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khzmusik

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Posts posted by khzmusik

  1. 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.

  2. Do you have the mod "SphereII NPC Dialog Windows" installed?

     

    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.

  3. 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

    A18.1_2019-11-14_00-09-24.thumb.jpg.739881ffe0b0331312a6c72d627cde38.jpg

    A18.1_2019-11-14_00-11-49.jpg.7e46fbf3817faec4373605b9988f276c.jpg

  4. This mod needs three modlets all loaded and compiled by dmt or the mod launcher. The Sphereii core, the NPC dialog window, and the NPC modlet. If those 3 are loaded in the mod launcher it should work as expected. If not, please post a copy of your log file so we can help you debug your install.

     

    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).

  5. The launcher isnt showing the correct version located in my repo for some reason. We are looking into it now. With 1.55 loaded are you still getting errors?

     

    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.

    modlauncher.thumb.jpg.6ee9ac6b2d0faca72fb4665a87240b37.jpg

  6. That bug was fixed in NPC version 1.5 The current version is 1.55 What version are you loading?

     

    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.

  7. 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.

  8. it should not make a difference what you choose.

     

    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.

  9. version 1.55 with dedi fix for animation. Still some command issues left.

     

    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.

  10. 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.

  11. I think sphereii has the mod launcher compiling SDX scripts at runtime so they actually COULD be distributed as modlets.

     

    Still wouldn't work in this instance, nor for at least 1 other overhaul that I know of because I have custom scripts I wouldn't want to just put out there for anyone to use... and the same for that other overhaul.

     

    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.

  12. Overhauls were not meant to be made with modlets. Certainly not ones like mine that have a long list of SDX custom patches, like the plant water code, animation compatibility for new entities, etc. Those are examples of things I outright CANT do as a modlet.

     

    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.

  13. It is up to modlet creators to provide compatibility patches for overhaul mods. NOT us.

     

    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.

  14. It's not because it tries to add skills to perks that don't exist in Darkness Falls since I pretty much re-wrote the entire progression file.

     

    So the crops and stuff will be there, but you'd never be able to unlock them.

     

    That's a pity, though completely understandable. Seems like it shouldn't be called a "modlet" then but never mind. :)

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