xyth Posted September 5, 2020 Author Share Posted September 5, 2020 The fix for zombie animation after reloging seems to be setting the chunk observer property in the entityclasses.xml npcmeleetemplate to true. I will edit that and push tomorrow but you can manually edit that for now. Link to comment Share on other sites More sharing options...
Redarmy45 Posted September 10, 2020 Share Posted September 10, 2020 On 9/5/2020 at 8:12 AM, xyth said: The fix for zombie animation after reloging seems to be setting the chunk observer property in the entityclasses.xml npcmeleetemplate to true. I will edit that and push tomorrow but you can manually edit that for now. Thanks for the fix Xyth. Taking my first playthrough in 19 now. Link to comment Share on other sites More sharing options...
Redarmy45 Posted September 10, 2020 Share Posted September 10, 2020 Hey Xyth whatever happened to the GUP NPCs? Still references of them in the xml but they arent in the list ingame. Link to comment Share on other sites More sharing options...
xyth Posted September 10, 2020 Author Share Posted September 10, 2020 I have not updated the NPC Human pack yet. The characters in the human pack could be added. Guppy never did Humans that could spawn weapons, so those would all need rebuilding. Link to comment Share on other sites More sharing options...
xyth Posted September 10, 2020 Author Share Posted September 10, 2020 If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. Link to comment Share on other sites More sharing options...
Redarmy45 Posted September 10, 2020 Share Posted September 10, 2020 42 minutes ago, xyth said: I have not updated the NPC Human pack yet. The characters in the human pack could be added. Guppy never did Humans that could spawn weapons, so those would all need rebuilding. 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. Link to comment Share on other sites More sharing options...
xyth Posted September 10, 2020 Author Share Posted September 10, 2020 You can add this to fix Joel for now: <property name="LookAtAngle" value="0"/> All NPC regardless of faction should use the same templates and therefore have this: <effect_group name="SelfMedicate Effects"> 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted September 12, 2020 Share Posted September 12, 2020 Xyth! Check this out from 19.1 exp announcement: Quote Fixed: Zombies fall through floor/world when jumping over metalRailing blocks Could this solve the problem I had with hired NPCs falling off the world? Also, do you think the current version of the mod is perfectly compatible with 19.1 ? I haven't tested it yet, but I would definitely like to see if that fix above could also solve the issue I had with hired NPCs. Link to comment Share on other sites More sharing options...
xyth Posted September 13, 2020 Author Share Posted September 13, 2020 I have still not seen NPCs fall off the world but it might help in your case. Link to comment Share on other sites More sharing options...
MandyCMoore Posted September 30, 2020 Share Posted September 30, 2020 (edited) Hoping I can get a little guidance. I've used this mod previously & love it, however, whenever I try to build in DMT now, I get this: warning CS1701: Assuming assembly reference 'mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' used by 'UnityEngine.CoreModule' matches identity 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' of 'mscorlib', you may need to supply runtime policy C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,20): warning CS0649: Field 'BlockLockedLoot.lockpick' is never assigned to, and will always have its default value null C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(4,7): error CS0246: The type or namespace name 'Lockpicking' could not be found (are you missing a using directive or an assembly reference?) C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(13,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?) C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?) C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)' C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)' C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)' Failed to compile Mods.dll Build failed process exited with error code -1 I did make sure I had the newest version of DMT as well & did it on a clean A19 install. I have been trying to learn more about the game files & paths & such, but still a noob. Lol. Thanks so much in advance for any & all advice anyone can offer. Edited September 30, 2020 by MandyCMoore (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 1, 2020 Author Share Posted October 1, 2020 That's an issue with Sphereii's Core. Apparently some 19.0 and 19.1 mixup, he is pushing fix. 1 Link to comment Share on other sites More sharing options...
BigC27 Posted October 1, 2020 Share Posted October 1, 2020 (edited) Do the Npc Automatically spawn in or do i have to spawn them in? Because i have try spawning them in and get a red sea of error. Edited October 1, 2020 by BigC27 (see edit history) Link to comment Share on other sites More sharing options...
mr.devolver Posted October 1, 2020 Share Posted October 1, 2020 Xyth, I've been playing the latest Alpha 8.8, and I know this sounds crazy, but for some reason the Creature Packs and DMT mods do not work properly... LOL... 😈 Link to comment Share on other sites More sharing options...
xyth Posted October 2, 2020 Author Share Posted October 2, 2020 17 hours ago, BigC27 said: Do the Npc Automatically spawn in or do i have to spawn them in? Because i have try spawning them in and get a red sea of error. I cant read what that says but likely you have either missing deppendancies, not launching with the mod launcher or otherwise building with DMT. Link to comment Share on other sites More sharing options...
mr.devolver Posted October 2, 2020 Share Posted October 2, 2020 @xyth, if I read it correctly, it says FieldAccessException: Field 'EAIApproachAndAttackTarget:entityTarget' is inaccessible from method 'EAIApproachAndAttackSDX:CanExecute ()' all over the console. Link to comment Share on other sites More sharing options...
xyth Posted October 2, 2020 Author Share Posted October 2, 2020 Without the log, there is no way to know whats happening. Maybe a version mismatch between the core version and the game version Link to comment Share on other sites More sharing options...
