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arramus

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Posts posted by arramus

  1. Pushed a small update to the Old Migration Mod.

     

    A new tile 'straight_02' expands on the existing straight. It is added because there are 5 42 x 42 POIs (2 default and 3 custom) and they weren't always all getting placed.
    This straight_02 brings in an additional 42 x 42 on top of 25 x 25 and 25 x 50 versions.

    ZXugJah.jpg

     

    The 42 x 42 replaced a 25 x 50 and those extra 8 blocks were filled with a small wagon repair stop built into the tile.

    pMHWd4c.jpg

     

    The straights can be quite long and this shows the 42 x 42 zombie church on the right opposite the 25 x 50 band stand barbecue.

    9NdF9Ci.jpg

  2. Pushed a T2 POI (all quest types) onto a small 25 x 25 location.

     

    Old West Mini Strip

    This POI has 4 buildings built into a terraced format. It is 25 x 25 wide and fills up the maximum size. If two of these identical POIs spawned next to each other there would be no gap for 50 blocks (this is unheard ^^). Any additional Mini Strip type POIs will be 24 across to leave a one block gap for thoroughfare. Maybe a new Mini Strip type in the future can also be 25 x 25 to offer that 50 block terraced strip which emulates some Old West photographs from the past.

     

    This strip is split into 4 separate buildings for some 'well known' game characters.

     

    Yo, Joe, Moe, and Boe. A florist, arms dealer, bar, and book shop respectively. Moe the bar owner...now where did I hear that one before.

    givVGDm.jpg

  3. 2 hours ago, rallenb3 said:

    I don't know if one of my other mods have the same resources but, if it was just one warning I would think so but, the chance of multiple mods having the same resource I don't know.

    No worries on this warning. It appears to be the Unity Engine being a touch oversensitive about particles being used for similar purposes on differing blocks and bringing up the duplication type message. It has been there from the beginning and when comparing all of the collection bundled together (Oakraven Forest Modpack) against the Wasteland Mod and Not Medieval Mod, there is very little difference in performance on dedicated server resources and rendering. I shall discuss this with Oakraven in more detail though to see if it is possible to change the naming conventions across identical types of blocks.

  4. Pushed a small update to reflect the Old West Migration update.

     

    Old West Mine:

    An additional POI for the Old West in the sample World desert (also updated)

    It's a 42 x 42 POI for T3 and covers all quest types.

    aVMbp4k.jpg

     

    Most of the activity is subterranean as the POI name suggests.

    ntIkWzw.jpg

     

  5. Interesting idea. And there really is a lot going on in the background that isn't being shared too frequently in the forum.

     

    A mod like the Wasteland has achieved a variety of buffs/debuffs based on player/environmental stats and features just through xml (some incredibly surprising and creative) whereas Score, OCBCore (in development) are incorporating scripts and Harmony patching. Some mods use a specific unity such as NPCMod (2019.1.14f1) since certain scripts were made for it. Others are more flexible.

     

    Guppy's Unofficial 7DtD Modding Server over at Discord seems to have attracted a lot of the forum creators with updates being posted here and mod chat and development going on over there.

     

    A20 has seen a preponderance of Harmony Patch .dll since it was integrated into the modding side of the game.

     

    https://discord.gg/D4BkN3Qy

     

    Not my forte at all but I think the above is accurate.

    There's something for everyone over there, and well worth a visit.

  6. Pushed a new 42 x 42 T3 (All quest types) POI for the Old West Migration Modlet.

     

    Old West Mine
    The default POIs have a coal factory and this brings in a supporting mine.

    At 42 x 42 it will be placed on the rarer Corner of T junction tile and may only appear once in a World.

    It provides number 8 for the T3's and further expands this tier variety.

     

    The top area is fenced off and has minimal features. The entrance for miners, a pulley system at the back to bring up resources, and some simple decoration.

    2m4u4Si.jpg

     

    Gameplay takes place underground on different levels and areas. The tunnels were made with the Developer Shovel Tool. It seems to be very rarely used but is perfect for making smooth circular tunnels of a decent size.

    lfeuHVh.jpg

     

    This shaft leads up to ground level and shows the maximum depth. It's not overly extreme.

    s1ZFXdX.jpg

  7. Pushed a remaining 3 viable remnant Old West POIs and 2 regular type Old West POIs which contained sleeper volumes to spawn zombies but were not questable.

