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Xyth's DMT Bandits Mod


xyth

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The log shows the NRE spam to the end, unless you truncated it before pasting. Could be a conflict with another modlet. The Bandits only have a dozen lines of code that changes their movement speed, the rest is all Vanilla class code and xml.

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The log shows the NRE spam to the end, unless you truncated it before pasting. Could be a conflict with another modlet. The Bandits only have a dozen lines of code that changes their movement speed, the rest is all Vanilla class code and xml.

 

The log didn't finish with saving and quitting because I was still in the game when I manually opened the log file and saved its content to a new file and uploaded it for you. But in game console, it stopped after killing her. It took couple of seconds to take effect, but I thought maybe there's a delay since they don't despawn immediately when they die.

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Ok. Might be another buff on them that's not being cleared or might be Sphereiis NPC code changes to the base NPC code is impacting the bandit class which extends from that (if I remember correctly)

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Ok. Might be another buff on them that's not being cleared or might be Sphereiis NPC code changes to the base NPC code is impacting the bandit class which extends from that (if I remember correctly)

 

Well, I did have other mods installed, even the whole HDHQ pack, UMA zombies and basically everything I could find to enhance the gameplay, but honestly it is hard to believe there would be some conflict with those mods, individually they don't seem to change too much.

 

Apparently, NPC code itself could use some fixing and Sphereii keeps releasing new updates which I keep testing eagerly every time he releases them, so we will see how it goes if I test this latest update released couple of hours ago with only wandering traders and bandits. If this rare problem occurs again, at least we will know that there is some kind of isolated conflict within this particular set of mods. It's not a big deal so far though, because like I said it happened twice and both times I was in safety of the trader's base and could kill the bandits through console, but I can see that this could be a problem for someone who doesn't know how to do the same thing.

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Xyth,

I just had the same NRE console spam I mentioned the other day. This time it happened like this: I was running along the wall of the trader base in snow biome in Navezgane, I'm pretty sure there was absolutely no one except me and Harley (not hired) on the other side who helped me to kill BanditBoss behind the trader area, he dropped a loot bag, so I ran there to grab it. On my way there, suddenly I got that NRE console spam again. I checked the map and I saw BanditEve several meters behind me. Like I said, I'm pretty sure she wasn't there just a while ago, so she definitely just spawned there at that precise moment and that probably caused the NRE spam. I turned around and shot her. When she died, NRE spam stopped. She was pretty close to the wall of the trader base. Maybe she was trying to spawn at the trader base and that causes the error?

 

EDIT:

Yep, I finally reproduced it!!! Damn, I should have known that! Spawn BanditEve inside the trader area. Bam. NRE spam.

 

Yesterday I figured out that NPCs don't like traders either, they disappear as soon as you take them there, so that kinda gave me this idea that it might be something similar.

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Good catch. She probably spawned inside the protected area. I recall this was an issue in A16 as well, but not aware of any fix.

 

This is probably where Sphereii could use his magic and make sure that they won't spawn inside the trader area by checking the spawn coordinates to see if it's not somewhere too close to the trader area or even inside of it. Maybe I'm wrong, but I do believe that the game knows the POI locations on the map, so in theory it should be possible to put such check there, if there aren't other obstacles that would prevent it.

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  • 4 weeks later...

Ive been trying to get this along with the NPC mod working, but upon attempting to spawn the enemies via Entity spawner menu, i get an error saying "error executing command 'spawnentityat' failed: object reference not set to an instance of an object

 

I have the wandering traders mod working just fine and they spawn and work as intended. But the bandits and npcs mod are not.

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Ive been trying to get this along with the NPC mod working, but upon attempting to spawn the enemies via Entity spawner menu, i get an error saying "error executing command 'spawnentityat' failed: object reference not set to an instance of an object

 

I have the wandering traders mod working just fine and they spawn and work as intended. But the bandits and npcs mod are not.

 

I would need to see you game logfiles in order to help. Never saw that error on spawning before.

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I would need to see you game logfiles in order to help. Never saw that error on spawning before.

 

Im only getting this error on my Server, not on Singleplayer.

 

I am getting this error however.

 

Exception: No action class 'DialogRequirementHasQuestSDX, Mods found!

at DialogFromXml.ParseRequirement (System.Xml.XmlElement e) [0x00000] in <filename unknown>:0

at DialogFromXml.ParseResponse (.Dialog dialog, System.Xml.XmlElement e) [0x00000] in <filename unknown>:0

at DialogFromXml.ParseDialog (System.Xml.XmlElement e) [0x00000] in <filename unknown>:0

at DialogFromXml.ParseNode (System.Xml.XmlNode root) [0x00000] in <filename unknown>:0

at DialogFromXml.CreateDialogs (.XmlFile xmlFile) [0x00000] in <filename unknown>:0

at DialogFromXml.Load (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0

at WorldStaticData+<loadSingleXml>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

<loadSingleXml>c__Iterator1:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

(Filename: Line: -1)

 

My full log is here

 

https://pastebin.com/cdrqmNU3

 

 

 

Here is the error firing when attempting to spawn an NPC or Bandit

 

2019-06-10T10:03:49 516.374 INF Executing command 'spawnentityat "NPCFarmer" -1683.897 48.00781 -1066.625 1 0 79.57401 0 Dynamic' from client 76561198013897700

2019-06-10T10:03:49 516.375 ERR Unknown entity -126290556

2019-06-10T10:03:49 516.375 EXC Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object

at ConsoleCmdSpawnEntityAt.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0

at SdtdConsole.executeCommand (System.String _command, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

SdtdConsole:executeCommand(String, CommandSenderInfo)

