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mr.devolver

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Everything posted by mr.devolver

  1. I'm not saying it was taken out, I'm just saying I haven't seen it in a while. You know, it used to be available on all NPCs, but at some point it was supposed to be available only on certain NPCs where it would make sense - farmers, bakers or nurses should not be expected to be good guards as opposed to trained soldiers.
  2. Please, first make sure you start playing a new world. If you can reproduce this problem in a new world, then provide your output_log.txt file from the gameplay where these NREs occured, so that Xyth can analyse it and fix the problem. Thank you.
  3. I haven't seen the "Follow me for your patrol route" dialog option in a while, is that function still there? I know it was planned that this function will be available only for suitable NPCs who can be used as guards, but with new NPCs I'm kinda losing track of who still has this ability and who doesn't. Either way, the reason why I'm mentioning this feature is that it was one of the best things about this mod in A17. You could teach your NPCs the path around your base and they would follow it and defend it against most of the threats for you and never really leave the path until they were given a different order.
  4. I wanted to report major problem with entities, one guppy zombie and vanilla vulture as they spawned but didn't move. Then I realized I accidentally pressed the AI toggle key, oh well at least now I know which key it is LOL
  5. That's good to hear, I also hope I won't see those NREs again, but I'm still testing. So far so good. We will see.
  6. I just grabbed the update and I'm going to test it. Well, it's probably hard to reproduce really, because I literally didn't do anything in the game when that happened, because I was tweaking reshade filters (trying to match the new Alpha 19's look lol) and I started doing that immediately after spawning into a new world. While I was doing that, it was soon the in-game evening and zombies started spawning more closely to my location so I wanted to use God mode to avoid getting killed while I'm messing with the reshade settings and when I pressed F1 to get into console, I noticed the red sea of NREs was already there, filling up the whole space in the console. I guess I didn't see those errors thanks to Sphereii's code which prevents errors from taking control from the player. So yeah, kinda hard to reproduce when I have absolutely no idea how this happened.
  7. You're not getting Alpha 19 any time soon, so you better get used to what you have now lol
  8. Xyth, I get some NREs in the latest update. Not sure if it's related to NPC mod or CP, because as you know I'm using both, but here's the log.
  9. Have you tried to start a new world? Because the way you're describing it sounds like you're playing an older save which could cause issues sometimes which would also explain why "killall" seemed to solve the problem for you. You probably had some old versions of entities spawned in that had to be killed to not cause errors. I should probably also mention that I haven't tried the latest version myself yet, so I can't confirm at the moment.
  10. Is it just me or some of the zombies (if not all) added by this pack when spawned as sleepers actually never wake up automatically and player must attack them first? I just noticed that in the latest update, I'm pretty sure it worked before as it should. Vanilla zombies still seem to work as they should.
  11. I think it's better with lower spawnrates, because it's more challenging to research them now! 😉
  12. Snufkin's modlet repository vs <Usual modlet repository>: * Both repositories are awesome * Usual modlet repository: 500+ MB * Snufkin's modlet repository: 124 KB LOL
  13. Well, the project I've been working on started as a small project main goal of which was to tweak some settings in CP, NPCs and Core for my personal playstyle mainly because I wanted to learn how to mod and I thought this would be a good starting point, but also because I wanted an easier way to customize settings of these mods without the need to change actual base files of these mods, because with updates so frequent, it would be hard to keep changing the files manually every time there is a new update. Also having my custom settings in form of an addon allows me to use the time I would normally spend changing the base files to expand it with some extra features and the first extra feature which I added yesterday was the ability for doctors, nurses and medics to heal you for 100 casino coins (but you still have to hire them first). It would be impossible for me without help of Sphereii's awesome 7 Days to Dialog tool which helped me to expand their dialog to add this extra option there. Other than that, the mod makes it so that all the NPCs have different health, stamina, damage resistance and health regeneration and hiring them has a chance to boost some of their stats as well to simulate that they are better trained now as a part of a group. That's pretty much it for now. I know it's not much, but I'm still learning and I would love to expand it further as I learn how to mod better. At the moment there is no quest though. I would like to create some eventually, but I've never done anything quest related, so I would first have to learn how to do it to be able to do some quests that would involve these NPCs. Right now I don't feel confident about my modding skills to take on that challenge, but if what I have done so far is anything remotely interesting for you, I could give you the files for review and if you think it's good enough for public release, I would release it, but only with your permission, because as you can see from description of it, it's a mod which mostly tweaks work of you, SphereII and other CP contributors and builds on it a little bit. As for the Sphereii's 7 Days to Dialog tool, I can totally understand what you meant to say there. Yeah I knew there is a video tutorial, but I also wanted to try it out without following the instructions first and I failed working with it that way, so that was when I decided to sit through the whole video tutorial and it was worth it, because indeed doing it just like in the video instead of how I expected it would work did the trick and I managed to add that new "Can you heal me?" dialog option. I'm very grateful that Sphereii created this awesome tool and I hope he will expand it with more interesting features, hopefully some features that will also expand my knowledge about modding. Hi! I love your tool! Admittedly, at first it was kinda confusing for me, because when I tried to work with it intuitively, I didn't get too far, but then I watched your tutorial video and everything became more clear then. I guess my problem was just that I had certain idea of how it works and it turned out it works a bit differently than I thought lol. But I think it's fine and people just need to get used to it. I mean, at first it looked like a rocket science, but it turned out to be simpler than that after following the instructions in the video.
