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khzmusik

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Everything posted by khzmusik

  1. khzmusik

    A19 NPCs DMT Mod

    I still think this is possible with the current system, but you'd have to get your hands dirty with XML. The general process would be something like this: Create the quest that you want to show initially, but have it only show if the cvar is LTE zero. Once the quest is completed, set the cvar to 1. Instead of changing the "start" text, have the new text be part of an entirely new statement. If you want to have more statements available after the quest is complete, make those individual statements too. For each new statement, have a requirement that the cvar be GT zero. If there are also new quests that become available, have the same requirement on the quests. All of these should be in dialogs.xml or quests.xml (as appropriate). I think that would do it, but I might still be misunderstanding what exactly you want to do. Also I haven't actually used the 7 Days to Dialogue tool, so I don't know what it generates or what it "looks like" to the user. Worst case though, just create everything as if the player could view everything at any time, and afterwards add the requirement tags by hand to the XML. This will get complicated if there are a ton of statements that can be picked (like there are in the Samara dialogues) - but it should be possible.
  2. Thanks. I suspected it might be for A18, but you never know, lots of mods started in A17 and just weren't updated to A18 (because they would be broken, or it would take too much work to update). I'll give it a shot then. But, just an FYI to @DUST2DEATH - if you leave the version as A17, the Mod Launcher won't know it's compatible with A18, so it won't let you download it through the Mod Downloader. I don't know if this is a priority or not. (TBH I don't know if it's even added to the Mod Launcher in the first place, since I stopped using A17 by the time this modlet was created.)
  3. khzmusik

    A19 NPCs DMT Mod

    Well, what I was getting at, is that you'd use the same technique, but do the opposite of what SphereII did. So, instead of showing a dialogue option when a quest was complete, you'd hide it. You might be able to use that technique to modify the default dialogue options, so they're also dependent upon that variable, and to only show when that variable has a "complete" value. But this is something I haven't tested. I also don't know how you would do this for specific NPCs, but I imagine it's possible with more XML. In any case, I think this is all much more likely to work than attempting to change the NPCID, which I don't think can be done at runtime, and in any case probably wouldn't do what you want. I'm hardly the expert though, so maybe someone else should weigh in.
  4. khzmusik

    A19 NPCs DMT Mod

    You'd use cvars. SphereII gave an example above:
  5. Is there any chance this could be updated for A18 (or A19 when it comes out)? Or - has this been tested with A18? Do you know what it would take to get it working? EDIT: I haven't tested it myself, the info in mod.xml said it was for A17, that's why I ask.
  6. To my knowledge you can't. Keep in mind that the collision meshes are part of the UMA models themselves, so I would guess you'd have to create custom meshes in Unity for UMA in general. If I'm right, then even if this is possible - it's enough work so that you might as well just make a dedicated zombie model. But I could be wrong - I just do XML, I don't know jack about Unity or modeling. If I'm wrong, and someone knows of a way to do this in XML, then let me know and I'll update the modlet.
  7. Sorry it took me a while to respond - when the board moved I lost the forums that I subscribed to, so I missed this. I think the "certain fantasy creatures" might be Guppy's "infernal dog?" That's the only one in the zombie pack that I would consider a fantasy creature. (And see Xyth's advice to make sure you did only get the zombies, not the fantasy creatures, from the creature packs.) You're right to look at spawning, and the XML file you want to edit is the entitygroups.xml file. (You might think it's in spawning.xml but that handles different stuff.) By default that "dog" is added to the "EnemyAnimals" group. You could manually edit the entitygroups.xml file inside Mods/0-CreaturePackZombies/Config to remove the zombieGuppyInfernalDog entries. But those changes would be overwritten if you update that modlet (and it is being updated rapidly right now, though things will calm down soon in preparation for A19). It's possible but a PITA. Instead, I suggest you do this in your own modlet. That way you have something that won't change. It's actually very easy to do. If you look in my "Remove Ghost" or "Remove Harley" modlets, those are just four files - and one is a README which you don't need, while two just contain metadata about the modlet. The "meat" of that modlet would be this XML in your modlet's entityclasses.xml file: <configs> <remove xpath="/entitygroups/entitygroup/entity[starts-with(@name, 'zombieGuppyInfernalDog')]" /> </configs> That's all you need. Now, this will prevent that entity from spawning in the future. It will not remove any entities if they've already spawned. That is on purpose - if they've already spawned and you remove them later, you'll get spammed with errors in the 7D2D console when you load the game world. And, @xyth Thanks for the kind words, especially since you do so much more work than I do.
  8. khzmusik

