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mr.devolver

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Posts posted by mr.devolver

  1. @bdubyah, do you think we could get supermutants eventually too? That would be fun lol

    Someone was working on them for Alpha 18, but unfortunately, they were a part of the Creature Pack which had to be reworked for Alpha 19 and a lot of the Falloutish creatures didn't make it. :(

  2. I always like alternatives, but I wouldn't say it's unrealistic the way it is in vanilla game. There are traders all around the world who might be operating these vending machines. The idea was that you couldn't easily break them open either, because they would be protected with electric trap that's automatically activated when the machine is damaged. Sure, there are just a few traders in a relatively huge open world, but there are also other players and more NPCs coming to the game to fill the world. That should be enough to create an illusion that someone is actually still operating these machines. Not to mention, some of them are non-functional. Perhaps it would be cool if you could turn those non-functional ones into lootable ones, I would like that.

  3. 47 minutes ago, ShoudenKalferas said:

    I tried your suggestion but this doesn't seem to work either. The quest immediately moves to the second phase "Talk to Trader" with no quest map marker and no compass indicator. :( If you or anyone else has any suggestions on this, please let me know. I've tried asking on the #modcreators-help channel on the official 7DaysToDie Discord server as well: https://discord.gg/3gYanE

    It's probably because that quest didn't have an NPC who would give it to you in the first place. If you assign that quest to a trader, that ReturnToNPC should send the player back to the trader.

  4. 16 minutes ago, ShoudenKalferas said:

    Through testing today I've discovered that the game has changed the way the "Goto Trader" quest objective works, to cycle through all available traders. It never sends the player back to the closest trader and there doesn't appear to be an option to do so. If I leave this object off the quest and instead just use "InteractWithNPC" (Talk to Trader), then there is no compass marker to tell the player where to find their Trader, but then talking to any trader would work to complete the objective. The entire modset is coded right now with "Goto Trader" steps on each of the quests so that a friendly map marker is given to the player to tell them how to get back to the Trader. But due to these changes, I cannot leave the modset like this.. it would be sending players literally all over the map to visit every trader. To boot, once the player has visited every trader, the game does not repeat the cycle and instead says "Locate Trader: NO TRADER" leaving the player unable to complete the quest.

     

    The best I can come up with, with the way the game is coded right now is to have the Declaration of Citizenship quest have a "Goto Trader" option which would send the player to each trader each time the player pursues becoming a citizen. The beginner quest ALSO does this, which would result in the player having to visit TWO different traders at the beginning of the game. Then after that, just trust that the player has one of the traders marked on their map to be able to return to.

     

    It's a bit infuriating on this change. It wouldn't be so bad if they offered a flag in the code to bypass this cycling behavior, or properly marked on the compass where to find the trader to talk to.. but at the moment neither is an option. :(

    This is a little bit confusing. If you want to send the player back to the trader he got the quest from, the game does it this way:

    <objective type="ReturnToNPC">
    		<property name="phase" value="4"/>
    		<property name="nav_object" value="return_to_trader" />
    </objective>
    
    <objective type="InteractWithNPC">
    		<property name="phase" value="4"/>
    		<property name="nav_object" value="return_to_trader" />
    </objective>

    obviously property phase would have to be adjusted accordingly with your quest, but yeah this should work.

  5. 14 minutes ago, KhaineGB said:

    I'm not pushing them as seperate modlets. Honestly, i'd be VERY surprised if the full thing wouldn't work with your modlets since I did my best not to edit the XML as much as possible.

