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mr.devolver

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Posts posted by mr.devolver

  1. Hey guys,

     

    Is this normal? These stats, even though they were green, were going across the server pretty constantly.....and nobody was playing. I'm just surprised that they "actively" keep processing even though no one is playing.

     

    It's almost like the NPCs were playing.....by themselves....spooky :p

     

    https://imgur.com/a/13pjRT6

     

    And i mean this, suddenly, became a "constant" thing....non-stop like someone was playing. But my server is PW protected and specifically to my team.

     

    Yes, it's normal, those are messages from NPCs mod for debugging purposes.

  2. Thank you. I am still traveling and will take a look this evening.

     

    You're welcome. If you need something else, please let me know. Personally I can't wait for the issues to be resolved so I will help with testing as much as I can.

  3. Ok, so I just finished testing on a fresh copy of the game with only the following mods installed:

    Animation SDX

    aXUI_Dialog

    Hal's DLL Fixes

    Patch_Entity

    SDX_Buffs

    SDX_Dialog

    SDX_EAITasks

    SDX_EntityAliveSDX

    SDX_Quests

    SphereII Wandering Traders

    Xyth Bandits

    Xyth NPCs

    Xyth Wandering Traders

     

    I started a new game with pre-generated world from Nitrogen. I played the initial quest until the point when I was supposed to locate the trader. Still with the active quest "locate the trader", I started looting random POIs and sold as much as I could to get 1000 Casino tokens from wandering traders. I found NPCAmmo in the world and hired him. I went into the main menu and then I loaded the game again. NPCAmmo was gone.

     

    I'm uploading the log, but please note that for some reason it's a massive 166MB file which I noticed only when I tried to upload it on standard text sharing websites such as Pastebin - my web browser crashed, so I am uploading it on Mediafire. It takes forever to upload, so please have patience with me, thank you.

     

    EDIT:

    After failed upload of the text file itself, I decided to compress the log with rar. I hope you understand. The archive is now only 4.2 MB, but unpacks to full 166 MB output_log.txt, here is the link. I hope this will help you in the debugging process.

  4. I removed the questing ability of NPCs for now. This should resolve your error until I can figure out a better way of doing it. The call stack in your log didn't go through any of our classes, so it's not something I can catch directly.

     

    Funny. I thought that questing ability was already fixed because it didn't give me errors anymore. Unfortunately I had a bigger issue, because when I hired an NPC, they wouldn't keep following me no matter what I did and when I restarted the game, they were gone. Right now I am doing a clean copy of the game, with only Wandering traders, NPCs and Bandits to see if there's any difference because I had other mods installed as well. I hope we can find a way to make these mods compatible, because I mostly pick mods that add new stuff, so I would guess these things have no reason to be incompatible.

  5. I think the npc code is great as is, and any bugs should be worked out of the current build before considering any new additions to behaviour etc.

    This importing models thing is getting hilarious lol

     

     

    i should make it so he has to be hired with grain alcohol :smile-new:

     

    Where are you getting these NPC models from and how do you import them to this mod?

  6. NPCs in the vehicle are kind of iffy. We may be able to code them in, but they'd look weird, since we don't really have a sit animation. We could do the teleporting thing, but I feel that some people would want that while others would say its too cheaty.

     

    We could make some kind of magic whistle that will summon them, with a random time period of them actually showing up to you, so they aren't instantaneous.

     

    Giving them armour might be easier than giving them weapons.

     

    How about my suggestion above? Once you get in a vehicle, your companion will despawn and once you get out of vehicle, your companion will spawn near you again? It would simulate that they are travelling with you. Well, let's be honest, when we drive, we focus on the road and surrounding anyway, no time to keep checking the passenger seat if the actual passenger is there. :p

     

    Or maybe walkie-talkie to call them and they would effectively spawn somewhere in distance and run to you? Mafia III had it that way.

  7. Pocketing wont happen, as they are "humans" not tools. Rucky made a portable auto turret that might be more what your looking for.