    A19 NPCs DMT Mod

    OK, if people want melee, then switching it off is not an option. It seems like the easiest thing to change is the distance at which the NPC switches from ranged to melee attacks. Could this be possible to change in XML? I see several tags that might be appropriate in utilityai.xml but I don't know if that is even used by NPCs. EDIT: Also, regarding the NPCs vs. zombies (or other enemies) - I think it makes sense that an NPC with a better weapon would have a better chance against enemies, so that e.g. a nurse with a knife could only take out 1 or 2 normal zombies but a soldier with an AK might stand a chance against a radiated. But that only works if NPCs can actually use those weapons consistently.
  9. khzmusik

    A19 NPCs DMT Mod

    Regarding swapping to melee: It doesn't seem like this is working as intended. If you put e.g. a standard biker zombie and an NPC with a pistol about twenty feet apart in a closed room, the NPC won't get a shot off. They might be starting their pistol attack animation, but when the zombie is about ten feet away or so, they run up to the zombie and melee attack. Another related issue I just noticed today: if the weapon's range is long enough, then when the NPC tries to go to that distance to attack a zombie, the NPC will end up being out of range of even noticing the zombie. It will then stop attacking, and wander around. At least that's what it looked like to me, when I was testing in a closed room. (It's also possible that the NPCs were constantly trying to run away from the zombie instead of attack it, and its animations make it appear as if it's just wandering around.) Regarding the delay in attacking: I probably wasn't clear, but it's five seconds between attacks - not five seconds before they start attacking. So: attack/five seconds/attack/five seconds/attack... So even if the zombie is temporarily stunned/halted by the first ranged attack, by the time the second attack comes around, the zombie is already on them and the NPC will do nothing but melee from then on out. There are several possible fixes, all of which are IMHO better than what exists now: Change the distance at which the NPC switches to melee, to something much shorter than what is there now Only switch to melee once the enemy actually hits them Never switch to melee - always used the ranged weapon no matter what the distance (which is what most players do) Try to run away after the first melee hit, don't continue attacking There might be other/better fixes that I can't think of. Also, point taken about bandit NPCs being overpowered with respect to the player if some of these changes are made. But as it stands right now, NPCs are vastly underpowered with respect to zombies. Take a zombie biker and an NPC with an SMG, put them in the Thunderdome,and it's the zombie that will walk out. (EDIT: OK, that's an exaggeration... the NPC will win maybe half the time.)
  10. As an aside - I'm a bit of a grammar Nazi, and I find it infuriating that the 7daystodiemods website actually substituted my correct use of "its" with the incorrect use of "it's". The sentence is "If you want to install the old Bad Company zombie mod, that also contains it’s own zombie versions of the vanilla NPCs." I'm cool with other sites offering downloads of my modlets. But when they introduce grammar errors... well, that' crossing a line.
  11. khzmusik

