certificate revoked. And the soldiers spent their first months in a bunker playing nothing but CS:GO. It all makes sense if you think about it.

     

    Smooth brain question: is there anyway to automatically update from github to latest version?

     

    The Mod Launcher will keep the latest version updated for you 

  14. I can add hireable versions of both, but the core was intended as a template for modders to follow as an example, not as a complete mod in itself.  I could add a set of hireable Bakers if he's a popular model, but with all the hireable characters in the expansion pack, why would you want a baker hireling that cant bake yet?  Harley could be hireable if you had a good relationship with bandits, but that's out of scope for this core, that will happen in mods made by other folks.  

     

    18 hours ago, ktrain said:

    Looking great so far!

     

    A little feedback:

     

    the name when you look at NPC should match the name you see in target health bar

    the gun sounds are too loud

    the harley quinn sounds are too loud and sound like the pitch was raised, very immersion breaking

     

    more to come i am sure after tonights playtest...

     

    The guns are pure vanilla, so is the sounds.   The NPC guns should be no louder than player guns.

     

    I dont use a target health bar so I have no information on what you are seeing or not seeing.  Example would help.

     

    Harley Quinn is loud and obnoxious, the sound files are from a voice actor and not pitch adjusted.  Like on the guns, feel free to turn your sound volume down, or remove her from spawning.  That said, if I get multiple requests to lower her volume a few db, I can do that.  

  15. Please keep in mind this mod is very complex, and is a work in progress.  We are not getting much feedback on how it plays, but are fixing issues as we see them when streamers play with it enabled.  The more feedback we get, the faster this mod will be "stable" for long term play

  16. New build, compatible with A20.1

     

    What's new?

     

    HUGE gains in efficiency!  You can now have those mega battles you wanted.   NPCs take about the same computer resources as vanilla zeds, with vastly greater functionality and AI.

    New templates, basic versions for highest efficiency when you wouldnt plan on hiring and commanding those NPCs, advanced for when you want it all.

    Many bug fixes, will update the list later.

     

    Enjoy.

     

     

     

×
×
  • Create New...