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Redarmy45

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  1. Make your own door and lock it. Didnt used to work,but new version of the NPC mod seems that NPCs adhere to not opening locked doors. Maybe someone can confirm but in my tests that seemed to work
  2. Had 3 nstances over a few hours of NPCs who were following me dissapearing. One time it was when i open a double door barn,another i think it was when i knocked a tree down(in previous versions i had often seen npc's die when knocking a tree down with them following me) the other time im unsure of but positive a zed didnt kill him or anything else. The NPCs where baker axe,soldier4 smg from the sub modlet,if that matters but proably not. Im on single player,up to date,no other mods. Iv tripled my zed population through 7DTD xml. Not sure if its known issue or has been reported,nand im unable to reproduce it unfortunately.
  3. Sounds sweet. seems the only reason i have to update this game anymore is because the features this mod will bring. Its nice to know the possibilities can potentially expand. Currently ,iv sunk 20 hours into the NPC mods,last time i used it it was creatures pack and npc mod,all the changes have been great,especially the "stop,mode,help" , really cool.
  4. I will get round to it someday,most likely when 7DTD is released. Cheers i also left weapons untouched. I had some feedback about a particular NPC from a sub mod if this is correct place to mention it. The i believe,"survivor" npc sub mod,has a female tattoo girl , named Tgurl,i believe,she seems to always get stuck on the envoirnment,edges of stair cases etc,seems unique to here,frequent enough that i changed her for another NPC. And a question/ feature request... would it ever be possible to enable the NPC to clear a POI? Such as "patrol here" but limit its radius to 10% of the size so they potentially enter POI rooms? would be nice to have a team of NPCs randomly clearing out a POI with me..currently i just "nudge" them into a room before i enter.. Good old Baker axe man takes it for the team superbly
  5. Its great to return after months away and see all the changes to the NPC mod. Thanks to all of you who have not only continued work on it,but made it moons better. Had a few tests last night and was hugely impressed. I like a few others also feel like the NPCs spawn too often,and changing the spawn probability in the group enteties xml for each NPC seemed like a days work,lol,i just removed group entetites xml entirely and spawn in a few NPCs to accompany me. Though i spent the time to tweak the bandits as i do ant them in the world roaming. your doing the lords work guys. edit: question, long time since i edited the files. But with Harley - Bat, i turned her to whiteriver faction,its fine,she wont attack me but iv no way to access dialogue with her. is there a way to fix that? Also wjile im here,how do i edit specific NPCs to have specific weapons. alot of the auto weapons are very powerful on standard settings
  6. Redarmy45

    A19 NPCs DMT Mod

    Just reading your plans for Alpha20 regarding the NPCs using its own AI rather than zombie AI. This sounds really great,a huge leap forward for the mod. This should make the mod more compatible from update to update too correct? since the AI isnt affected by developer updates.
  7. Redarmy45

    A19 NPCs DMT Mod

    Also found another potential bug.Hiting follower NPCs is yielding +2 bluberries after unlocking "living off the land" perk,and then harvesting bluberries(or whatever fruit).
  8. A PET WOLF?!!!! WOW MAN! Can i have/summon multiple wolves? Also is there anyway to just have this feature of the mod? i mostly play vanilla but SP is lonely as hell.A few furry friends would be awesome
  9. Redarmy45

    A19 NPCs DMT Mod

    I had a very interesting bug. Delta soldier AK ,when teleporting to me when i entered my house,teleported into the basement and transformed into a wolf. I had him following me,and noticed he didnt follow me into the house,i went to my basement and there was a wolf.Killed it and never saw Delta soldier again. No entry points that a wolf could have come through so it hit me that delta must have turned into the wolf. Hilarious lol I then remembered you saying NPCs are spawning via animal spawns so kinda makes sense.Something got broke in the matrix
  10. Redarmy45

    A19 NPCs DMT Mod

    Awesome i just realised you can heal NPCs with first aid items. really cool
  11. Thank you Sphereii that is great to know. I had thought about learning the DMT tool and your rite i probably should set some time aside and learn it. Yeah the NPCs are working fine though i had to shuffle around their AI target priorities in entity.xml as they wouldnt attack zeds until hit. Im guessing it was intentional but i prefered the old way that they aggro'd instantly so i edited the config to have that so. Is the other big project called Winterween that you and xyth are working on?does it incorporate NPCs too by default? cheers and good luck on the other projects
  12. Redarmy45

    A19 NPCs DMT Mod

    are you up to date with all required mods? mine is working fine.They follow. only issue(not really a bug) is that they dont follow upon reloading a game,u must tell them again to follow.
  13. Thats great to hear,your mod looks very cool. Can you tell me how exactly AI are broken?Some special scripting particular to your mod/implimentation of them or AI in general?I had some issues with Xyths DMT NPCs mod but its working relatively fine after i tweaked a few values in entity classes to modify behavior
  14. Redarmy45

    A19 NPCs DMT Mod

    Sure,head on into the NPC PACK HUMANS folderopen up entity classes.XML with Notepad++ There will be a few instances of the following lines: <property name="AITarget-1" value= <property name="AITarget-2" value= <property name="AITarget-3" value= <property name="AITarget-4" value= you need to edit them to read this: <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> This essentially makes NPC prioritize setting a nearest target first and attacking,instead of its default behavior which used to read <property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> Which caused them to need to be attacked first in order to aggro.Problem with this was that NPC aggro was cooling down after a while and they needed top be attacked again in order to become aggro. Value 3 and 1 are the same and probably do not need to both be there but i find it ensures NPCs will carry out the attack. Xyth can clean it up and tell you how better to impliment it but for now this works
  15. will NPC followers be reintroduced?
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