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khzmusik

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Everything posted by khzmusik

  1. khzmusik

    A19 NPCs DMT Mod

    One thing I also noticed: The "Pest" NPC attacks all the other NPCs (but not the player, unless attacked). Is this intentional?
  2. khzmusik

    A19 NPCs DMT Mod

    Actually, during test play, I did spawn in the first few NPCs using F6 (I hadn't seen Pest or Ghost before and wanted to get a feel for which zombies they should spawn with). I thought more had spawned in from sleeper hordes, but I could easily have been wrong about that. That probably explains why they de-spawned. Don't knock yourself out trying to support NPC sleepers. I'd be very happy if you did, but I'm not expecting it, especially since I have no idea if anyone else wants them. Also, if you need some help let me know, I'm not a game developer but do work with C# professionally.
  3. I wouldn't be upset if you left it as is. It would be nice if this were documented somewhere more "official" - but this is 7D2D we're talking about, there's not much official documentation of anything, so no big deal. EDIT: This also solved a kind of unusual "bug" that I saw originally. If the folder doesn't match the name, then the Mod Launcher's Manage Mods screen showed it as "uninstalled" even though it's in the Mods folder, and there's no way to "install" it. When the names match it shows up as installed, without issue. I mention this because that screen is really useful for disabling modlets that aren't ready to play yet (as mine are).
  4. khzmusik

    A19 NPCs DMT Mod

    1. That's good, it means turning off tracking should be easily done via a modlet. Point taken about the code needed to only track hired NPCs. 2. Well, I tried this, with mixed results. First, it seems that NPCs de-spawn when you leave the chunk. That's actually not a big deal to me personally, and it actually might make NPC-heavy worlds not consume a huge amount of resources. Second, I tested this by adding them to many of the vanilla spawn groups. This worked somewhat, but not quite as intended. Part of my plan was to have NPCs spawn inside POIs along with the zombies. The idea was that you would go to loot a POI, only to find one or more survivors who are already fighting for their lives, and you could help them or not. They did spawn in these cases, but the NPCs didn't do anything. They just stood there, and didn't fight any woken zombies, or wander around, or anything like that. (They did work if you hire them after they spawn.) I'm pretty sure this is because POI spawns are sleeper volumes, and the NPCs (zombies in vanilla) spawn in a sleeping state. In this state all AI is shut off. Waking zombies probably involves calling some kind of method that your NPCs simply aren't programmed to respond to. Zombies would also not wake in their presence, I'm guessing because 7D2D codes them to only wake up to players. That could be OK if the NPCs did spawn in a woken state, because then they could target the sleepers, which I'm guessing would wake them. So, I think they will only work if they are spawned into groups that aren't initially sleeping. Friendly/hostile animals are in this category, which is why your modlet works as is. (I'm not expecting you to add the "wake up" code, just letting you know what I found.) 3. That is a pity, but it was a long shot anyway. C'est la vie.
  5. khzmusik

