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khzmusik

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Everything posted by khzmusik

  1. I have seen this behavior too, and when I saw it, unfortunately it is not task locking. I'm pretty sure the task is always "MoveToAttackTargetSDX". It's infuriating because it's sporadic, there are no errors or warnings in the logs, and I can't find anything that would cause this in the SCore code. (My final guess was some kind of miscommunication between the C# code and the Unity controller but that's probably just my ignorance talking.) But I've never seen it as bad as it is in the video, so maybe this is a different issue. If anyone here sees it, this might help triage the issue: Hit <esc> as soon as you see it, so the game and AI don't change while you're doing the next steps. Hit <F1> to open the console. Type "dm" to go into debug mode. Hit <esc> twice (to get out of the console and to resume the game), and immediately hit "0" on your number pad. This will show an "info panel" above each entity's head, including the heads of NPCs, which will tell you a bunch of information about the current AI state. For NPCs that use UAI (which is all of the friendlies), pay special attention to the "Active Action" entry. If it is rapidly flickering between two or more actions, then those actions are fighting against each other so rapidly that neither one has the chance to do anything. I'm pretty sure that's what Xyth meant by "task locked." It's possible the "Active Task" or "Active Target" entries could also flicker, but I've never seen that (NPC Core only uses one UAI task per action, and if it's the same task and action then the C# code should stick with the same target). If for some reason you see that, then that's probably also "task locking" and is an issue worth reporting. Even if you don't see the flickering that I mentioned, it will probably help you all understand what is going on behind the scenes. So if you see something that doesn't make sense while an issue is occurring, that might lead us to the solution.
  2. Prefab creators can change the density of blocks around the terrain, such that the terrain blocks can be flush with non-terrain blocks. Any chance that ability could be granted to players in game?
  3. Well, he would have been right a couple alphas ago. And, he was mostly right about what properties to change. So I don't want to say his info is "wrong," just not completely correct. Speaking of not entirely correct, there is another place to look that I forgot about. If you look in NPC Core's entityclasses.xml, you'll find an entity class called "npcMeleeTemplate". That is the template used by most non-hirable NPCs. In that template, there is code to adjust the damage modifier according to number of kills, day/night cycle, and biome. (In my copy it starts on line 391.) You might want to also mess around with those values. If you want a general reduction in damage for every non-hirable NPC (ranged or melee), there's also an effect group in that template called "ReduceDamageToPlayers". You could make the "DamageModifier" value be a larger negative number, so they will do less damage to players (and players only).
  4. @Evil_Geoff doesn't quite have it right. The weapons and ammo used by NPCs are not vanilla, they are weapons and ammo specific to NPC Core. Both the weapons and ammo are in the items.xml file in NPC Core's Config folder. Ranged weapons start with "gunNPC" and ammo starts with "ammoNPC". Unlike vanilla, with NPCs, the ammo damage has no effect; the damage is determined by the weapon. (I'm not sure why, Xyth might know.) There is XML on each ammo type to modify the damage against certain block types (usually earth or wood), but I don't know if it has any effect. The weapons are modeled after vanilla, so they have the same properties. The base damage is in the "Action0" and "Action1" properties - 0 is for melee (including the melee attack that ranged NPCs do when enemies get too close), and 1 is for ranged attacks. There are more properties in each effect group for the weapon, such as the damage falloff range and spread ("accuracy"), which you can mess with if you choose.
  5. The "nice girls" mod is probably this: Harley Quinn is part of NPC Core. I don't think there has ever been a friendly version of her. It you want friendly versions, you would probably have to make them yourself. (It's not hard to do, just re-use the "Nurse" entity classes and swap out the relevant information for Harley.)
  6. If I could make a suggestion: I understand why you don't want vehicles to be destroyed on death. However, nothing is preventing TFP from making the vehicle "unclaimed" on death. This should be relatively simple. The code would set the vehicle's owner ID to null. The next time any player uses the vehicle, including other players that are in the vehicle when the owner dies, the code could set the owner ID to that other player. (This would also allow players to loot the vehicles of their kills, which is the reason their backpacks are still left in the world.) There might already be code to "claim" a vehicle whose owner ID is null. But even if that particular feature isn't implemented, simply setting the owner ID to null would be an improvement. Thanks for replying.
  7. Thanks for the kind words, I'm glad you're enjoying my mods. Regarding the names, you're not the first to ask. The current hypothesis is that it's an issue with SCore. Either it's a bug, or (more likely) something changed in A21 and SCore didn't change with it. I am going to take a look at it myself to see if I can figure out what is going on, but I don't know yet if it will be fixed.
  8. You have to start a new game. What you're seeing is probably due to the addition of new factions. There are other things that also may cause game saves to break.
