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xyth

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Posts posted by xyth

  1. 16 minutes ago, Chunkimunki said:

    Think this is that version of SCore. Sadly no change.   log

     

    Did you test just the NPCCore and the SCOre, without the zombie mod on the latest score?   The error is related to factions, and Im not sure what that zombie mod might be doing with factions yet.

     

     

  2. 12 minutes ago, Chunkimunki said:

    Giving it a go but 3 addons later......

    log1 , log2 , log3

    Everything was downloaded today afresh and game files were validated.

    Thanks for getting back though.

    If you dont mind, could you retest with the most current version of SCore?   The stable version I posted is 20.2.x.x and thats now 20.4.x.x so perhaps a recent SCore change is needed that Im not aware of.  

    11 hours ago, arramus said:

    Ooo, I had two like this for hireable NPCs from this pack and another one joins the club. I'll let the Add on creator know it may need a bit more checking up on.

     

    I will look into this, I had a similar issue on my Fox a long time ago, longer than I can remember how I fixed it 🙂

  3. 19 hours ago, Evil_Geoff said:

    In 20.4, I've noticed that when I am exiting Trader Rekt's place - that damned vanilla graphics bug is showing up on the inside of the front gate sometimes.  They did something in 20.4 that's borked the graphics.  Again.

     

    I have not tested the lockpicking mod on 20.4, but will see if I can reproduce your issue.  There is no lock on the front gate so I dont see the relationship to this mod though.

  4. 6 hours ago, Mixson said:

    Hello guys, I got a problem need your help

    My game is getting slow and dropping FPS while playing, when the game starts it only lag for a few -if you using this mod then you'll know NPCs start blasting around as soon as you start the game- but the longer I played slower the game gets, around 30-40 minutes the game always came into hellhole -slow, bugging and dropping FPS.

    Is there anyone got same problem? Or just me? I used some mods for better experience but it's all good until I got this mod installed, thanks !

     

    Loading this mod, without any expansion packs, will not lower FPS.   If you load a lot of expansion packs and dozens of NPCs spawn in an area, you may see some slight lowing of FPS.  A lot of effort went into testing and eliminating most of the FPS hit and lag, so depending on the other mods you loaded, it might be you are running low on memory.

  5. .16 minor update, edited aggressiveanimalwalking template:   Changed faction to aggressivelargeanimals for default, changed view angle to 360 to improve targeting, and added NPC class to targets.

  6. 14 hours ago, ScubaSteve3465 said:

    I uploaded a picture of my mod list so if you have any suggestions or maybe some config edits that I can do that would be awesome because it definitely seems like they are all fighting over which one spawns first/more.

    modlist.jpg

    Be very careful loading mods before the 2 cores.   They are designed to be loaded first, as they are the engine for NPCs.   It is very likely they can break any mod loaded before them.

  7. Pushed another small update that rebaselines the NPCCore's NPC character spawn rate to facilitate standardizing the spawn rate settings of expansion packs.  Thanks again to Arramus for the edits!

     

    Also pushed updates to DarkStar's expansions with arramus's spawn rate edits.

  8. 2 hours ago, sysity said:

    So I saw that it can be set for them to attack during a horde night. I’m not seeing options for that in the files. Were you meaning to get your NPCs to fight for you? If so, is there a way to get a certain percentage of horde night mobs to be hostile NPCs?  

    Side note to that, seems some of the NPC packs spawn far more frequently than others.  Not all that many NPCs spawning vs the zombies etc. Not seeing an option to change ratios, does that exist somewhere?

     

    Bandits can spawn during a bloodmoon if they are setup to use the BM template rather than the default templates.  Hireable NPCs that spawned before the bloodmoons will fight against zombies and bloodmoon bandits.   The mod isnt setup by default to use bloodmoon bandits though.   Again, this mod is more an NPC engine than a full featured mod, the idea other mods will use this engine as a base for their own vision of NPCs in the game.

     

    Spawning is handles by entitygroups.xml.   You can edit the values to increase or decrease spawn rates.

  9. 4 hours ago, ScubaSteve3465 said:

    Quick question, me and my son use this to play together and they are only spawning in with hordes it seems like. Were not really seeing hardly any NPCs we can hire, actually haven't seen any and on day 25 so far. I know its installed correctly because the spider expansion and some of the other ones are working correctly. Any help would be great.

