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Redarmy45

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Everything posted by Redarmy45

  1. Redarmy45

    A19 NPCs DMT Mod

    Yeah i can understand,the more added,the more sometimes gets broken.Hard to find a balance the more complex something becomes.Its still amazing to use this mod i actually bought the game based off of hearing about an NPC mod for 7days to die.Hopefully Alpha 19 wont make too many changes that makes things more difficult for what you guys are tweaking and adding. @Darkstardragon Thanks for that tip i wasn't aware.
  2. Sphereii i just posted on DMT NPCs thread about a few issues,one of them il explain here regarding trader voice. The trader voice doesnt attach to an NPC any more but i did happen once as i got close to a trader with 2 NPCs. The trader was Jen(female voice dialogue) and as i got near,either her or an NPC spoke with a trader Joel voice. I didnt hear my NPCs use the voice a 2nd time. The NPCs also died when i exited traders.I left some detail about a few things on Xyths thread if your interested.
  3. Redarmy45

    A19 NPCs DMT Mod

    Xyth you know what would crack me up?Using the cast of Neebs gameing(Simon,Neebs,appsro etc) as voices for your NPCS.Not sure if you watch their content or not on 7days though its hilarious. If i give feedback about the mod should i post on Sphereii's page or here?To be honest if i ever observe issues i wana report its hard to know which one of you guys department it is all the time lol. So about the digging,in previous iterations of the mod,didnt the AI not jump at all? If i recall correctly that was indeed the case.Iv noticed lately with their decision to jump(resulting in digging)they are extremely difficult to pathfind around POI's.For instance,i tested lootng 3 POI's tonight,all small,simple main floor/top floor/basement POI's such as small log cabins..what i noticed all the time.... POI ISSUES 1)Ranged weapon NPCs were useless,and alot of the time trying to run to an enemy but being pulled backwards away from the POI,then teleporting to player when too far, as normal. 2)They always got stuck near stair cases,digging,and could not go upstairs/downstairs without serious pathing issues. 3)Alot of the time refuse to enter the POI and just run around when there was an open door and walkable surface.(this includes melee NPCs) 4)NPCs from these behaviours were hardly ever able to follow me room to room,floor to floor. To sum up...the NPCs behaviours regarding POIs usually see's them running laps around the POI(Outside it) or getting stuck on geometry(inside it) TRADER ISSUES Sphereii posted he fixed an issue for the voice,today i went to trader Jen and as i walked around outside with 2 NPCs i heard a trader Joel dialogue(honestly dont know which NPC it came from) 1)NPCs dont enter traders(normal i guess?) 2)NPC's died when i exited traders - i think this may have something to do with game mechanics teleporting NPCs away,as it does with player after 10pm,but its teleporting them into the sky and they teleport and fall to their death beside me.(theory) 3)At the same time as number 2 happened,three wolves spawned,ran by me(didnt attack) and off into the distance.I mention this cuz i dont think the game is meant to spawn 3 wolves together,perhaps its some relation to the deaths of NPCs. VOICE ISSUES 1) " i'm gona kill you" etc(aggro voices) of NPC continued after there was no longer a threat. Happened after i ran from a fight . NPC was no longer tracking an enemy but still voiced his displeasures lol. A game reload fixed it. COMMANDS 1)NPC EVE club bat- Sometimes when being told to stay here,she runs full speed off into the distance until i catch here and tell here to follow. (Happened 3 times while in my base,never saw it with other NPCs) From my observations AI pathing around POI's in recent versions of the mod was spot on(probably when they were smashing blocks and not looking for obstacles to jump/dig over) SP on 18.4 . not using your other mods in testing just the base NPC ones
  4. Redarmy45

    A19 NPCs DMT Mod

    Yeah its a WIP,thats why im giving feedback as i go. Im sure much will change,tweak and improve. @xyth i can't upload a video of the digging issue,however i was watching NEEBs gaming playing 7 days to die and in this scene,the zombie digging animation is the same digging animation that the NPCs are doing when they get stuck,incase its relevant you can take a look what i mean... Check out the video at 14:02 . there is a zombie,bottom right hand side of the picture doing the animation,its what the NPCs are doing when they cannot jump to get to a position.
  5. Redarmy45

    A19 NPCs DMT Mod

    Well,you gota consider that there are too many varieties of "bases" people could have,the thought wouldnt apply across the board.But thats besides the point,since NPCs no longer actually smash blocks to get to their target any more.Correct me if i'm wrong about that Xyth. Some of the NPCs are smashing(digging actually),when they are trying to follow player,or using the wander Behaviour,when getting "stuck" in the enviorment,i'l try grab a screenshot or two next time to show what i mean.
  6. Redarmy45

    A19 NPCs DMT Mod

    I had a chance to have a good play session tonight,every things running really well,but i had one issue i just wanted to report.. Im not sure if its intentional,but i doubt it was supposed to be...NPC's are able to open doors the player makes and that the player locks. Fairly sure it wasnt like that in previous iterations of the mod. Tested in SP
  7. Redarmy45