    A19 NPCs DMT Mod

    I've been testing the NPCs, and I found some probable bugs. If the NPC has any kind of ranged weapon, they don't use it when attacked by a zombie at any sort of "close" range. This includes zombies that are outside of the range of the zombie's melee attack. So basically ranged weapon NPCs are useless - if they're lucky they get one shot off before attacking with their melee weapon, which is just the "hand" weapon. Another possible bug is that NPCs have a consistent rate of fire, and it is very low. It is on the order of five seconds, and doesn't kick in until the NPC actually sees a zombie. So the workflow is: see zombie -> wait 5 secs -> fire weapon. By the time the "fire weapon" state is active, the zombie is probably too close to fire. See also the above bug. On a different subject, there is one more thing that is not a bug, but a feature improvement. NPCs teleport to your location if you get to a point where they can't get to you otherwise. This is fine. The problem is that NPCs don't move as fast as the player, even when the player is on foot (and unencumbered). So, if you're a naked player character with hired NPCs, you could be running along, outdistance the NPCs, and they will teleport to you. This breaks immersion. It would probably be simple to set the NPC run rate to match the player character's, so there would be no necessity for the NPCs to teleport if the player is running on foot.
  12. Ah, that is just my modlet. When you said "the majority of zombies I fight are UMA" I assumed you had other UMA Zombie mods installed. UMA NPCs have been around since at least A16, and probably before then (I wasn't around). Modders like stalionsden have resurrected the UMA zombie mods, and I wasn't sure if you were using them. If you haven't tried out the CraturePack zombies, I very much suggest you do so. They have dedicated models (not UMA) so their performance is vastly better, and they also look much better. CraturePack zombies use the TFP zombie AI so they won't have special behavior. They also won't interfere with my UMA zombie modlet, and I doubt they would interfere with any other UMA zombie modlets that are out there. Incidentally, UMA zombies are created using only XML, no programming required. XML is as easy to learn as HTML. Modifying the "vanilla" XML uses XPath, but that's pretty easy to pick up. What I'm trying to say, is that I'm sure you're capable of modding - these UMA zombies if nothing else. Once you understand how everything works, it's pretty trivial. I hope you give it a shot. If nothing else, you'll learn how XML and XPath works, and that's a valuable skill to know in these times. EDIT: About performance. I'm glad that your PC can handle them. I don't have a top-of-the-line PC, though it's not a potato. And during testing, I spawned 25 of the UMA zombies, and they crashed my system. I'm not about to populate the world with them so much that they crash my PC, and I certainly don't want to crash anyone else's either, especially since my PC can run recent alphas without issues.
  13. I did not make feral versions, and I did not make radiated versions. I'm not quite sure what I would have to do to create these - UMA zombies use a different controller than the rest of the zombies, and I'm not sure what I would need to do to change their behavior. I'm also not sure how (or if) I could get the green glow for the radiated versions. But, I also haven't even looked into it. If this is something that you would like to see, I can try it out. But right now I'm focusing on the modlets for the NPCs, since I'm more interested in that. So, you'd have to wait a while, unless you'd like to try your hand at it yourself. (If I can do it, you probably can too.) Also - what other UMA zombies are you using? I'm just curious to see what else is out there. Everyone else seems to be going the way of the Creature Pack zombies, which are not UMA (and have much better performance as a result).
  14. They will not entirely replace the vanilla zombies, they are in addition to the vanilla zombies. I set it up so that they spawn with the "most appropriate" vanilla zombies - for example, zombie Vince (with his football helmet) spawns in the same groups as vanilla football player zombies. Because UMA zombies are resource hogs, they have a relatively small chance of spawning. It's possible to modify the spawn percentages in the XML if you think your computer can handle them. Just bump up the "prob" attribute in entitygroups.xml. If you know XML and XPath, it's pretty easy to modify the entitygroups.xml yourself to totally replace the vanilla zombies, if that's what you want to do. EDIT: There's a pretty detailed readme in the repo, if you want to create your own: https://gitlab.com/karlgiesing/7d2d-...ik_UMA_Zombies
  15. khzmusik

    A19 NPCs DMT Mod

    Hey, Xyth. I finally have enough free time to get back to my puny modlets. I've been trying to update them for the new Creature Pack system, and for the most part I have them working. But, my modlet to remove NPC tracking doesn't work any more. At your suggestion, I did this (which used to work): The NPCs may not have an icon, but their names still show up on the map. Any idea how to fix this? Also, thanks for the hard work - the NPCs are really good nowadays.
  16. Quick update... As I'm sure you all could guess, the modlets that are modifying the Xyth NPC/Bandit modlets are no longer working since he moved over to Creature Pack. I have created updated/renamed versions of most modlets, but they are currently in another branch in Gitlab. I will update the main post when all is ready.
  17. khzmusik

