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xyth

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Posts posted by xyth

  1. Xyth i was looking through the item.xml file. I was tweaking some stuff and i noticed pest NPC isnt located here.Is that supposed to be that way?

     

    Is his hand item machete able to be customised from another location?

     

    DarkStar setup Pest to use this hand: <property name="HandItem" value="handChefKnife"/> which is in the items.xml file and used by the Baker. Uou could copy this hand and give it a new name then edit those properties. Make sure you then change the property (hand) above to reference the new hand name you created.

     

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    Somtimes npc died but their health is high level.Why?┭┮﹏┭┮

     

    We noticed this happening rarely and are still debugging it. I thought it was bleeding out but that "should" be patched.

  2. Xyth how do i disable harley quinn dialogue? Its a lil loud and plays far too often,i think you probably intended her to be annoying rite?lol

     

    That was the intent. Actually Harley was the entity I used to learn some of the advanced possibilities of the mecanim controller that animates her. I need to revisit her at some point and add the even newer techniques to smooth out her motion. I will turn down her volume when I do that.

     

    You can go into entities.xml in the NPC modlet and replace her sounds with the female player sounds. Look at the nurse for example. You can just copy paste the nurse sounds over the Harley sound lines.

  3. Thank you so much for your help so far. I read through the post you linked, and followed it. While it did get rid of the resources.assets issue, nothing except vultures seems to move still. I verified game, started new game, and here is the new Player log: https://github.com/SteelBlood2/7-Days-SDX-Issue/blob/master/player%20log

     

     

    It appears you are looking for the Mods.dll in the vanilla game folder rather than the location of the dmt patched version of the gaming. I generally make a clean copy of the vanilla game folder and paste that somewhere then point DMT to that copy of the game. try that.

     

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    this might sound dumb but is there a video tutorial on how to install this mod using mod launcher

     

    No, but perhaps I should make one.

  4. will there be new npcs added? I like the idea of making human versions of the zombies in game. If requests are being taken i would like to see a human version of the screamer who is also a sniper....

     

    Probably. Screamer sniper would be fun for sure. It takes time to make an NPC that animates correctly, especially if you take the care to have them put away their weapon before talking and make lots of different idle and attack animations. Bandit, NPCs and the Wandering traders are mostly the same, with only xml differing. The NPCs are the ones that get extra animations since of the level of player interaction justifys the extra work. Long term we hope to have NPCs that actual farm, cook etc rather than just act as guards.

  5. Sadly, I think I have to give up on getting this mod to work. I've put dozens of hours into trying to get it to work. No matter what, nothing moves. SUPER bummed about it cause NPCs and Bandits are the #1 thing I want in the game, and this mod seems so well done. Not a antivirus issue, verified files, have most recent version of everything, posted logs, hell even reinstalled the whole game. Good luck and keep up the good work. Truly wish I could've experienced it.

     

    Your last log post showed that for some reason your trying to load the modlets twice, and it throwing errors. I saw that once before and will look for the cause shortly.

     

    Ok here it is: https://7daystodie.com/forums/showthread.php?133811-Could-this-be-modded/page2

     

    It sounds like this should lead you to a solution if your still interested. Let me know if you need help.

  6. Version 1.71 pushed to repo, should sync to launcher soon.

     

    Updated sphere of all hands to 1.1

    added remaining NPCs to spawning group

    decreased chance of spawning any NPC by 50%

  7. Sweet! Well i played for a good 3 hours today with a setting of 1.1 and happy to report it seems to be the sweet spot.If NPC and Zombie are on a level ground,NPC can hit with 90% accuracy,seemingly 100% if facing the zombies head,which is the most important as zombie is only a threat when facing them.

     

    I have two other questions...does Sphereii's scripts or your NPC mod introduce zombie health bar UI?Because i always have it showing and im not using god mode/CM or DM via console,no other mods either,and i dont think health bars should be showing though i could be wrong.NPCs included.

     

    Also in terms of WHICH NPC spawns,is it totally random or are values given for each?Because iv not yet encountered "Ghost" NPC...Alot of mickey,farmer frankie,harley and occasionally nurse.Ghost ,not even once and hunter MAYBE once and so far iv stumbled upon about 15-20 different NPC spawns.

     

    To turn off the enemy health bar, open up the SphereII Core modlet and in that blocks.xml change this to false: <property name="UnlockEnemyHealthBar" value="true" /> <!-- Unlocks the enemy health bar-->

     

    The NPC spawn values are in the NPC mod entitiegroups.xml, and I dont think DarkStars entities were added as I totally forgot. You can add them and while there increase or decrease the values on each that control the chance of spawning.

  8. Yeh I noticed them struggling to hit crawlers to lol. Haha Harley Quinn is hot haha I mean ummm cool lol....

     

    But any way of reducing the amount that spawn lol around my base I have like 100 npcs lol I can stand still go for a 12 yr sleep come back and I still safe bahahahaha. Pretty cool But Yeh lol

     

    I just put the NPCs in the friendly animal spawner for testing. A18 might have changed the values in that spawner so you can either make your own spawngroup or lower the probability value on each NPC.