    A19 NPCs DMT Mod

    Thanks Xyth. Updated along with Sphereii's core file and things are running great.
  8. Thanks Sphereii! I just booted up with the latest version. Its working perfectly. Did you remove a part of the UI XML file? Im looking to disable health bars on NPCs and zombies and i dont see reference to it in the XML in Sphere core Xui.XML file anymore -<configs> -<append xpath="/xui/ruleset[@name=default]/window_group[@name=compass]"> <window anchor="CenterTop" name="windowTargetBar"/> </append> This is all i see,nothing pointing to health bars.
  9. Ye i ask abut the wander radius because it felt off too...if 1 block is an actual "block" as in one or two steps,then they are not wandering 10 blocks. Its more like 100. I spawned in many NPCs,there are alot,they all exhibit the same behaviour.I just got done spawning in 30-40 and testing.All same ,none of them wait.If it helps il go through the whole list if i find one that works and its relevant il make a note of who it/they were. OH it just occured to me and may be relevant...when i tell the NPC to wait(and i back away) they do seem to wait a few moments,and it looks as if its working,then they start walking. Whereas wander around here,they start the wander behaviour much sooner. Possible the wander behaviour is being fell back on? Just a thought
  10. Thanks Sphereii i had no idea. I put the folder in another place and it worked,no more issue. I got in to test with updated Core,and the "Stay here" command is still not working,but its acting a little different,they seem to use the "wander around here" behaviour.But wander very very far,I.E no longer migrating SW but going somewhat AWOL. "Wander around here" is working again. Can i ask,what is the "wander around here" radius set to? A hard number or between X and Y? Also , is it ok to now,after building a mod list with DMT,place a mod manually into the newly created mods folder? I had a no cross hair mod,that the DMT builder seemingly ignored while building
  11. Redarmy45

    A19 NPCs DMT Mod

    In my testing it only adds the voice of trader to NPC. "Howdy partner" etc The dialogue window for both NPC and trader remain fine to each respective NPC BUT sometimes while in traders menu,and if an NPC is nearby(30-40 meter radius),the trader NPC will just vanish,disappear on the spot.After exiting the trader menu,and looking at where the trader was standing,theres no option to interact. This vanshing act i only ever observed once in a previous build months ago though,lately i can't reproduce it. 1)Trader seeminly respawned after a few days 2)NPC kept VOICE after a game restart 3)Also happening with wandering traders(voice issue) In the past i had managed to avoid the issue entirely by telling my NPCs to wait at least 50 meters away from a trader compound and i never had issues by doing that.
  12. Output log rite? DMT file too
  13. OK i downloaded Sphereii Core and NPC packs/dialogue pack again. Rebuilt with DMT(built ok) and launched game...i get the console displayed in main menu saying this outlined in red writing "ERR Error registering commands could not load file or assembly "mono.cecil,version=0" When i start a new game all input from controller / mouse KB is disabled. In Single player 18.4
  14. Redarmy45

    A19 NPCs DMT Mod

    I kind of like that they do not smash blocks anymore.I remember in previous iterations of the mod i had to edit the NPC block damage to 0 because anytime zombies where outside my base,NPCs inside would hammer my walls down to get them,was really annoying.
  15. Awesome Thanks Sphereii i'l have a look
  16. Redarmy45

    A19 NPCs DMT Mod

    # 5 Happened near the traders, #4 did too..i'v dubbed trader areas as the Bermuda triangle of 7days to die when using the mod lol and therefore i have always ventured there solo. The digging is probably happening with NPCs with certain walk types perhaps? If i recall correctly i saw the NPC called GUPSOLDIER HUNTER(Black dude with shaved head) doing the digging. And with #2 i know its intended,i just wanted to point out that that behaviour snapped NPC out of issue #1(the SW wander thing) Thanks Xyth. i stopped using the launcher and switched to DMT viewer because my internets slow and downloading from launcher takes hours. Is there anyway at some point you could add a link to github for creature human pack?The link on the front page isnt working and other than launcher i cant find another place to get an up to date version usually.
  17. Redarmy45