    A19 NPCs DMT Mod

    Some questions about modifying this modlet... Is there any way to turn off tracking the NPCs on the map? Or, better yet, only track those NPCs that you hired? How much of a resource drain are the NPCs? I'd like to make a private mod that dramatically increases the number of NPCs in the world (like, hundreds) and I'm wondering if that's practical with my older gaming PC. Finally - and this is a pie-in-the-sky question - but way back in A16 you could create NPCs purely in XML, using UMA with the 7D2D native player animations: https://7daystodie.com/forums/showthread.php?73594-How-to-make-and-use-your-own-uma-npcs-in-7dtd(wip) From what I understand, this still halfway functions, but the resulting NPCs don't move - I guess because they can no longer hook into the native 7D2D AI. Would it even be possible to port this over to A18+ and use the SphereII Core NPC AI hooks instead? I'm asking merely because I would like vastly more varieties of NPCs in the game, without having to create models, animations, etc. in Unity.
  6. ...OK, ignore the last post, I figured it out. In the mod.xml and ModInfo.xml files, the values for the "name"/"Name" tags werewrong. It turns out the value must exactly match the name of the modlet's folder in the "Mods" directory. I had assumed, wrongly, that they were human-readable names for the modlet. (Human-readable text can be put in the description instead.) Once I entered the folder name in those values, everything seemed to work fine. Sorry for wasting your time with the long post.
  7. Apologies, you must get sick of these requests for help, but I've got another one. I'm creating a modlet for another modlet (Xyth's NPCs). It simply removes Harley Quinn from the spawn lists, and it should be dead simple. However, when I try it out, I get an error in the Mod Launcher logs: "The given path's format is not supported." Link to the logs in Pastebin: https://pastebin.com/14UjBhGH Here is as much information, that I can think of, that might be relevant: I created an entirely new MyMods mod ("My_NPCs") using the Mod Launcher, and copied the contents of the game (so not modifying the original) The game was copied from A18.2b2 The modlet is named the same as Xyth's but with "_Remove_Harley_Quinn" after it, so it should load after Xyth's My modlet is not in any repo, I created it by hand in the "My_NPCs/Mods" folder Here are the contents of the relevant files... Config/entitygroups.xml: <configs> <!-- Remove from Friendly Animals group - this is the only group in which Harly spawns --> <remove xpath="/entitygroups/entitygroup[starts-with(@name, 'FriendlyAnimals')]/entity[name='NPCHarleyQuinn']" /> </configs> mod.xml (copied and modified from Xyth's): <mod> <info> <author>khzmusik</author> <name>Xyth NPCs: Remove Harley</name> <description>Removes Harley Quinn from the Xyth NPC Mod</description> <mod_version>1.0.0</mod_version> <game_version>18.0</game_version> </info> <dependencies> <dependency>Xyth NPCs</dependency> </dependencies> </mod> ModInfo.xml (also copied and modified from Xyth's): <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="Xyth NPCs: Remove Harley" /> <Description value="Removes Harley Quinn from the Xyth NPC Mod" /> <Author value="khzmusik" /> <Version value="1.0.0" /> <Website value="" /> </ModInfo> </xml>
  8. khzmusik

    A19 NPCs DMT Mod

    Using the Mod Launcher, I just tried updating this mod to the latest version, and I'm getting an "svn checkout error": "'C:\7D2D\Alpha18\My_Mods\Xyth NPCs' is already a working copy for a different URL" Deleting and re-downloading the mods in the Mod Launcher fixed the issue (unsurprisingly) so it's not a breaking bug. But, I thought you should know about it. Also - remember a while ago, when I said the Mod Launcher (and DMT) didn't catch that the mod was dependent upon SphereIICore and SphereII NPC Dialog Windows? I might have found the cause. In the mod.xml file, there are spaces around the names of the dependencies: <dependencies> <dependency> 0-SphereIICore </dependency> <dependency> SphereII NPC Dialog Windows </dependency> </dependencies> It's just a hunch though.
  9. khzmusik

    A19 NPCs DMT Mod

    I agree that their AI is way too aggressive. I was looting a POI recently, one with a concrete wall separating two major areas of the POI, and my NPC companion sensed a zombie on the other side and immediately tried to knock down the wall to get to it. It would have taken probably fifteen minutes in real time for the NPC to break through, so rather than stealth like I prefer to do, I just went around the wall (the long way) and the NPC just popped up beside me and started attacking everything. When it did, it pushed me into a zombie, where I couldn't move out of the way, so I ended up dying. Fortunately I did not encounter any issue with losing the NPC - it just spawned next to me when I spawned near my bedroll. I know that neither SphereII nor Xyth actually created the AI that they use, so I don't know if it's possible to turn off aggro if the zombies aren't in line of sight. But if it is possible, it would be a good idea to do so. Until then, it's probably best to have them wait at your base, or outside the POI to defend against wandering Zs. (I also don't know what is meant by "maslow," FWIW)
  10. khzmusik

    A19 NPCs DMT Mod

    Well, I'll give it a shot, but I'm using the same settings as the vanilla game, and the zombie textures in the vanilla game don't look this bad. Also the textures on the NPCs look fine. Are they not affected by the settings? In any case I'll try it out and let you know how it goes. EDIT: In my video options, there were two settings: "Texture Filter" and "UMA Texture Quality". Both were set to "Low", though I don't remember ever setting them at all. I set them both to "High" and it seems like the issue is solved. It's very strange that this doesn't happen in the vanilla game - maybe the settings didn't carry over properly? (I copied to a different game folder when I created the MyMod in the Mod Launcher.) Whatever the cause, I think it's OK now.
  11. khzmusik