     

    Balance of the number of NPCs that spawn is difficult as it varies depending on which expansion packs and how many expansion packs you load.  I use the civialians pack and I see a lot of those.  Soldiers and bandits also spawn a lot.  You can edit the spawn rates directly in each mods entitygroups.xml.  

  10. Likely the mod author will edit his expansion pack soon.  However, his mod should have those girls extend from the advanced templates (designed to be hireable) rather than the basic, high performance templates used for bandits.   His mode need the new AIPackages added rather than the old packages listed, and he needs to add the hireable property thats part of the advanced template if he doesnt want to extend from the advanced templates.

  11. 30 minutes ago, Lostyouthkhat said:

    any chance you bring back some more friendly animals besides the fox?

    (Wolfhound, german shephard etc..)

     

    I almost have a pack done, but its Spring here and I'm not at PC often while the weather is so nice.  Soon.

    12 minutes ago, MistaMilkyWay said:

    Hey, first off I wanted to say that this is an excellent mod. And as a new 7D2D player, this added another layer of enjoyment that I didn't know was needed. However I would like to figure out how to make the Harley npc able to be hired. I changed her faction in the "entityclasses" xml to whiteriver. Now she's chill when I spawn her in, I just can't interact and hire her. I know I'm missing a step, just gotta know what to change. Keep up the work and thanks in advance!

     

    Look at the Nurse's xml.   Basically Harley would need to extend off of an advanced template, not the basic template.  Advanced templates allow hiring.  Might also want to remove the bandit tag from her tags too.  

  12. 16 hours ago, Namahagenader said:

    Is there any way to revert the behavior of NPCs that follow when moving in a vehicle back to previous specifications?

     

    In the stable version 20.3.01.10, when traveling in an aircraft such as a gyrocopter, the invisible NPCs frequently collide with the aircraft, making it difficult to control the aircraft as desired when multiple NPCs are following.
    Also, when moving long distances, the NPCs collide with the aircraft, causing the aircraft's durability value to decrease considerably.
    Is there any way to change the XML file settings, etc., so that only the behavior of NPCs following the vehicle is restored to the previous specifications (stable 20.2.02.07)?

     

    The teleporting is a function of the SCore.  Do you have the latest version?  Nothing in the NPCCore would effect this.  If this is occurring in the latest SCore I will let the team know to test.

  13. 1 hour ago, Zarvix said:

    I'm having issues specifically with SCore. I've tried a set of mods and some modpacks with SCore as a requirement and I always get the "Unexpected Data received. Server is either running an incompatible version or requires the client to install mods" message. However, if I remove SCore from both the client and dedicated server "mods" folders, the game launched without the above message just fine. I've tried the stable version and the experimental, both having the same issue. I am running 7 Days to die version Alpha 20.3 (b3).

    I've tried the War of the Walkers modpack, the Fallout modpack, (both require SCore) as well as a few mods with the Skyrim Lockpicking mod (which also requires SCore to work). Both times, I got the above message when trying to join the server. If I remove SCore, and the mods also needing it, from the client and server files, the game no longer gives me this message and works as expected; allowing me to connect.

    I don't know if I have missed something or installed it incorrectly, but best I could see is I should simply place the SCore uncompressed folder into the "mods" folder inside both the client and server files, like how most other mods require. I'm kind of stumped and feel like I must be doing something wrong here. Thanks in advance for any help!

     

    Both client and server must have the same SCore mod and NPCCore mod loaded into the Mods folder.  Only load the SCore folder, not its master folder.  

     

     

     

    Stable updated to .12   Fixed the AI packages for animals and mechs, fixed fox neck issue, and minor xml cleanup.  Should be save safe.

  14. On 4/6/2022 at 5:52 PM, swmeek said:

    Every mech I've killed and there have several types were all inaccessible when I clicked E.

    How do you get good faction when every one so far has tried to kill me?

     

    There are books in the dev items that were added to test faction relationship incrementing and change, but thay do not spawn in game.  The faction change system is configured in the NPCCore but only is implemented in mods that want to leverage it.  

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