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A20 Bugs
A21 Bugs
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Posts posted by xyth
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On 5/30/2022 at 3:33 PM, TimTim said:
Hello! I constantly see errors like "IndexOutOfRangeException: Index was outside the bounds of the array." in the console when I hire an NPC. Also, most often this error comes out when I run around the territory of the merchant. With these errors at the merchant, I cannot crouch, jump, etc. Help me please.
You must have the current version of both NPCCore and SCore. Im told some download sites only have old versions, so be sure to have the latest versions linked from the first pasge of this thread.
13 hours ago, Lasher said:Noticed a strange thing with hired NPC's...
When they make a kill when in a party with me and a buddy he gets "shared XP" from my hirelings kills but I don't seem to.
Is this intended?
This is the first report on this issue. We didnt test much in partied MP, so might just be an unintended feature 🙂
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The mod needs to be loaded on both the client and the server. The server may need its startup config edited depending if it has a graphics card or not but I dont see that error in your screenshot. Link to log needed for more support.
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On 5/20/2022 at 7:06 AM, earh0x said:
Heya, thanks for this mod! You mentioned in the video that you can assign a URL to the player, sorry if I just plain missed it, but how do you do that? Thanks again, great work!
Unfortunately, that assignment has to be done in Unity then the player reexported.
On 5/21/2022 at 9:42 PM, JohnnyKix said:can we dublicate the videoplayer mod so we have 2 seperate playlists somehow?
Probably not something I will do in the near future. The NPCCore mod is my priority, and until Summer my modding time is limited.
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The Wasteland mod is fallout themed and has NPC aliens.
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Uploaded new version. Drive-in screens shader changed for full brightness at night. Increase sound range to 100M on Drive-in screen, 50M on smaller theater screen. Increased activation distance in xml on drive-in screen to 30M so you don't have to fly up to the screen to change movies.
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Harley goes medieval.
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12 minutes ago, JohnnyKix said:
so the screen is only 10x10x1 ?
i cant switch it on or off with E, no reaction
Incorrect. The screen is 21x10x1, only the placement outline is 10 by 10 to avoid the error. Like all videothings, you need to add a wire using the wire tool, then you can remove that wire. That is required to power up the screen.
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Added a "DriveInScreen" block to the mod. A couple of issues: the screen is 21x10x1, but the xml multidim property is set to (10,10,1) because values larger than 15 or so causes "Not a parent" red errors in the console. The other is because the screen is so big, its very difficult to place, so use helper column of blocks to find the center then remove those after its placed. Even then, the screen wont actually place unless you get just the right angle. This game doesn't like huge blocks, so you will need some patience to place this screen.
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58 minutes ago, JohnnyKix said:
i was gonna say that but i thought you will realize yourself. I have no problem with breaking the original screen first to place the new one. this looks awesome mate. gimme gimme gimme
and please seperate this mod in 3 mods. so i can place like 3 screens, but each screen has their own loop of 3-6 videos. As of now, it always loops all the 12 videos and always starts from the beginning, which can get annoying quickly. i would love to have 1 screen for films only, 1 screen for retrocommercials and 1 screen for cartoons.
Once you get to the movie you want, pressing E locks it.
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Sadly it looks like due to the offset on that POI screen, the old screen needs to be removed before placing new screen. Otherwise it sticks out 1/2 a block from old screen. I have to do a bit of alignment, and maybe make a new material for the screen , as im using Mweb now so it doesn't have structural integrity issues.
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20 minutes ago, JohnnyKix said:
when will that be?
Do you know the dimensions of that in game screen in blocks?
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Very nice writeup!
Additionaly, the NPCCore by default has this line added: <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='AllEntitiesUseFactionTargeting']/@value">true</set> which forces faction based targeting on for all entities, including animals.
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18 hours ago, JohnnyKix said:
there is a huge drive in cinema in the map already. why dont you make a player which fits perfectly on that giant screen? even the biggest screen of your mod is too small for that giant cinema. I uploaded a picture for you.
https://drive.google.com/file/d/18JSn8nzKe7AXL1jELoALGhwsTJSOABNj/view?usp=sharing
Yea, that's doable. When I return from modding break I can add it to the mod.
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the .zip version of the NPCCore wasnt updated, so pushed that new .zip version to match current. Also updated the SCore.zip file to match current SCore version.
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Minor update to NPCCore. The zombieBuffCheck01 buff was missing from the base ZombieTemplate. Also removed some unneeded xml from templates.
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I may still have some of the zombie models from A19, though most were made by Guppy and others. After my break I will look into putting a pack of them together.
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Updated the Mechs pack to eliminate the E to loot prompt.
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14 hours ago, swmeek said:
I'm still noticing invisible archers after installing the latest npc core and s core too.
The KnightsandPeasants pack was updated to fix the invisible characters. Be sure to download the latest version of that pack.
2 hours ago, swmeek said:I asked about the mechs not being lootable awhile back and I don't think that function was implemented ( I might wrong on that ).
The mech bodies are not intended to be lootable. I will upload the fix for the E prompt shortly.
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The options folder has a entitygroups file that does what you ask.
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Uploaded fixed version of the KnightsandPeasants pack. Hopefully no more invisi archers 😉
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5 minutes ago, Chunkimunki said:
Started a Nazgane world, here's the log. log
Unfortunately it's that time for me..."come sweet Mopheus, enshroud me in thine purple cloak"
Speak tomorrow guys- cheers
no problem, it seems related to the new folder location.
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20 minutes ago, Chunkimunki said:
*cough* here's the log from a new game. log
Im seeing your load try to spawn this:
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2022-05-02T20:00:44 67.620 ERR EntityFactory CreateEntity: unknown type (-27595603)
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2022-05-02T20:00:44 67.620 WRN Ignore spawning of empty entity
That has been consistent in all logs. If you actually are starting a new save, maybe try Nazgane, or a different world than the preloaded oneAlso, your loading from the new Appdata Mods location. We have not tested that new spot yet, so please retry with the Mods folder in the games main directory as before A20.40 -
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8 minutes ago, Chunkimunki said:
My bad - here's the log with just NPCCore and SCore (Version 20.4.119.941) log
Did you start a new savegame before testing those 2? I see it trying to load non existing entities
I just tested the 2 cores and the zombiepackKHZ, and no errors.
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A21 NPCMod and Addons
in Mods
Posted
1-ZombiezPack updated to add radiated versions. Update by Arramus!