    This brings them all into T1 questing and gives that tier an overwhelming choice of 23. Plenty for beginner GS players to contend with.

     

    nLpRx5F.jpg

  8. 1 hour ago, KailJ said:

    I am not sure if this is a bug or a limitation on the mod, or a limitation on the game itself. But here is the situation. My friends and I just ventured to a city that was over 2km from our base (where we had NPCs stationed). When we returned they had all vanished, even those that were inside the structure. Nothing was damaged, all doors were closed, and so on. So we are sure they were not attacked and killed. So my question is, do NPCs vanish if you get to far away from them? Any help on this would be awesome. Thanks. ;)

    This has been a troublesome issue that the team have attempted to resolve. Here is some background to what we have observed and attempted.

     

    After the release of the NPC Mod, some players noticed that their hired NPCs would suddenly disappear for no apparent reason. There did not seem to be any pattern to it and it could happen very suddenly, take a long time to happen, or happen when logging out and back in. On some occasions though, the NPCs would magically reappear!

     

    We tested this quite a lot and these are some of the observations:

     

    1. To answer your question. Yes, NPCs can vanish when you get too far away from them. It is not a given certainty that it will happen and it may not necessarily happen to all of the NPCs you have hired. We placed 10 NPCs in a raised base. They were fine for about 7 hours or game play. We accelerated moving towards and away from the base over this period and all was just fine. At that 7 hour period we came back to base and 4 of the 10 NPCs had disappeared. We checked the logs and did see some chunk reloading warnings for that area. It also mentioned the default Trader being respawned/reset or something like that. It was at that time we lost 4 NPCs. We did not have the same safe guards in place to protect the NPCs that the trader seems to have. A current limitation.

    2. The game loads and unloads chunks of the World at a time. It appears to be 100 blocks. If you move past 100 blocks away from your base/NPCs they typically disappear as that area is unloaded. Once you return to a distance of less than 100 blocks they should return again.

    3. Here is what may be happening. As a player returns to the area and it reloads, the NPCs may get loaded before the blocks and terrain. This can cause them to fall 'inside' the base. At times we have seen some that were standing on top of 1 block pillars become 'merged' inside the block at the bottom of the pillar. It seems:

    a) The World chunk reloaded the terrain.
    b) The NPC reloaded before the blocks and landed on the terrain.
    c) The blocks reloaded with the NPC inside them.

     

    We could see the NPC inside the bottom block because the barrel of their weapon was poking out and they were able to pivot in a circle. This was also seen in the Oakraven Guards and Pets mod which also uses NPCs. This was also an issue in A19.

     

    An alternative to this is:

    a) The World chunk reloads but the NPC is loading faster than the terrain.

    b) The NPC falls under the World to an 'ether' region.

     

    In this scenario it seems the NPC loads out too early and sinks. However, they do not always appear to fall into oblivion and sometimes reappear. It's likely they are stored in that chunk area as an asset in the Saves Games files and have the chance to reappear if things work in their favor.

     

    The team tried a number of ways to ensure the NPC could be reloaded more reliably and stably. However, it has not been successful so far. There is hardcoding at play here which is not always accessible/visible.

     

    Posts continue to come about NPCs disappearing. It happens more than the posts suggest in this thread as I visit community Discords and it is a topic of discussion. Communities handle it in their own ways such as reimbursing players for the loss or telling them it is just part of the game (NPCs will feel they did their money's worth and move along ^^).

     

    This can be a real pain and frustration for everyone. The traders seem to have more safe guards in place to ensure this issue doesn't happen and that is something which would benefit the NPCs. Saying that, there are occasions where a player moves back into the chunk where the Trader is and finds them at ground level where they were originally standing on raised areas (both default and custom Trader POIs).

     

    We had similar sinking or disappearing issues for the vehicles which I rarely see posted about these days.
    A20 then had issues for the Turret Sledge where it would sink inside a block.

    It seems Voxel/Chunk rendering type Worlds can be troublesome. If you've ever played the Unreal Engine Voxel based Astroneer, we do see similar technical issues with terrain interaction.

