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mr.devolver

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Everything posted by mr.devolver

  1. SphereII_ABetterLife ??? Did I miss some cool mod again? What is it?
  2. This one showed up when I gave my NPC some water and he used it all.
  3. I entered fire department POI, killed couple of zombies and went upstairs and I got NREs. I grabbed the log while still playing so it doesn't end by saving, but the last entries in the log are most likely related to those NRE messages. I didn't have a hired NPC with me. In fact, I didn't hire anyone in this world yet. LOG
  4. What do you mean? Did the flamer burn them alive?
  5. What was updated? I refreshed the list of modlets and I still can't see the update.
  6. Sorry if what I said is grammatically incorrect. English is not my native language and right now I'm very tired, so it is possible that I will write some nonsense. I do have Bloom's Animal Husbandry installed, but the animals just don't seem to spawn.
  7. I haven't even met one that would spawn automatically.
  8. Interesting problem. Unfortunately I can't confirm this time, because I had no chance to play coop with this mod yet, but I'd like to play coop with it eventually when all the issues are resolved.
  9. And that's exactly what I meant, there are many issues you have to deal with, so adding them is not as easy as he portrayed it. As for the change of traders, it might be seen as positive change for some players if they could kill the traders, but I think not all of us would like it that way. I think the way traders work in vanilla should stay as is, because most players expect the traders to be invincible so that their quest won't break just because someone killed their quest giver. If someone wants vulnerable traders for any reason, you could make it an option for server admins to make the traders vulnerable, so it could be set up to work in both scenarios.
  10. I know that you probably want as few changes to vanilla as possible for better compatibility with other mods, but on the other hand, if the game code that governs traders is not flexible enough to work well with custom NPCs (which kinda defeats all madmole's claims that adding NPC followers should be easy enough for modders), then changing the game code is probably the only possible solution if you want your mod to look and feel natural and perhaps if you create a robust mod that actually works well in all kinds of different scenarios, other mods might benefit more from using this mod as dependency instead of the vanilla code in which case incompatibility wouldn't be an issue.
  11. Well, when I saw that screenshot you posted there with baker NPC next to a trader, I was very excited, so to be absolutely honest, I would love if we could safely do that any time.
  12. Just an idea, but if it's 10 blocks around the trader NPC, maybe your NPC could temporarily stop following you right before crossing that line so that they would not move any closer to the trader. I guess in most cases that would be still close enough for player to reach them when needed and once the players are done buying / selling stuff, they could leave and their NPC would start following them again.
  13. I have another interesting experience: My trader that I spawned as a replacement for the one that disappeared was trader Bob, not sure which one was the original one because he was already gone when I entered his room, so I just picked one randomly. When I asked Bob for a fetch job and came back with the supplies, Bob himself was gone and instead of Bob, trader Jen stood there in front of me! What's even weirder, I was actually able to finish the job by talking to trader Jen! As for the despawn issue, I think it's pretty weird that a static trader actually spawns after your NPCs. I would think that they all just spawn in their base before anything else.
  14. I just tested this last update with the existing world and NPCGhost from Dark. NPCGhost did not disappear, but the trader himself did lol I spawned a new trader and that one disappeared as well. It seems like when my follower gets too close to the trader, the trader disappears. I left the NPC outside of the trader's base and spawned a new trader behind the counter and that trader now stays there.
  15. Thanks. Anything new regarding the errors in the log I posted the other day?
  16. Sorry for that, but the log was really huge, pastebin.com wouldn't accept it, so I had to compress it. Oh, one more thing. For some reason, my companion just disappeared like maybe after 3-4 days or so and we weren't even at trader's base. First I thought that he got stuck somewhere and stopped following me, but then I realized that we have the teleport now so this shouldn't be an issue, so I checked the map and he was really gone. Could it be that the game eventually despawns some entities? Assuming that this is the case, maybe you could put something there to protect at least hired NPCs from being auto-despawned by the game itself?
