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mr.devolver

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Posts posted by mr.devolver

  1. We can try adding back in the ApproachDistraction task, that might get you the desired effect.

     

    If it requires DMT, I guess we won't see that happen until you merge all the characters in one DMT mod.

  2. Okay guys, so I've got some good news and bad news...

     

    The Bad News.. I found a severe typo that I managed to overlook previously that will prevent anyone from actually receiving the revolver when they collect the reward from the Trader. On top of that, to fix the NPE error, I had to change all the item names.. so it's going to take me another day to work through ensuring that the next version is also backward's compatible and won't break anyone's games that already have the current version of the mod installed.

     

    The Good News.. I found the cause of the NPE. It stems back to not properly utilizing the Localization file for all created quests, items, blocks, etc. I do have a fix in place for Deschain's Revolver questline and I've worked through testing it start to finish and all items work properly, have descriptions, and the quests don't generate NPE when viewing the quest log.

     

    Give me another day I'll create an emergency release before I move on to fixing the Localizations on the other quest lines. While I do have the NPE fixed at this point (along with the quest reward severe bug), it would do no one any good to install this version without me also applying some backwards compatibility support. Really sorry about this! I hope no player is able to work through the quest line before we get the patched version released!

     

    I know I can only speak for myself here, but I didn't even have a chance to try the new version yet, due to some issue in my favorite mod list that I have to figure out before playing, so I don't know how about others, but in my case you have plenty of time lol

  3. Just bumping this as the Lever Action Rifle is now out. Git is good and Nexus will be updated shortly. :)

     

    Thank you very much, I couldn't even test it yet, because I found some incompatibility issue in my favorite mod list, so I'm trying to find out what's causing the trouble. I can't wait to test your new toy! :)

  4. Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.

  5. I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps:

     

    1. Make sure you validate you base game install

    2. Empty your mods folder

    3. Load the creature packs

     

    Test and record findings

     

    4. load the 0-SphereIICore

     

    Test and record findings

     

    So, I did all of these debug tests and I couldn't reproduce the problem with disappearing bleeding buff. I wanted to apologize as this seems to be really caused by some other mod(s). However knowing it wasn't caused by your mods doesn't really make me feel better, because now I am clueless even more. Could it be some kind of incompatibility with War3zuk Alpha 18 Stable AIO ? This mod adds UMA zombies back to the game and while it makes the game feel less repetitive, I wouldn't want that to break some features. Perhaps it's also worth noting that I actually haven't seen ANY of your newly added zombies with these UMA zombies enabled, maybe that alone is a sign of incompatibilty of some sort. Unfortunately it seems like it's hard coded into the mod, I'm not sure how to disable them.

     

    By the way, during the last debug test, I caught this error in the console (only creature packs, A better life, NPCs and their dependencies installed):

    QEeydE6.png

  6. So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage.

     

    I am using creature pack (all packs except fantasy pack) along with NPC mod.

     

    I would also like to add that it wasn't doing yesterday and today some of your mods were updated so perhaps some change that happened in the last update.

  7. Please be as specific as possible. Does this happen with mod mods loaded besides the creature pack? If so, then add the NPC mods and retest. Not doing it? Then its another mod. If so, its the core.

     

    If you can narrow it down that helps.

     

    Nothing I load in the NPC mod or CreaturePacks would touch the player character beyond

     

    So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage.

     

    I am using creature pack (all packs except fantasy pack) along with NPC mod.

  8. Xyth, I'm not sure where to post this, but since I installed the latest updates of your mods, I noticed that the problem with bleeding buff is back. When I get hit by enemy and get the bleeding buff, it instantly disappears like if I healed myself with bandage (minus the bandage effect on health).

     

    This reminds me of the side effect of your old Patch_Entity modlet back in Alpha 17, if you can remember it had the same effect on player.

