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xyth

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Posts posted by xyth

  1. On 7/21/2023 at 10:36 AM, Milkshakes said:

    There seems to be an issue when trying to lock/unlock/coding a Door with the mod loaded, it just opens the door instead. 

    When removing the mod it works as usual again.

    It's a minor bug for SP but raiders can walk in and shoot your face if doors aren't locked, otherwise works great!

    Totally missed this bug report.  Fix is in the works. 

  2. I don't see you having SCore loaded.  The trader protection code in A21 changed and I know Sphereii was updating SCore to fix.  Make sure you are using the 21.1e version of SCore if you are using 21.1

  3. On 7/24/2023 at 7:47 PM, ErrorNull said:

    after testing things a bit, it's unfortunately a no. the uma system was pretty much gutted from a21. so there's no way to update my UMA style zombies. they will be left to unlive the rest of their days on alpha 20. i do have a fraction of those zombies that don't use UMA which i could recover kinda (there's still a bit of lost details and effects due to alpha 21 changes), but for now will leave it be.

     

    to create custom zombies, the easiest remaining method is the texture swap method that the Snufkin zombies and Robelotto zombies use. they're both great zombie mods that adds lots of variety. of course the most die hard complete way is to create your own 3D models and import using NPCMod.

     

    i'm slowly learning Blender and currently returned to modding Minetest with plans to continue my enZombie mobs there in the low poly blocky style, but who know's... if my 3D modeling skills get good enough, i might attempt to 3D model custom zombies for NPCMod.........

    I added a sample mod called 0-XCore to the Unity A21 tutorial project that has all the templates and xml you need to add custom character models to the game without needing C# code.  That might help ease your move to TFP standard zombies when your ready.

  4. 30 minutes ago, cicciosmith said:

    thanks for the work i love your mod but i have only a question:

    Coming Soon 1-khzmusik_Civilians by Khzmusik (Folks just like you, trying to survive.)

     

    this mod when is ready?

     

    Last I heard he was getting ready to work on characters again.  No date yet.

    7 minutes ago, intellected said:

    Guys! I had two problems and fixed one.
    I fixed the issue with the NPC being hostile and not allowing you to hire them.

    It was because of this other mod which has factions in it, like the bandit faction and the dukes faction.

    The player was hostile with the Dukes faction and when I fixed that (by switching to that faction) the issue got fixed too and the NPC's are now hireable.

    But the other problem with vehicles remains. I can't interact nor use vehicles anymore and I dont know why.
    It doesnt matter if its a native vehicle or a vehicle form another mod. Could it be because I am Dukes faction now and not the default faction?

    So resolving one issue had caused another? Are vehicles faction dependant?

    I have never heard, nor observed, vehicle issues when using the NPCCore.  Vehicles are a type of entity, so if a mod you are using changes any entity code, it could cause issues.  Try running just SCore, NPCCore and your vehicle mod, and retest.  Then add other mods until it breaks.  That will tell you which mod author to contact for a fix.

  5. Updated the tutorial project to include the A21.1 TFP fix in the zombie and NPC controllers.  Also added sample xml.zip files for vehicles and character creation testing and templates.

  6. 11 hours ago, Samhain said:

    Hey, one question. Im using debugMenu tô summon the NpCs and only finding the FOX npc as for the hirable criaturas/animals on the F4…. If I play, other crestares Will be there and its normal only the FOX on this tab?

     

    one more question, you can get NPC hirable on quests from traders or only spawning ? 

    F6 spawns the NPCs if you are in DM mode.  The only hirable animal in the NPCCore is the fox.  Other animals can be added with addon packs.  Modders are working on more packs, so watch for those to be added.   If you just have the NPCCore loaded, and no other packs, then the Nurse and the Baker are rare spawns in biomes and can be hired.

  7. 2 minutes ago, Sixx said:

    Oh that's a shame 😥
    Well then I have to live without NPCs or just the enemy ones to have some variety. I don't do all the work to get it running. I want to gamble comfortably and not waste my time with testing and eternal new installations. As I wrote above, in the A20 I had a 200-hour game with 80 mods and was able to integrate the NPCs without any problems and had a lot of fun with it.

