MandyCMoore Posted October 24, 2020 Share Posted October 24, 2020 Just wondering if anyone knows if the NPCs & the animals will spawn if enemies are turned off. Doing a stream series with zombies & NPCs, but want to do a video series where it is basically survival against elements, NPCs, & animals. Link to comment Share on other sites More sharing options...
xyth Posted October 24, 2020 Author Share Posted October 24, 2020 I think you would need to move any of those out of the zombieall groups and into different spawn groups, like animal groups. 1 Link to comment Share on other sites More sharing options...
Lostyouthkhat Posted October 25, 2020 Share Posted October 25, 2020 Probably not ur first priority but as i tested the animal npc one, the german shephard doesnt spawn and the wolfhound doesnt have a conversation window. You get to the the inventory of the wolfhound directly. Link to comment Share on other sites More sharing options...
StoneJust Posted October 25, 2020 Share Posted October 25, 2020 Dumb question but we believe we have followed the DMT install instructions and then downloaded the pre-reqs for this mod, but all of the NPCs are invisible when spawned in game. We hear them and see the interface to speak with them or kill them but aren't able to actually see or interact with them. What is the obvious thing(s) we are missing? Thank you in advance for the help. 7d2d A19.2 DMT 2.2.7569.26209 0-SpherellCore, Sherell NPC Dialog Windows, 0-CreaturePackHumans, no other mods attempted before clean install of latest release downloaded Attached is screenshot of DMT compile without errors and what is chosen. Link to comment Share on other sites More sharing options...
xyth Posted October 26, 2020 Author Share Posted October 26, 2020 (edited) You cant load the NPCanimals an NPCMechs without also loading the 0-creaturepack animals and mechs. Those packs have the actual meshes so thats why they are spawning without meshes. Edited October 26, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 31, 2020 Author Share Posted October 31, 2020 (edited) Pushed fix for misnamed whisperer males, bad path on a soldier, and a bug that would happen only at GS22 Edited October 31, 2020 by xyth (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted November 4, 2020 Author Share Posted November 4, 2020 pushed the real fix for GS22 NRE. Seriously, its fixed 🙂 Link to comment Share on other sites More sharing options...
Minnigin Posted November 6, 2020 Share Posted November 6, 2020 war dogs are brutal, got em with my axe finally, should I use blunt weapons on them lol? Link to comment Share on other sites More sharing options...
Lostyouthkhat Posted November 7, 2020 Share Posted November 7, 2020 Got an idea why german shephards still arent visible and the wolfhound doesnt have a conversation option? Link to comment Share on other sites More sharing options...
xyth Posted November 7, 2020 Author Share Posted November 7, 2020 2 hours ago, Lostyouthkhat said: Got an idea why german shephards still arent visible and the wolfhound doesnt have a conversation option? Yup. I pushed the fix for the Wolfhound. The fix for the German Shepherd requires an update to SphereII's core. He is waiting for the final changes to the core that is being tested and used in WinterWeen, then he will push that to the public version of the core. Until then, dont try to spawn it. Link to comment Share on other sites More sharing options...
Hayran Posted December 6, 2020 Share Posted December 6, 2020 (edited) I my game the mod create some giants animals and zombies e.e. I remove it and it fix. Edited December 6, 2020 by Hayran (see edit history) Link to comment Share on other sites More sharing options...
Redarmy45 Posted January 20, 2021 Share Posted January 20, 2021 (edited) Hey Xyth hope your keeping well. I just reinstalled everything and started playing again. Thanks for adding in some new NPCs. Got a small issue though,off behavior from NPCs.And i only notice this when they are hired.....They will not aggro any zombies(vanilla tested). They will only aggro if they have first been attacked by a zombie. Even after that,maybe a few minutes of playing later,and they forget they are supposed to fight them.Zombies can be close,and i the player attacking them,yet NPCs who are hired simply ignore their presence until hit by a zombie. Tested on almost all npc s that you can hire. While they are not hired they seem ok(i think) can hear them shooting in the distance. I didnt edit any .xml file. I then tried to edit the faction of all NPCs to whitriver from "redteam" etc etc.Still didnt work. On Alpha 19.3 single player. Also tested on Alpha 19.2 and same issue. Edited January 20, 2021 by Redarmy45 (see edit history) Link to comment Share on other sites More sharing options...
Redarmy45 Posted February 13, 2021 Share Posted February 13, 2021 Hey i managed to tweak NPCs and make them aggressive initially to zeds via the entity classes xml. Things seem quiet Xyth ,is this mod finished or will there be future updates? Link to comment Share on other sites More sharing options...
khzmusik Posted February 13, 2021 Share Posted February 13, 2021 6 hours ago, Redarmy45 said: Hey i managed to tweak NPCs and make them aggressive initially to zeds via the entity classes xml. Things seem quiet Xyth ,is this mod finished or will there be future updates? Can you post exactly what you did to fix this? I'm working on it myself. And I hope it's not finished, I'm just getting back into using it. Link to comment Share on other sites More sharing options...
