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xyth

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Posts posted by xyth

  1. Pushed 20.1.0.8 -  changes:

     

    - UAI tweaked to help prevent pausing to fire on ranged due to range settings.

     

    - Targeting of bandit class changed to include all EntityAlive classes.

     

    and thanks to Karl (KHZmusik) for adding custom lootgroups for NPCs.

     

    • loot.xml now has custom loot groups for weapons, ammo, and general items like food or medical, and loot containers that use them.
    • entityclasses.xml now has custom loot drop entity classes for the weapon-specific loot containers.
    • Existing NPC Core EntityLootContainerNPC class (which the other loot drop entity classes extend) now uses backpack model rather than zombie pack.
    • NPC templates in entityclasses.xml updated to drop the appropriate loot drop entity class. Harley no longer overrides the templates.
  2. 11 hours ago, saokodcvayka said:

    (sorry for my english translate) :

    Hello I have an error here,
    everything is good but in the game when using stone hammer or bare hands I can only hit 1 shot and can't hit the 2nd shot. 
    I tried pressing Tab and then exiting, it would work again but it was still the same and if I kept clicking the left mouse button, 
    after a while it would hit continuously like that. Is there any way to solve this? Thank you very much.

    I do not think that is an issue with the NPC mod.  Sorry.

  3. 9 hours ago, Sparkin12 said:

    I has been following tutorials and all steps to make my own zombie, i spent like 1 week doing it trying to make it works but im stuck and i need help to continue.. Well i saw all tutorials about how to make you own 3d character, in this case i create a zombie character, i followed all steps 1 by 1 being careful to don't make mistakes. Using file A21TutorialProject i made a zombie with all things that needs to works this include (All tags correctly, Ragdoll, colliders, Controller, Avatar etc) And after it using the current mod  0-XNPCCore and 0-SCore to make it works.  Also being sure i configurate the xml files to be able to spawn my zombie. So i create a new world i wrote dm in console and i have searched my zombie, well I found it and i spawned, but for some reason when i spawn him, he looks like Stuck, he doesn't move, he make sounds like a normal zombie, but doesn't make any animations just T pose. if i come near to him he can hit me but but you can't see how he hit the player. Just static. I check the model to see if the problem is the building unity3d, i check the code to see if i did wrong mass, even check collider to see if thats causing the problem. But i couldn't find any solution. Also check console searching some errors and i found one repeating everytime: EXC NullReferenceException: Object reference not set to an instance of an object. The only thing can do the zombie is rotate on its own axis. Please help me to fix this error i would like make my own zombies and personalize them. 

    There are a few reasons this can happen, but the main 2 are the name used when exporting the character or the avatar.  First, make sure the exported name of the character is NOT the same as the original name of the .fbx file.  second, make sure your using the avatar from the the version you got when you used the .fbx export step, and not the avatar in the original .fbx file. 

  4. 4 hours ago, MrSamuelAdams said:

    <property class="Action1">
                    <property name="Class" value="Ranged"/>
                    <property name="Range" value="10" />

     

    so I would change it to 

     

    <property class="Action1">
                    <property name="Class" value="Ranged"/>
                    <property name="Range" value="5" />

     

    for example?

    Depends on exactly what you want to be the result of any change.  There may be better ways to effect that desired change.

  5. 1 hour ago, DrunkZombie said:

    Is there any way to adjust npc spawn rates? I have DarksRaiderGurlzFriendly installed but would like to turn down how often they spawn.

    Edit the entitygroups.xml file of that addon pack.

     

    You will see something like:

     

          <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
            npcGirlz01, 0.5
            npcGirlz02, 0.5

            etc...

     

    Change the values you find to a value at least 1/2 as much, in this case 0.25, or even less until you get the spawn rates as you like.

  6. 15 hours ago, OY64Life said:

    SCore A21.1 is  causing my server to crash. Is everyone else using Steam to run this mod? When I use steam I have NO issues but when I attempt to load this onto my hosted server I have issues.  I cannot see my server any longer.  I have created several RGW worlds will all the same results... Nothing. Any advise? Is there an A21.1 before your last update. I believe the current update is A21.0.6, correct?

    Message from my Host server agent.