BigC27 Posted October 2, 2020 Share Posted October 2, 2020 What others mods to i need? Link to comment Share on other sites More sharing options...
xyth Posted October 2, 2020 Author Share Posted October 2, 2020 That looks correct. There is a core version for each version of the game. So one for stable, one for experimental ect, and they are not exchangeable. I think the version your using is for stable. Link to comment Share on other sites More sharing options...
sphereii Posted October 2, 2020 Share Posted October 2, 2020 2 hours ago, BigC27 said: What others mods to i need? The Mods folder looks a bit off. what kind of top level are do you have specified for the mod launcher? You may want to shorten the path and take it out of the program files folder. Link to comment Share on other sites More sharing options...
MandyCMoore Posted October 3, 2020 Share Posted October 3, 2020 I have a couple of things I have been trying to adjust in the animals, but not having any luck. I know it is probably something obvious, but I'm just not seeing it. I want to make all pugs, beagles, & wolfhounds non enemies & able to hire. I also want to do the same thing with Spider 02 & Spider 03. The last thing I want to do is disable all animals & humans ability to open doors. Even one goat from Blooms is opening & shutting doors over and over. Ready to turn her into BBQ. Lol. I'd be grateful for any guidance you can give. Link to comment Share on other sites More sharing options...
BigC27 Posted October 3, 2020 Share Posted October 3, 2020 I got it working. Link to comment Share on other sites More sharing options...
xyth Posted October 3, 2020 Author Share Posted October 3, 2020 19 hours ago, MandyCMoore said: I have a couple of things I have been trying to adjust in the animals, but not having any luck. I know it is probably something obvious, but I'm just not seeing it. I want to make all pugs, beagles, & wolfhounds non enemies & able to hire. I also want to do the same thing with Spider 02 & Spider 03. The last thing I want to do is disable all animals & humans ability to open doors. Even one goat from Blooms is opening & shutting doors over and over. Ready to turn her into BBQ. Lol. I'd be grateful for any guidance you can give. NPCs of all types (human, animals and mechs) are hirable if they dont hate you. If they are neutral or like you they will talk to you and thus you can hire them. Some start out in a faction that hates the player. So you need to improve your faction with that group somehow. The idea was to have quests that would earn you more positive or negative faction, but so far no modder has written those quest up. In the game, but not in loot, are books that either grant you some additional positive faction or full faction with each faction group. If you want to shortcut, you can edit those animals faction xml property and make them, say, the whiteriver faction, then they will like you. I will check on the door opening. In the blocks.xml of the Core there is a switch for this but perhaps its not working 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted October 3, 2020 Share Posted October 3, 2020 21 minutes ago, xyth said: NPCs of all types (human, animals and mechs) are hirable if they dont hate you. If they are neutral or like you they will talk to you and thus you can hire them. Some start out in a faction that hates the player. So you need to improve your faction with that group somehow. The idea was to have quests that would earn you more positive or negative faction, but so far no modder has written those quest up. In the game, but not in loot, are books that either grant you some additional positive faction or full faction with each faction group. If you want to shortcut, you can edit those animals faction xml property and make them, say, the whiteriver faction, then they will like you. I will check on the door opening. In the blocks.xml of the Core there is a switch for this but perhaps its not working I wanted to make quests, but I was discouraged by the limitations of vanilla features. 1 Link to comment Share on other sites More sharing options...
Milkshakes Posted October 4, 2020 Share Posted October 4, 2020 (edited) Is there a way to make an NPC auto fire or burst fire? Playing around with attackperiod and weapon delay I managed to increase the rate by quite a bit, but it's still a bunch of awkward one-taps and if you go too low the npc gets confused and doesn't shoot at all. Edited October 4, 2020 by Milkshakes (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 4, 2020 Author Share Posted October 4, 2020 You just have to play around with it. I had the humans burst firing in A18, but something in A19 seemed to stop that and I never got back to it as most folks complain they fire too much already. If you find a way to make them fire faster let me know what that xml is and I can add that change to the pack. Link to comment Share on other sites More sharing options...
Recommended Posts