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A19 NPCs DMT Mod

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Xyth would you consider adding a stay here/gaurd command?In which the NPC(should idealy be a ranged NPC) would stay rooted to a spot but still auto target enemies.Because it could allivieate some issues with ranged NPCs who try to navigate or path to an enemy and there is no valid path...for example i have NPCs in my base on horde night...

 

I have a house with windows all around,i built a rooftop perch with a ladder,NPCs will always climb up and "hide" there.Or walk (moonwalk) to the rear or corner of the house,rendering them innefective .If they could hold a spot and just shoot,it would make there defensive abilities really good and avoid odd pathing issues at critical times.

 

This is really good for NPCs with any weapon other than a shotgun as the weapon range causes them to path to all sorts of areas "away" from a threat,whereas if they just stood their position they would have found a target.

 

 

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Fixes:  Hostile Animals dont act like friendly puppys now.

NPCs are territorial now

Teleport-forget-your-attack-do-not-run-back-you-bastard issue is fixed. (needs testing)

Still looking into the melee and stay issues

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28 minutes ago, xyth said:

Teleport-forget-your-attack-do-not-run-back-you-bastard

LOL! Good name! :classic_laugh:

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Xyth, I have a very specific question. Is there a way to mod in specific custom settings that would apply only for hired NPCs? Like I hire an NPC and he would have different stats, like more health and stamina, higher health regeneration, etc.? I've been changing these settings through my own mod, but I feel like it's not really a good idea to make everyone a badass, I would like just the NPCs I hire to have the badass stats. :p

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Maybe.  maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction.  Id need to research that, but it seem doable.

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Posted (edited)

Bad news:

NPCDeltaHunter and NPCGupSoldier1AK47 can't be hired at once without hating each other. They do hate each other in general (not sure why, they are both soldiers?), but hiring them doesn't seem to solve the problem which kinda makes me believe that factions broke the simple mechanic that was there - when you hired two NPCs that hated each other before, they stopped hating each other since they were both under your leadership.

 

And to make the matter worse, NPCDeltaHunter just randomly fell off the world. :(

Edited by mr.devolver (see edit history)

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I randomly assigned each of the soldiers to three team factions for testing.  Red blue and green.  Those factions hate each other.  I will look into once they are hired it overrides thier hostility.  

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Posted (edited)

The update definetly makes AI more effective.So far the results of the changes,the most notable one is that NPCs are changing targets more frequently which is giving them the ability to basically fire more often,they are much more aggressive in this regard and therefor more effective.

 

I forget to mention before that im getting what seems like script lag when NPCs with shotguns hit an enemy,micro stutter will occur for a good 2 seconds at times.This may be vanilla 7DTD issue im not sure

Edited by Redarmy45 (see edit history)

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Maybe.  maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction.  Id need to research that, but it seem doable.

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Pushed hotfix for an NRE in zombiepack

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Pushed edits to Humanpack that NPC will inherit, fixed the "wordsoup" on characters when attacking or hurt.  They wont talk every hit.

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Really enjoying the whispers NPCs... i was walking through a corn field,borrowing some crops...i see abt 50 meters away a figure moving towards me AK47 silohette from the look of the barrel...im peekin through each stem of corn saying to myself "what the (I'm a potty mouth) is that?" I hadent seen an NPC utilize this seek player function from out of LOS before,i figured the dude was hostile but i was to mesmorized to raise my rifle...then he fired,ruining the one good stem i was about to pluck..i knew then i had to end him 😂

 

Nice job with those guys Xyth,really enjoying that AI,mixes things up.

 

A few notes i gathered.

 

1)NPCs you hired do not act teratorial/hostile to whispers until hey openly attack the player.

2)Damage they do is a little low to worry the player much

3)NPC bug out stuck in falling animation if exposed to water while falling(falling into water from a height) Possible fix would be to reset all NPCs animations when player interacts with them maybe?

4)Horde night zombies largely ignore NPCs,r completely unless NPC attacks one.

5)Similar to above,with so many zombies in close proximity,NPCs have real trouble switching targets to get closest to enemy.

