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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    That is a lot less likely :-)
  2. xyth

    A19 NPCs DMT Mod

    Welcome to my life of testing Sphereii things.
  3. xyth

    A19 NPCs DMT Mod

    Pocketing wont happen, as they are "humans" not tools. Rucky made a portable auto turret that might be more what your looking for. - - - Updated - - - I left it off the NPCs because it does tend to distract them from other tasks. Balancing how quickly one task effects another task is tricky, so the fewer tasks the better.
  4. xyth

    A19 NPCs DMT Mod

    Sounds like fun :-) The bandits and wandering traders have the "ApproachSpot" vanilla AI task so they will investigate "heat" caused by noise. The NPCs do not have that task, but it could be added to their xml if you wanted.
  5. xyth

    A19 NPCs DMT Mod

    Effects what? The sound? The explosion? Did they hit a gas barrel or car? The xml that controls damage is in the items.xml. The sound used is the vanilla blunderbuss sound, the projectile only has a .25 block impact radius. There is no explosion beyond the particle effect which is a visual explosion effect.
  6. xyth

    A19 NPCs DMT Mod

    Friendly fire will be looked at to see whats practical codewise. Thanks for the suggestion!
  7. xyth

    A19 NPCs DMT Mod

    No, at this point friendly fire in NPCs mean if you are their leader you and anyone in your party cant hurt them, and they can't hurt another NPC in your hire (and maybe in a party members hire, I forget if that made it in). But they can hit you with friendly fire. Not sure is Sphereii wants to add that aspect of friendly fire prevention in out not.
  8. xyth

    A19 NPCs DMT Mod

    The damage done by the traders, NPC, and Bandit weapons are adjustable in items.xml so dont feel you have to use my default values. Also, the bandits and traders do not yet use the NPC faction code so have no friendly fire restrictions yet. Once the NPC code is stable I will convert the traders and bandits to also use some of the NPC code.
  9. xyth

    A19 NPCs DMT Mod

    We have theories about CVars not being "sticky" but no fix yet.
  10. xyth

    A19 NPCs DMT Mod

    She is that way to be annoying...working as intended :-) Found the bug related to the have any jobs dialog option. Its pointing to a test quest that doesn't exist in the aXUI_Dialog modlet, and Sphereii is aware of it now. Expect a patch to that file in the near future.
  11. xyth

    A19 NPCs DMT Mod

    1.12 pushed to fix Harleysound error.
  12. xyth

    A19 NPCs DMT Mod

    Thanks to those of you helping to test and debug the code used on these NPC characters. To be clear, this mod is just a set of characters; the actual genius behind their behaviors is Sphereii's SDX modlets. The xml used in this modlet helps configure and use his code, but that xml has so far been stable for testing the code. To help the debugging process, it is helpful if you do not load other modlets unrelated to the NPCs, like weapon modlets, to reduce complexity. Traders and bandits are compatible. Once you get an error, consider stopping the game immediately and saving the log. That was the specific event is easy to locate. Thanks again for helping.
  13. xyth

    A19 NPCs DMT Mod

    I cant reproduce the dialog error, that might be you are missing one or more dialog sdx modlets or perhaps my build has something yours doesnt. Will keep looking for that one. Once you give the command to follow you to learn the route, walk that route then stop, and give the new command to "patrol your route". If you are not seeing that option, then again you have a dialog issue we need to find as it works for other testers and myself.
  14. xyth

    A19 NPCs DMT Mod

    The invalid layer warnings are not a problem and Sphereii has an incoming animationsdx fix to stop those from happening. The attack log entries are just for debugging and will be turned off eventually. All NPCs should be the same (same xml, same code) except the AmmoNPC has a ranged weapon tasks, so any differences your seeing in behavior is probably random. The "forgetting" might be related to a CVar resetting, will continue testing to find that. - - - Updated - - - Yes, its a modlet in the mod launcher, its not SDX so its with all the regular modlets.
  15. xyth

    A19 NPCs DMT Mod

    Thanks for the log, it points to something in the MaslowSDX code or xml that's not quite aligned to maslow code. I have not been able to reproduce it yet though.
  16. xyth

    A19 NPCs DMT Mod

    Did you update all the code files and spawned a new NPC? There were lots of big changes today and you might have some older files. I just ran a series of tests on a new spawned AmmoNPC, both before and after hiring, and during patrol, wander and guard, killed zeds without error. I recommend you delete all the NPC files and dependencies and reload them.
  17. xyth

    A19 NPCs DMT Mod

    Doubtful on the traveling in vehicles. In this game, players kind of "wear" the vehicle, so i probably would be quite a bit of code to get an NPC to enter the vehicles. The follow command should do most of what you are looking for. The NPC should run to keep up with the player, but will not keep up with a very fast vehicle. I don't think we will be doing much more with the AI until A18, mostly just focusing on bug fixes to the existing AI. Sphereii and I have other projects we are spending time on, and are waiting to see what modders do with this NPC and Domesticated Animal framework.
  18. xyth

    A19 NPCs DMT Mod

    He updated it but might have forgotten to change the version number. Not sure what repo is current besides the production one listed in his SDX post and linked to the Launcher. Sphereii just updated the version number so it should say update in the launcher.
  19. xyth

    A19 NPCs DMT Mod

    Pushed version 1.2 that untangles the NPCs from the Blooms Animal husbandry mod, and from dependencies of that mod. Sphereii has development code to fix the failure to eat and drink on patrol that was causing the wounded buff that eventually lead to death. The update is in EntityAliveSDX so watch for an update for that modlet.
  20. xyth

    A19 NPCs DMT Mod

    That path looks wrong. Shouldnt have 2 references to the mod folder.. should be: D:/Hry/7D2D/Alpha17/My_Mods/My7d2d_2/7DaysToDie_Data/../Mods/Xyth NPCs/Resources/HarleySounds.unity3d
  21. xyth

    A19 NPCs DMT Mod

    That AI task change is intended as he is ranged and needed to help him hold his position. all could use guard instead of look though as they are similar tasks. I found the dying issue, they are failing to eat and drink while patroling. Sphereii is away and working on code changes. Adding some other edits to help them heal by themselves if hurt. They could not restore thier max HP once damage, just healed to the new lower amount. I'm testing another update that separates the NPCs from Blooms Animal stuff and its dependencies. Seems to be working as expected. Once thats complete and Sphereii updates the code to fix the NPC issues to date, I will look to convert the bandits and Wandering traders to use the NPC base class, and that will enable factions across all entities.
  22. xyth

    A19 NPCs DMT Mod

    Sounds like there is a buff running that causes them to lose health...assuming he had food and water....was he injured at all? If you want to help test... Comment out the Maslow task and remember the subsequent tasks so there are no number gaps.
  23. xyth

    A19 NPCs DMT Mod

    Glad you like it. We don't change the default traders so that is strange and may not be related to the mod. The NPC hitting you with friendly fire is known, but perhaps we can change that in the future. The dialog option for looting is disabled in xml, as its buggy, but you could turn it back on. I have not seen the dialog error either, but will do more testing. Logs would help.
  24. xyth

    A19 NPCs DMT Mod

    First one could be done by someone who likes to play with the user interface. Have to ponder the second one. Spawning is no problem, its the "event" that would need coding.
  25. xyth

    A19 NPCs DMT Mod

    You do see them occasionally at that setting....seemed about right but everyone likes this different. Pushed yet another update to all entity classes to remove all buffs from entities except the archer bandit
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