    A19 NPCs DMT Mod

    Well, after my initial troubles, everything now seems to be working as intended. I started a new game, so haven't gotten very deep into the NPCs, but so far so good. There is one thing I noticed though. With the NPC mods installed, the normal zombie textures look terrible. They're incredibly low resolution, much worse than the vanilla game. Is there any way to solve this? I vaguely remember talk about lowering the NPC texture resolution due to memory concerns, but I might be mis-remembering that.
  12. khzmusik

    A19 NPCs DMT Mod

    Yeah, I'm a dummy. I thought of that this morning on my way to work. I'm not sure why it didn't download that modlet automatically, it is listed as a dependency. I installed the other dependency by hand , so maybe once it saw that dependency was installed, it quit checking the others? Also, when I went to download the dialogue modlet, I kept getting an application error (some kind of index out of range error). I'm going to just delete the whole thing and start over, hopefully that will work. Addendum: The error persisted even after deleting the entire game directory, but it went away after I restarted my computer. I saved the stack trace if you need it, but it seems like it would be fairly specific to my installation, so I don't know if that would help.
  13. khzmusik

    A19 NPCs DMT Mod

    So, there is good news and bad news. SphereII has a new version of the Mod Launcher. Once I downloaded and installed it, all of the modlets in the Mods folder showed up. So far, so good. To be safe, I then deleted all of those mods through the Mod Launcher's Mod Downloader screen. I double-checked that they were deleted by looking in the Mods folder (they were). I then re-downloaded all of the NPC modlets (NPCs, wandering traders, bandits). They all downloaded and showed up as active in the Mod Downloader screen. I started the mod, and everything compiled and linked fine. I played the game, and after a while, a couple of NPCs spawned. But now the bad news. If I interacted with the NPCs, no dialogue options came up. There was "screen real estate" for the dialogue options, but absolutely nothing was in them. (This is different from the last bug, where the screen showed the trader options - this shows nothing.) I'm attaching screenshots and the Mod Launcher log file. Hopefully they will help. https://pastebin.com/93WkeBmZ
  14. khzmusik

    A19 NPCs DMT Mod

    I did install all of those, it's just that after I updated them, they disappeared from the Mod Downloader screen. But, they're still in the Mods folders. From the launch log in the Mod Launcher UI, it does look like the Mod Launcher is at least attempting to compile and link them. Having said that, when I started a new game, there was not a single NPC to be found, and I played for a couple hours. I just played again for a few minutes - and pre-synced the mods first. Still no NPCs, but that might just be the luck of the draw. I uploaded the logs and they look OK to me, but maybe you'll see something I don't. https://pastebin.com/9GPzQsSN EDIT: Also, despite being in the folder and showing up in the logs, the only two modlets showing up in the Mod Downloader window are the Core and NPC Dialog Windows modlets (Bandits, NPCs, and Wandering Traders are all missing, exactly like the last screenshot I posted).
  15. khzmusik

    A19 NPCs DMT Mod

    I didn't get a chance to play yesterday. I'm going to start again tonight, I'll let you know. In the meantime - I took a screenshot of the mod launcher, and the folder where the mods are actually installed. You should be able to see the discrepancy. Let me know if this should go in the mod launcher thread instead. EDIT: The board does not seem to like large image attachments... I tried uploading again, I think this is the best I can do.
  16. khzmusik

    A19 NPCs DMT Mod

    Whatever the Mod Launcher loaded. I opened the "Manage Modlets" window, and clicked the "Installed Modlets" radio button. It says the version of Xyth NPCs is version 1.21. How should I get the mod launcher to use the latest version? EDIT: I right-clicked on the modlet and selected "Update". But now the modlet isn't even showing up in the list of installed modlets. Downloading it again does not seem to help. I guess this is some kind of bug with the mod launcher? Should I say something in its forum thread instead? EDIT 2: Well, going directly to the mod folder, it does seem like it's installed. From the mod.xml file the version is 1.55. So I guess it did update, even if it says otherwise in the mod manager window. I'll try again and let you know how it goes.
  17. khzmusik

