Jump to content

xyth

Moderators
  • Posts

    3,036
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by xyth

  1. 5 hours ago, kuroobuta said:

    Hello, the UI is small and I can't select the options. What should I do?

    spacer.pngspacer.png

    this mod needs the Vanilla UI, or one that is compatible. 

    8 hours ago, xiao said:

    Hi, I found a problem while trying to use the mod. When the bandit fired, the nearby monster who heard the shot would move directly towards me, even though I remained in stealth mode. And the zombies will attack me first, not the bandits. 

    We do not change the vanilla zombie targetting AI beyond adding the NPCs to the list, which is `ApproachAndAttackTarget class=EntityPlayer,0,EntityBandit,0,EntityEnemyAnimal,0,EntityNPC,0,EntityAnimal,0|`      The player is the first priority of the zombies, so if it sees you, its going to go for you.  Stealth wont help you if they are alerted and can see you.

  2. Pushed .08 version update:  Added tags for each weapon type that an NPC can swap to.  This fixes a bug where if the Character author only wanted some weapons to be used on a character, they could specify only to use those weapons.

     

    Darkstars soldiers and friendly Gurlz are now updated to this new system, so be sure to download those updates.  This version also requires the latest version of SCore.  

  3. 19 minutes ago, Fox said:

    Nothing red came up, but I didn't read every line as, well... a lot of text comes up all the time. Maybe I should have paid more attention for the yellow texts?

    Didn't hear any birds either. And yes, I loaded both spider mods (yours and the expansion).

    When you are in DM, and press F6, can you spawn a bird?  I just went in game an spawned a few.  Maybe the spawn rate needs bumping up a bit

     

     

  4. 8 minutes ago, Fox said:

    I went into the desert, hung out for a while exploring the entire desert area, spammed F6 in a dozen places, opened command to see if anything came up relating to birds or spiders, nothing... just a bunch of Raider girls killing stuff. No nests at all, no spiders. I did see 2 vultures, but that's vanilla. Unless TFP removed them and that's what this bird mod does is bring them back?

     

    Thanks. I hardly ever go there for anything, so maybe it's pointless for me to have that mod installed anyway. Though I was curious so I went there to see them but obviously saw nothing as I described above.

     

    Something else I'd like to point out and I kind of doubt the mods are the cause of this but my fps went from the capped 144 down to 12 when one of the wandering hoards spawned in near my base area. Killing the zeds didn't fix anything. Had to lower a few settings from Ultra+ to high to I guess reset some stuff which bumped me back to 144 again. I'll try Ultra+ again now that I uninstalled all but the raider girls and core stuff and I'll see if it happens again.

    Did you load both the base spider pack then his expansion pack?  Any error in the log?   You hear birds more often than see them, but again, that mod might not be loading due to a log error

     

  5. 57 minutes ago, arramus said:

    Just verifying and confirming on a new World in Nevezgane with just Score and XNPCCore.

    A counting issue it seems...
    ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index

    xzHcQ1G.jpg

     

    Confirmed.  Nice find.  Will see if we can get that fixed quickly

     

    1 hour ago, Magnus33john said:

    Can't tell if its a minor glitch or a game issue.

     

    Gave her a auto shotgun and other then the fact its invisible everything fine.

    addaad.jpg

    Likely a simple uncheck box in Unity, I will let Darkstar know

     

    Just FYI, expect more bugs to be found in the coming weeks.  This mod has a ton of new code, so things can go sideways at unexpected times.  There is a reason TFP is taking time to even add simple bandits.  This stuff is hard.   Currently we are noticing under some conditions the NPCs stop attacking or move slowly until they either attack or are knocked down.  Still hunting this bug. 

  6. Fixed a bug where NPCs would run endlessly into trees.  Issue was the treeMaster block was not marked as solid, so NPCs saw going through this as a valid path.  Zombies would act the same, but it would then trigger the breakblock AI task and attack the tree.  You may have seen that behavior on zeds before, they attack a tree rather than taking a better path.  That is also fixed by this edit.  Possible consequences is if you are using a mod that enables crop trampling, seedling trees might not get trampled when they are in the first stage of growing. 

  7. 7 minutes ago, Ru Melin said:

    Hy, I am not sure of you know this, but for me I canno´t download the soldier expansionpack.

     

    best regards

    There was an NPC controller change today so he is currently updating those packs.  Check back tomorrow. 

     

    Uploaded new version of the NPCCore (and tutorialproject) to replace the NPC controller.  Combined with the latest SCore version, NPCs no longer shuffle, and are more responsive.   Physics materials added to NPC core's Baker, and the tutorialNurse,  as those were missing.