    "Unfortunately if the mod is not working and causing corruption then you would need to contact the mod creator"

     

    I have been working over 7 days with my server to try to get these mods to play.  Again I had no issues with A20 or A21. I am unsure of what is happening. Is this no longer a Multiplayer Mod? Do I need to place the SCore and XNPCore if different locations on my host server?

    I fear my only option is to say goodbye to NPCMods, but the interaction with the NPCs and Raiderz is what I like the most; not feeling so alone in the world. Even when playing with a few PPL  on  the server the fear of being attached at the trader or just down the street is a welcome change from Vanilla.

    I test and play the NPC mod on a dedi which I manage, without any issues.  So do many other folks.  If you provide more information, perhaps we can help.  A server log would help, as well as the exact versions of both SCore and NPCCore you are loading.  It is very unlikely the NPCMod is the issue, more likely it is SCore, the version or perhaps you are uploading files you shouldn't upload.

     

    You can also remove the obj folder before you upload to the server.  It is not needed to run the game and contains a .exe that the server might not like.

  7. 12 hours ago, OY64Life said:

    NOTE: the SCore issues; This is part of the Web Console:

     

    2023-08-25T00:59:04 40.713 INF Started thread GenerateChunks

    2023-08-25T00:59:05 41.693 INF Calculating world hashes took 871 ms (world size 214 MiB)
    2023-08-25T00:59:05 41.970 INF Loading dtm raw file took 1206ms
    NullReferenceException: Object reference not set to an instance of an object
      at HeightMapTunneler..cctor () [0x00038] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\WorldGen\HeightMapTunneler.cs:18 
    Rethrow as TypeInitializationException: The type initializer for 'HeightMapTunneler' threw an exception.
      at (wrapper dynamic-method) WorldBiomeProviderFromImage.DMD<WorldBiomeProviderFromImage::InitData>(WorldBiomeProviderFromImage)
      at ChunkProviderGenerateWorldFromRaw+<Init>d__16.MoveNext () [0x0040b] in <aa9c1f60dcc749c98d88a1474a3dbca4>:0 
      at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0 
     
    (Filename: C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/Mods/0-SCore/Scripts/WorldGen/HeightMapTunneler.cs Line: 18)

    Might be a mismatch between the game version and the build of SCore,  A21.1 requires the A21.1 version of SCore.

  8. On 8/23/2023 at 2:58 PM, Lustra1 said:

    which Raider mod pack had the girl with the tattoos on her arms. She had a dialog voice, and sometimes she laughed. was she taken out of the NPC list ?

     

    Might be Harley, she's in the NPCCore but only as a bandit.

    On 8/23/2023 at 3:33 PM, Baggins said:

    Hi. 
    I would like to know if these bandits are involved? Or similar people who haven't changed yet and might attack me with a weapon or similar?

    Harley is a bandit, and spawns with either melee or ranged weapons.

  9. 14 hours ago, MrSamuelAdams said:

    So I put this into my save, and now unable to interact with trader :( 

     

    Where can I find the download for the last version? 

     

    So, I got the pervious version of what I had for NPCCore, and reloaded my back up save and still unable to interact with Trader? Is there any fix to that? 😕 or am I SOL?

     

    Would a chunk reset work or do anything?

     

    So I did a chunk reset and seemed to work. :D 

     

    Guess can't update or touch NPC Core in a save game, least for me. Breaks talking to the trader oddly enough. 

    Did you have an active quest in the game?  That might explain the need to reset

     

    This update is unusual for the NPCCore as it involves the user interface, which hasn't changed in many alphas.  Your issue could be related to a broken quest, that got originally bugged due to the error this update prevents from happening.  Maybe removing that bugged quest will solve it, maybe not.  It could also be due to some other mod changing the UI as well.  I don't have any other ideas to offer.

  10. 1 hour ago, MrSamuelAdams said:

    So I put this into my save, and now unable to interact with trader :( 

     

    Where can I find the download for the last version? 

     

    So, I got the pervious version of what I had for NPCCore, and reloaded my back up save and still unable to interact with Trader? Is there any fix to that? 😕 or am I SOL?

     

    Would a chunk reset work or do anything?

     

    So I did a chunk reset and seemed to work. :D 

     

    Guess can't update or touch NPC Core in a save game, least for me. Breaks talking to the trader oddly enough. 

    Did you have an active quest in the game?  That might explain the need to reset

     

  11. 56 minutes ago, MrSamuelAdams said:

     

    Okay to add to existing game? I know NPC and SCore can be sensitive when adding to existing saves. 

