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khzmusik

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Posts posted by khzmusik

  1. 2 hours ago, Ru Melin said:

    Ah thanks. Do you have a good connection to him and can ask him?

     

    Furthermore I ask me often why we don't get the nice model from Harlequin on the good side as a raider gurls friendly? Is there a plan for future?

     

    And what about this nice girls Mod i don't remember the name at the moment.

     

    Thanks a lot for your great work, you all make this game so much better!

     

    The "nice girls" mod is probably this:

    Quote

    1-DarksRaiderGurlzFriendly: https://drive.google.com/file/d/1n1Xf5dZU2v_-0mQqJzbgSED37NSW8lui/view?usp=drive_link

    DarkStar's RaiderGurls, Friendly NPCs Gurlz, Only load one version, not these and the bad Gurlz below.

     

    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.)

  2. 16 hours ago, nismo1969 said:

    Hello khzmusik. 

    Firstly I'd like to thank you for all the work you do for this modding community, I and my family have enjoyed your creations over the years.

    We love the new civilians and how they keep us aware of our surroundings (shhh did you hear that) their new lines are gold. We have noticed that even though they have names they all show up as civilian when recruited or picked up and replaced. The old version had their names showing, has anyone else reported this? Is it something our end? We will try the whisperers the week sounds awesome. Cheers nismo.

     

    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.

  3. 1 hour ago, Babydoll said:
    Hello, can I also play the mod in my save game or do I have to start a new game
    because when I try to spawn one in my save game they attack me and I can't hire them

     

    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.

  4. At long last!

     

    Whisperers Pack for NPC Core

     

    spacer.png

     

    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.)

  5. 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. :)

  6. On 10/11/2023 at 9:39 AM, Distinct Soul said:

    I've been trying to fix this problem for a while now; but I just don't understand what the problem is, as I see nothing wrong with the modified spawning.xml: https://pastebin.com/zqa5ynjS

    I've also tried verifying game cache, reinstalling the game, and cleaning game data, followed by restarting my PC; but while in a world, I will still randomly get this error that says:

    EXC ArgumentNullException: Value cannot be null.
    Parameter name: Name cannot be null
    EXC NullReferenceException: Object reference not set to an instance of an object 

    It can take a couple seconds to pop up, or over 30 minutes. I can continue playing after closing the console; but it ruins the fun, especially when it happens seconds later.

    As this error doesn't say much, here's more details of it 1/3 a way down my game log: https://pastebin.com/tGyDvtbM
    I know there's quite a few mods in there; but the error only appears when I add a mod that alters the spawning.xml. I will also get my console spammed with the "Object reference not set to an instance of an object" upon leaving my world after receiving the error while in the world, which you can find half way down my game log. I don't understand what it means, so I really need anyone's help.

     

    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.

  7. 29 minutes ago, Gyropilot said:

    Can anyone help me?
    Totally noob here (at least in 7dtd modding)
    I believe my mod did load properly, but I get the yellow message that the line didn't do anything
    The log warning is this
     

    2023-10-16T18:34:14 74.700 WRN XML patch for "spawning.xml" from mod "ProjectGyropilot" did not apply: <set xpath="/spawning/biome/spawn/respawndelay"  (line 3 at pos 6)
    2023-10-16T18:34:14 74.700 WRN XML patch for "spawning.xml" from mod "ProjectGyropilot" did not apply: <set xpath="/spawning/biome/spawn/maxcount"  (line 5 at pos 6)
    2023-10-16T18:34:14 74.700 WRN XML patch for "spawning.xml" from mod "ProjectGyropilot" did not apply: <set xpath="/spawning/biome/spawn/time"  (line 7 at pos 6)



    And my mod is like this

    <config>
    
        <!--Sets zombies in all biomes to never respawn-->
    
        <set xpath="/spawning/biome/spawn/respawndelay">999</set>
    
        <!--Multiply biomes spawn numbers-->
    
        <set xpath="/spawning/biome/spawn/maxcount">3 * number(/spawning/biome/spawn/@maxcount)</set>
    
        <!--Sets zombies to spawn any time of the day-->
    
        <set xpath="/spawning/biome/spawn/time">any</set>
    
    </config>


    Why didn't any of those lines work?