     

    Yes, this is potentially a bug, a current limitation of the NPC Mod, and possibly something the game may need to delve into more as well. That's about all we can say on that so far.

  9. I believe that is Rose Abby. It is one of the very special scrolls and part of Darkstardragon's 'final' POI quests.

    The first of these scrolls can be found at the

    Spoiler

    Friendly Jousting Arena

    in the box near the Queen and King.

    These follow in sequence until the final POI.

    It cannot be bought from the trader.

    If you are playing in Single Player it is very easy to reset that POI area (F1 to bring up console command, 'dm' to enter debug menu, type 'chunk reset f' while near that room where you found it and it will reset the area and the scroll will appear in the box again) or get that scroll from Creative Menu (F1 to bring up console command, 'cm' to enter creative menu. U key to bring up inventory items. Search for scroll and one of them is what you need).

     

    If you are playing on a dedicated server, the same applies or asking the Admin if it's a community server.

  10. 2 hours ago, khzmusik said:

     

    This does look pretty cool. Though, if it's a trader tile, does that mean it replaces all trader tiles in the game?

     

    From what I've heard from the Compo Pack folks, there can only be one trader tile used in the game, that's why I ask.

     

    On a related subject - where is the best place to announce NPC Core POIs? I was going to announce them (and provide a download for them) in the Prefabs forum, since that's where most people go for custom POIs, and announcing it there might encourage POI designers to start creating NPC POIs.

     

    But if the consensus is to release them in the same thread as your modlets, then that is what I'll do.

    It will replace all trader gateway tiles, even in areas that a Trader does not spawn (Old West and occasionally some other areas) as that is tagged to any Tile Set.
    This push is somewhat in preparation for Teragon, or for creators to copy directly into a custom tile where applicable. It was also something Darkstardragon asked for from the outset and is a bit overdue.

     

    I post any POI updates for this little 'bundle' directly into this thread simply to keep everything central. They haven't been added to the opening post as a download and are often out of sight out of mind soon enough. Some are being used in Overhauls as is or customised and this pack is also helpful to share as a guide for creators since it has a small readme explaining some of the basics.

  11. A small update for the NPC Mod Sample Prefabs.

    This is a Road Block incorporating @Darkstardragon's 1-SoldierPack. It is build on the Trader Gateway Tile because this is a sure way to ensure the Road Block appears where it should. It is a static 'POI' that will appear at every Trader area. It is as much as a test as it is for function.

    The soldiers will quite potentially get wiped out during the first Blood Moon but as they are built into Sleeper Volumes like in a regular POI, they should respawn every 5 days.

    It is crude but demonstrates Pathing Cubes, Sleeper Volumes, and other NPCMod features. The POI for this feature is in the folder NPCMod_Military_rwg_tile_gateway_cap.

    https://github.com/arramus/A20-NPCMod-Prefabs

     

     

  12. Pushed an accompanying POI to support the Biome spawning Decoration POIs.

     

    Lyttle Trippers

    This is a T3 all quest Old West POI from the Old West Migration Mod. It serves the travellers who didn't quite make it in the previous release. ^^

    kENrjVX.jpg

     

    In addition, the TFP default Old West Jail and Erics' were given a small update to make them questable. At present, the default versions do have some token gesture zombies. These updates provide a few more on top of clear and fetch quest opportunities. As little as possible was done to the main aesthetics to keep them as close to original as possible. Erics' received a bit of a side driveway and chicken coop area out back and the jail saw some internal decoration and loot additions. The jail will also get a guaranteed Cop or two to give the default Gun Safe some protection.

     

    zgD0pVF.jpg

     

    9WThIBP.jpg

     

    The sample World has also been update to accomodate these new POIs. Since these POIs fit in the existing Old West Migration Mod tiling system, the World has no changes beyond the new POI taking a slot and the default ones switching to custom versions. The 'spoiler' World image of the World in the first post remains the same.

  13. Pushed an update for the Old Migration Mod with a new POI and some simple conversions.

     

    Here is Lyttle Trippers.

    It serves as a Transport Hub for the Old West and gives some context for the recent Deco POIs (wagon types) that appear in the Biomes.