    A19 NPCs DMT Mod

    Yeah understandable,i just thought i was the only one with the issue.For example another user commented he had no such issue,im starting to think he was using the previous version of Sphereii core. Il summarize the issues in detail iv seen to help you fix issues: 1) AI in wander and wait states start walking slowly 10 paces at a time south to south east,never stopping. 2) while in above state they WILL leave that state if player is aggro'd by zombie,and help player 3) while in the 2nd mentioned state,if engaging a zombie,the NPC will stop attacking the zombie after x amount of time(usually 15-25 seconds),even if zombie is still alive(but no longer aggroing player) and continue south direction 4 )NPCs who get too near traders inherit trader voice dialogue 5) NPCs sometimes teleport to player and suddenly die(most noticable on uneven surfaces) 6) enemy animals ignore NPCs 7) teleporting sometimes results in NPCs teleporting in front of player 8) AI NOT teleporting to player if player is upstairs or in a basement(im guessing the way teleport works is based off map coordinates and not actual height distance to player) 9) AI trying to dig through mountains instead of walking up them(not steep) . This is very noticable when observing point number 1. Other than that you already know that the AI stop following player when player is driving and they aggro a zombie. Thanks for all the hard work,if you need me to test anything ,im still in quarantine ,so iv a fair amount of time and would like to test or help out. @sphereii i used DMT to build mods and the newest version did infact work and built fine,thanks for the heads up.
  18. How do i find their AI tasks?Iv no idea,and iv not touched any xml files,the mod is being used as in a vanilla state. I have not tested on all NPCs because there are over 100 but i have spawned in about half that number,and i get the same result on all of them. The options i get when talking are follow me/stay here/wander around here/show inventory/dismiss/nevermind/tell me about yourself. And thats it. The mod was working fine 3 days ago
  19. Redarmy45

    A19 NPCs DMT Mod

    ok thanks Sphereii thats the DMT launcher error. so you think that the AI issue im having with NPCs walking away is down to an issue with me launching from the launcher? I get the feeling that if i use DMT i will still have that issue... From what i see Sphereii core was updated 3days ago ,while the NPC mods have been updated more recently. Is that the problem? I would try again through DMT ,would you be able to link me a version of the newest version of DMT? I only found one and that one you say is outdated. Thanks again edit i see version 1.51 on main page
  20. Redarmy45

    A19 NPCs DMT Mod

    i though NPC and creature pack mods were DMT mods. Anyway i tried using only sphereii core ,and got this error. Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array. at LocalisationTable.AddRow(String[] newColumns, String[] newRow) at LocalisationTable.Merge(LocalisationTable table) at DMT.Tasks.LocalisationPatch.PatchTextFile(PatchDat a data, String sourcePath, String destPath, String patchFilePath) at DMT.Tasks.LocalisationPatch.Patch(PatchData data) at DMT.PatchData.Patch() at DMTViewer.Program.Main(String[] args) either way im pretty sure the launcher is building the mods correctly,so the issue of the AI behaviour is most likely something else,i just wanted to bring these errors up.
  21. Redarmy45

    A19 NPCs DMT Mod

    Ok thank you. The only difference i see is that im using the launcher instead of DMT viewer. @xyth i tried using DMT viewer to compile mods instead of launcher,incase it was launcher that was casuing issues with the mod,i ran into this error while building Unhandled Exception: System.Exception: 'D:\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-CreaturePackHumans/Config/Localization.txt' Row index mismatch on line: 43. Expected 6 but got 7 at LocalisationTable.ReadFromStream(BinaryReader br, String path) at LocalisationTable.Load(String path) at DMT.Tasks.LocalisationPatch.PatchTextFile(PatchDat a data, String sourcePath, String destPath, String patchFilePath) at DMT.Tasks.LocalisationPatch.Patch(PatchData data) at DMT.PatchData.Patch() at DMTViewer.Program.Main(String[] args) process exited with error code -532462766
  22. Redarmy45

    A19 NPCs DMT Mod

    Just to clarify..after telling them to stay here,are you as the player backing a few feet away from the NPC,like more than 10 feet away,so the NPC is NOT looking at the player? They seem to freeze in place and not move in every situation when a player is in their proximity.Under these conditions they wont move anywhere.
  23. Redarmy45

    A19 NPCs DMT Mod

    So telling them to stay ,the actually stay in one position and dont move,even after 10-20 seconds? Are you loading the mod through the launcher or DMT viewer? This is really odd,because im playing it on SP too and i have this issue with everything up to date and no other mods running. Maybe Xyth or Sphereii can confirm if this is an actual issue or if indeed its just on my end.
  24. Hi Sphereii i am having an issue with DMT NPCs mod.I already told Xyth but he said your the person actively working on the AI packages so i thought i would let you know...im having issues with the NPCs once hired. Telling them to "stay here" or "wander around" causes them to walk to the edges of the map,they usually take a SW direction and just walk there,i noticed NON HIRED npcs also showing this behaviour. Im using Sphereii core ,NPC dialogue,creature human pack and NPC pack,all up to date,run by the launcher. Im playing Alpha 18.4 and its single player. Ai reacts fine when in follow mode,dismiss is ok too,nventory also ok. Just the stay here and wander commands are not working.Iv no other mods running. I spent alot of time testing on as many NPCs as i could they all have the issue.
  25. Redarmy45

    A19 NPCs DMT Mod

    Are you saying you dont have this bug? When you tell an NPC to "stay here" or "wander around",do they actually obey the command? Is it just me having this issue? Im on the latest version of Sphereii core , NPC dialogue, NPC creature pack humans, and NPC pack. All on SP ,loaded via mod launcher
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