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khzmusik

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Posts posted by khzmusik

  1. spacer.png

     

    I am very pleased to announce that I finally finished the Whisperers pack!

     

    It includes characters that can be either "basic" (standard enemies) or "advanced" (if using mods/modlets that change faction alignment, you can talk with them, or even hire them, once your standing with the Whisperers faction is good enough).

     

    Also included are Whisperer voices that I recorded myself, and came out pretty creepy, I think.

     

    The link to the repo is in the first post, but here it is if you don't want to hunt it down:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Whisperers

  2. On 5/9/2022 at 1:37 PM, Khayotik said:

    Anyone know why i'm not seeing any of the CreaturePack zombies spawn? it says that the old creaturepack and npc mod were combined to this, but none of the creaturepack zombies are showing, only the secondary packs to like ganes and darkstar.

     

    The NPC Core is designed to be a base that other modders work off of. The only NPCs that you get are meant to be used as tutorials as much as anything else. The only zombie in Core itself that will spawn is called "zombieFemaleTutorial."

     

    Having said that, there are a whole bunch of zombie packs out there. I have one that is updated to A20. Most of them (including mine) are linked in the first post. Or if you want mine specifically you can also grab them from my thread:
    https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/

     

     

    Trying to use the CP zombies from A19 will work, but just barely. You'll almost certainly have to make some XML tweaks to not get console warnings. They also will probably have other issues (weird fire particles, etc). Personally I'd stick with the various A20 packs.

     

    Also, if you don't mind UMA, then you can always grab Error Null's zombies. There is quite a variety, but that modlet also makes significant changes to entity groups and spawning, so might not play nice with other modlets. It's here if you want to check it out:
    https://community.7daystodie.com/topic/24594-enzombies-more-zombie-variations/ 

     

  3. 10 hours ago, xyth said:

    The options folder has a entitygroups file that does what you ask. 

     

    You're right. The file that will do this is the "Config/Options/entitygroups_nocorespawn.xml" file - rename it to "entitygroups.xml" and move it into the "Config" folder (replacing the existing file). Sorry for not mentioning this.

  4. I just added a series of modlets that restore gamestage progression to the NPCs that spawn into POIs.

     

    A recent update to the NPC Packs for NPC Core removed all the probabilities from the entities which are spawned into sleeper volume groups. As a result, players will encounter the same NPCs at gamestage 400 as they do at gamestage 1; and at all gamestages, they have an equal probability to encounter an NPC with an M60 as they do an NPC with a club.

     

    This is obviously not balanced. So if you are playing with - or designing - POIs that use human NPCs, I highly recommend that you download these modlets for a better gameplay experience.

     

    The probabilities were generated by scripts (one script per NPC pack), and the scripts are in the modlets. Feel free to modify them for you own use. You will need to know JavaScript (but nowadays, who doesn't).

     

    Now that those are out of the way, I will get back to creating Whisperer NPCs. After that, there should be NPC packs for all the different factions, so I will finally be able to start porting over (or redoing entirely) the NPC POIs I created in A19.

  5. 2 hours ago, Guppycur said:

     

    Edit entitygroups and rename those entries to a valid one that you like.

     

    You can also just remove them altogether. Xyth added the "none" entity to all the custom entity groups, which spawns at a very low probability, so there won't be any empty entity groups if you do remove them (empty entity groups cause issues).

     

    If you want to create your own modlet, all you need is a Config/entitygroups.xml file that contains this:

    <config>
        <remove xpath="//entity[starts-with(@name, 'npcBaker')]" />
        <remove xpath="//entity[starts-with(@name, 'npcNurse')]" />
        <remove xpath="//entity[starts-with(@name, 'npcHarley')]" />
    </config>

     

  6. 3 hours ago, Chunkimunki said:

    Started a Nazgane world, here's the log.   log

    Unfortunately it's that time for me..."come sweet Mopheus, enshroud me in thine purple cloak"

    Speak tomorrow guys- cheers

     

    I see two possible avenues to examine, but I can't tell if either one will bear fruit.

     

    The immediate error is caused by the Faction Manager not being able to load a faction. I think you probably did this, but you absolutely must start a new game after installing any mods that add additional factions. Game saves have faction information in them, and if you add or remove factions, that information points to the wrong faction (or to null).