     

    - - - Updated - - -

     

     

     

    I left it off the NPCs because it does tend to distract them from other tasks. Balancing how quickly one task effects another task is tricky, so the fewer tasks the better.

     

    Well, in Fallout 4, your companion is a little bit more autonomous than it was in previous versions, but generally, when they see an enemy nearby, they attack them and once they kill them, they quickly run back to you. When you tell them it's time for you to separate, you can set which base you want them to go and they go there. Once there, they never really wander off too far even when the base is under attack, they always return back to base after chasing and killing the enemy. Maybe it could work similarly here. Your companion could stay with you for as long as you need them and if you tell them to go back to the base, they could go there and stay within the boundaries of your land claim and possibly protect it while you're gone.

     

    As for Kilroy's question, I kinda understand why he's asking this. When we talked about NPC companions before you released this mod, I believe you mentioned something like they can keep up with you when you're in a vehicle. I'm not sure if this is still true though. I tried this in one of the previous versions and the companion didn't really catch up, I lost him. I drove back to base, started sorting items in the chests and I thought he would eventually show up, but he didn't. I had to go back to find him. The bad news was that he didn't catch up, but the good news is that he was still where I left him. They are definitely a great addition to the game, but I wish we could travel with them.

     

    How about simulating that they are in the vehicle with you? Once you get in a vehicle, they get in too, except they don't as they would just despawn and maybe occupy the inventory of the vehicle. Once you get out of vehicle, they spawn near you. Would it be possible?

  8. Sounds like fun :-) The bandits and wandering traders have the "ApproachSpot" vanilla AI task so they will investigate "heat" caused by noise. The NPCs do not have that task, but it could be added to their xml if you wanted.

     

    Well, I don't know how that could be done, but on the other hand, wouldn't it distract our hired NPCs from the task we give them? I mean, it would be cool if wandering (non-hired) NPCs were able to go investigate the sounds of shooting, but in the same time, I wouldn't like hired NPCs go to do the same thing if I wanted them to stay with me or guard some specific spot.

  9. Xyth,

     

    I just had a perfect situation in which I went into Pass-N-Gas, I attacked a zombie, but I only had a stone axe and suddenly a nurse NPC came from behind and finished that zombie for me. Soon after that, I looted the room, found a shotgun, went to the second room / garage, door was open and even before I reached it, a zombie that was inside went straight to me. I shot him and suddenly I had two bandits on my back, BanditEve and BanditArcher who both attacked me. That was probably a random rare coincidence, but it was pretty intense and very cool and it made me think that maybe it would be cool if wandering traders, bandits and npcs had a chance to be attracted to the sounds like shooting and follow the source. That could create some interesting situations like this one.

  10. Friendly fire will be looked at to see whats practical codewise. Thanks for the suggestion!

     

    Thanks for reassurance that it might be added eventually. This mod is already awesome and it will be even better with that option. With bandits, wandering traders and NPCs you can hire, you get long hours of solo roleplay without getting bored. Companions give you that "we're in this together" feeling, wandering traders give you that "I'm not alone in this apocalypse" feeling and bandits give you that restless feeling that you can get shot at any time and you have to act fast if you want to stay alive - "Oh sh** who's shooting at me?" or "Damn, I have to try a different way, because this one is still too powerful for me to deal with!". Basically this set of mods gives me what I always wanted to have in the base game and it was never added.

  11. No, at this point friendly fire in NPCs mean if you are their leader you and anyone in your party cant hurt them, and they can't hurt another NPC in your hire (and maybe in a party members hire, I forget if that made it in). But they can hit you with friendly fire. Not sure is Sphereii wants to add that aspect of friendly fire prevention in out not.

     

    It would be cool if that was an option, it would allow more flexibility for mod creators too. I mean, there are pros and cons and one of the cons is definitely that they can hurt you by accident, close quarter situations may be lethal and sometimes it doesn't really depend on your own skills. Don't get me wrong, NPC companions are very useful, for example when you are facing a horde somewhere outside, they can really take care of some of them for you, but once inside, they can actually do more harm than good depending on the situation. I would love to confidently take them into any POI without worrying that they will kill me. :D

     

    Here's an example in which this option would be useful:

    Maybe some mod creator would like to create a mod in which you have a quest during which you must meet an NPC and the NPC would join you. You wouldn't be able to kill him, he wouldn't be able to kill you, but let's say that as the story unfolds, your NPC friend turns against you and you have to kill him. Friendly fire would switch to ON, so that he could kill you, but also you could kill him to proceed in the quest.