  14. Xyth, while at it, could you also please tell our dear friend Sphereii to release the kraken called 7 Days to Dialog? I found it totally by accident while looking for something different on Discord. How come you've been hiding such treasure from us? I would think link to such a cool tool along with the tutorial video should be in the first post of this thread so that more people could find it and play with it! I for one installed it today and while it took me a while to figure out how it works, right now I already have unique dialog option for hired Doctors, Nurses and Medics to allow them to heal me for 100 casino coins! I suck at buffs so healing doesn't work exactly the way I would like, but I guess it will have to do for now. This tool is so cool, everyone should be using it by now and yet I don't see a whole lot of quest mods yet, it's because people have no idea how these dialogs work and they don't know that there is a tool which generates those dialogs for them!
  15. You know, I noticed you're blaming Sphereii quite a lot lately... lol I think he deserves some love for working hard, so do you. ❤️
  16. Please note that <append> command is really for adding new things within the scope of the last node inside the xpath. If you would rather want to change the existing parts of the code inside that node, you could construct a <set> command to target specific lines of code to change their values, or <insertAfter> / <insertBefore> to add lines after or before the specified xpath. I believe your codeB is a good example where you should be using something different than append as drinkJarEmpty already contains some of those lines you're adding and just like in case of Action1 duplicate, duplication of other lines of code may be undesirable as well. As for the solution for your actual problem, right now I can't think of anything that I know would surely work, but that doesn't mean there's no solution for it. Some modders are quite resourceful and could probably give you a solution for this with no problem. You could try cvars, buffs, custom effect groups with predefined requirements or combinations of them. I may be wrong, but perhaps it could be done by setting up custom effect group that would give different results based on various different requirements. If everything else fails, you could get this done through DMT (Successor of SDX), but of course that's a whole new level of modding.
  17. Your code for adding Action1 on item with name ThisItem is correct, but please note that doing it exactly as you wrote it really assumes that the item called ThisItem does not have Action1 in its code yet. If it already has Action1 in its code and you want to modify it somehow, you have the following options: 1) change individual parts of the existing code 2) remove the whole Action1 property and then write a new one that would take place of the original 3) add to the existing code Code for all of these options would be different and generally the less amount of changes means better compatibility with other mods that may depend on the vanilla code. Action0 and Action1 actually represent left and right mouse button actions, so the game would most likely throw you an error if you tried to add a "an alternative action 1" leaving the code with two Action1 properties. Assuming that all you really want is just to add some new code inside an existing Action1 property of drinkJarEmpty item, your code in items.xml of your mod would look like this: <append xpath="/items/item[@name='drinkJarEmpty']/property[@class='Action1']"> <!-- Any code written here will go inside Action1 property of drinkJarEmpty item --> </append> Again, this is for injecting a new code inside the existing Action1 property of drinkJarEmpty. If you wanted to edit the existing code there, not to add new one, you would have to do it differently. What would the code look like in that case highly depends on what exactly you would want to change there.
  18. Sorry Xyth, but... * Entities like zombies and NPCs walk slowly in water * Player swims with no stamina loss happens with only the following mods installed: I have this on video if you insist, but I think it shouldn't be hard to reproduce at all, because all I really did was that I just went swimming with a nearby burnt zombie. I was literally swimming in front of his nose and he tried to catch me, but I was always faster, swimming at no stamina cost. If this doesn't happen in vanilla, then it must be one of your mods.
  19. Say you wanted to add something inside the Action1 of an item called ThisItem, you would do it like this: In items.xml of your mod: <configs> <append xpath="/items/item[@name='ThisItem']/property[@class='Action1']"> <!-- Your additional code goes here --> </append> </configs>
  20. Guys! I have something to entertain you! Me: Sir? How many soldiers does it take to open the door? Angry soldier: BETTER RUN! 🤣
  21. Xyth, speaking of water bugs. I noticed that my character is not losing stamina while swimming. Do you think it has something to do with your mods? Oh and also all entities in the water walk really slow for some reason.
  22. I'm currently working on a mod which changes how some things work in these mods and I was thinking about creating something like this, but for now I came up with a simpler solution which gives better stats to your hired NPCs to simulate that they have some training under your leadership. If Xyth doesn't mind, I could eventually release this little mod as an addon, but only if Xyth allows it, because I'm just kinda messing with his own work here lol As for hooking it to charismatic nature perk in game, the problem here is not that it would be impossible. The real challenge is that NPCs may not have all the characteristics of player entity, so boosting their fortitude or agility may not have the same effect on them as it has on players. It would either have to be completely reworked to include NPCs in which case it could become incompatible with other mods, OR it would have its own skill/perk tree. I imagine this is not the highest priority now, because not all features are implemented, so implementing some sort of more sophisticated control over stats that may change in the future which could require complete rework of the perks again would probably be too much of hassle at this point.
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