xyth Posted April 25, 2019 Author Share Posted April 25, 2019 (edited) Bandits and wandering traders are compatible with this mod. Bandits should attack npcs on sight. Npcs may attack on sight but will attack back if attacked. Same with the traders, but the traders will shoot bandits on sight. Traders and bandits do not use factions but attack based on entity class. I might change that at some point. Edited April 25, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
mr.devolver Posted April 25, 2019 Share Posted April 25, 2019 More missing dependencies in mod launcher: SDX_EAITasks SDX_Quests SDX_Buffs Link to comment Share on other sites More sharing options...
sphereii Posted April 25, 2019 Share Posted April 25, 2019 More missing dependencies in mod launcher: SDX_EAITasks SDX_Quests SDX_Buffs Thanks, fixed. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 25, 2019 Share Posted April 25, 2019 Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message: InvalidCastException: Cannot cast from source type to destination type. Link to comment Share on other sites More sharing options...
xyth Posted April 25, 2019 Author Share Posted April 25, 2019 (edited) Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message: I'll do some testing to confirm...Thanks Bug confirmed. Apparently a vanilla bug that Khaine found a work around for. I will write the xpath patch and upload later today. Edited April 25, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
jprasch Posted April 25, 2019 Share Posted April 25, 2019 Hi Xyth. NPC's are my most desired feature in 7DTD. So I really appreciate your focus on this area. When I look on Spherii's launcher I do not see on the A17 list any of your NPC mods. Also does the launcher have modlets offered on it? I do not see those on there either. Thanks for all your efforts to improve the game. Link to comment Share on other sites More sharing options...
xyth Posted April 25, 2019 Author Share Posted April 25, 2019 Yes, you may need to look under SDX to find them. Watch my tutorial video on loading mods with the launcher, it will show you how to do that. Link to comment Share on other sites More sharing options...
mr.devolver Posted April 25, 2019 Share Posted April 25, 2019 I'll do some testing to confirm...Thanks Bug confirmed. Apparently a vanilla bug that Khaine found a work around for. I will write the xpath patch and upload later today. Thank you! I downloaded them all through Mod launcher. Does it automatically download the update when it's available or will I have to download the mods again manually? Link to comment Share on other sites More sharing options...
xyth Posted April 25, 2019 Author Share Posted April 25, 2019 Updated the NPCs, bandits and traders to all require a new dependency on a modlet called Patch_Entity, which will fix the error caused when an entity (or player when he respawns, probably) has a bleeding buff on it when it dies. That new modlet should be found with my vanilla modlets on the launcher or in that repo Also updated the bandits to new SDX movement code so they should move better. - - - Updated - - - Thank you! I downloaded them all through Mod launcher. Does it automatically download the update when it's available or will I have to download the mods again manually? I updated the versions of all 3 mods, so click on update to get the latest version of all 3 and get that new dependancy Link to comment Share on other sites More sharing options...
mr.devolver Posted April 25, 2019 Share Posted April 25, 2019 Updated the NPCs, bandits and traders to all require a new dependency on a modlet called Patch_Entity, which will fix the error caused when an entity (or player when he respawns, probably) has a bleeding buff on it when it dies. That new modlet should be found with my vanilla modlets on the launcher or in that repo Also updated the bandits to new SDX movement code so they should move better. - - - Updated - - - I updated the versions of all 3 mods, so click on update to get the latest version of all 3 and get that new dependancy Does this update need a new world to take effect? Link to comment Share on other sites More sharing options...
xyth Posted April 25, 2019 Author Share Posted April 25, 2019 Does this update need a new world to take effect? Nope Link to comment Share on other sites More sharing options...
mr.devolver Posted April 25, 2019 Share Posted April 25, 2019 (edited) I just refreshed modlets in Mod launcher to find that new Patch_Entity, but unfortunately I can't see it anywhere (checked both default and SDX). I'm trying to refresh the list again. EDIT: This time it was there, downloading the update right now! Edited April 25, 2019 by mr.devolver (see edit history) Link to comment Share on other sites More sharing options...
Darkstardragon Posted April 26, 2019 Share Posted April 26, 2019 This mod inspired me to make my own npcs(with prodigious help from xyth of course): thats how brilliant it is! Link to comment Share on other sites More sharing options...
mr.devolver Posted April 26, 2019 Share Posted April 26, 2019 This mod inspired me to make my own npcs(with prodigious help from xyth of course): thats how brilliant it is! It would be awesome if you could share with others, you know? Just saying! Link to comment Share on other sites More sharing options...