    Some of the mods I'm using are not just small modlets, but little overhauls on their own that are carefully hand picked to ensure that they will not break each other. Some of them already alter some base settings of the game differently than Romero Mod does and that's one of the major problems with overhauls, they simply can't be used together, because they offer different gameplay, but you still might want to have some of their parts in your game, like the items I mentioned earlier. I'm also using Creature Pack as well as DMT NPC mod which requires Sphereii's Core. Your Romero comes with its own modified version of Sphereii's Core which may not be fully compatible with the latest feature set required for proper function of the said mods, so there's quite a few reasons to be skeptical to say the least, but I respect your decision to not release them individually, I had to ask though. :)

  6. 20 minutes ago, ShoudenKalferas said:

    Thanks @mr.devolver for passing word in. I've also noticed that the modset is broke with A19.1 and there is a bug with the elite citizens card quest where it loops over the number of zombies you've killed. I've got patches for these and a new quest or two in the works that I expect to be releasing this weekend. :) In addition, I've confirmed that Localization file DOES push properly from the server. This opens the door up for me to work through adding Descriptions for all the items and for non-English languages to be supported (once I convert everything to Localization). Stay tuned!

    You're welcome! If you need any help with testing, debugging, let me know. I've been working on some quests of my own, so I had to learn a thing or two specifically for quests. :) I also like your projects, so maybe we could team up and make something together eventually, if you'd like. ;)

  7. 28 minutes ago, bdubyah said:

    Plans are just to keep adding more of everything over time. I just kinda hop from weapons to POIs to NPCs and so on. Keeps me from burning out so quick.

     

    The Repeater is tagged with perkDeadeye. So it should scale with that.

     

    The code I mentioned would move the mod in to requiring DMT. Which means another layer of difficulty for people installing the mod, as well as for me keeping everything up to date. And believe me, people in general are not very smart. Lol.

     

    Not saying I won't ever do it, but it's not happening now. Maybe after gold if the workshop support works out like I hope it does. Of course, by then we should have Bandits in vanilla so custom code may not be necessary to have decently smart Raiders.

    I'm very happy that you're improving The Wasteland mod. I finally found the crash site today, and let me tell you that it took me couple of real world hours to generate a map that contains both Nuka Factory and the crash site lol, because I was either getting Nuka or the crash site, but not both at once for the most time and now I finally found one that has both, so I'm exploring and having fun so far, still trying to troubleshoot some incompatibilities between the mods I installed though, but your mods work perfectly. You know what I think we as modders would need to make some cool progress? I think we need more advanced quest system, so that we could add our own quests, because what we have right now is pretty much barebones. We can add some interesting NPCs to the game, but making new quests for them to give you is not as easy and straightforward, not to mention the quest system is pretty much barebones at the moment as it has just couple of actions available, that's not much to create some immersive stories.

     

    Imagine random encounters - save a friendly NPC from zombies or bandits, supply crates surrounded by bandits / zombies you have to fight to get the supplies, send the players to a specific POI, let the quest creator to choose which NPC to return to (it's just trader by default), etc..

  8. 1 hour ago, xyth said:

    The CreaturePack zombies work fine.  The characters using the bandit and survivor classes spawn in but never move, even if attacked.  These are vanilla classes, not extra code.  Its like they are stuck in sleeper state.  I didnt test the NPC (code) versions as the vanilla base versions would need to work first.

     

    I tried it with and without Sphereiis core.  Both error on exit.  Heres the error on exiting the game with no code loaded (no core or any mods besides the creaturepacks)

     

    2020-09-24T11:40:29 276.266 INF [WalkerSim] World no longer exists, stopping simulation
    2020-09-24T11:40:29 276.266 INF [WalkerSim] Worker Finished
    2020-09-24T11:40:29 276.298 INF Persistent GamePrefs saved
    NullReferenceException: Object reference not set to an instance of an object
      at EntityAlive.Update () [0x00134] in <b96846cfb0544c2da3579e57837d9053>:0 
     
    (Filename: <b96846cfb0544c2da3579e57837d9053> Line: 0)

     

    Really fun gameplay, The spawned survivors really helped pull off some off the zombies.

     

    Thank you for testing this! 💗

     

    I was going to re-test with the usual CP + NPC bundle, because the last time I tried it with this WalkerSim was A19.0 and I was getting errors in the console, I couldn't even load into the world. At first I thought the problem was in CP + NPC bundle as it was just updated at that time, but it turned out it was actually the WalkerSim incompatibility with the CP + NPC bundle, because everything worked fine when I removed WalkerSim.