  9. At long last! Whisperers Pack for NPC Core New for A21: Whisperers walk like zombies and hide their weapons when wandering, so they are harder to distinguish from zombies. Improved pathing when spawned into hordes. When not attacking, but alert to attacks, Whisperers will crouch to make it harder to see them. Whisperers that are set on fire will now do nothing except thrash around in pain. Further details should be in the first post soon (as soon as it is approved). EDIT: I should have mentioned this: Requires version 21.1.24.928 or higher of the SCore modlet. (Released Aug. 24th.) The improved pathing depends upon a new UAI task that was introduced in that version. Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Whisperers Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Whisperers Next on the agenda is the Rogues and Psychos pack. (It should be quicker to get that out, since most of the new features were worked out when porting Whisperers.)
  10. We had a conversation in private. But, for everyone else who is interested, the answer is yes, they should be available either through looting or from traders. In general, it's best to ask questions like these in the mod author's thread. That way there's no confusion about which mod you're referring to, and anyone else interested in those mods will see the answer. EDIT: Since threads can be pushed off of the first page pretty quickly, it's possible you didn't know where the thread was. It is here: Alternatively, ask in the "Discussion and Requests" forum. And, 7D2D forum mods, feel free to move this thread there.
  11. I don't think it's related to the edits to spawning.xml. It looks like you have a bad entity that's been added to one of the biome spawn groups. The errors all relate to an entity that doesn't have a proper model or transform name. Do you have mods that add things to biome spawns? One of those might be the cause.
  12. Adding on to what @BFT2020 said, you can't do calculations in XML. Whatever is put in the text between the XML tags is inserted verbatim. So, even if you fixed the path to the maxcount attribute, its value would still be wrong. If you used this XML: <set xpath="/spawning/biome/spawn/@maxcount">3 * number(/spawning/biome/spawn/@maxcount)</set> ...the end result would be this: <!-- Only doing one biome for brevity --> <biome name="burnt_forest"> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="2.8" time="Day" entitygroup="ZombiesBurntForest" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="3.2" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="0.25" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="0.15" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="0.1" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="3 * number(/spawning/biome/spawn/@maxcount)" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsBurntForest" spawnDeadChance="0" /> </biome> And, the game would now crash with red errors because the string "3 * number(/spawning/biome/spawn/@maxcount)" can't be parsed as a number. Instead, what you have to do is use XPath to select each value of the "maxcount" attribute, and replace them with literal values: <set xpath="/spawning/biome/spawn[@maxcount='1']/@maxcount">3</set> <set xpath="/spawning/biome/spawn[@maxcount='2']/@maxcount">6</set> <set xpath="/spawning/biome/spawn[@maxcount='3']/@maxcount">9</set> <set xpath="/spawning/biome/spawn[@maxcount='4']/@maxcount">12</set>
  13. The way the mod adds food spoilage XML tags, is by examining the name attribute of the items. The conditions: The item name must start with "food" or "resourceCrop". The item name cannot contain "foodCan" (so canned foods don't spoil). The item name cannot contain "Schematic" or "Magazine" (so pre-A21 recipes and A21 crafting skill magazines don't spoil). This is done in items.xml in the food spoilage mod. There is more in that file, but it's mainly to customize food spoilage for specific vanilla items. If other food mods follow these naming conventions, then they should also spoil (at the default rate), provided they load before the food spoilage mod. Mods load in alphabetical order by folder name, so you might have to rename their folders, or rename the food spoilage mod so it starts with "z" or something. If they don't follow those conventions, or if you want their items to spoil at a non-default rate, then you'll have to write a compatibility modlet for them. The notion of food "tiers" is interesting, but would take a lot of work to implement. The issue is that food is stackable, and the item quality you see underneath the food item represents the remaining time for one item in the stack to spoil. So once an item spoils, the quality starts over at 100% again. This means you can't use that value to represent the "tier" of the stack. To represent different tiers, you could make each tier be an entirely different item in items.xml. To make the bar color different, set the "QualityTierLevel" to whichever tier you want ("1" through "6" as with weapons or armor). Depending on what you want to happen, you could have that item "spoil" to the same food but at one lower tier. Keep in mind that each tier would be a separate stack. However, if that's the way you do it, I don't think you can hook into the crafting system the same way armor or weapons do, where the higher your crafting level the higher the tier you can craft (or in this case, cook). In order to do that, you'd have to make the food items have a "quality" level, and items with a quality level don't stack. Now, maybe that's something you want - I've seen it in other games - but not being able to stack food is a pretty big change for most players. You could get around this by having different recipes for the different items (e.g. "blueberry pie level 1" and "blueberry pie level 2"), and have each recipe unlock at a different crafting tier. Or, you could just have the current recipe unlock a specific tier, and all food cooked by the player would start at that tier. (Maybe the next-highest tier, and the highest tier could only be looted, the same way tier 6 armor or weapons can only be looted?) Since my mod is for a general audience, I don't think it's appropriate for me to include any of that in my mod. But hopefully that will give you some ideas which you can use to implement your own version. Good luck! I assume "better dew collecter" means my "Rain Collector" mod, correct? (And not the "Murky Dew" modlet.) If so, I'm not sure I understand the issue. When you say "when I add new it won't work on the new ones" what new thing are you adding? If you're adding slots, then yes, you have to restart the server, or at least restart the game executable on the server. There's no way to avoid that. XML files are only read when the game starts, and adding slots is done through XML. It's intentional by TFP, and not something I can "fix." If it's something else, let me know the details.