 

With the issues of 4 and 5 together i witnessed on horde night zombies break through my walls,ignore NPCs who were closest,and NPCs ignored them(probably focused on enemy outside walls) and i got mauled by 3 zombie dogs while NPCs stood motionless. The horde number i reduced from 64 to 32 to ease possible issues like that but still the same.

 

Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

 

Having a blast so far

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Posted (edited)
41 minutes ago, Redarmy45 said:

Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

I'm currently working on a mod which changes how some things work in these mods and I was thinking about creating something like this, but for now I came up with a simpler solution which gives better stats to your hired NPCs to simulate that they have some training under your leadership. If Xyth doesn't mind, I could eventually release this little mod as an addon, but only if Xyth allows it, because I'm just kinda messing with his own work here lol

 

As for hooking it to charismatic nature perk in game, the problem here is not that it would be impossible. The real challenge is that NPCs may not have all the characteristics of player entity, so boosting their fortitude or agility may not have the same effect on them as it has on players. It would either have to be completely reworked to include NPCs in which case it could become incompatible with other mods, OR it would have its own skill/perk tree. I imagine this is not the highest priority now, because not all features are implemented, so implementing some sort of more sophisticated control over stats that may change in the future which could require complete rework of the perks again would probably be too much of hassle at this point.

Edited by mr.devolver (see edit history)

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2 hours ago, Redarmy45 said:

Really enjoying the whispers NPCs... i was walking through a corn field,borrowing some crops...i see abt 50 meters away a figure moving towards me AK47 silohette from the look of the barrel...im peekin through each stem of corn saying to myself "what the (I'm a potty mouth) is that?" I hadent seen an NPC utilize this seek player function from out of LOS before,i figured the dude was hostile but i was to mesmorized to raise my rifle...then he fired,ruining the one good stem i was about to pluck..i knew then i had to end him 😂

 

Nice job with those guys Xyth,really enjoying that AI,mixes things up.

 

A few notes i gathered.

 

1)NPCs you hired do not act teratorial/hostile to whispers until hey openly attack the player.

2)Damage they do is a little low to worry the player much

3)NPC bug out stuck in falling animation if exposed to water while falling(falling into water from a height) Possible fix would be to reset all NPCs animations when player interacts with them maybe?

4)Horde night zombies largely ignore NPCs,r completely unless NPC attacks one.

5)Similar to above,with so many zombies in close proximity,NPCs have real trouble switching targets to get closest to enemy.

 

With the issues of 4 and 5 together i witnessed on horde night zombies break through my walls,ignore NPCs who were closest,and NPCs ignored them(probably focused on enemy outside walls) and i got mauled by 3 zombie dogs while NPCs stood motionless. The horde number i reduced from 64 to 32 to ease possible issues like that but still the same.

 

Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

 

Having a blast so far

This is always great to hear.  Its easy for a modder to lose interest in a particular mod if folks don't let them know the mod is still useful.  Thanks for that.

 

I pushed a fix for the CPzombies today, where they target all classes that extend from EntityAlive, which is about everything except vehicles and other non creatures.  At this point animals are not part of factions, but I may test that change.  Zombiedog are their own class, not really zombies targeting wise, so perhaps Sphereii needs to include them using code or we try adding them to the undead faction.  Worst thing that can happen is random NREs.

 

The falling into water bug sounds interesting.  I will have to try that one.  How they behave after might be controller related and an easy fix, or it might be code as we found a bug in the A18 water detention code that should be fixed in a19. 

 

I think we can just buff NPCs directly.  I know we can buff zombies, so it is possible.  I think it would take code to make an non-player (NPC) an ally but it can go on this list.  

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Posted (edited)

Xyth, speaking of water bugs. I noticed that my character is not losing stamina while swimming. Do you think it has something to do with your mods?

 

Oh and also all entities in the water walk really slow for some reason.

Edited by mr.devolver (see edit history)

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We dont mess with player stamina, player perks, or anything player.  Not even a buff.  So thats likely another modlet.  

 

I will check water-walking.  Nothing we are doing that i can guess, but if i can repro it we can fix it.

