Version 20.0.20.01 uploaded. Lots of fixes and new features!
Fixes (Yea, its a complicated mod)
NPCMOD-SP-0001
Ranged NPCs do not have the normal get up animation like melee ones do
NPCMOD-SP-0002
Melee anims not synching with damage / damage being dealt without anims
(Note: more apparent when unarmed)
NPCMOD-SP-0003
Baker's head goes from left to right with biome spawn
NPCMOD-SP-0004
NPCs don't drop down holes right away when following (Boe does)
NPCMOD-SP-0006
NPCs do not jump over an empty block when following (Boe does)
NPCMOD-SP-0008
Hired NPC damage too low (identified as bandits when they aren't)
NPCMOD-SP-0009
NPCs being knocked down too easily
NPCMOD-SP-0011
Enhanced healing not working
NPCMOD-SP-0012
Ranged and melee weapon damage unbalanced, melee needs a boost. MaxRange should be adjusted per weapon type
NPCMOD-SP-0013
NPCs engaged in combat when player enters vehicle will disappear but zeds continue to attack the invisible NPC
NPCMOD-SP-0014
Junk Turrets do not target bandits
NPCMOD-SP-0015
NPCs of the same faction can unintentionally damage each other when in groups (more obvious with club NPCs)
NPCMOD-SP-0016
NPCs of the same faction will target each other as enemies if they accidentally damage each other
NPCMOD-SP-0017
NPCs in active sleeper volumes do not activate/move
NPCMOD-SP-0019
Hostile NPCs sometimes turn to face the player and "chat" - seems to score higher than the "move to enemy" task?
NPCMOD-SP-0020
Ranged NPCs don't "see" through blocks that they can shoot through (bars, etc.)
NPCMOD-SP-0022
NPCs get clipped at the hips (half underground) when fighting
NPCMOD-SP-0023
NPCs walk backwards fairly far when hit with a melee weapon
NPCMOD-SP-0024
NPCs will not heal themselves unless they are hired
NPCMOD-SP-0025
Bandits no longer consider the player to be an enemy
NPCMOD-SP-0026
Cannot interact with NPCs right after they have been fighting. At least 5 seconds
NPCMOD-SP-0027
Ranged NPCs cannot damage a Steve Crawler
NPCMOD-SP-0028
Ranged NPCs often crouch when targeting a crawler
NPCMOD-SP-0029
Ranged NPCs turn their heads to the left and back when crouched and attacking
NPCMOD-SP-0030
NPCs will not stay when you enter a vehicle and immediately exit when in sight (See notes)
NPCMOD-SP-0031
There is a significant delay between the time you damage a neutral faction standing melee NPC and the time they start attacking you (at least 3 seconds, sometimes more if action_delay is increased)
NPCMOD-SP-0033
NPCs spawned-in with the Quest Action SpawnEnemy, the Quest Action GameEvent and the GameEvent Trigger Action will be seen as a threat to the player by their hired NPC even if the spawned in NPC is of neutral (or non-hostile) faction standing
NPCMOD-SP-0035
Ranged NPCs can damage crawlers when they far but as they come closer they can no longer damage them (until they come in melee range)
NPCMOD-SP-0036
If you hire an NPC, crouch and then spawn in a crawler, they stay in the crouched position, shooting in the direction they were crouched in, up in the air, never hitting the crawler, no matter how far or close they are
NPCMOD-SP-0038
Friendly NPCs spawned in "attack" sleeper volumes, by the SpawnEnemy Quest Action, the Quest GameEvent Quest Action or GameEvent Trigger Action cannot be interacted with until they no longer consider you an enemy
NPCMOD-SP-0040
NPCs become very indecisive when there are many targets surrounding them
NPCMOD-SP-0041
Hired NPCs take a very long time to detect hostiles
NPCMOD-SP-0042
The Bow weapon had accuracy issues, would not damage entities when up close
NPCMOD-SP-0043
Bandit melee NPCs push WhiteRiver NPCs rather than attacking them
NPCMOD-SP-0045
Ranged NPCs keep firing while applying healing
NPCMOD-SP-0046
Hired NPC bodies do not despawn when they die and their map markers remain until you exit the current game session. The bodies only despawn if you die.
NPCMOD-SP-0047
After you hire an NPC that follows you and enter a vehicle you get the following warning once or multiple times:
Cannot play a disabled audio source
NPCMOD-DEDI-0001
NPCs sometime will keep standing up when dead until their body despawns
NPCMOD-DEDI-0002
NPCs still have health when they die
NPCMOD-DEDI-0003
On rare occasions, dead NPCs regenerate life and their remains cannot be hit
NPCMOD-DEDI-0005
NPCs have no hit reaction to ranged damage
NPCMOD-DEDI-0007
NPCs hired by different players will shoot or aggro on each other all the time
NPCMOD-DEDI-0009
If the leader crouches but another player comes close they stand up as if they need to talk (must be that they are waiting to be hired although they already are - likely related to issue NPCMOD-DEDI-0008)
NPCMOD-DEDI-0010
NPCs will sometimes stop fighting each other
NPCMOD-DEDI-0011
Synchronizing on NPCs battling each other seems off. They can hit each other from really far and then they come back to each other. Sometimes they will have their backs to a target and somehow are still able to hit them
NPCMOD-DEDI-0012
Dead NPCs can still be interacted with (ex: Hiring them)
NPCMOD-DEDI-0013
NPCs cannot be despawned after you hire them
NPCMOD-DEDI-0014
NPCs are frozen after you spawn them in, disconnect and reconnect.
Entities spawned in using the following methods do not despawn when you disconnect:
- Dynamic spawner
- Quest SpawnEnemy action
- Quest GameEvent action
- GameEvent Trigger
NPCMOD-DEDI-0017
Cannot dismiss an NPC. They still follow you and then appear as hired again
NPCMOD-DEDI-0018
Hired NPCs cannot damage Allied Player NPCs but can damage the allied player
NPCMOD-DEDI-0019
Hired NPCs will not attack a player if that player hurt their leader
NPCMOD-DEDI-0020
Hired NPCs will not friendly fire non-allied players if Kill Strangers is on (possibly Kill All as well)
New Features
These are the new features in this build:
NPCMOD-FT-0004 "Configure damage prevention from other players' hired NPCs as per server's settings"
The NPCs now follow the server setting related to killing other, allies, etc. By default, kill strangers only is active, but this can be changed in the game settings.
NPCMOD-FT-0006 Have hired NPCs automatically follow me on dedicated servers
The NPCs will default to following you once hired
NPCMOD-FT-0017 Have my hired NPCs teleport next to me when I die
There is a new setting which needs more testing, to control what happens to the hired NPCs when the hiring player dies.
<triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" cvar="respawn" operation="set" value="1"/>
Adding (or uncommenting it in the default NPCMelee template) will enable hired NPCs to respawn with player on the players bedroll , highly experimental
NPCMOD-FT-0021 Prevent NPCs from damaging vehicles
Yea, that was happening, NPCs were damaging their owners vehicles
And the best for last!
New command interface that gives you more control over your hired NPCs. This feature is in testing now, so let us know what you think. Here is an older (to be updated) demonstration of the features and how to enable the commands.
More in the works, stay tuned!