     

    I guess in this example, it would require more than just friendly fire switch, but the flexibility would already be in place.

  12. The damage done by the traders, NPC, and Bandit weapons are adjustable in items.xml so dont feel you have to use my default values. Also, the bandits and traders do not yet use the NPC faction code so have no friendly fire restrictions yet. Once the NPC code is stable I will convert the traders and bandits to also use some of the NPC code.

     

    I'm confused. Does this mean that NPCs that can be hired already have the option to turn off friendly fire? If so, how do we use it?

     

    As for the traders and bandits, I can't recall the last time I got hit by wandering traders, if at all. I'm actually happy when bandits find me and attack me, because it's a nice change to the game and zombies are no longer the only threat.

     

    I was hit by my own follower though and that can be lethal sometimes, so if there is an option that would simply prevent our followers from killing us and maybe prevent us from killing them by accident, that would be awesome.

  13. I tried three. Two guarding the back area and one at the front door. Once this whole wandering off issue gets fixed it will pay off. They're a good alternative to turrets until you can get turrets.

     

    Still, the wandering traders can kill you WAY faster than any zombies. If they're in your area, and you're working on dealing with zombies, you could get hit by one of their "missile" rounds and their friendly fire will kill you in a second unless you're either heavily armored or have a ton of health.

     

    I think it would be better to give them standard rounds rather than these missile rounds that blow up and take you down with the zombie. Even a mini-gun would be better than those exploding rounds they have now. In all honesty, i've been killed (more) by the traders than zombies lately. lol.

     

    Their weapons are fine, we just need to be able to turn off friendly fire, so that your own NPCs will not kill you if you get between them and their real target.

     

    Perhaps it should check the server option which controls friendly fire, if you turn it off, your friendly NPCs should never hurt you and you should never hurt them.

  14. Well, fellas, if there's one thing that can be said about you is that you ARE dedicated. No arguments possible. You're writing code, for us, on a Sunday and that's much appreciated.

     

    I can't even keep up updating to the latest versions, I just finished updating one version, testing right now and now I see two new updates lol. Of course I'm NOT complaining, in fact I love this mod so much that it's hard to force myself to go to sleep in real life.

  15. I'm theory if you flatten the dtm in areas it should create towns there.

     

    I'm working on a Fallout 4 map and in the huge flat place where you would expect a city, Nitrogen didn't place anything except road. When I tried to generate again, it placed a city there but it was small one so the huge free space around it was still unused, but it's still pretty cool. It looks much more realistic than what we get in standard RWG.

  16. Xyth,

     

    that red NRE showed up again, a while after hiring Bill the NPCAmmo and I hate to say that, but he seems to be stuck again, he's unable to follow me. :( Do you think it might have something to do with that red error message in the console? :(

     

    Also, I didn't spawn him this time, I just wanted to play and meet him randomly in the world. It's interesting because previously, when I spawned him two times using F6, this problem didn't happen. Also, I was on my way to the trader (initial quest) when I hired him, I hope this can help to isolate the bug.

     

    Here is the log. NRE should be a little bit before closing the game.

  17. Did you update all the code files and spawned a new NPC? There were lots of big changes today and you might have some older files. I just ran a series of tests on a new spawned AmmoNPC, both before and after hiring, and during patrol, wander and guard, killed zeds without error.

     

    I recommend you delete all the NPC files and dependencies and reload them.

     

    That's why this is strange, because I deleted everything and started all over again, so this is a new game, but I will look into Mod launcher to see if I have some missing files or files that need to be updated.

     

    EDIT:

    Ok, this is weird. I looked in Mod launcher, clicked "Pre-Sync Mod" button, started the game again and I started a new world and "follow me" seems to work again. So far no errors.