    Well, then without now. Still a great mod 🍻

    Its on the list to change the dialog window so its less likely to get stomped on by the UI modders.  Stay tuned

     

  8. 1 hour ago, gwydion62 said:

    HI, i have an issue with 0-SCore...

    I can't use the stoneaxe for building with left click after the new update from 7days unstable.

    Deinstalled all mods - it's working. Installes 0-Score. Not working...

     

    Any idea?

    As mentioned above, make sure you are using the correct version of SCore for your game version.

  9. 15 hours ago, Cyreso said:

    I installed both score and npc core along with a few of the npc packs and when i try to upgrade wooden frame i get this error: {MissingMethodException: Method not found: int .Inventory.GetItemCount(ItemValue,bool,int,int)
      at (wrapper dynamic-method) ItemActionRepair.DMD<ItemActionRepair::CanRemoveRequiredResource>(ItemActionRepair,ItemInventoryData,BlockValue)
      at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0065e] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00435] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at (wrapper dynamic-method) PlayerMoveController.DMD<PlayerMoveController::Update>(PlayerMoveController) } anyone know anything about this? i dont think its any of the packs i think its either s core or npccore.

     

    This error likely means you are using the A21.0 SCore on A21.1    Try this SCore:  https://github.com/SphereII/SphereII.Mods/tree/Alpha21.1e

     

    3 hours ago, CrimsonKing said:

    Yep running into the same problem unable to upgrade blocks with the current 0-SCore version currently only running Skyrim Lockpicking with 0-SCore. Started removing mods until I found that 0-SCore is the one at fault here.

     

     

     

    MissingMethodException: Method not found: int .Inventory.GetItemCount(ItemValue,bool,int,int)
      at (wrapper dynamic-method) ItemActionRepair.DMD<ItemActionRepair::CanRemoveRequiredResource>(ItemActionRepair,ItemInventoryData,BlockValue)
      at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0065e] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00435] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <b0ff65aca48f483f8b4f2baaaa95d771>:0 
      at (wrapper dynamic-method) PlayerMoveController.DMD<PlayerMoveController::Update>(PlayerMoveController)

    Same thing:  https://github.com/SphereII/SphereII.Mods/tree/Alpha21.1e

     

  10. It's still likely any UI mod can break the dialog window.  We load NPCCore first so UI modders can make sure they don't break the one window we need to use.  Not sure what we can do to help.

  11. I'm not sure if the current version is fully backward compatible with A21.0 stable, the current release was built on 21.1b6, and today I am testing for 21.1b12.  I should be compatible, but I just don't have time to test on every version.

     

    Okay, current version of NPCCore requires SCore Version: 21.1.1.830

  12. 13 hours ago, 6ShadoW6 said:

    xyth in npc what you made is missing code so i just add own piece of code + navobject lets say i override your code with my own code.

    by the way I run NPC on A21.1b6 as single player and i did not see any issue with them like for now.

    Overriding the mods code is what we want folks to do.  Well done.   This mod runs fine on experimental 21.1 in single player mode, just not on the dedicated server yet.   That might have to wait for 21.1 stable 

  13. On 7/21/2023 at 3:56 PM, 6ShadoW6 said:

    hello guys because no one did answered to my question so here you go 
     

     

    What question?  Looks like you added tracking tags to NPC bandits.  Not tagging them isnt a bug, just a choice we made.

     

    The mod has issues on A21.1 dedi.  Please do not use this mod on dedi unless you are running A21.0 until we can fix the bugs.

     

  14. the largest difference in the hostile AI packages vs. the basic ones is an added AI task to hostile where the AI will move to your last know position and search for you.  Its not like horde night GPS where they know your current location, rather its the last location they saw or heard you at.   There is also a breakblock task that is commented out as I'm still working on that.

  15. 34 minutes ago, Fox said:

    Oh ok. I didn't mind her in the game anyway as she's quite fun to deal with, she has some cool dialog. It just surprised the hell out of me when I was suddenly being shot at.

     

    I'll see what I can do, but ya, better handling of sounds would be nice. I feel like it's a bit too much and weird with just 1 NPC, I can only imagine how noisy it would become if I hired 3 more.

     

    Awesome, thanks!