    A19 NPCs DMT Mod

    So, I just noticed this in the A18.4 exp bug fixes: Do you think this might fix the bug where turrets target hired NPCs? (Even if the turrets don't damage the NPCs, it still wastes ammo, and breaks immersion.)
  18. Just the news that you'd be releasing the base version is very welcome news indeed. "Several weeks" is also not very long in the grand scheme of things. This is really starting to look like a game changer, literally. Can't wait to see where it ends up.
  19. All of this is good to hear. But, regarding question 2 - I probably wasn't clear enough, even with the edit. My question was about creating "categories" of sleeper volumes, specifically for POI designers, so they can make a creature-dedicated POI that wouldn't have to be changed if another modder adds different creatures. (By "creature-dedicated" I mean things like a bandit camp, survivor-owned house, bunker guarded by mechs, etc.) I'm sure you know this, but for the benefit of people who don't, this is what you need to do to create a custom sleeper volume that spawns (certain kinds of) creatures: In gamestages.xml, a named group node, which includes a spawner node, referencing a spawner node (below) by name In gamestages.xml, a named spawner node (usually with "horde" in the name), which includes one or more gamestage nodes, referencing one or more entity groups (below) by name In entitygroups.xml, one or more entitygroup nodes, which includes one or more entity nodes, referencing an entity_class node by name (those are created by the creature designers) Here is the issue. The POI designers will only see the names of the group node in the UI. So, in order for POI designers to have consistent spawn groups, and for creature designers to add their NPCs to this group, the names of all those nodes should be standardized. TFP do this by creating "categories" of each. For example, the group nodes have names that describe their general "context" (purpose, or "kind" of POI): "abandoned house," "ghost town," "lab worker," and so forth. If we all could come up with a standardized name for all of these XML nodes, then creature designers could simply add their creations to the related entitygroup nodes - and they would automatically show up in sleeper volumes of POIs, without either modder even having known about the other. But, to do this, we'd need input from POI designers, since they'd know best what "kind" of creature they'd want to add to their sleeper volumes. As only one example: if you're converting one of the existing "survivor" POIs to include friendly NPCs, you'd want at least one spawn group for the NPCs in the lookout towers, and a different spawn group for the NPCs hanging out in the tents. That's probably not something that needs to happen until all these NPCs are stable. But if this is going to be the "semi-official" way to include NPCs (and if you can pull off what you want, I hope it will be), then it will be something we all should start thinking about.
  20. I have to say, I'm really liking where this is going. I did like your DMT NPCs as well, but the lack of NPC variety was limiting. I have a couple of general questions: How will other modders create additional NPCs? Through XML only (similar to UMA) or will they need to create new Unity assets? You mentioned custom weapons through XML, but not things like different clothing, armor, skin color, etc. Is there a plan for adding these NPCs to POI sleeper volumes (EDIT: for NPC-only POIs)? For instance, a set list of groups and spawners for gamestages.xml and the matching entity groups? Is this in the Mod Launcher yet? EDIT: forgot one... Are the characters that are currently in your DMT NPC pack, going to be ported to this mod? Obviously this is all still pretty new, so if I can offer any help or suggestions, let me know.
  21. khzmusik