  18. Doubtful on the traveling in vehicles. In this game, players kind of "wear" the vehicle, so i probably would be quite a bit of code to get an NPC to enter the vehicles. The follow command should do most of what you are looking for. The NPC should run to keep up with the player, but will not keep up with a very fast vehicle. I don't think we will be doing much more with the AI until A18, mostly just focusing on bug fixes to the existing AI. Sphereii and I have other projects we are spending time on, and are waiting to see what modders do with this NPC and Domesticated Animal framework.

     

    Speaking of bugs, I think I found another one. I hired NPCAmmo again, he attacked a zombie and console showed up with red message.

     

    Here's a snippet from log:

    NPCAmmo: Mickey D The NPCAmmo - ID: 360 Health: 789.6 Stamina: 371.5503 Thirst: 75.09011 Food: 372 Water: 75 Sanitation: Disabled.

    Food Items: foodCornBread,foodCornOnTheCob

    Water Items: All Water Items

    Food Bins: cntSecureStorageChest,cntStorageChest

    Water Bins: water,waterMoving,waterStaticBucket,waterMovingBucket,terrWaterPOI

    Current Order: Follow

    Current Leader: 171

    Active Buffs:

    buffnpcstatuscheck ( Seconds: 1752.85 Ticks: 35057 )

    buffstatuscheck ( Seconds: 1752.85 Ticks: 35057 )

    buffnpcsanitationstatuscheck ( Seconds: 1752.85 Ticks: 35057 )

    buffnewbiecoat ( Seconds: 1752.8 Ticks: 35056 )

    buffperkabilityupdate ( Seconds: 527.4 Ticks: 10548 )

    Active Quests:

    Patrol Points:

     

    Currency: item=549 m=0 ut=0 Faction: 6

     

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

     

    NullReferenceException: Object reference not set to an instance of an object

    at EAIMaslowLevel1SDX.PerformAction () [0x00000] in <filename unknown>:0

    at EAIMaslowLevel1SDX.CheckForWaterBlock () [0x00000] in <filename unknown>:0

    at EAIMaslowLevel1SDX.CanExecute () [0x00000] in <filename unknown>:0

    at EAITaskList.OnUpdateTasks () [0x00000] in <filename unknown>:0

    at EAIManager.Update () [0x00000] in <filename unknown>:0

    at EntityAlive.updateTasks () [0x00000] in <filename unknown>:0

    at EntityAlive.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityAliveSDX.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

    at GameManager.gmUpdate () [0x00000] in <filename unknown>:0

    at GameManager.Update () [0x00000] in <filename unknown>:0

     

    (Filename: Line: -1)

     

    NPCAmmo: Attack():

     

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

     

    EDIT:

    I just noticed that the "follow me" command is not working. It worked before but it doesn't work now. When I hired him, he didn't really follow me even when I clicked "follow me" command. When I clicked "guard here" and then "follow me" again, he started following me, but his animation looked strange, like if something wasn't right, it looked better previously. We broke into the garage of Hotel Ostrich in Navezgane, that's where I received that red error message in console. After that I killed couple of zombies inside the garage, but I noticed he didn't really follow me. I tried to go outside and he stayed inside the garage. I tried to give him different commands and then "follow me" again, but he doesn't move.

  19. He updated it but might have forgotten to change the version number. Not sure what repo is current besides the production one listed in his SDX post and linked to the Launcher. Sphereii just updated the version number so it should say update in the launcher.

     

    Thank you for letting me know. I will try.

  20. Checking SDX_EntityAliveSDX for update, there is version 1.0.0.0, unfortunately I can't remember what was the previous version and I can't compare the files because I decided to wipe the modded game completely and do a new one from scratch. Is this version 1.0.0.0 the updated one? If it's not, I wouldn't mind to download the updated one from repository, I'm just not sure which one should I get. Is it the one in

    https://github.com/7D2DMods/SDXModsDevelopment/tree/master/Targets/7DaysToDie/Mods

    ?

