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A20 Bugs
A21 Bugs
Bugs V1
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Posts posted by xyth
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You can spawn them in during the game if you have admin privileges and type DM in the console. Then press F6 then find the NPC you want and spawn him in. U suggest using the environmental spawner setting rather than the synamic spawner though. You can also edit the spawning.xml to increase the chance of an NPC spawning.
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I'm not sure the Maslow xode is even working in A18. You would at least need to add the maslow Aitask to the xml to get it working.
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The home block is part of the maslow code that we kinda abandoned. It was so the cows knew where to return to to get buffed.
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And no, this mod does not touch vanilla textures.
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There are many mods listed here. Which ones are you loading?
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10 hours ago, mr.devolver said:
And about that tag, is it possible to add/remove it to/from an NPC through xml based on various conditions? I was thinking about using append, but xpaths are only static changes right? I guess we can't use appends when certain requirement was met?
Example:
NPC has:
<property name="Tags" value="entity,npc"/>
I need to temporarily add my own tag related to quest (and then remove it after the quest is finished), so NPC would have:
<property name="Tags" value="entity,npc,QuestTag"/>
Normally I would do something like:
<append xpath="/entity_classes/entity_class[starts-with(@name,'NPC')]/property[@name,'Tags']/@value">,QuestTag</append>
Please correct me if I'm wrong, but the problem here is that append is a static change that can't be triggered inside <effect_group> based on certain <requirement> there, so I can't really change tags of NPCs back and forth, right?
Tags are static as far as i know. CVars are dynamic so you can set and reset those.
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AOE: Area of Effect, so think a spell effecting an area around the source
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I'm actually working with Tin on that very method for a new character feature for release in A19. I think you need to place a buff on the player, and that player buff then does an AOE buff that targets that NPC through tags compares and if it matches a new buff is added to the NPC. Not my specialty but once we get it working in game maybe i can share it.
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maybe give the player an item that he reads to get the buff?
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Seems like your loading .50 of the zombiepack, and the fix is in .51 Please update that pack and retest on a new world.
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That feature likely is still there but SphereII was working on an alternative pathing method (using blocks) that replaced it in the current build. Not sure if both can be used, but all that code is SphereII things. He is busy refactoring the codebase for A19 which seems close to experimental release so prefaps then.
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Great news. Thanks for tesring guys. I want a stable build that can last a bit while we prep for A19
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Pushed updated zombiepack .51, might fix it but i cant repo so please test on a new game.
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Just don't load the CreaturePackFantasy modlet. Only the old NEXUS version combines all the modlets so make sure you get the modlets directly from my repo or use the modlauncher.
@Khz, I didnt know you had mods. Great stuff, thanks.
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Yea, with all the yanking of entities you likely need a new world.
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Correct, each template defaults sight range to 70. You can try a lower number on each.
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NpcGhost and NPChunter were we pulled from spawning as the are broken until A19. Maybe try decreasing the sight range of the NPCs to fix that issue. They seem to sense through walls at times.
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19 minutes ago, Darkstardragon said:
Raider moto and raider rat are fixed, were missing head tags in unity. As for Ghost and hunter, they are being commented out until further notice, as im havin some difficulty with the controller changes in unity. The army npcs i put in may be affected as well, and if they are they will be commented out as well. Not likely going back in until after a19 when i start doing individual resources so as not to have all kinds of issues when trying to fix one model.
The army ones seem ok, but let me know.
I'm moving this modlet to feature lock until A19. It seems to work well enough as is. A19 should bring a new leap forward. If there are any major bugs like NREs, please let me know and those will get fixed.
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I'm feature locking the CreaturePacks until A19. Should be enough for folks to enjoy until then.
I added 6 Guppy Orcs to the fantasypack as one last surprise.
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Maybe really fixed in .50 Removed another NRE zombie from spawning. I apologize for all this, I will likely need to take fewer new characters as I likely need to start testing all submissions first now.
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Added back the NPCs to spawning that were previously causing NREs.
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If you post your logs we can help. Likely the issue is how you are loading this mod. This is a DMT mod so you need to install using the mod launcher or DMT
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I will test. That was fixed previously but maybe a recent code change reverted it.
Fixed in .49 of zombiepack
I'm pretty sure survivor and bandits characters still will not wake sleepers in pois with this edit. Not sure if that's good or bad, and it can be changed so they do, but if you test that let me know. The issue was i used EntityAlive as a target, and since Player is a child of that, zeds should target players with EntityAlive. And they do if the zed is awake, but apparently the player class doesnt "extend" to the sleeper detection code class.
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A19 NPCs DMT Mod
in Mods
Posted
Your seeing factions at work. if they are in different factions that hate each other they will attack on sight. By same team do you mean you hired them all? That may be a bug, as they should not attack other followers
Patrol changed to using pathing blocks to define a route. Maybe Mr. Devolver can explain that process. They should stay using the stay here, which replace the guard here command.
Anyway, the entire AI is getting overhauled for A19, as "we expect" the drone code to be the new basis for NPCs. Just enjoy whats there for now and it should be amazing in a19.