  17. Sphereii, sometimes I get some red message in console, but it's always pushed away very fast by the stats messages. Is there any way I can temporarily turn off the stats messages so that when this red message shows up again, I will be able to read it and find it in the log? Alternatively, here's the last log full of these stats, but also the error messages: output_log
  18. Hey Darkstardragon, I was on my way to my base at late night and when I went around this bus, I noticed some movement inside. I came closer and look who I found there hiding behind the seats trying to get a free ride home!
  19. Well, I'm not much of a modder, but if it helps, I can confirm that it's always VERY appreciated when you guys add more stuff to this mod, because I absolutely love it and I will always love to help you test it thoroughly in my gaming sessions which are always several hours long! Seriously, I would get bored in vanilla, but I can keep playing for hours with this mod, so you are doing something right!
  20. Oh, so you don't want players to abuse it, okay... How about this: Maybe they would have some kind of bar filled with patience and the more you piss them off, the lower their patience will be. If their patience is high enough, they may forgive you some random shots or hits, but once their patience gets too low or empty, they will not forgive you, they will want to kill you. Just an idea... The trouble with a solution like this would probably be that one bar of patience wouldn't be enough for all players and other NPCs / traders / bandits, because they shouldn't want to kill everyone just because one bandit pissed them off, but still there should be some kind of logic in it with players having a fair chance to avoid the fight with the NPCs if the NPCs aren't straight-up evil.
  21. I think Fallout 4 solved this in a similar way, but for some reason I never really needed to use it. Maybe it was because when something went wrong, I just reloaded the last best save and continued, but then again in 7 days to die we have no way to reload even in singleplayer, once something goes wrong, it stays that way, so any safe way to back out of some unintentional incident with NPCs would be helpful.
  22. Yeah, but you know I didn't really mean to hit her, so maybe NPCs could detect that some fighting with zombies was going on and maybe they could turn a blind eye to it if it happens just once. Accidents happen. If I kept hitting her, that would be a different story and of course, she could consider that as a threat and she would react accordingly, but hitting her just once by accident could be forgiven even if she wasn't hired, especially when we both were in the middle of a fight with zombies. As for the factions and mini-gangs, well that sounds very good and it would give me more than I would dare to ask for But then again, if the goal is something like that, then it would be better if the pack of NPCs was bigger, so that the mini-gangs or the said factions would be formed by mostly different people. Perhaps one day if and when TFP re-add bandits and hopefully re-add whatever it is that we need for proper UMA NPCs, you could effectively generate all kinds of different NPCs with different weapons and clothes and armor and they could be good or evil and you would have to approach them to find out if they are friendly or not, that would be cool!
  23. Does it work only with hired NPCs? Because I was fighting zombies together with a non-hired NPCNurse and she attacked me, because I probably hit her by accident. You know, I was surrounded by many frozen zombies and I had only a wooden club, but NPCNurse was near and I thought maybe she could help, so I brought couple of them to her and she really started to fight them as expected and I was hitting them from the other side with a club. Everything went well until the point when I probably hit NPCNurse and she got aggressive towards me as well. It was not my intention to hurt her though, but naturally I was out of stamina almost the whole time during that fight and when she attacked me, I also lost a lot of health. As soon as I got a bit of stamina back, I started running away from her, but she immediately ran after me trying to kill me while the remaining frozen zombies tried to kill us both. I do understand that non-hired NPCs may not trust a stranger as much as they would trust their leader, but still, situations like this one feel kinda stupid. And of course, while I was trying to run away from NPCNurse, I was unable to avoid them all and I was hit and killed by those remaining frozen zombies. There was also a non-hired NPCFarmer who just enjoyed the fight from safe distance as a spectator and obviously didn't feel like helping at all, BUT for some reason when I respawned and came back to pick up my bag, I witnessed a funny situation as I found both NPCNurse and NPCFarmer fighting each other and NPCFarmer won, so at the very least, I got some satisfaction thanks to this bizarre experience which brought smile on my face.
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