     

    The other avenue is what Xyth said: it could be due to putting the modlets in AppData. I notice in the log that the game is still trying to load some files from the Mods folder in the Program Files location. (See e.g. line 84 in your latest log file.) It might be that 7D2D hasn't yet migrated everything over and is still trying to load Harmony patches from the Program Files location; or it could be something specific to SCore. Or it could be a red herring.

     

    When you have time tomorrow, try one or both of those things, and see if the problem persists.

  7. There's a long discussion about it here:

     

    The tl;dr version:

     

    You can pass a command-line argument to the game executable, and it will save/load your files wherever you specify:

    -UserDataFolder=x:\7DTDData

     

    Add that to your 7D2D shortcut (or a copy of it) and you can specify a different location for each mod or set of modlets.

     

    It's also possible to specify this in the server config, though I don't do MP so I wouldn't know.

     

    Here's the post where faatal explained it:

     

  8. You can't do exactly what you're asking, at least not with XML.

     

    There is an attribute called "skill_points_per_level" on the "level" tag, but you can only set it to integers. So you could gain, say, 2 skill points per level, but not 1.2 skill points per level (which is what you'd need to do to gain one skill point every five levels).

     

    It might be possible using Harmony patches on the C# code, but that's advanced modding, and I'm not even sure it would work.

  9. The root node of the XPath XML files does not make any difference. It's only there so the file will be valid XML (there can only be one root XML node in a document).

     

    I personally use "configs" but I've seen other people that use the name of the mod/modlet. Up to you.

     

    The "name" attribute you have does not make any difference. All attributes on the root node are ignored. I've never seen anyone use attributes on the root node.

     

    If you're trying to use one XML file in your modlet to target multiple vanilla XML files, then that won't work. You need one file in your modlet per vanilla file, and their paths and filenames much match the vanilla XML paths and filenames.

     

    EDIT: Maybe an example with comments would help.

     

    <!-- This is the root node, it's present only because XML can have only one root node -->
    <config name="This is totally ignored, in fact I've never seen anyone use attributes on this tag">
      <!-- Only tags at this level are tags that represent XPath, and they must have an "xpath" attribute -->
      <insertAfter xpath="/path/to/selected/nodes/or/@attributes">
        <!-- Nothing in here is parsed as an XPath command -->
        <property name="whatever" value="something" />
        <!-- ...in fact it's not parsed at all when inserted -->
        Hello! This text will be inserted into the final XML even though it's not XML at all.
        Obviously it'll cause an error when reading the XML afterwards.
      </insertAfter>
    </config>

     

  10. There are a couple things wrong.

     

    The first thing is that the XPath commands (set, insertAfter, etc.) need to be tags that are an immediate child of the root node. (The root node in this case is the "configs" tag.) So it's looking for an XPath command named "config" (which doesn't exist), and there is no "xpath" attribute on it (only "name" which is irrelevant to XPath command tags).

     

    7D2D automatically modifies the XML that matches the filename, and path, relative to the modlet's root directory. So to modify the vanilla "Data/Config/XUi/windows.xml" file, your modlet needs to have the XPath command XML in a file called "[your modlet name]/Config/XUi/windows.xml". If it doesn't exactly match a vanilla file and path it will be ignored.

     

    You might also want to look at the XPath string itself. First, you need to put a "/" between "grid[1]" and "@rows". But also, it's looking for the first "grid" child tag in the entire "content" rect node. For me that's in the one in the "tableBox" rect, but that could change at any time.

  11. 48 minutes ago, KhaineGB said:

    This will screw mods that use BepInEx, but that's the only potential issue I can see.

     

    Well, for those mods, nothing has changed. You'll still have to either overwrite the vanilla game files (with all the Windows/Steam headaches that implies), or modify a second copy of the game. I expect people will still use the Mod Launcher to do the latter.

     

    Luckily there's not much that you can't do with Harmony that would make BepInEx necessary. (Add properties/methods to existing classes is the only thing I can think of.) Plus, it's not like TFP ever intended to support BepInEx in the first place, so it's no skin off their nose.

  12. This is all very good news. It will probably be easier for people to install mods now, assuming they are tech savvy enough to know how to create a folder and modify a shortcut.

     

    ...which admittedly is a big assumption. But for the non-tech-savvy there's always the Mod Launcher.

     

    With this change it also might not be necessary to have separate game installations, assuming the mods only use Harmony and/or XPath and don't need to modify the game files directly.