    I think so, its XUI only.  I changed it on a current game and didn't notice any issues.

     

  12. Pushed  <Version value="21.1.0.6" /> to the repo.   XUI was edited by Sphereii to make the windows used by NPCCore more vanilla compatible.  This resolves the bug when the game errors if you decline a quest.  It may make the mod more compatible with UI mods, but that's untested.  

  13. 14 hours ago, M4RCJOGAMING said:

    Hello Team,


    I know that there are some known problems - among others the one with the UI or the menu which is displayed during conversations or currently at the bottom of the screen can only be used if you shrink the overlay to 80% which is admittedly very strange in the game.


    In my search for a solution to this problem, I came across Spherell's NPC Dialog Windows, which is just for the 1.19 and since then have not been updated. 


    In single player, the whole thing goes so far without problems even in the A21.1 as soon as someone here but then wants to connect to my PC for a LAN game this comes only to the loading screen of the world and no further.


    You can hear wonderfully on the basis of the PC fan how long 7 Days is loading and when virtually nothing happens - but there is no corresponding error message.


    I would therefore appreciate it very much if here maybe someone could look at what would have to be changed on the modlett so that looks normal again ^-^


    LG M4RCJO

    PIC1 https://photos.app.goo.gl/oMeNhSA6sYCacrHWA
    PIC2 : https://photos.app.goo.gl/VPrZCvKuBXjRSpzP7
    PIC3 : https://photos.app.goo.gl/q7q8i8PHM76TyD548
    PIC4 : https://photos.app.goo.gl/ZuFdQKMuTfFK5zqz6

    The mod is compatible with the vanilla games UI.  If you use a UI mod, that UI mod needs to be compatible.  Many are not yet.

  14. 17 hours ago, Ru Melin said:

    Thanks a lot! Great work!

     

    may I ask how I can get the NPCs patrol a way? In the NPC menu I can give them a code and I can say patrol. But I am not sure how I can set the patrol way.

     

    Best regards

    Currently they use pathing blocks.  Im not sure if there is a video showing how to use those yet.

  15. Update the Mod to A21.1    Nothing has changed except removed perk requirements from the recipe so folks can enjoy this in early game, and exported from the latest version of Unity.   

  16. NPCCore updated to 21.1.0.5,  which requires SCore version 21.1.12.1115.     More testing is needed.   All major bugs on SP and dedi seem fixed, but minimal testing has happened on dedi so YMMV.

     

    Known bugs:  1.  NPCs turn towards target too slowly, so may fire ranged weapons before aligning with targets.  This was fixed before but has returned in A21.1    

                           2.  On Dedi, hired NPCs dropped backpack can occasionally cause a NullRef when opened.   This is their backpack inventory, not loot bag.

  17. NPCCore updated to 21.1.0.5,  which requires SCore version 21.1.12.1115.     More testing is needed but this combination may be considered the first Stable build for 21.1   All major bugs on SP and dedi seem fixed, but minimal testing has happened on dedi so YMMV.

     

    Known bugs:  1.  NPCs turn towards target too slowly, so may fire ranged weapons before aligning with targets.  This was fixed before but has returned in A21.1    

  18. 13 hours ago, MrSamuelAdams said:

    Hey, 

     

    So I have Cleanerz and Raiderz  in my game. If I want to cut back the spawn rate on them but still have them in. I could just divide their spawn rates in half in the entitygroup config and that would be alright, right? 

    correct.

  19. We still have a few issues on Dedi, inventory on the NPC isn't reliably restored on reentering the game, and if the characters had its weapon swapped, if reverts back to original spawned weapon.    

  20. A21.1 is now stable (Thank god finally no more changes).  I'm uploading a new A21.1 tutorial project, should be available shortly from main page link.  The new project has a new script named AnimationEventBridge, which you should attach to each entity (zombies, animal, mech) if you want to use those characters WITHOUT needing SCore.  SCore adds it to NPC characters, but its fine, and also recommended, to attach it to all NPC characters anyways.   This script will enable correct attack syncing as well as adds back footstep sounds.  A21.1 controller bug fix is also added. 

     

     

  21. 38 minutes ago, intellected said:

    Any idea why Raiders dont get any damage from me or my NPCs?

    Something, like another mod, might be messing with the bandit faction on those.  

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