     

    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>

     

  8. 16 hours ago, Brugas said:

    I love all the mods pouring out especially with food, which is why I love the "Food Spoilage and Preserved Foods" modlet to help get rid of all the excess food.

    I was wonder what is an easy way to either add all the food mods to be affected by this or modify this to affect them, etc. Is it just a "food" tag? Wondering how to go about it, if there was an easier way or breakdown and go through every item in a mod and flag it.

    Also, I was thinking about people talking about how easy it is finding the foods from these mods. Perhaps this can add another level of robustness... Since even preserved foods are not always 100% top notch, Grade-A fresh... especially like MRE's and the contents therein... I was thinking that foods can be found in tiers representing stages of freshness and decay... the worse the stage, the less benefits you get from it, and the worse it is, the higher the chances of something bad from eating it.

    This way not everything you find is "great" to eat, like it was made today and adds incentive to find better foods. Perhaps another sink or two to get rid of them as well, like the spoilage feature does. Use them in zombie traps/attractants, fertilizer, animal feed, etc, so you can get rid of some of the excess, especially worse tiers, to give them some additional use and get rid of them from the world.

     

    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!

     

    4 hours ago, Mentos said:

    I added the better dew collecter and i run in issue with that when i open i see 1 water and than when i open i see full and when i add new it wont work on the new ones i need to restart the server is there a way to fix it?

     

    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.

  9. 14 hours ago, MandyCMoore said:

    Looking forward to the Whisperers. World just doesn't feel right without them. lol. Quick question about your zombies. What is the safest way to remove the stripper? She doesn't bother me, but my grandchild plays & watches some of our videos. Thanks so much for all you do!

     

    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. :)

  10. 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.

  11. 14 minutes ago, JodoKirvanti said:

     

    Maybe but I thought you could still make campfires and boil water in the one I'm thinking of.

     

    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.

  12. 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.

  13. On 9/7/2023 at 9:18 PM, Jimzawy said:

    Hey @khzmusik, big fan, just thought a post an irrelevant comment here if you dont mind, what do u think of the new update that introduced some perma-death mechanics, is it a step in the proper direction towards some realistic survival mechanics like in ur manifesto? I also was wondering if we would ever have a vanilla realistic water or healing system like how u make in ur mods, to be honest I haven't been playing for long, and many new changes they make just breaks my immersion in the game, especially the skill system and now the  water one, but I still love 7d2d and was hoping that one day when they hit "gold", whatever the heck that means, we finally have an immersive "realistically plausible" survival game

    TL;DR : with new update, Are the Fun Pimps finally reacting to feedback and leaning toward realistic & intuitive survival mechanics instead of grindy ones, and will the mechanic of getting clean/drinkable water in the game, ever be remade into a realistically plausible manner?

     

    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.

  14. 9 hours ago, MrSamuelAdams said:

    How do you code a patrol route or how does that function work? 

     

    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).

  15. 19 hours ago, DrunkZombie said:

    That would be cool. I like having the extra variety but would prefer to turn the spawn rate down.

     

    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.

  16. 9 hours ago, DrunkZombie said:

    That would be cool. I like having the extra variety but would prefer to turn the spawn rate down.

     

    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.

  17. On 8/24/2023 at 12:58 PM, DrunkZombie said:

    Could just be bad RNG, but wanted to report it. I am seeing a variety of weapons.  So Betty, Jayne, and are Gina not part of your mod?  Those are the ones I am seeing most of the time.  Perhaps they are part of the main npc mod. [...]

     

    Edit

    I'm thinking Betty, Jayne, and Gina might be part of DarksRaiderGurlzFriendly.  Forgot I had that installed as well.  So never mind,  He must just have the spawn rate much higher for them.

