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mr.devolver

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Posts posted by mr.devolver

  1. Xyth,

     

    couple of things:

    - When I talk to an NPC and ask them if they have any jobs, I get a red sea of error messages in console.

     

    - I hired Bill the NPCAmmo before finishing the initial quest chain and I was supposed to go to trader Joel and he wasn't in his usual standing place and the cash register next to him was missing as well. Is it because I hired Bill the NPCAmmo?

     

    - Is there any chance for me to turn off friendly fire between me and my hired companion? Bill the NPCAmmo has pretty strong weapon (which was kinda why I wanted to hire him), but when we were fighting zombies, his projectiles hit me and I almost died. I know this can happen in multiplayer too, but when I play online, I usually play PVE in coop mode and we disable the damage caused by friends.

     

    - I just noticed that there is no option in the dialogue to ask Bill the NPCAmmo to help me loot the place. Is it still something that should be there?

     

    - Also, just a suggestion, it would be nice if we could use shift + left mouse button in the inventory of NPCs.

     

    - Before I forget, I was thinking that maybe NPC companions could share XP when they kill the enemy like real human friends? Would that be possible?

     

    Other than that, this is an awesome mod for sure! I love it!

  2. i plan to at some point, whether its to throw them at xyth to add in or to make an add on pack i dunno, still learning and want to add things to them

     

    Try this set:

    Security guard with riot shield and baton

    Soldier with rifle

    Cop with a shotgun

    Cop with a small gun

     

    Last but not least...

    Crazy John wearing a dirty white tank top with blood stains on it (which of course isn't his blood), he's a badass ex-cop who always happens to be in the wrong place at the wrong time, always saving unfortunate innocent people from whole armies of terrorists with just his smg that seems to never run out of ammo, but this time since he'd be late to spend time with family on Christmas eve anyway, he must save whoever is still alive in the zombie apocalypse.

  3. This mod inspired me to make my own npcs(with prodigious help from xyth of course):

     

     

    thats how brilliant it is!

     

    It would be awesome if you could share with others, you know? Just saying! :p

  4. I just refreshed modlets in Mod launcher to find that new Patch_Entity, but unfortunately I can't see it anywhere (checked both default and SDX). I'm trying to refresh the list again.

     

    EDIT:

    This time it was there, downloading the update right now!

  5. Updated the NPCs, bandits and traders to all require a new dependency on a modlet called Patch_Entity, which will fix the error caused when an entity (or player when he respawns, probably) has a bleeding buff on it when it dies. That new modlet should be found with my vanilla modlets on the launcher or in that repo

     

    Also updated the bandits to new SDX movement code so they should move better.

     

    - - - Updated - - -

     

     

     

    I updated the versions of all 3 mods, so click on update to get the latest version of all 3 and get that new dependancy

     

    Does this update need a new world to take effect?

  6. I'll do some testing to confirm...Thanks

     

    Bug confirmed. Apparently a vanilla bug that Khaine found a work around for. I will write the xpath patch and upload later today.

     

    Thank you! I downloaded them all through Mod launcher. Does it automatically download the update when it's available or will I have to download the mods again manually?

  7. Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message:

     

    InvalidCastException: Cannot cast from source type to destination type.
  8. Look in the Bloom's Animal Husbandry's NPC.xml and see how the Factions are set up. This determines enemy status.

     

    Interesting. Do I have to manually set up the relationships in this file then? Because I don't see the traders, bandits or human NPCs in this file.

  9. They should be available now.

     

    - - - Updated - - -

     

     

     

    Jars should be fixed as well.

     

    Thank you, so I decided to go with mod launcher in the end and I can confirm, those two dependencies are already there!

     

    I have a question that just came to my mind though. I love to play with Wandering Traders as well as Bandits, are these mods compatible with this new NPCs mod and if so, what would happen if this friendly NPC met with Bandit? Would they consider each other as enemy? I believe they should, that would be cool!

  10. By the way, I was trying to install this mod using mod launcher, but when I wanted to add the dependencies, I couldn't find these in the list:

    <dependency>SDX_SpawnFromEntityGroup</dependency>

    <dependency>SDX_ItemActions</dependency>

     

    Is it currently only possible to install it using SDX itself?

  11. You can just use the defaults as that's what we used during testing. If you only want them to drink beer you wouls make that change in xml. The jars not stacking is an artifact of cow things and will be fixed hopefully today.

     

    Oh wow, I didn't realize it had such complex possibilities. If you want to go that deep, maybe you could somehow make it so that random characters will have random taste? One would prefer beer, another would need coffee, while some other npc would prefer just water?

  12. FINALLY !!!

     

    The best mod ever is out! :D I must try it asap!!!

     

    Quick question. When you say "In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments.", do you mean we need to edit xml or it's optional and we can just use the defaults?

  13. Ok what would cause my cook to just disappear?? I went on a loot run for two days and when I came back she was gone. She had food right beside her in the fridge. My farmer who also uses that fridge is still there. She has been placed for about two in game weeks. Pretty frustrating tbh....

     

    I sure don't want that to happen to the mechanic who I have making solar cells and have to train him all over.

     

    One of my unassigned female survivors just disappeared recently. I thought it was intentional because I was a horrible leader and left her starve, but who knows maybe it was a bug.

  14. Hello everyone,

     

    I'd like to thank the authors for this great mod. It was hard to get used to it at first, but I eventually reached the point at which at least some of the new threats are no longer that much of a danger for me (still pretty hard even on the easiest difficulty though lol).

     

    I finally managed to build radio tower to call some survivors and I have a question. I see that there is a way to call them to follow me around, I see there is a way to manage their inventory. Really nice just like we are used to from games like Fallout and Elder Scrolls, but I can't figure out whether it is possible to make these followers attack our enemies or not. I know there is a menu where I can switch to "Patrol" and that makes them attack the enemy nearby, but for Gos's sake, they are attacking them bare handed even though I've put some weapons to their inventory. Please tell me there is a way for them to use weapons instead of trying to knock the enemies out with bare hands? lol And if there's no way to do that, please could you eventually make it possible? Also would it be possible to make the follower automatically attack the enemy without need to switch them manually to "Patrol" from "Follow me"? Thanks for help with this and again thanks for a great and really addicting mod!

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