  9. @mr.devolver-

    The server is for testing and finishing the True Survival mod for A18. Long term games are not possible at the moment. Cheat is on and there are no negative effects to dyeing at the moment(but all effects last through death). Server is not PVP unless you and a friend want to test it and have an agreement. We are usually getting through the first couple days maybe to the first horde before needing to wipe for fixes and changes. Please feel free to hop on and try out the Mod but remember that it can be updated, wiped or crash at any time.

     

    Thanks for clarification, I guess I will try and see then. I like to test new stuff, especially complex overhauls.

  10. Taking longer than expected to hammer through the final details on the Kuva's Armor questline. In this questline , there are 8 quests, 15 new items, 9 new recipes, and a lootable container. Including a few blank lines, there are over 800 lines of XML in this rewritten questline. A lot of details to test and make sure are working as expected. My apologies for the delay, but I want to make sure that everything is working properly before releasing it. I also performed regression testing to ensure it is backwards compatible with any games that already are running the current version. Maybe another day or two and I should be able to work through the last minor issues I'm seeing.

     

    Sounds like a lot of fun is coming our way, don't worry about the delay, we are not going anywhere, just like Laz Man noted, take your time, we will be here when it's ready! :D

  11. @xyth

     

    I noticed that if i'm driving and passing by zombies, the hired npc ai will attack them.

     

    And for some reason, the "Auto-teleporting to me if im far away for them" stop working.

     

    They will only teleport to me if their intended target is dead.

     

    Sometimes they would target zombies in buildings im passing by and most buildings are bloackaded so they will be hitting walls. And if i dont stop and kill the zombies, the ai will never teleport back to me and its difficult to find where they are at after.

     

    Somehow is it possible to teleport hired ai to me that are following me no matter what?

     

    Because of this, if i hire like 10 ai, all 10 of them will "Disappear" When im driving. AND WILL NEVER COME BACK. They can still be found at well...wherever the hell their "target" zombies are. Even after the zombies are dead, they will wander around the area until i talk to them and ask them to follow me again.

     

    I Changed:

    Blocks.xml

    <!-- Buff to keep the NPCs close by. thenumber in the ( ) is the range -->

    <property name="ActiveRadiusEffects" value="buffHomePoint(3)"/>

    entityclasses.xml

    <property name="SightRange" value="3"/>

    <property name="AttackIndexes" value="3" />

    <property name="AIPathCostScale" value=".9, 1"/>

    <property name="AITask-1" value="BreakBlock"/>

    <property name="AITask-2" value="Territorial"/>

    <property name="AITask-3" value="ApproachAndAttackSDX, Mods" data="class=Entity,0" />

    <property name="AITask-4" value="ApproachAndFollowTargetSDX, Mods" data="incentives=Leader"/>

    <property name="AITask-5" value="PatrolSDX, Mods"/>

    <property name="AITask-6" value="MaslowLevel1SDX, Mods"/>

    <property name="AITask-7" value="Look"/>

    <property name="AITask-8" value="WanderSDX, Mods"/>

    <property name="AITask-9" value="" />

    <property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=Entity"/>

    <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=Entity"/>

    <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=Entity,3"/>

     

    I don't know what im doing though

     

    Have you changed something since the installation of the mod? If you have, that may be the reason why teleport stopped working. What you're describing here reminds me of earlier SDX versions of the mod in which the hired NPCs were pretty stubborn and refused to follow the player until their target was dead. Assuming there wasn't any recent update which changed the behavior, the last version should work as expected.

  12. Hello, is the server PvP or PvE? I'm not a fan of PvP in general and even less when trying to learn about new features at my own pace. If it's PvP, I will pass and wait for a regular all in one overhaul pack for running the mod locally.

  13. Haha. Its working like the XML says it should, but I should probably make it so they don't kill everything around including other robots. I'm not sure what mechs ought to be doing actually, are they programmed for killing anything that moves? Just undead? What purpose did they have before the apocalypse?