  8. Im glad folks are passionate about the NPCs.  I likely made a mistake releasing the A21 version of the mod too quickly before these spawning issues were resolved.  The overhaul modders are the primary target of this mod and they adjust spawning to suit their overhaul mod.  But more regular players are using it now so we need to be clearer about what each pack does and make sure it's spawnrates do not overwhelm the base game.   Thanks for all the feedback!

  9. 1 hour ago, Shengmingyjx said:

    This is an amazing mod, love it very much. Thanks for your hardworking. May I suggest please: An option that makes the ammo for NPC's range weapons not infinite, but consume the ammo in some kind of inventory where player need to put ammo in. Because inifinit ammo is really too powerful, not suit the game's find->storage->consume theme, just makes the game too easy. Sorry for my poor English.

     

    That feature might be coming at some point now that we enabled weapon swapping.  Still in the fixing bugs phase, so we are not yet adding new features beyond the new weapon swapping.  

     

     

    New:    Updated the Tutorial project link to new version.  This version has version 3 off the NPC Unity controller, which reduces the NPC foot shuffling that V2 had.

  10. Uploaded version 21.0.3.5 of NPCCore.  Fixed the NPCFox not using root motion.  Reduced the shuffling animation the NPCs displayed in chat.  The root cause of that is still being investigated, but this improve the visual effect. 

  11. 15 hours ago, swmeek said:

    I noticed you said there was a new npc controller , is this going to stop them from walking into trees and just keep walking up against them?

    The controller has no impact on them getting stuck.  That's a known issue that will need to be sorted in code when Sphereii is available. 

     

    4 hours ago, dayquill said:

    is there anyway to increase the amount of npcs or raiders in the towns/cities?

    NPCs can be added to POI groups, or you can just increase the values in entitygroups.xml  

  12. 1 hour ago, Deacon of Undead said:

    I tired the spawner but only the NPC like Harley and the cook are listed. Is it another pack I need to download? None of the hireable ones are in the list.

     

    The Baker, Nurse, and fox are hirable.  Several new packs were uploaded this morning, but I dont think any of those are hireable.    

  13. 45 minutes ago, Deacon of Undead said:

    Ok I downloaded the two oSCore and XPNCore. Put them in the mod folder. started game and have not seen any npc? EAC is off.

     

    The base mod doesn't spawn large numbers of NPCs by default.  On a new game, I typically see 1 NPC each day roaming around somewhere.   The reason for this is the characters in the NPCCore are example characters for the expansion pack modders, and while they work as expected, the characters added by expansion packs usually spawn in larger numbers.  If you want to see if they are working, type DM in the console, then press F6 to see the spawn menu.  

     

  14. 23 minutes ago, dunzo said:

    apologies this may be an incredibly stupid question but with the creature packs have they been completely removed or not updated yet for A21? Can't seem to find any of the new animals, bandits or npcs added by the character packs so I'm not sure what has been done with them? 

    The NPCCore mod was just released.  At this point there are not many expansion packs updated to A21.  

  15. 1 hour ago, DrunkZombie said:

    I noticed some of the npc packs available for a20 are no longer listed as coming soon. Does that mean the creators decided not to update them for a21?

     

    Maybe.   Darkstar is making some new packs, and wont update some of the others.  You might be able to talk him into doing one.   I have not heard from some of the others, most folks are busy working on their mods.

  16. You seem to be missing the menu.  This can happen if your using a Mod that changes the vanilla UI.  Likely that UI mod will need a compatibility pack.  If you link your log, that would help if your not loading other mods.

    Forgot to  add a post about the A21 version of the mod.   Basically if you used the A20 version, the only change is weapon swapping.  Add player weapons (the player version of the A20 NPC weapons) and the NPC can use them.  Many changes under the hood.  UI mods may break the hiring dialog, if they modify the vanilla UI.   

  17. On 6/30/2023 at 11:43 AM, smithsguild said:

    Hello all, I have a question re: Is it possible? If ANYONE could give me a simple yes, no, or even we have no idea my curiosity would be sated and I could move on to other thoughts and quit feeling like a pest. Thanking everyone in advance.

     

      Hide contents

     

     

     

    Sure, likely very doable.  An early example is the snowmen in WinterWeen, they lob snowballs that explode.  However, those are not hireable NPCs.  The NPCs are setup to support multiple Actions, where Action0 is melee and action1 is ranged weapons,  Action 2 or 3 could be used for throwing.  

×
×
  • Create New...