SdtdConsole:ExecuteSync(String, ClientInfo)

ConnectionManager:ServerConsoleCommand(ClientInfo, String)

NetPackageConsoleCmdServer:ProcessPackage(World, INetConnectionCallbacks)

ConnectionManager:ProcessPackages(INetConnection, NetPackageDirection)

ConnectionManager:Update()

 

(Filename: Line: -1)

 

2019-06-10T10:03:52 519.856 INF Client 76561198013897700/Jerseyetr executing client side command: le

2019-06-10T10:03:55 522.836 INF Executing command 'se' from client 76561198013897700

2019-06-10T10:03:58 525.429 INF Time: 7.71m FPS: 36.24 Heap: 2637.5MB Max: 3111.1MB Chunks: 291 CGO: 21 Ply: 1 Zom: 1 Ent: 7 (11) Items: 3 CO: 1 RSS: 5373.3MB

2019-06-10T10:04:02 529.400 INF VehicleManager Save

2019-06-10T10:04:28 555.459 INF Time: 8.21m FPS: 36.30 Heap: 2515.1MB Max: 3111.1MB Chunks: 291 CGO: 21 Ply: 1 Zom: 1 Ent: 7 (8) Items: 3 CO: 1 RSS: 5374.6MB

2019-06-10T10:04:30 557.830 INF Executing command 'se 174 124' from client 76561198013897700

2019-06-10T10:04:30 557.830 ERR Unknown entity 792516045

2019-06-10T10:04:30 557.831 WRN Ignore spawning of empty entity

2019-06-10T10:04:47 574.681 INF Executing command 'se 174 123' from client 76561198013897700

2019-06-10T10:04:47 574.681 ERR Unknown entity 1372365283

2019-06-10T10:04:47 574.681 WRN Ignore spawning of empty entity

2019-06-10T10:04:53 580.480 INF Client 76561198013897700/Jerseyetr executing client side command: le

2019-06-10T10:04:58 585.509 INF Time: 8.71m FPS: 36.21 Heap: 2544.9MB Max: 3111.1MB Chunks: 291 CGO: 21 Ply: 1 Zom: 1 Ent: 7 (8) Items: 3 CO: 1 RSS: 5374.6MB

2019-06-10T10:05:05 592.658 INF Executing command 'settime 10000' from client 76561198013897700

2019-06-10T10:05:12 599.787 INF Executing command 'spawnentityat "BanditArcher" -1677.471 48.00781 -1070.228 1 0 94.57401 0 Dynamic' from client 76561198013897700

2019-06-10T10:05:12 599.787 ERR Unknown entity 1372365283

2019-06-10T10:05:12 599.787 EXC Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object

at ConsoleCmdSpawnEntityAt.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0

at SdtdConsole.executeCommand (System.String _command, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

SdtdConsole:executeCommand(String, CommandSenderInfo)

SdtdConsole:ExecuteSync(String, ClientInfo)

ConnectionManager:ServerConsoleCommand(ClientInfo, String)

NetPackageConsoleCmdServer:ProcessPackage(World, INetConnectionCallbacks)

ConnectionManager:ProcessPackages(INetConnection, NetPackageDirection)

ConnectionManager:Update()

 

(Filename: Line: -1)

 

 

 

 

Well, I have fixed my issue. It seemed the server was not reading a file correctly, thus the mod was not loaded on the server. It was loaded on my personal computer, therefore showing in the entity spawner menu but not working on the server.

 

 

 

Lovely mod! The players on my server were DYING for things like this.

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Im only getting this error on my Server, not on Singleplayer.

 

I am getting this error however.

 

 

 

My full log is here

 

https://pastebin.com/cdrqmNU3

 

 

 

Here is the error firing when attempting to spawn an NPC or Bandit

 

Looks like you are missing the SDX_Dialog mod.

 

Edit: Some of your versions are quite old in the log file too. Grab the latest version of some of htem here: https://github.com/SphereII/SphereII.Mods

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Looks like you are missing the SDX_Dialog mod.

 

Edit: Some of your versions are quite old in the log file too. Grab the latest version of some of htem here: https://github.com/SphereII/SphereII.Mods

 

i fixed my issue. for some reason the file was not fully installed, or the upload of the dialog was cut short as the file sizes did not add up. Fixed that and it fixed my issue.

 

Thanks for pointing out the files are a bit older. I just had downloaded from the link in the OP. I will update them promptly!

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  • 4 weeks later...

Ow Dear what i'm i doing wrong?

== Hal's DLL Updates Running ==

== SDX Dialog Patcher Patcher===

== EntityAlilve Patcher Patcher===

== EntityAlilve Patcher Patcher===

==ItemActions Patcher Patcher===

==Quest Patcher Patcher===

INFO: ModLocalization: === Mod Localization ===

== XUiC_TargetBar ==

ERROR: System.InvalidOperationException: Sequence contains no matching element

at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)

at UnlockEnemyHealthBar.Patch(ModuleDefinition module) in f:\games\SDXTEST7D2D\SDX0.7.3\Targets\7DaysToDie\Mods\SphereII_UnlockHealthBar\PatchScripts\UnlockHealthBar.cs:line 17

at SevenDaysToDiePlugin.BuildAndRunPatchModsTask.RunPatcherMods()

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 07-Jul-19 5:13:49 PM and took 10.09 seconds

Remote build failed

 

Ok iv'e got it working :)

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Glad you got it working, SNIPER1.

 

Xyth and I chatted and will likely merge all the Scripts (mostly my modlets) into a single Mod for A18. Configuration will be enabled by XML-only modlets. This should help sort out the issues we've had for A17 on which mods you need or not, and fix some of the issues people have had.

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