     

    I guess this means there's no point in re-testing if it doesn't work properly with the base CP alone without DMT NPC code. You're absolutely right, DMT NPC mod itself will have to wait for the second phase of testing, once the base mod works as intended.

  9. 9 hours ago, bdubyah said:

    Well, there are regular ones, and leaders. Both have 2 ranged and a melee version. So there's a decent variety. And I'm not worried about gamestage. These guys should be something to avoid early on, and then only deal with if you have to, before finally becoming not as much of a threat end game. I might eventually add some even higher end ones for late game, but that's not a priority right now.

    Just like in Fallout! Raiders shouldn't be easy targets in the beginning!

  10. On 9/6/2020 at 11:11 PM, Ezed said:

    Have a seat while we wait for the A20 DD, Arlene will help you pass the time ;)

    20200905175041_1.jpg

    Hide and seek game? Nice! Not sure what happened to this drunk npc, but the last time I saw him, he was hiding in a bus. Maybe he's on his way to play hide and seek with Arlene over there...

    qtj36dW.png

  11. Xyth!

     

    Check this out from 19.1 exp announcement:

    Quote

    Fixed: Zombies fall through floor/world when jumping over metalRailing blocks

     

    Could this solve the problem I had with hired NPCs falling off the world? Also, do you think the current version of the mod is perfectly compatible with 19.1 ? I haven't tested it yet, but I would definitely like to see if that fix above could also solve the issue I had with hired NPCs.

  12. 5 hours ago, BadKarma said:

    None of my dedicated servers have that path either on my server or run on the local machine as a dedicated server unless I create a folder named and located at "C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server". No need to run the path that deep for it.

    Not trying to beat you up here, but running it on the real dedicated server and adding it to a client as well isn't working. 
    I want it to work, so please don't take this as bashing you.

     

    This is because you're most likely running dedicated server from a regular game installation, not a dedicated server installation and yes, you can actually start a dedicated server with a regular version of the game, in which case you would have no folder called "7 Days to Die Dedicated Server"...

  13. 4 hours ago, xyth said:

    Trader bug?  You mean the intentional death AOE?  If thats a problem you can instead have them take a dirt nap for a while.   Basicly we could change the AOE to buff the bandits with the death infection and survivors with a knockdown.  If your using NPCs rather than humans, this should have an effect unless I coded it wrong.  

     

    <!--  Prevent bandits class characters from getting near trader POIs    -->

            <buff name="buffTraderTrigger" hidden="true">
                    <stack_type value="replace"/>
                    <update_rate value="1"/>
                    <effect_group>
                        <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="50" buff="buffInfection04" target_tags="bandit,survivor"/>
                    </effect_group>
            </buff>
                
            <buff name="buffTraderRagdollNPC" hidden="true" icon="ui_game_symbol_medical"> <!-- Not used, but funny to watch  -->
                <stack_type value="ignore"/>
                <duration value="3"/>
                <effect_group>
                    <triggered_effect trigger="onSelfBuffStart" action="Ragdoll" duration="3" target_tags="bandit,survivor"/>
                </effect_group>
            </buff>  

    Thanks for the kind words.  I know we have a few supporters and you have no idea how much that helps keep this going.  

    Well, by the bug I meant the vanilla problem which prevents us from using our NPCs near the trader, but thanks for these lines of code I will try it out.

     

    Just a question though: triggered_effect that gives the buff "buffInfection04", shouldn't it only have target_tags="bandit" instead of target_tags="bandit,survivor"? I don't want the trader to infect my friendly NPCs lol

  14. 16 minutes ago, CrainBramp said:

    Just wanted to say thanks for your maintenance of the pack and all your work on this: you've been a rockstar. Although it hasn't become a popular mod, this has been in almost every stream and Let's Play I've done since it came out, and I've thoroughly enjoyed it.

    I don't know how many people play with this mod, but I've been playing with this mod so much that my time could easily fill up several people's regular gaming sessions. I'm a living proof that this IS a popular mod.

     

    I've been playing with this mod so much that I'm telling my followers "Stay here" in real life when I'm about to enter the store, to make sure the bug that could make them disappear near the trader doesn't get them...

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