    It is a 42 x 42 T3 for all quest types. It seems another tile supporting 42 x 42 is needed as the balance has gone the other way now where one or more of the 42 x 42 POIs may not appear because of competition.

    kENrjVX.jpg

     

    It follows a very linear set loop from one entrance to the other for Outbound and Inbound.

    LqEIZK6.jpg

     

    In addition, there are 2 very nice TFP POIs for Old West business 07 and the Old West jail which fit in well but serve a limited purpose. They have been converted to quest types for T1 clear and fetch. This increases the number of zombies and makes some internal and minimal external updates.

     

    For example:

     

    Eric's Stuff is fundamentally the same beyond an expansion to the left side and back for parking and chickens.

    9WThIBP.jpg

     

    fLft2aj.jpg

     

    An the Jail brings in a Cop to protect the Gun Safe which has always been there. A few more 'residents' will also appear to make the numbers more viable for a T1.

    9w7FHrR.jpg

     

    K7CDSq0.jpg

     

    These 2 extra T1's converted from TFP stock and the T3 now provide the following Quest opportunities overall:

     

    Quest Tier 1 - 6 x Clear - 12 x Clear + Fetch = 18
    Quest Tier 2 - 6 x Clear + Fetch - 4 x Clear + Fetch + Restore Power = 10
    Quest Tier 3 - 2 x Clear + Fetch - 5 x Clear + Fetch + Restore Power = 7

     

    T1 is very well supported for substantial variety.

    T2 with 10 allows for good variety and throws in the Restore Power opportunity.

    T3 with 7 hits that magic number for the minimum to complete a Tier. In real game play it is very rare to see them all appear in one Old West Town so increasing up to 10 will be a decent target.

  14. 1 hour ago, Quillbeatssword said:

    add occasional bandit groups and animal packs. You could try something similar or use mine if I get it to work 😉

    For Wandering Hordes, we set all of the Not Medieval Mod to use only the Skeleton types pack and they are a lot of fun. A creator, Guppy, recently released some Grim Reapers and they also just joined that group. It gives the effect of the Grim Reapers leading all of the Skeleton types into battle. We also increased their numbers quite a lot to keep some alive should they be attacked by friendly armed NPCs. They will be able to overpower attacks in such situations. The same for the entities who appear when a player opens the Buried Supplies. The skeletons arrive as if they were disturbed from their slumber underground.

     

    Bandit groups haven't really been a feature so far so it'll be interesting to see how it works out as you develop it. The ranged bandits in a Wandering Horde will be beastly if a single player gets caught unawares but some players live for moments like that.

  15. 1 hour ago, Quillbeatssword said:

    If you open it up in notepad you can reduce the bandit spawn rates to 0 and increase animal spawns to whatever you like.

    This relates to there not being any NPC animal packs released for A20 and the desire to see them make a return since they were a positive feature in previous versions.

    A20 saw some pretty fundamental changes to what classes remained and a number of mods had to pretty much begin again for some of the NPC/entity features. The animals will come back in time, but investing time in them now with A21 seeming to be pretty well developing in the background, may require a lot of time investment now and for what changes in A21.

     

    Looking forward to any faction pack/NPC pack releases you may add to the collection. ^^

  16. 11 minutes ago, Cold Conclusion said:

    Hello,

     

    I have an issue and can't get past "creating player" screen during setup. Is there a way to fix that?

    I recall this happening on an occasion I neglected to turn off EAC after updating reset it and I was using custom content. The next attempt to load after turning this off was fine.

  17. Adding a few Biome spawning Deco POIs in the Desert and Forest. There are 2 in each Biome and they are survivors in wagons who unsuccessfully attempted to go to their next destination. The World hasn't changed as these will spawn when unvisited regions are rendering for the first time.

     

    WyPjXzt.jpg

  18. Here is an update for the Old West Migration Mod.

     

    - Biome specific Decoration POIs.

    Here are 4 small Decoration POIs that will appear randomly in the Desert and Forest Biomes. There are 2 individual Decoration POIs for each Biome.

    They will appear quite rarely to ensure they are the exception. They provide players with a variety of rewards.