  21. That path looks wrong. Shouldnt have 2 references to the mod folder.. should be: D:/Hry/7D2D/Alpha17/My_Mods/My7d2d_2/7DaysToDie_Data/../Mods/Xyth NPCs/Resources/HarleySounds.unity3d

     

    Well it is weird indeed, because the actual path where this file is located is this: D:\Hry\7D2D\Alpha17\My_Mods\My7d2d_2\Mods\Xyth NPCs\Resources\HarleySounds.unity3d

    I have no idea why the game couldn't find the file. Did I mess up the settings of Mod launcher?

     

    I was trying to follow the tutorial video, but the truth is that I had to change the base path, because the default was on C, I wanted it to be on D. Unfortunately I had to edit the settings file manually to do that, because when I clicked on Settings in Mod launcher itself, it didn't show up anything.

  22. That AI task change is intended as he is ranged and needed to help him hold his position. all could use guard instead of look though as they are similar tasks. I found the dying issue, they are failing to eat and drink while patroling. Sphereii is away and working on code changes. Adding some other edits to help them heal by themselves if hurt. They could not restore thier max HP once damage, just healed to the new lower amount.

     

    I'm testing another update that separates the NPCs from Blooms Animal stuff and its dependencies. Seems to be working as expected. Once thats complete and Sphereii updates the code to fix the NPC issues to date, I will look to convert the bandits and Wandering traders to use the NPC base class, and that will enable factions across all entities.

     

    I was just about to inform you that the change didn't seem to have any effect and another NPCAmmo that I hired is also losing his health.

     

    I'm glad to hear that you already found the problem. In the meantime, I was standing inside the strip club POI with hired NPCAmmo and there was also HarleyQuinn NPC (not hired) and she was fighting some enemies. As I was watching the console messages to see if the health of NPCAmmo is still getting lower, I received some red error message that I didn't catch before. I think it's related to HarleyQuinn NPC that was near by. I opened the log and I think the following lines are related to that error message:

     

    2019-04-27T18:57:27 5468.127 INF Entity 1327 killed by 1176.

    Unable to open archive file: D:/Hry/7D2D/Alpha17/My_Mods/My7d2d_2/7DaysToDie_Data/../Mods/Xyth NPCs/Resources/@modfolder(Xyth NPCs):Resources/HarleySounds.unity3d

     

    (Filename: Line: 586)

     

    2019-04-27T18:57:33 5474.537 ERR Loading AssetBundle "D:/Hry/7D2D/Alpha17/My_Mods/My7d2d_2/7DaysToDie_Data/../Mods\Xyth NPCs/Resources/@modfolder(Xyth NPCs):Resources/HarleySounds.unity3d" failed!

    2019-04-27T18:57:33 5474.537 WRN [AudioLog] AudioManager::AudioData::Play() - failed to load audio clip #@modfolder(Xyth NPCs):Resources/@modfolder(Xyth NPCs):Resources/HarleySounds.unity3d?Iseeyou.

  23. Sounds like there is a buff running that causes them to lose health...assuming he had food and water....was he injured at all? If you want to help test... Comment out the Maslow task and remember the subsequent tasks so there are no number gaps.

     

    I don't know if he was injured. Is there any indicator that would let me know? And if he loses health, is there any way we can heal him?

     

    I would like to help, but I'm not sure what exactly should I do?

    So, should I just comment out this line for all NPCs?

     

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

     

    like so?

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

     

    and rewrite the order of AITasks so that there will be no number gap?

     

    EDIT:

    In the meantime, I made a backup file and started editing the original xml file according to these changes (I hope they are correct). While doing these changes, I noticed that there is a difference between NPCAmmo (the NPC I hired) and the rest of the NPCs:

     

    Before this task:

    <property name="AITask-9" value="WanderSDX, Mods"/>

    , other NPCs usually have this task:

    <property name="AITask-6" value="Look"/>

    , but NPCAmmo has this task instead:

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

    . Is this ok? I just wanted to make sure. For now I will leave that part and just proceed according to the original plan.

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