Darkstardragon Posted April 26, 2019 Share Posted April 26, 2019 It would be awesome if you could share with others, you know? Just saying! i plan to at some point, whether its to throw them at xyth to add in or to make an add on pack i dunno, still learning and want to add things to them Link to comment Share on other sites More sharing options...
mr.devolver Posted April 26, 2019 Share Posted April 26, 2019 i plan to at some point, whether its to throw them at xyth to add in or to make an add on pack i dunno, still learning and want to add things to them Try this set: Security guard with riot shield and baton Soldier with rifle Cop with a shotgun Cop with a small gun Last but not least... Crazy John wearing a dirty white tank top with blood stains on it (which of course isn't his blood), he's a badass ex-cop who always happens to be in the wrong place at the wrong time, always saving unfortunate innocent people from whole armies of terrorists with just his smg that seems to never run out of ammo, but this time since he'd be late to spend time with family on Christmas eve anyway, he must save whoever is still alive in the zombie apocalypse. Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 26, 2019 Share Posted April 26, 2019 (edited) I tried compiling the code but it's asking for something called "Patch_Entity" which didn't seem to be in either set of downloads. Is there another link to that? Or maybe someone accidentally removed it from the file list? Here's the screenshots of both links. Edited April 26, 2019 by Kilroy5150 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted April 26, 2019 Author Share Posted April 26, 2019 Patch modlet is here: https://github.com/7D2D/A17Mods Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 26, 2019 Share Posted April 26, 2019 Patch modlet is here: https://github.com/7D2D/A17Mods Thanks so much.... Link to comment Share on other sites More sharing options...
xyth Posted April 26, 2019 Author Share Posted April 26, 2019 I updated all the entity mods with that link. Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 26, 2019 Share Posted April 26, 2019 I updated all the entity mods with that link. Are there any more modlets that are A17 compatible (not overhauls) that imbed buildings like in "Curse of Anubis"? I'm looking to add whatever i can, to mix it up, without completely overloading things. That's why i upped the memory and went SSD, for the extra speed. Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 26, 2019 Share Posted April 26, 2019 (edited) I updated all the entity mods with that link. Do they show up, on the map, like the bandits do and how rare are they by default? I've gotta get the server running, by this afternoon, for the Friday LAN party. Update: I upped their probability rate and noticed that yes, they are on radar. Very awesome mod, Xyth. Edited April 26, 2019 by Kilroy5150 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted April 26, 2019 Author Share Posted April 26, 2019 Do they show up, on the map, like the bandits do and how rare are they by default? I've gotta get the server running, by this afternoon, for the Friday LAN party. You do see them occasionally at that setting....seemed about right but everyone likes this different. Pushed yet another update to all entity classes to remove all buffs from entities except the archer bandit Link to comment Share on other sites More sharing options...
Kilroy5150 Posted April 26, 2019 Share Posted April 26, 2019 (edited) You do see them occasionally at that setting....seemed about right but everyone likes this different. Pushed yet another update to all entity classes to remove all buffs from entities except the archer bandit Hey if you're open to ideas: I was wondering how hard it would be, when driving something, to replace the belt inventory with an KPH/MPH gauge with fuel / damage level included in the area? Now i've seen mods that make the belt disappear when riding so i know it can be wiped temporarily. Also, would i be possible (and this is a pretty big project) to randomly spawn "survivor" camps in the map that could contact you, after you discover them, when they're under assault? Maybe their group could have a very low probability heavy-hitter and others you could hire and do quests for like saving someone who's trapped in a house? It would give the game so much longer life and a lot more meaning. Edited April 26, 2019 by Kilroy5150 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted April 26, 2019 Author Share Posted April 26, 2019 Hey if you're open to ideas: I was wondering how hard it would be, when driving something, to replace the belt inventory with an KPH/MPH gauge with fuel / damage level included in the area? Now i've seen mods that make the belt disappear when riding so i know it can be wiped temporarily. Also, would i be possible (and this is a pretty big project) to randomly spawn "survivor" camps in the map that could contact you, after you discover them, when they're under assault? First one could be done by someone who likes to play with the user interface. Have to ponder the second one. Spawning is no problem, its the "event" that would need coding. Link to comment Share on other sites More sharing options...
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