     

    Oh man, you shouldn't have asked, this just brings so many ideas to my mind. Well, I know I couldn't make them happen, but maybe you can...

     

    So... Since that bigger one looks similar to those robobrain robots from the Fallout universe, I imagine it would make sense that some, if not all of these robots were top secret military weapons, but who knows what kind of original purpose or programming they had and most importantly, were they programmed properly in the first place? Did bandits try to hack them to mess with their code over time in attempt to make them fight by their side? Was the code of these robots even finished before the outbreak? Were these robots created secretly in hope to kill all the infected before the zombie virus spreads further? And how come you killed so many of them and they still keep coming? Is there a factory that secretly creates more units of these robots to this day? And if so, who operates it? All sorts of unexpected things can happen when you meet these robots. Every robot encounter is like an open ended mini story which can end differently. I wouldn't be surprised if some of them were actually even friendly, maybe because their function which makes them attack people wasn't quite finished yet, perhaps they can be still reprogrammed to help you in fight if you have the right skill and necessary tools, of course you will most likely need to study some books about robots first, because trying to hack the robot without proper tools and/or knowledge can be lethal for those who try... Hopefully my imagination will inspire you at least a little bit... :D

     

    EDIT: Xyth! Imagine flying robots like drones! That would be quite a unique addition. Probably operated by bandits who figured out an effective way to spy and attack other survivors from above!

  14. Custom NPCs is something I have plans for some time, yes. I keep in touch with sphereii and time to time talk about his progress with the NPC API they are working on, it's incredible, but I'll be honest, I have no idea when I'll have time to actually getting on working in making those custom NPCs, because there's a lot of content already in the works and is waiting for implementation before anything else :)

     

    If NPCs are on your TO DO list, but creating custom NPCs would take you a lot of time, maybe you could use the default characters that are already in the pack (assuming Xyth and SphereII would allow that), it would save you a lot of time and you could always create custom NPCs later when you have enough time for that. Even default characters and features that are already there give the players additional long hours of interesting gameplay and overall it's much more fun to play with them, the world feels much more alive and immersive. To be absolutely honest, NPCs became a must have mod for me, I've been playing with these mods for quite a while now, so if the NPCs aren't there by the time Undead Legacy is released, I will most likely try to add them manually for my personal game experience if possible.

  15. The modlauncher only syncs 1 per hour

     

    So I guess I was unlucky and missed the window. Is there a way to synchronize manually? I know there is that "Pre-Sync Mod" button, but I guess that didn't really help, because I clicked it before starting the game for the first time.

  16. Well, I gave up, closed the game, came back to Mod Launcher and checked the updates. It seems like there were new versions after all. I downloaded them (hopefully all of them) and started the game again. Frankie's ability to fly seems to be gone. I guess the supply of kryptonite finally arrived. :D

  17. No, it should have an effect on them. Its' trying to find something, and its not, so it should be running vanilla code.

     

    Well, the only effect I see is this:

    GKk3Lrk.png

     

    I found him by accident when I was cleaning around the base with a stone axe. Needless to say that the blood on the screen is mine...

  18. That's me testing a new Wander mode. should be just warnings, and not extra code is running.

     

    Is an NPC disappearing inside the hill or under ground a part of the test? I see NPC farmer mark on the map, but when I reach the mark, I can't find him in the world.

  19. Did you guys change something in the code of this mod recently? Last version seems to be bugged. I saw a character, not sure if it was a vanilla survivor or NPC, but the lines in the console make me feel like it was a DMT NPC farmer, and when I started running to him, he suddenly disappeared in such way it looked like that NPC teleport feature, but he literally disappeared inside the hill. After a while I saw another fast movement far away on the horizon all the way through my screen. I opened the console to check out what the heck is going on and I saw tons of these lines:

     

    rnx6E6x.png

  20. Subquake, do you plan to add some NPCs now that Xyth and Sphereii have some pretty solid framework for them? If you went the extra mile to implement them, that would push the game several levels higher again.

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