    A19 NPCs DMT Mod

    Just so everyone knows: this is now fixed in the latest version of SphereIICore. If you want to add NPCs to sleeper volumes, add this to their entity classes: <property name="SleeperInstantAwake" value="true" /> They will spawn in active and wandering around.
  22. Thanks! re: craftable beds - I don't think I've crafted a single bed in my 1.5K hours of gameplay, so I honestly didn't know they could serve as spawn points. You learn something new every day. I should be able to remove those too, in the same way I removed the bedrolls. EDIT: done. The bed/rolls remaining craftable (and pick-uppable and such), yet not serving as spawn points, would definitely require C# coding, which I'm trying to avoid for the moment. I have recently discovered dnSpy and Harmony though. Maybe if I have enough free time, but likely not. re: kicking the player from the server, deleting saves, etc. - That would require even more C# coding, and has the potential to cause a lot of problems, especially if we're talking about a MP server. I'm not sure I would even want to try that. In any case, I intentionally am not trying to mod in "permadeath." I don't want to lose the game world, I only want to start as a new character. Think of character death in State of Decay. (It was one of the few things I enjoyed about State of Decay.) I'm still trying to find the right term for that, if you know of one.
  23. I put together a few modlets for my own enjoyment. I'm releasing them to the public, and I hope you find them useful. They can be installed by putting their contents into the 7D2D Mods folder, or by installing them using the Mod Launcher. I recommend using the Mod Launcher: http://7d2dmodlauncher.org Thanks to SphereII for including them in the Mod Launcher! Detailed installation instructions are in the Gitlab repo: https://gitlab.com/karlgiesing/7d2d-modlets Additionally, each modlet now has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo. The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet. Instead of leaving detailed descriptions in this post, I will instead point you to the individual README files. This is because those files are updated with the modlet itself, so will contain up-to-date information. There are quite a few modlets, and most are very small. That is intentional. Each modlet is meant to be something like a feature flag or game setting. You should be able to easily pick and choose which one(s) you want to use, without any extra "features" you don't want. Their small size also means they should be easy to modify, or to learn from, so that you can use them for your own purposes. Please do, they are free as in "free beer" and as in "freedom." Credit is appreciated, but even that is not required - go nuts! Stand-alone modlets These modlets do not have any dependencies on other mods or modlets. They use XML and XPath, and do not require SDX/DMT or changes to any .dll files. They may be used with or without EAC enabled, and may be installed on any multiplayer server. No Bedrolls https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_No_Bedrolls Updated to version 2.0.0 Removes the ability of beds and bedrolls to act as spawn points, or protect against zombie spawns. New in version 2.0.0: Beds and bedrolls are once again craftable (they are now merely ornamental). It is designed to be used with "dead is mostly dead" play styles. Upon death, the player is respawned in the same game world, with a "new" character (as opposed to "dead is dead" where the entire game world is lost or reset). It is inspired by player character deaths in State of Decay, though it's not possible to re-create that exactly in 7D2D. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_No_Bedrolls/README.md I also wrote a "manifesto" about the "dead is mostly dead" play style. Here's a link to that forum post: Reset Skills On Death https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_Reset_Skills_On_Death On death, this modlet will reset (not remove) skill points, and remove all books read. It is also designed to be used with "dead is mostly dead" play styles. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_Reset_Skills_On_Death/README.md UMA Zombies https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_UMA_Zombies These are zombie versions of the vanilla UMA archetypes. This modlet is almost certainly compatible with other modlets that add other zombies or NPCs. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_UMA_Zombies/README.md Modlets for SphereII DMT Mods These are modifications to SphereII modlets. These modlets require DMT. Installation instructions are in the above thread. (My modlets are XML/XPath only.) Forum topic for SphereII DMT Mods: Thanks to SphereII for making these incredibly useful modlets! Remove Enemy Health Bar https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/0-SphereIICore_Remove_Enemy_Health_Bar Switches off the enemy health bar that is introduced in the SphereII Core modlet. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/0-SphereIICore_Remove_Enemy_Health_Bar/README.md NPC Hire Text https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/SphereII NPC Dialog Windows_Hire_Text Sets the NPC hire text to "I would like you to join me." This makes more sense if you modify the NPCs to "hire" them using something other than Dukes, like canned food or medical supplies. (This modlet does not do that, it only changes the text.) For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/SphereII NPC Dialog Windows_Hire_Text/README.md NPC modlets These modlets affect the NPCs that are added by the CreaturePack modlets (which do not require DMT), or the DMT NPC modlets (which require DMT and add extra behavior), or both. Forum topic for CreaturePack NPCs: Forum topic for DMT NPCs: Huge thanks to Xyth for creating the modlets, and to all the people who created the NPCs themselves (including Xyth, Guppy, DarkStarDragon, and probably more by the time you read this). NPCPackHumans: Adjust Health and Stamina https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina Adjusts the health and stamina of human NPCs to be closer to player values. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-NPCPackHumans_Adjust_Health_Stamina/README.md NPCPackHumans: Adjust Hire Costs https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Hire_Costs Adjusts the hire costs of human NPCs. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-NPCPackHumans_Adjust_Hire_Costs/README.md CreaturePackHumans/NPCPackHumans: Remove Ghost https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_Ghost Removes the Ghost (Motoko Kusanagi) NPC character from all spawn groups. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_Ghost/README.md CreaturePackHumans/NPCPackHumans: Remove Harley https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_Harley Removes the Harley Quinn NPC character from all spawn groups. NOTE: This modlet is currently unnecessary, since she is was not ported from Xyth's old NPC modlet to the CreaturePack. I'm including it here in case it her character is added to a later version. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_Harley/README.md CreaturePackHumans/NPCPackHumans: Remove NPC Tracking https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_NPC_Tracking Removes tracking of human NPCs in the game map. NOTE: This modlet is currently unnecessary, since tracking is disabled by default. I'm including it here in case it is enabled in a later version. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_NPC_Tracking/README.md NPCPackHumans: Adjust Sounds https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-NPCPackHumans_AdjustSounds Adjusts the sounds and dialog made by human NPCs. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-NPCPackHumans_AdjustSounds/README.md CreaturePackHumans: Add to vanilla spawn groups https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina Adds CreaturePack humans to vanilla spawn groups. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-CreaturePackHumans_Add_To_Vanilla_Spawns/README.md NPCPackHumans: Add to vanilla spawn groups https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina Adds NPCPack humans to vanilla spawn groups. Note: Compatible with the CreaturePack version, above. For details, please see the README: https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-NPCPackHumans_Add_To_Vanilla_Spawns/README.md Deprecated Modlets for Xyth NPCs These are modifications to the original NPC modlets created by Xyth. He has now deprecated these modlets in favor of the CreaturePack and NPCPack modlets. I am including them here in case you still use Xyth's old modlets - but I recommend switching to CreaturePack or NPCPack modlets as soon as possible. Nearly all of them have equivalent modlets for CreaturePack or NPCPack, and I am working on updating the few that don't. Add Bandits To Zombie Spawns https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth Bandits_Add_To_Zombie_Spawns Add NPCs To Zombie Spawns https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Add_To_Zombie_Spawns Reduce NPC Hire Costs https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Reduce_Hire_Costs Reduce NPC Hit Points https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Reduce_HP Remove Ghost https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_Ghost Remove Harley https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_Harley Remove NPC Tracking https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_NPC_Tracking
  24. khzmusik