     

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    Xyth,testing with weapon range of 1.2 seems too much as the NPC easily will connect with he player if for example player is attempting to knock a door down and NPC is also swinging at zombies through the door/wall.I was even at the NPCs 5 o'clock position and i still got hit a few times in testing...

     

    Im going to play more with it on 1.1. Can a value of 1.05 work?

     

    Should work. You can also play with increasing or decreasing the length value in the Hand as well. That determines how far back from the target the NPC will stand.

  9. New update ? Nice start to the weekend,thanks Xyth.

     

    Could you explain what is faction based targeting and how it affects the NPC?

     

    Also ,and im pretty sure your aware but will point it out anyway since this might just be a new Alpha18 issue...but NPCs using melee have a very hard time targeting crawling zombies,infact i think its impossible for certain NPCs such as frankie the farmer to hit them at all.

     

    I will test again but I thought the crawler hitting was fixed. This property in the farmers hand in Items.xml controls the hitbox he has for that weapon : <property name="Sphere" value="1.0"/> which is one block from the weapon. might need to be 1.1 or 1.2 so you can test that is you want. DarkStar is doing some testing tonight and might find the optimum value.

     

    At the bottom of the vanilla NPC.xml is a list of factions and how they feel about each other. If the NPCs "hate" another faction, like the undead faction, they will attack on sight. Right now NPCs hate bandits and undead.

  10. Version 1.6 : Fixed the TV illumination issue, no front lighting needed now. Removed unneeded light from cameras.

     

    The screens can be very bright in the desert at noon, and turning off bloom in the video setting helps, and other settings provide lesser brightness reduction. This was tested at default gamma so if you play at high gamma I cant help you.

     

    Enabled occlusion culling and HDR on the cameras to help FPS and pretty up the video a bit.

  11. Would it be possible to get versions of these without the lights? Currently the lights shine straight through walls, which is kind of annoying when you use them inside the base, or if the camera is always panning over a wall that borders on a crafting room.

     

    Yes. I was thinking that leave the lights on the large cameras, but turn down the brightness to 1/2, and remove the lights from the small camera version. Would this work for you?

  12. Pushed version 1.7 to the repo. Converted NPCs to faction based targeting. Improved targeting of ranged attacks, reduced self hitting though it can still happen at times.

  13. Looking for input. I'm thinking that it might be best to turn down the brightness of the built in light on the large cameras and remove the light from the small cameras. Id add a flashlight to the large camera recipe. Thoughts?

  14. Awesome, CCTV's working on 18.1b8, even the panning camera's.

     

    For some reason the ground on some camera's is not rendered, it's just empty world space as seen here in red http://prntscr.com/pyr13k

    From the player perspective that ground is rendered fine.

     

    Indeed the TV brightness seems to use world lighting so at night time one cannot see anything if the TV does not receive direct lighting from the front via some type of artificial light be it a lamp or flashlight etc.

     

    Mod needs to be updated to use the new resource folder "UIAtlases" for icons etc as currently the icons are blank as they are not found.

     

    Nice work!

     

    The icons were converted but if you loaded a version before the current one the old icon folder might still be in the your mods folder. If so, delete that and it should be fine. I had an old link to the A17 version, so if you downloaded this modlet directly from the repo you probably have the A17 version.

     

    You should disable texture streaming if your using the cameras as the game calculates occlusion based on the player camera and not my cameras so you will get strange culling. I dont see a way to fix this without code.

  15. Interesting question regarding the junk items mod. Since the junk items are added to an already existing loot table, does adding this mod not really effect your chances of getting an item that is not a junk item, or does the addition of the mod mean that you have a higher chance of rolling junk instead of something useful?

     

    The junk items are appended to the list so they will lower the drop rate of non junk items. However the drop rate is configurable. Perhaps you know this but the drop rate of any item in a loot group is that items percent chance compared to the total chance of all the items in the loot group. So if you add up all the probabilities in the group and that totals to say 10 and the pisspot junk item is at .1 that equals a 1 in 100 chance of finding a pisspot if the loot container is set to give only one item. If the loot container could give up to 5 items then your chance rises to 5 out of 100.

  16. I doubled the light strength on this initial A18 version. If Its too much I can return it to 1x power like it was in A17. I will wait for other opinion, as I am traveling for a couple of days and wont be able to adjust until then. I dont understand what you mean by low FPS, but I will confirm if that light is causing any FPS drop. I forgot to check but it should not.

  17. Version 1.5 for A18 uploaded.

     

    Panning might be fixed now or at least it seems improved.

     

    Lights were added to each camera to help with darkness issues. Let me know if you all like it that way or would rather just add your own spotlights.

     

    I was not able to resolve the dark TV screen issue inside Unity in a decent way. The issue is the TV screen needs DIRECT lighting on the screen front. A helmet light works perfectly for example, or just brighten up your room and shine a light towards the screens. I will keep playing with this but the video layer is blocking emission which is how this is typically solved.

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