  13. 17 hours ago, KhaineGB said:

    So, now i've finished patching up Darkness Falls so it'll work from a location other than 7 Days to Die/Mods, I tried adding this to a shortcut on my desktop.

    -UserDataFolder=D:\DarknessFalls

    I put the Mods folder in that location, and it worked.

    I assume this will also work for linux and mac, but I don't have a way to test that. It should also work for the MS Store if that store puts a shortcut on the desktop. You can just copy the shortcut several times and use those for several mods.

     

    What all does it read from that folder? Is it just mods, or is it also saved games, generated worlds, the player profile?

     

    Since mods usually break game saves, and may include custom POIs, it would be great if all that were stored in one location.

  14. 2 minutes ago, Matt115 said:

    Well because someone wrote about mod locations that is more "modder part of community" i was thinking it was you but i could mistake you with someone😅

     

    No worries. I might not be the best person to ask though, just because my answer will probably be "use the Mod Launcher" :) 

  15. 5 hours ago, Matt115 said:

    @KhaineGB or @khzmusik could you explain yo him how this work?

     

    No idea why you pinged me, but I'll put in my two cents.

     

    Personally, I have always used SphereII's Mod Launcher to launch modded games. The reason is simple: I will never, ever mod the game that is in the Steam folder.

     

    I have always played concurrent modded and vanilla playthroughs. I have also always played the latest experimental as soon as it's available, even though I usually have a long-term playthrough on the previous alpha that I still play until the next alpha is stable (and sometimes after that).

     

    Not to mention mod development. I have done lots of development where I have totally broken the game saves. I've sometimes broken things bad enough that I've had to re-install the game.

     

    But that has always been OK, because every mod I've played has been on a different copy of the game, in a different folder on the hard drive, each of which has a different mods folder. The Mod Launcher makes this very easy which is why I recommend it.

     

    So, the move to keep all the mods in one place is a very bad idea to me. It doesn't matter where that place is. If mods have to be in any one place, and that place only, then I'll have to stop playing mods, and my relationship with this game will end a whole lot sooner.

     

    Having said that, the game has always allowed things to be loaded from different directories through command-line arguments. (It's how the Mod Launcher keeps game saves and worlds for different game installations in different places.) As long as that is still an option then I will be OK.

     

    But it would be better if the game could specify these locations in some way that is far more convenient. A new entry in the game's settings screen, a "browse" option in a launcher, whatever. It should be easy enough such that anyone who knows how to open a folder can do it.

  16. 4 hours ago, ate0ate said:

    I'd imagine that creating something like that utilizing the new npc core's doodads and thingamajigs might take a bit, plus the new world gen, but I also hope that it is in the works eventually. It really spoiled me. I didn't start playing 7 Days until a19 and went modded nearly straight outta the gate. Really fell in love with how alive the world felt back then using khzmusik's suite of npc mods. Good times.

     

    Thank you both for asking. It does mean a lot to me.

     

    If you don't know, in A20 I was part of the NPC Core team. While it was good at first, it ended up being a very bad experience for me, largely due to one other team member. (It's not Xyth or anyone else on the forums.) In essence, any time I brought up stuff I wanted to do - like dynamic factions, or a "reputation" mechanic - the guy basically said "I know what players want, and nobody wants that" and insisted I make changes that very nearly made these things impossible. (These same changes ended up causing major bugs which I spent weeks fixing.) Unfortunately he became the major driving force for NPC Core.

     

    It really soured me on not just modding, but the game in general, and it also made me act like an ass. I had to step away, and in fact I quit Guppy's Discord entirely.

     

    But, I am still working on all of that. I just am not working as hard as I was before, and you're right, it is a whole lot of work.

     

    My current project is to make Whisperer NPCs, complete with custom sounds and whatnot. Once that is done, then there should be NPC packs for all the factions we had in A19. I was going to move on to POIs next, and I still hope that with the stuff I did that is now in Core, more people will be making NPC POIs.

     

    The quests are probably the last thing that will happen. To work as it did in A19, we need a drop-in replacement for the "Goto" quest objective, so quests can target POIs with certain tags (and so vanilla quests won't target those POIs). A20 changed the way that the game chooses POIs, and it's a lot more complicated now (especially in multiplayer).

     

    The fact that you guys showed interest is really good for me. I can feel justified putting more time into this now.

