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Redarmy45

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About Redarmy45

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  1. Redarmy45

    NPCs DMT Mod

    Sounds fantastic.Looking forward to Alpha 19 and the future of the mod.The Fun pimps had said they are never going to impliment NPCs for the players party,this mod is what brought me to 7 days to die and what will keep me here.The only time i ever played a SP game without NPCs was with Solid/Naked and venom snake,the way it had to be.
  2. Redarmy45

    NPCs DMT Mod

    Noticed it too. @sphereii Do all NPCs your hired who are far from you(after you die IE) get cached? I want to simply "cheat" my NPCs in,its how i play,having a limited number following me at any game,but i respawn them when they,or in the case of them not teleporting then,when i die.I would hate to be spawning in multiple entities throughout a campaign and it causing save bloat or dips in performance
  3. Redarmy45

    NPCs DMT Mod

    Xyth i was making a few tweaks to my game,and changed a few values in the games vanilla spawning xml. During testing i bumped up the numbers....alot,from 3 ish to 30 per biome.. I walked into town and saw 4 whisper NPCs having a shootout with other NPCs,it was glorious hahaha. I then realised why when looking at entity groups.xml,you used "Zombieboe" as a spawn for them,i guess Mr.Boe spawns in all biomes and thats why. Anyway in the vanilla xml i noticed a terrotirial range value but i dont see one in your NPC pack xml files.What would be the way i could reduce my friendly NPCs territorial range?I want to increase zombie spawns in general to probably 10,but i am thinking that its going to cause recruited NPCs to go on the warpath and il take years just to walk with them through a region because they will constantly be aggroing with so many threats around. I have already lowered NPC sight range from 70 to 25 but it doesnt affect their territorial ability to sense enemies.
  4. Redarmy45

    NPCs DMT Mod

    Yeah i really miss this feature too,it seemed to work well im also not sure why it was taken out.
  5. Redarmy45

    NPCs DMT Mod

    Thanks Xyth I lowered it to 25,NPCs still do the terratorial behaviour outdoors but are no longer running around POI's like its a fun house,and thus sticking close to me,allowing for a "room by room" clearing experience.Much better to be honest. I notice an ill effect on the the terratorial and wander behaviour when they are using both these tasks in conjunction with each other... By telling the NPC to "wander around here",and then them engaging zombies in the area,the wander around here task restarts,but this time they are wandering from the new position(where they killed a zombie) and this is the main cause of NPCs who wander getting lost by venturing too far out from the original point you told them to wander from(IE around your base) Perhaps in future you might consider letting NPCs remember the block they started the task from and have them return to it to resume wander after they kill an enemy.
  6. Redarmy45

    NPCs DMT Mod

    I was going to do that yeah.Just to make sure im doing it correctly.. Its in NPC pack human folder/entity classes...and there are two instances of "sight range" default 70,that i should reduce ,is that correct? I had assumed before i would have to edit each NPC individually
  7. Redarmy45

    NPCs DMT Mod

    Thanks for all the hard work guys. @Darkstardragon @xyth NPC Ghost seemingly wasnt included in bandits/green/red or blue team.So she wasnt ale to play friendly with any NPCs you hired. Im not sure if its the new terratorial behaviour causing this but what im noticing alot is NPCs notice enemies in POIs long before they should,and because the doors(and even sometimes when there is a way in) are shut ,their pathing causes them to "moonwalk"backwards at full speed,they will then teleport to player,rinse and repeat.The constant teleporting back to player combined with them neing able to push the player often leads to tight spot situations,falling from heights,into traps etc if you have 3 or more NPCs together. This includes melee NPCs and from what i understand they should be like lock on missiles and go directly for a zombie. I just want to confirm is it common to see NPCs looking like they are trying to engage zombies but getting pulled back by the force of a black hole.
  8. Redarmy45