 

Sphereii pushed a few core patches that might fix most of the NPC Ranged/melee

issues.  let us know.

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Guys! I have something to entertain you!

 

Me: Sir? How many soldiers does it take to open the door?

Angry soldier: BETTER RUN!

 

🤣

 

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Sorry Xyth, but...

 

* Entities like zombies and NPCs walk slowly in water

* Player swims with no stamina loss

 

happens with only the following mods installed:

Quote

0-CreaturePackAnimals
0-CreaturePackHumans
0-CreaturePackMechs
0-CreaturePackZombies
0-SphereIICore
1-NPCPackHumans
1-NPCPackMechs
1-SphereII A Better Life
1-SphereII NPC Dialog Windows
2-NPCFactions
6-SphereII Take And Replace

I have this on video if you insist, but I think it shouldn't be hard to reproduce at all, because all I really did was that I just went swimming with a nearby burnt zombie. I was literally swimming in front of his nose and he tried to catch me, but I was always faster, swimming at no stamina cost. If this doesn't happen in vanilla, then it must be one of your mods.

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11 hours ago, mr.devolver said:

Sorry Xyth, but...

 

* Entities like zombies and NPCs walk slowly in water

* Player swims with no stamina loss

 

happens with only the following mods installed:

I have this on video if you insist, but I think it shouldn't be hard to reproduce at all, because all I really did was that I just went swimming with a nearby burnt zombie. I was literally swimming in front of his nose and he tried to catch me, but I was always faster, swimming at no stamina cost. If this doesn't happen in vanilla, then it must be one of your mods.

I did confirm this.  The NPC modlet and CPacks do not modify the player.  The Sphereii take and replace modlet and his core does have some unrelated functions that also do effect the player , and better life does mess with water.  I'll mention that to Sphereii.

Pushed fix for an NRE caused by the WhispererAlpha ragdoll.  That should be the last NRE type error, but let me know.

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21 minutes ago, xyth said:

I did confirm this.  The NPC modlet and CPacks do not modify the player.  The Sphereii take and replace modlet and his core does have some unrelated functions that also do effect the player , and better life does mess with water.  I'll mention that to Sphereii.

Pushed fix for an NRE caused by the WhispererAlpha ragdoll.  That should be the last NRE type error, but let me know.

You know, I noticed you're blaming Sphereii quite a lot lately... lol

 

I think he deserves some love for working hard, so do you. ❤️

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Posted (edited)

Xyth, while at it, could you also please tell our dear friend Sphereii to release the kraken called 7 Days to Dialog? I found it totally by accident while looking for something different on Discord. How come you've been hiding such treasure from us? I would think link to such a cool tool along with the tutorial video should be in the first post of this thread so that more people could find it and play with it! I for one installed it today and while it took me a while to figure out how it works, right now I already have unique dialog option for hired Doctors, Nurses and Medics to allow them to heal me for 100 casino coins! I suck at buffs so healing doesn't work exactly the way I would like, but I guess it will have to do for now.  :p This tool is so cool, everyone should be using it by now and yet I don't see a whole lot of quest mods yet, it's because people have no idea how these dialogs work and they don't know that there is a tool which generates those dialogs for them!

Edited by mr.devolver (see edit history)

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Posted (edited)

Yea, I've been meaning to do a demo quest chain with it for the NPCs but other things got in the way.  I started a 2-TestDialogQuest modlet.  Id be happy if you took the lead and started a 2-DialogQuest modlet that others could add to as we go.  Your call if you want yours to be the start of a communitypack or if you would rather release it solo.

 

On the tool itself, it works but I mentioned a few bugs, but i think those were just me using it "not like intended"   I like to break his things during testing.  if you stick closely to his video it works fine.