  17. On 4/8/2022 at 3:43 PM, pottervogel said:

    when the bundle is stackable and can be crafted with one dye it is almost the same as stackable dyes but without losing all dye per accident

     

    I meant to reply earlier, sorry about that.

     

    I see now what you mean - you're not so much crafting a "stack of dyes" so much as a separate item that is stackable. It's not a bad idea, but it's probably a bit complicated.

     

    I think I will simply make dyes craftable from paint. That's consistent with what the game already does for other items. Since scrapping items vs. smelting them loses 25% of the materials (I asked about this in a separate thread), I figured that it should take 25 paint to craft a dye, since scrapping a dye gives you 20 paint.

  18. 11 hours ago, pottervogel said:

    While dyes are not stackable for reasons, they could be bundled. This could be a workaround - if you wish to do so.

     

    True, but I don't think it's really the same thing. Stackable dyes would be convenient so they would take up less space in your backpack. I can't see a case where creating bundles of dyes would be of any advantage with that.

     

    A better option might be to just make dyes craftable, so you scrap them to paint (which does stack) and can later turn that paint back into whatever dye you want. But that goes beyond a simple quality of life change, and might be too "controversial" to put into that modlet.

     

    But if everyone else thinks it's a good idea, I can do that.

  19. Just pushed an update to the Civilians Pack for NPC Core. They are only XML changes, and only affect spawning rates.

     

    Now that NPC Core is offering a version of entitygroups.xml that does not contain any NPC Core entities, I could no longer assume they were there. That meant I could not use the technique of placing my own NPCs into entity groups by targeting those entities and matching their probabilities, which I was doing for the entity groups used by sleeper volume spawners.

     

    I also removed some XML files that were used during development but were supposed to be removed from the final modlet. Whoops.

     

    These are not critical changes. Unless you have POIs that use "friendly" or Whiteriver sleeper volumes, you won't even notice - and I don't think any such POIs exist, yet. I wanted to get these changes out there before people started making those POIs.

     

    I am working on other things as well, so stay tuned.

  20. 2 hours ago, Survager said:

     

    What is EAI and UAI?

    Entity AI (used for zombies now) and Utility AI (not used for years but still in the code). Utility AI is not a TFP invention, you can Google it if you want the technical details.

  21. On 3/12/2022 at 5:54 PM, Guppycur said:

    It's not a real issue.  Red is 💯 right.

     

    ...this feature (editing spawn points) has been available as long as I've been playing the game, in one form or another.

     

    ...to have a parser set spawn points on prefab generation is something I've already got a mod for (I didn't write it); mine is to limit and ensure a particular poi spawn, but it could easily be repurposed for this.

     

    And that's a mod.  Just think what kinyajuu could do.  

     

    Honestly, the POI idea was just a notion. The main ask was to have different "difficulty tiers" for spawn points. I'd be happy if it were just something like a setting to spawn in the desert on harder difficulties.

     

    If we could get that, then world builders could modify these spawn points however they liked, so TFP wouldn't necessarily have to do that work.

     

    But it's also one of those "nice to have" features. It's not important enough to take away dev time from NPCs or fixing water.

  22. So, I have possibly a nutty idea.

     

    Normally, when you spawn in game for the first time, the game has you spawn in the easiest biome (the forest). That's a good idea for most players.

     

    But let's say you're not most players. You upped the game difficulty. Maybe you upped it all the way.

     

    Would it be possible to specify, in a particular (i.e. RWG) world, that the player spawn points should be related to difficulty settings? If so, would it be possible to modify by world builders? (example: on harder difficulties, you don't spawn in the forest, you spawn in a room in the hospital POI, like the beginning of TWD. That spawn point would be specified by world builders.)

     

  23. On 3/5/2022 at 10:11 PM, dujinyuan said:

    hey...eh..Can i ask you something?  I just want my water Spoilage too....Can i do that? what should i do....?

     

    Sorry it took me so long to reply, I've been a bit MIA from these forums lately.

     

    Yes, you can make water spoil. There are detailed instructions in the README for the modlet, which you can read online:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Food_Spoilage#consumable-item-xml

     

    I'm not sure which water you're asking about. The regular jar of boiled water is the "drinkJarBoiledWater" item. The purified mineral water is the "drinkJarPureMineralWater" item. Whichever item you want to spoil (or both), add the necessary property tags to the XML.


    You can copy what I did for the other drinks, from my items.xml file:
    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/khzmusik_Food_Spoilage/Config/items.xml#L94

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