    NPCs DMT Mod

    Really enjoying the whispers NPCs... i was walking through a corn field,borrowing some crops...i see abt 50 meters away a figure moving towards me AK47 silohette from the look of the barrel...im peekin through each stem of corn saying to myself "what the (I'm a potty mouth) is that?" I hadent seen an NPC utilize this seek player function from out of LOS before,i figured the dude was hostile but i was to mesmorized to raise my rifle...then he fired,ruining the one good stem i was about to pluck..i knew then i had to end him 😂 Nice job with those guys Xyth,really enjoying that AI,mixes things up. A few notes i gathered. 1)NPCs you hired do not act teratorial/hostile to whispers until hey openly attack the player. 2)Damage they do is a little low to worry the player much 3)NPC bug out stuck in falling animation if exposed to water while falling(falling into water from a height) Possible fix would be to reset all NPCs animations when player interacts with them maybe? 4)Horde night zombies largely ignore NPCs,r completely unless NPC attacks one. 5)Similar to above,with so many zombies in close proximity,NPCs have real trouble switching targets to get closest to enemy. With the issues of 4 and 5 together i witnessed on horde night zombies break through my walls,ignore NPCs who were closest,and NPCs ignored them(probably focused on enemy outside walls) and i got mauled by 3 zombie dogs while NPCs stood motionless. The horde number i reduced from 64 to 32 to ease possible issues like that but still the same. Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too? Having a blast so far
  9. Redarmy45

    NPCs DMT Mod

    The update definetly makes AI more effective.So far the results of the changes,the most notable one is that NPCs are changing targets more frequently which is giving them the ability to basically fire more often,they are much more aggressive in this regard and therefor more effective. I forget to mention before that im getting what seems like script lag when NPCs with shotguns hit an enemy,micro stutter will occur for a good 2 seconds at times.This may be vanilla 7DTD issue im not sure
  10. Redarmy45

    NPCs DMT Mod

    Xyth would you consider adding a stay here/gaurd command?In which the NPC(should idealy be a ranged NPC) would stay rooted to a spot but still auto target enemies.Because it could allivieate some issues with ranged NPCs who try to navigate or path to an enemy and there is no valid path...for example i have NPCs in my base on horde night... I have a house with windows all around,i built a rooftop perch with a ladder,NPCs will always climb up and "hide" there.Or walk (moonwalk) to the rear or corner of the house,rendering them innefective .If they could hold a spot and just shoot,it would make there defensive abilities really good and avoid odd pathing issues at critical times. This is really good for NPCs with any weapon other than a shotgun as the weapon range causes them to path to all sorts of areas "away" from a threat,whereas if they just stood their position they would have found a target.
  11. Redarmy45

    NPCs DMT Mod

    Didnt know that, cheers mate.
  12. Redarmy45

    NPCs DMT Mod

    Ah ok that helps.I had noticed that shotgun NPCs were proving to be the most reliable recruits at putting down zombies,i guess its because they were closing the range,then attacking.This led to these NPCs never teleporting all over the place like SMG/Rifle NPCs.
  13. Redarmy45

    NPCs DMT Mod

    Xyth are you aware of the NPC walk changes mid game? Not sure if you noticed it,but in so far as what i tested,NPCs who attack other NPCs(melee range) sometimes inherit a zombie walk animation/standing still flinching animation. reloading the save doesn't appear to fix it either. Also ranged NPCs seemingly back up very aggresively sometimes away from Z's,the end result is an endless loop of teleporting NPCs back to player position.Are they supposed to put distance between themeselves and Z's? Because i have noticed they also sometimes run to within a few meters of a Z and shoot.This causes all sorts of issues when entering a POI and NPCs wont assist the player. Lastly,is there any chance you could consider adding back in NPC map markers,or tell me where to edit the xml file to do so?It just makes testing alot easier.
  14. Redarmy45

    NPCs DMT Mod

    As an after thought of issue i posted above regarding trees. I had chopped down hundreds o trees and never had the issue of an NPC dying,but recently i read a perk book called Wasteland Treasures Vol. 1. Which gives the player a small chance to get honey when he knocks down a tree... is it possibly connected? Because i have 2 jars of honey in my inventory and two dead NPC's. Man i should have been a detective lol EDIT : Also after a reload there are two yellow loot bags dropped by one NPC.One contaned nothing,one had food. There should only be one loot bag if im correct
  15. Redarmy45

    NPCs DMT Mod

    Will try that soon Xyth i can confirm that NPCs have a chance to die when you are chopping trees down and they are actively following you. I can reproduce it. Grab a fire axe,tell an NPC to follow,proceed to chop tree down,NPC just dies. Ofcourse not all the time,but twice today it happened as a tree fell. The NPC was the guy with the gas mask,and military fatigues.Sorry the name eludes me.Both melee and ranged version of that NPC died today.Its possibly all NPCs il keep looking.Strange thing. Physics related? As soon as i chop and tree drops move to another tree,possible the NPC is taking damage from the tree falling?I never heard of that in 7days.
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