  14. If anyone is curious, this is the link I was going to post previously: https://www.xbox.com/en-US/play/media/2QGL7MYQC8 It is a video capture that shows a WIP feature of the Whisperers. When set on fire, they thrash around and scream a lot, overriding any other activity like attacking. It's not bad as it is, but still needs work. Once I get it ready I'm going to add it to all my NPCs.
  15. I assume you mean my stripper zombie. If so, the easiest thing to do is to remove them from the spawn groups. Open entitygroups.xml and comment out or remove all the XPath XML that adds "zombieFemaleStripperKhz" and their variants. It starts on line 225 and ends on line 280 (as of this writing). That's also a good way to get rid of the "party girl" zombie, but she's in a lot more places. Moderator note: don’t be afraid to add links. We’ll approve them as soon as we can, and the system keeps it flagged after editing them out anyway.
  16. I just updated another modlet to A21. No Crafting Removes all crafting from the game, including cooking. This mod was inspired by the Lucky Looter series from Glock9. Features: The only items the player can craft are the bedroll and land claim. Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.) Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild. Schematics, workstations, skill magazines, and parts for assembling weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions. Removed perk books that only give crafting recipes (e.g. Needle and Thread books); completion bonuses that only give recipes (e.g. stacks of ammo) now give experience buffs instead. Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes. Crafting-related loading screen tips are removed. Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot). The window that displays the crafting skill magazines is removed from the UI. There is also XML code to allow players to boil water (and/or craft campfires), but that is commented out by default. See the README if you want to enable that. Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_Crafting Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_No_Crafting XPath only ("server-side"). Also, I am still working on Whisperers. I am modifying the controller and AI to be a bit different from most NPCs. This takes time, so please be patient.
  17. When I update it, I can make that an option. (It will involve XML editing but I'll try to make it as painless as possible.) I would tell you that you can look through the A20 version to figure out what you'd have to do, but crafting changed so much in A21 that the A20 mod is probably not too useful any more.
  18. Are you thinking of my No Crafting mod? https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_No_Crafting I haven't updated it for A21 yet, but I can.
  19. The A21.2 Permadeath feature is awesome. But it has at least one bug. If the player has a vehicle (and places it, though I don't know why they wouldn't do this), and they have the "permadeath" setting, then when they die, the vehicle still exists on the map. If/when the player finds it, they "reclaim" the vehicle. Whether or not they can "reclaim" the vehicle is, IMHO, less important than the vehicle being shown on the map.
  20. Also, if the original author bought the content (like the model), then they're the only one who is allowed to distribute that content. So anyone other than the original author who wants to update that mod, would have to purchase the content again and get a new license to it. This isn't a total blocker, depending upon the original license, but it is a reason that modern modders won't touch it.
  21. I'll be honest, I didn't even notice that they released a new alpha until you mentioned it. I've been busy modding, but also I took a week off to play Sunkenland (which is great BTW). In previous A21 alphas, I looked in the code and noticed that they introduced vanilla ways to implement permadeath. In fact I already made a GitLab ticket to take advantage of it. But I heard that the TFP implementation was not complete and/or broken, so I focused on other stuff. But it looks like whatever issues they had were worked out. I have not had time to test all the edge cases, but after messing around briefly, the TFP implementation seems to work. There are almost certainly things that are still not done, but so far I haven't run across any. That's good news, because it means the "permadeath" modlet is not necessary. I'll still have to update the "mostly dead" modlet. However, because the underlying "permadeath" feature is now in vanilla, I should be able to implement "mostly dead" through XML only.
  22. I think it probably doesn't work. Some background: SCore has new blocks called "pathing cubes." In A18 (possibly earlier) players could craft them and place them around their base. They are basically signs that you could write commands on; "pc=1" would mean "pathing code 1". You can also set up tasks with them, like "task=stay". But players haven't been able to craft them for a couple alphas. They are still used, but only in NPC POIs, and used to tell NPCs to stay in place or guard their position. They are also completely invisible to everyone except the player who created the block. I will ask the Core folks to verify this, and if I'm right that players can't use the patrol stuff, those commands should probably be removed from the dialog options (again).
  23. Can you voice your opinion to the NPC Core folks directly? You can do that either in Guppy's Discord, or in the NPC Core thread here on the forums: https://community.7daystodie.com/topic/26974-a21-npcmod-and-addons/ I've raised the spawning rate issue to them a lot, and I think they believe I'm the only one that cares. Maybe if people like you voice your opinion, they won't think it's just me who sees it as a problem.
  24. Maybe I can put out the "Progression" modlets as a stopgap until I get the application ready. (It's more complicated since TFP changed the format that you use when specifying entities to spawn into groups.) If that's possible I will do it and let you all know.
  25. Good luck with that... ...as evidence, see every one of your posts
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