    A19 NPCs DMT Mod

    I've been digging into this more, and I'm pretty sure the issue is with the C# code. It's too technical to go into here, so I sent a PM to SphereII with my findings.
  25. khzmusik

    A19 NPCs DMT Mod

    Unfortunately, I can't seem to get this to work. I'm going to give details here, but let me know if this should be done over PM instead. I am testing this by modifying a renamed "survivor" POI, using the Prefab Editor, then hitting "playtest" in the editor menu. The only time the NPCs spawn in moving around, is when the "xuiSleeperVolumeTrigger" value is set to "Attack" in the sleeper volume. But this leads to undesirable behavior - if there are no zombies around, the NPCs wake by attacking the player, and once awoken, often attack other NPCs. I've tried using both other "xuiSleeperVolumeTrigger" values ("Passive" and "Active") but it does not seem to make a difference. They do animate, but all they do is look around; I assume this is their idle animation. And that's only for NPCs like Hunter that have idle animations - for instance, it seems the Nurse and Farmer do not. Also - I was mistaken before; the NPCs don't wake up even after you interact with them (unless they're attacking you in "Attack" mode). They won't "wake up" and start moving around until they are attacked - even after being hired. For instance, if you hire one and tell it to follow you, it will just stand there until you're far enough away for it to "teleport" to your location - and it won't even "wake" after being teleported. I only got them to start wandering by spawning in a zombie Boe (using F6) next to one of them; after the NPC was attacked and fought back, it behaved as normal. I did notice that the Mod Launcher hasn't picked up the SphereII Core changes yet; in the UI it says it was last modified on December 9th. To make sure I have the latest updated version, I downloaded the .zip file directly from GitHub, then uncompressed the "0-SphereIICore" folder directly into the "Mods" folder. I double-checked that the changes from the commit, above, were in the "EntityAliveSDX.cs" file. I launched the game using the Mod Launcher at that point, and it all seemed to work as expected, there were no compilation errors or anything like that. Though maybe the Mod Launcher compiling from a different folder than "Mods" or something? Don't know. This is a sample of the XPath I used to put in the "isAlwaysAwake" flag: <!-- entityclasses.xml --> <configs> <append xpath="/entity_classes/entity_class[starts-with(@name, 'NPC')]"> <!-- Also tried: <property name="SleeperInstantAwake" value="true" /> --> <property name="isAlwaysAwake" value="true" /> </append> </configs> Here's a sample of how I modified the XML so sleeper volumes can spawn NPCs: <!-- gamestages.xml --> <configs> <insertAfter xpath="/gamestages/group[last()]"> <group name="S_-Group_NPC_Generic" emptyChance="0" decoyChance="0" decoy1hpChance="0"> <spawner name="NPCGenericHorde" count="5,6" /> </group> </insertAfter> <insertAfter xpath="/gamestages/spawner[last()]"> <spawner name="NPCGenericHorde"> <gamestage stage="1"> <spawn group="NPCGenericGroup" num="1" maxAlive="1" duration="1" /> </gamestage> </spawner> </insertAfter> </configs> <!-- entitygroups.xml --> <configs> <append xpath="/entitygroups"> <entitygroup name="NPCGenericGroup"> <entity name="NPCBaker" /> <entity name="NPCNurse" /> <entity name="NPCFarmer" /> <entity name="NPCHarleyQuinn" /> <entity name="NPCAmmo" /> <entity name="Hunter" /> <entity name="Pest" /> <entity name="Ghost" /> </entitygroup> </append> </configs> I double-check the XPath by doing a config dump while play testing the POI, and the changes were there and in the expected places. Can you see anything that I'm doing wrong?
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