     

     

    Out of curiosity, is there any reason why a minibike model was used as a placement layout for placing NPCs? It kind of limits us from sticking them inside a 1 block hole.

    The minibike was chosen cause it was the easiest thing to use to prototype the pickup and place code.  Then we moved to bug fixing and totally forgot to get back to that.  

  16. After some discussion, we decided that we need to spend sometime understanding all the changes TFP made in the last year to the zombie AI, as well as new code added in preparation for A22 bandits.  This current version is based off the A20 codebase, so we are not yet taking advantage of some of the new pathing and features of the A21 code.  This current A21 version is mostly just compatibility updates so it runs much like it did in A20.  Now we are planning on focusing our time on bringing the mod forward onto the new A21 codebase.  This is no small endeavor, and will take most of our focus in the coming months.  Therefore, we are feature locking this current version, and will only update it periodically with bug fixes as the player base identify them.  The pathing issues related to some blocks is better in the A21 codebase, so rather than hacking away to make the current version path better, we will see about leveraging the better pathing code in A21 first.  

     

    Thanks for supporting this mod, and enjoy it as it is for now.  

  17. Just another note, we are actively working on the AI.  TFP made many pathing improvements in A21 EAI, and we are using a lot of A20 EAI code, so we will need to work on bringing some of the A21 EAI into this mod.  That will take some time, but we are working on it.

  18. Thanks for testing guys.  Please download the SCore version posted today.  It has some fixes that will help.  We are still working to improve pathing, but that new SCore release helped a lot.  Issue #1 listed above should be improved, but not fixed yet.

     

  19. This mod could really use some help testing out the NPCs in gameplay situations.  If you are interested in joining the team as a tester, this is a list of known issues:

     

    1.  NPCs sometimes, after working as expected for a while, start slow walking, almost an stationary shuffle.  We think we know the root case, and hopefully this one will be fixed in a day or so.

     

    2.  Game crashes on exit if you have both a hired NPC and a Drone active.  Work around is pickup the drone before exiting.  Have not found the root cause yet.

     

    3.  NPCs sometimes lose the ability to attack after a while.  They will stop firing if ranged, or run up in your face but not attack.  This one was reported but I cannot reproduce.  If you can help identify conditions when it happens, that would help.

     

    4.  Pathing issues inside POIs.  We know part of the root case and I reported to TFP testing staff.  Vanilla zombies have the same issue, but since they will break blocks, it isn't easy to see.   What is happening is in the vanilla Shapes.xml file, a huge number of shapes/blocks have the property `<property name="Path" value="solid" />`  commented out.  What this means is a zombie or an NPC might see going through that block shape as a valid path to get to the player.  However, the zombie and NPC are physically blocked by that block.  The zombie then attacks it, while the NPC just runs into it like its not there.  Its not just inside POIs either.  Ever wonder why zombies attack some trees for no apparent reason?  Yup, same issue.  Most trees are now fixed in the NPCCore is loaded now though.

     

    The fix would be to identify any shapes in the shape.xml file that are causing this behavior, and we can in the short term uncomment those properties so those blocks act correctly.  We then can let TFP know those shapes and they can add those fixes to the next game update.  This will be easier to find on an NPC, as they will run into that block shape, or just stare at it depending on the active AI task.

     

    Note:  If you are in DM (debug mode) by typing DM into the console when in game, then after exiting the console, press the zero key on the numpad, you will see debug information over the head of all entities.  On NPOCs it will show their target, and active task (movingto, idling, attacking etc.  This information is important when reporting bugs.  What was the AI telling the NPC to do when a bug happened?  

     

    Note2: Another helpful tool is pressing F3 while in debug mode to show another screen that will allow you to inspect the object you are looking at.  F3 will tell you a lot about the player character, but holding the shift key down while F3 is toggled on will tell you about the NPC or block you are looking at.  That's an easy way to identify the bad block shapes.

     

    In A22 when TFP releases bandits, this pathing issue might be a huge issue for them to test, so if you ever wanted to get in on testing that will improve the quality of a game you care about, this may be your chance.  Anyone who shows they are active in testing will be welcomed to join the NPC community team, and be credited for their work.

     

    Thanks in advance!

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