    A19 NPCs DMT Mod

    Well, now that I have installed this and played with it a bit, I'm pretty sure I have found a bug. It is almost certainly due to a conflict between this modlet and the Wandering Traders modlet, which I also installed. If you go up to one of the non-trader NPCs and hit the <E> button, it opens up a trader menu - the one that starts with "Can I see your inventory?" But, because these are not traders, the menu screen is bugged. There is no mouse cursor at all, and you have to leave by hitting the <ESC> button. I only played for a couple hours, so the only one I know for certain acts this way, is the "chef" NPC (far left in the image in the first post). If you like I can continue testing to see if they all act this way, but I don't see why they wouldn't. If you don't need me to test more, I'll probably just disable the Wandering Traders mod, since I'm far less interested in that one.
  18. khzmusik

    A19 NPCs DMT Mod

    Great, thanks! That means I don't have to download A18 Stable. I'm going to try this one and the Bandits mod together (since they're based on the same NPC code, from what I gather). This should be great, a giant leap towards what I wanted to mod in myself (if I wasn't so lazy). EDIT: Am I missing something? There is no "DMT section" in the mod launcher. I'm adding the GitHub links instead, we'll see how it goes. EDIT 2: OK, I figured it out. If you want to use a different copy of the game for the mods, use "Add new My Mods" (using whatever name) in the launcher, then use the "Manage Modlets" button once it's installed.
  19. khzmusik

    A19 NPCs DMT Mod

    Quick question, does it make a difference if I'm playing A18 Stable vs. Experimental (18.1)? I'd like to start a new game with this mod, via the mod launcher, and would like to know which version to install.
  20. Has there been any movement on NPCs in A17? Or even A18? The NPCs were the reason I got the A16 version, and I was even considering trying to mod them so they'd be closer to "companion" NPCs. If this is even on the horizon, this would be good news. EDIT: This is not a demand or even a feature request. More like a "what's the skinny?" question for those of us who don't keep up with the Discord chatter.
  21. So the mod launcher actually ships with a source code compiler? Seems excessive, but hey, if it works it works. But, yeah, if you want to keep your source code private, then what I suggested won't work. It just didn't occur to me that modders would have that attitude, I am used to non-commercial code being open source.
  22. Fair point. SDX mods do throw a wrench into the whole process, because you simply can't mix-and-match changes from different SDX mod authors. Changes are all compiled into one .dll which you can't modify at runtime. One possible solution to that - and this is only a suggestion - is to get together with other SDX modders to create a single "master" SDX mod that only adds in the capabilities you want. It just modifies the code to add functionality, and activating/using it would be done through XML. The "modlet" in that case would be just the modified .dll and nothing else. Then, all overhauls would be based off of this "master" .dll and you would only activate the features you want. This coming from Jax's idea that it's easier to remove features than it is to add them, except in this case it's "activating" features. Just a thought. I'm not an SDX modder so this may not even be possible/practical.
  23. Ideally yes, that would be the case. A modlet, as I understand it, is not supposed to be a complete mod. For example, with weapons, one modlet would simply create the weapons recipes - that's it. A second modlet would add those recipes to the vanilla game's progressions files. That way, there would be a third modlet that would add the recipes to the progressions files used by this overhaul. There would be other modlets that did the same for other overhauls. Having said that - supporting all the individual modlets would be a nightmare for the modlet author if it was only their responsibility. So it would be nice if overhaul authors like you could provide help in this area. Or: perhaps break up the overhaul into its own collection of modlets that can be used separately. I thought that was the general idea nowadays anyway - an overhaul would basically be a collection of individual modlets that all worked together to provide a unified experience. An analogy would be Linux. A modlet would be like a low-level library or program (say, Nautilus file manager) and an overhaul would be like a full-fledged Linux distro (say, Ubuntu). That's what I thought was the intent, anyway. Obviously I can't force anyone to do anything, so if that's not how the modding community ends up doing things, so be it.
  24. That's a pity, though completely understandable. Seems like it shouldn't be called a "modlet" then but never mind.
  25. Question: Can you test whether this is compatible with FarmLifeMod? https://7daystodie.com/forums/showthread.php?104474-FarmLifeMod The latter is a modlet, so it seems like it should be, but I'm not savvy enough with this mod to really test it. If you have already tested it, maybe include it in the first post (even if it's "confirmed not working")?
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