     

    Yeah, those are by DarkstarDragon, and he set the spawn rates significantly higher than mine, so you encounter them pretty frequently. He also set all the spawn rates the same, so you have an equal chance to spawn an NPC with an M60 as an NPC with a wooden club. (If those were hostile NPCs, you'd be one-shotted before you reached the trader.) Also, for whatever reason, he didn't spawn NPCs into POI sleeper volumes - but there aren't many NPC POIs (yet) so I doubt anyone noticed that.

     

    I think none of that is acceptable. In the past I made separate modlets for other peoples' NPC mods that adjusted them to (IMHO) sane levels. I don't want to do that any more, so I'm developing a standalone application that people can use to adjust the spawn rates automatically. Hopefully everyone (overhaul authors, NPC Pack authors, players) will be able to use that. But that is a lot of work so don't expect anything soon.

     

    It's unfortunate, because otherwise DarkstarDragon is pretty great. He's got a lot of cool packs and is generally a good guy.

  18. 7 hours ago, DrunkZombie said:

    How many NPCs are supposed to be in the civilian pack?  It seems like 90% I run into are the same three with just someone different on rare occasions.

     

    There are sixteen different characters (each wielding all the supported weapons). They're roughly the same "toughness" except for the weapon type. If you're only seeing the same couple of characters, then that's probably just bad luck with the RNG.

     

    If you're only seeing a couple of weapon types, then that might be the scaling. You shouldn't see really tough characters (like anyone with a rocket launcher) until you enter the difficult biomes. If you're in the pine forest, you will only rarely encounter anyone with a weapon more dangerous than a machete, or maybe a pipe weapon.

     

    EDIT: If you indeed see only a couple of characters, it would help to tell me which characters you see. The README has portraits of all of them:
    https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/blob/main/1-khzmusik_NPC_Civilians/README.md?ref_type=heads

  19. So, I want you all to know what is going on.

     

    All of my enemy (or non-friendly) NPCs use the "EntityEnemySDX" class, because that can be spawned into wandering hordes, and it also accepts the NPC "commands" that can be issue by SCore pathing cubes placed in POIs. (NPC POI designers use those blocks to make ranged NPCs guard their positions, among other things.)

     

    But it turns out that class has a lot of issues. The NPC Core team was focused on either hireable NPCs (which use a different SCore class) or NPCs that use the vanilla bandit classes (which, unsurprisingly, don't obey the commands in pathing cubes).

     

    I've been trying to work out these issues, but it's not a trivial amount of work. So, please be patient. Once the issues are worked out, the new enemy packages (Whisperers or Rogues & Psychos) will be better than ever.

  20. I just released an update to my Civilians mod pack.

     

    I did not realize this, but in order for the new weapon swapping feature to work, the entity class needs to have tags representing each weapon that it can swap to. I added those tags in this release.

     

    Also, the bandit versions of the NPCs did not have the "bandit" tag. There are certain features that require this tag, mainly changing the damage according to biome or day/night. I added that tag to the bandit versions, so those features should also be enabled now.

     

    The new version is 21.1.1.1. It should be safe to update into current game saves.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Civilians 

    Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Civilians 

  21. 2 hours ago, DrunkZombie said:

    I updated to a21.1 stable and downloaded the latest score for a21.1 from the git.  The block upgrade bug is gone and the save for a21 stable seems to be compatible.  It loaded without error at least. :)

     

    That's good to know. My own mods should be OK, but I have been testing SCore with A21.1b15 and not the build that is now stable. It works for me but I didn't know for sure that nothing had changed in the meantime.

  22. 1 hour ago, DrunkZombie said:

    Never mind i figured it out.  I removed all mods except just the current score for a211 and npccore and it happens.

     

    You're sure you got SCore from the A21.1e branch?

    https://github.com/SphereII/SphereII.Mods/tree/Alpha21.1e/0-SCore

     

    From Guppy's Discord:

    Quote

    21.1b14 broke the score that worked on 21.0 thru 21.1b14, so use the version linked on the branch above for b14+

     

    (It was actually A21.1b15, not b14, but the release notes had the wrong build number. Confused me too.)

     

    A21.1 isn't out of experimental yet, so I'd stick with A21.0 for now. Once it's out of experimental, I'm sure SphereII will merge the experimental branch to the master branch so people won't have to search for it.

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