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Redarmy45

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Everything posted by Redarmy45

  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?
  16. I heard this mod has recruitabe NPCs,is that true or did i hear wrong? didnt see info on front page about it
  17. Sorry to trouble you @sphereii,i had a question...as i understand it , "sphereii core" contains scripts for the DMT NPC mod from Xyth. Is there any update or changes coming in future and will these mods be always supported? it seems 7dtd updates are great at breaking mods and i rely heavily on the NPC mod to enjoy the game,so i hope theres some way to continually use them. I tried using a version of NPCs that were alpha 18 and sphereii core from Alpha18 but the launcher couldnt compile them(something about SDX) I had the launcher drop down option also on Alpha18. So im not sure why it couldnt compile. Basically im looking for a way to "safegaurd" these mods,or "futureproof" them. As they are important to me in terms of playing this game. Anyway to do that?
  18. Redarmy45

    A19 NPCs DMT Mod

    Hey i managed to tweak NPCs and make them aggressive initially to zeds via the entity classes xml. Things seem quiet Xyth ,is this mod finished or will there be future updates?
  19. Redarmy45

    A19 NPCs DMT Mod

    Hey Xyth hope your keeping well. I just reinstalled everything and started playing again. Thanks for adding in some new NPCs. Got a small issue though,off behavior from NPCs.And i only notice this when they are hired.....They will not aggro any zombies(vanilla tested). They will only aggro if they have first been attacked by a zombie. Even after that,maybe a few minutes of playing later,and they forget they are supposed to fight them.Zombies can be close,and i the player attacking them,yet NPCs who are hired simply ignore their presence until hit by a zombie. Tested on almost all npc s that you can hire. While they are not hired they seem ok(i think) can hear them shooting in the distance. I didnt edit any .xml file. I then tried to edit the faction of all NPCs to whitriver from "redteam" etc etc.Still didnt work. On Alpha 19.3 single player. Also tested on Alpha 19.2 and same issue.
  20. Redarmy45

    A19 NPCs DMT Mod

    ah ok i changed NPC heavy guy and eve to be part of whitewater faction so i can recruit them.However their health doesnt regen like the normal whitewater faction NPCs. Is there a way i can activate their health regen? I couldnt find it in the xml files. Also NPC joel has a bug where his head animation is broken,his head hangs to the side.
  21. Redarmy45

    A19 NPCs DMT Mod

    Hey Xyth whatever happened to the GUP NPCs? Still references of them in the xml but they arent in the list ingame.
  22. Redarmy45

    A19 NPCs DMT Mod

    Thanks for the fix Xyth. Taking my first playthrough in 19 now.
  23. Redarmy45

    A19 NPCs DMT Mod

    No hurry,thanks Xyth.
  24. Redarmy45

    A19 NPCs DMT Mod

    OK Thank you Xyth i got it working.Game loads and NPCs do not have previous mentioned issues either. Loading a saved game keeps NPCs hired,however there is a new issue...all hired NPCs start using the shambling zombie animation.(after a reload) Single player,main branch and started a new game.
  25. Redarmy45

    A19 NPCs DMT Mod

    Yes this new DMT version now is showing my mods in the list.Thanks man However when i hit build i have an error message 1|Clearing temp folder Parsing arguments Running BackupFiles This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again. Build failed process exited with error code -1 should i delete the Assembly-CSharp.dll and verify game files? EDIT I deleted that dll and verified game now it compiled correctly.Going into game to check.
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