     

    One of the Desert POIs has a small wall type safe in the back of the Wagon. It may be open or closed based on the regular random feature. These POIs may also have some ammo, drink, food, and random store crates which could give weapons, construction material, electronics, etc.

    The backstory for these POIs is survivors who are travelling to or from Traders that didn't quite make it to their next destination. ^^

    There is a new file in the mod which amends the biomes.xml. This instructs the World to spawn these POIs in their specific Biomes at a set probability. Feel free to share feedback on how these work out; too often or too infrequent.

    qBFIjqj.jpg

  19. The horse does not require refueling. The fuel feature is hard coded and it wasn't possible to change the fuel type using xml mod coding. It remains permanently refueled (the pretense of can graze when not being used). It uses the same bindings as a vehicle for accelerate, brake, and jump. It has a horn as well with two vocalizations. Apart from that, there is also a Sugar Cubes Mod which can be added to the horse to increase acceleration and speed.

  20. On 9/17/2022 at 5:48 AM, Biglittle said:

    Hello everyone, I am trying to find the mod/map which has the large chinatown and other great towns on but also has the Vulture Friend (You jump very high or long) mod please? I think it was/is called "Fright Night PvE" but that version was for A19 and I cant find it for the latest Version although I have been playing on a server recently with it but they wiped it after 600 days and went stock...thanks.

    The large Chinatown and other great towns is part of the Compo Pack Prefab collection.

     

    The Vulture friend is included in the Snufkin Weapons Xpansion Mod.

     

     

  21. 1 hour ago, Ganeshakw said:

    @arramus Sorry for not understanding but did you say "The wasteland mod" modpack has these  trader locations? or is it "Oakraven Forest" Modpack ?

    The 5 Trader is in the Oakraven Forest Modpack. It is in 2 places in the sample World.

  22. 2 hours ago, Ganeshakw said:

    Which mods has these 5 Trader POIs and Trader below another Trader ? Never heard or seen anything like this. Seen 4 Trader Pois though. 

    This Modpack does have a 5 Trader POI and there are 2 on the sample World. They are very far apart though and do not cross over other traders or POIs.

     

    Bring and Buy Multi Trader. The gain is 5 traders at once and the trade off is they are out in the Wilderness somewhere and need to be found. There are a limited number of quest POIs close by as well. Not too bad in the Whirly Bird or for some servers using teleport features.

    KN6vTqa.jpg

     

    A small push for the Modpack.

    Added a 42 x 42 POI for the Old West. The Buck's Den is themed on a Fall Out 76 POI and was made primarily for the Wasteland Mod since it contains Fall Out type assets.

    This version is part of the Old West Migration Mod which is bundled into the Modpack. The sample World has also been updated and this image shows it has spawned in the updated World.

    srxKNdF.jpg

     

    In addition, Score received an update. This update was also for the Wasteland Mod which now contains a working clock but was pushed for all Score users.

  23. Here's an update for the mod:

     

    - The Buck's Den

    This is a 42 x 42 T2 POI covering all quest types. There are two tiles in the mod which accept 42 x 42 and this brings in a 3rd POI of this size to keep them mixed up in each town. It is a replication of a Fall Out 76 POI which is built into one of the quest compounds. The whole compound is quite large and built on a slope in the hillside and not really appropriate for this mod. The Buck's Den makes for a decent T2.

     

    It was made primarily for The Wasteland Mod as it contains assets which are better suited but also fits with the theme of the Old West even with purely 7D2D default assets.

    Y7j2PsA.jpg

  24. There are the regular 5 trader POIs with the custom traders. Each trader has 1 trader and these ones are placed on town 'gateway' tiles. These ones do not overlap.

    There is 1 multi trader that is placed in the Wilderness. These are not overlapping on the sample world.

    Maybe sharing an image and explaining if any other mods have been added will help understand what is happening.

  25. On 1/3/2022 at 7:22 AM, magejosh said:

    Sorry i solved this conflict with NPCmod last night and forgot to share. 

    Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file.

     

    
    	<!-- mjedit to harmonize with NPCmod -->
    	<!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > -->
    	<insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

     

    @MandyCMoore This solves the conflict with using the NPCMod and Oak's Pet Animals and Guards at the same time.

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