Redarmy45 Posted February 14, 2021 Share Posted February 14, 2021 5 hours ago, khzmusik said: Can you post exactly what you did to fix this? I'm working on it myself. And I hope it's not finished, I'm just getting back into using it. Sure,head on into the NPC PACK HUMANS folderopen up entity classes.XML with Notepad++ There will be a few instances of the following lines: <property name="AITarget-1" value= <property name="AITarget-2" value= <property name="AITarget-3" value= <property name="AITarget-4" value= you need to edit them to read this: <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> This essentially makes NPC prioritize setting a nearest target first and attacking,instead of its default behavior which used to read <property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> Which caused them to need to be attacked first in order to aggro.Problem with this was that NPC aggro was cooling down after a while and they needed top be attacked again in order to become aggro. Value 3 and 1 are the same and probably do not need to both be there but i find it ensures NPCs will carry out the attack. Xyth can clean it up and tell you how better to impliment it but for now this works Link to comment Share on other sites More sharing options...
khzmusik Posted February 14, 2021 Share Posted February 14, 2021 35 minutes ago, Redarmy45 said: you need to edit them to read this: <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> Interesting. I'll have to dig deeper to figure out why that works. I spent my entire day neck-deep in the C# code, figuring out exactly how this all worked. And from what I can tell, the number ("N") in "AITarget-N" (and also "AITask-N") is the priority. Higher priorities will take precedence over lower priorities. From comments in the code, the blank task is there to ensure that the unspecified "AITarget-N" properties aren't inherited from the parent XML class. So, your change is to make the "SetAsTargetIfHurtSDX" task take precedence over the "SetAsTargetNearestEnemySDX" and "SetAsTargetIfLeaderAttackedSDX" tasks. (You also inherited all the "AITarget-N" properties where "N" was higher than 4, but I don't think there are any in the base class, so I don't think that makes a difference.) At least that's what I think, from looking at the decompiled C# code, but it's not exactly clear. I still have a whole lot to learn about TFP AI, and none of it is exactly straightforward. Link to comment Share on other sites More sharing options...
xyth Posted February 14, 2021 Author Share Posted February 14, 2021 Sphereii and I both are occupied with other things but plan to get back to working on the NPCs. If there is a better xml order, please let me know and I will push that change. 1 Link to comment Share on other sites More sharing options...
khzmusik Posted February 15, 2021 Share Posted February 15, 2021 21 hours ago, Redarmy45 said: Sure,head on into the NPC PACK HUMANS folderopen up entity classes.XML with Notepad++ There will be a few instances of the following lines: <property name="AITarget-1" value= <property name="AITarget-2" value= <property name="AITarget-3" value= <property name="AITarget-4" value= you need to edit them to read this: <property name="AITarget-1" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=EntityAlive"/> <property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=EntityAlive,80"/> <property name="AITarget-4" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> This essentially makes NPC prioritize setting a nearest target first and attacking,instead of its default behavior which used to read <property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=EntityAlive"/> Which caused them to need to be attacked first in order to aggro.Problem with this was that NPC aggro was cooling down after a while and they needed top be attacked again in order to become aggro. Value 3 and 1 are the same and probably do not need to both be there but i find it ensures NPCs will carry out the attack. Xyth can clean it up and tell you how better to impliment it but for now this works I just tried this again tonight, and unfortunately, it seems to cause an even worse bug. This code breaks commands for hired NPCs, such as the "Follow" command - they simply won't do them after these changes. At least, that's what I found. Are you still able to hire NPCs and get them to follow you? Link to comment Share on other sites More sharing options...
Redarmy45 Posted February 15, 2021 Share Posted February 15, 2021 10 hours ago, khzmusik said: I just tried this again tonight, and unfortunately, it seems to cause an even worse bug. This code breaks commands for hired NPCs, such as the "Follow" command - they simply won't do them after these changes. At least, that's what I found. Are you still able to hire NPCs and get them to follow you? are you up to date with all required mods? mine is working fine.They follow. only issue(not really a bug) is that they dont follow upon reloading a game,u must tell them again to follow. Link to comment Share on other sites More sharing options...
Redarmy45 Posted February 17, 2021 Share Posted February 17, 2021 Awesome i just realised you can heal NPCs with first aid items. really cool Link to comment Share on other sites More sharing options...
yujiansquall Posted February 27, 2021 Share Posted February 27, 2021 On 2/15/2021 at 9:01 PM, Redarmy45 said: are you up to date with all required mods? mine is working fine.They follow. only issue(not really a bug) is that they dont follow upon reloading a game,u must tell them again to follow. I got another bug maybe,when I reload the game my npc act like a zombie. why(´;︵;`) Link to comment Share on other sites More sharing options...
xyth Posted February 28, 2021 Author Share Posted February 28, 2021 22 hours ago, yujiansquall said: I got another bug maybe,when I reload the game my npc act like a zombie. why(´;︵;`) He likely got infected and is turning into a zombie. There is a cure for that which is a rare drop. That is in the effectspack if you loaded that. Link to comment Share on other sites More sharing options...
yujiansquall Posted February 28, 2021 Share Posted February 28, 2021 2 hours ago, xyth said: He likely got infected and is turning into a zombie. There is a cure for that which is a rare drop. That is in the effectspack if you loaded that. Thanks. Gonna check it. Link to comment Share on other sites More sharing options...
MandyCMoore Posted March 7, 2021 Share Posted March 7, 2021 I have a quick question. On my single player world the NPCs do fine when I hire them, but on my server they don't stay hired. We have to rehire them every time we log back in. Anyone have any suggestions for a fix? Thanks! Link to comment Share on other sites More sharing options...
xyth Posted March 8, 2021 Author Share Posted March 8, 2021 10 hours ago, MandyCMoore said: I have a quick question. On my single player world the NPCs do fine when I hire them, but on my server they don't stay hired. We have to rehire them every time we log back in. Anyone have any suggestions for a fix? Thanks! That bug has been reported but seem intermittent. Its a code issue we have to resolve apparently. 1 Link to comment Share on other sites More sharing options...
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