 

Edited by xyth (see edit history)
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16 hours ago, mr.devolver said:

Xyth, while at it, could you also please tell our dear friend Sphereii to release the kraken called 7 Days to Dialog? I found it totally by accident while looking for something different on Discord. How come you've been hiding such treasure from us? I would think link to such a cool tool along with the tutorial video should be in the first post of this thread so that more people could find it and play with it! I for one installed it today and while it took me a while to figure out how it works, right now I already have unique dialog option for hired Doctors, Nurses and Medics to allow them to heal me for 100 casino coins! I suck at buffs so healing doesn't work exactly the way I would like, but I guess it will have to do for now.  :p This tool is so cool, everyone should be using it by now and yet I don't see a whole lot of quest mods yet, it's because people have no idea how these dialogs work and they don't know that there is a tool which generates those dialogs for them!

Thank you for your kind words. The tool is complete, however I was concerned about flowing and how usable it was from a user perspective. I can probably release it tomorrow when I get back to my dev PC.  It was a project to go along with the NPCs to add more variety in them.

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Posted (edited)

Found some more NRE'ing characters, waiting on author to submit fixes, but if removed those from spawning in latest push

Edited by xyth (see edit history)

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Posted (edited)
15 hours ago, xyth said:

Yea, I've been meaning to do a demo quest chain with it for the NPCs but other things got in the way.  I started a 2-TestDialogQuest modlet.  Id be happy if you took the lead and started a 2-DialogQuest modlet that others could add to as we go.  Your call if you want yours to be the start of a communitypack or if you would rather release it solo.

 

On the tool itself, it works but I mentioned a few bugs, but i think those were just me using it "not like intended"   I like to break his things during testing.  if you stick closely to his video it works fine.

 

Well, the project I've been working on started as a small project main goal of which was to tweak some settings in CP, NPCs and Core for my personal playstyle mainly because I wanted to learn how to mod and I thought this would be a good starting point, but also because I wanted an easier way to customize settings of these mods without the need to change actual base files of these mods, because with updates so frequent, it would be hard to keep changing the files manually every time there is a new update. Also having my custom settings in form of an addon allows me to use the time I would normally spend changing the base files to expand it with some extra features and the first extra feature which I added yesterday was the ability for doctors, nurses and medics to heal you for 100 casino coins (but you still have to hire them first). It would be impossible for me without help of Sphereii's awesome 7 Days to Dialog tool which helped me to expand their dialog to add this extra option there. Other than that, the mod makes it so that all the NPCs have different health, stamina, damage resistance and health regeneration and hiring them has a chance to boost some of their stats as well to simulate that they are better trained now as a part of a group. That's pretty much it for now. I know it's not much, but I'm still learning and I would love to expand it further as I learn how to mod better. At the moment there is no quest though. I would like to create some eventually, but I've never done anything quest related, so I would first have to learn how to do it to be able to do some quests that would involve these NPCs. Right now I don't feel confident about my modding skills to take on that challenge, but if what I have done so far is anything remotely interesting for you, I could give you the files for review and if you think it's good enough for public release, I would release it, but only with your permission, because as you can see from description of it, it's a mod which mostly tweaks work of you, SphereII and other CP contributors and builds on it a little bit.

 

As for the Sphereii's 7 Days to Dialog tool, I can totally understand what you meant to say there. Yeah I knew there is a video tutorial, but I also wanted to try it out without following the instructions first and I failed working with it that way, so that was when I decided to sit through the whole video tutorial and it was worth it, because indeed doing it just like in the video instead of how I expected it would work did the trick and I managed to add that new "Can you heal me?" dialog option. I'm very grateful that Sphereii created this awesome tool and I hope he will expand it with more interesting features, hopefully some features that will also expand my knowledge about modding. :classic_blush:

3 hours ago, sphereii said:

Thank you for your kind words. The tool is complete, however I was concerned about flowing and how usable it was from a user perspective. I can probably release it tomorrow when I get back to my dev PC.  It was a project to go along with the NPCs to add more variety in them.

Hi! I love your tool! Admittedly, at first it was kinda confusing for me, because when I tried to work with it intuitively, I didn't get too far, but then I watched your tutorial video and everything became more clear then. I guess my problem was just that I had certain idea of how it works and it turned out it works a bit differently than I thought lol. But I think it's fine and people just need to get used to it. I mean, at first it looked like a rocket science, but it turned out to be simpler than that after following the instructions in the video. :p

Edited by mr.devolver (see edit history)

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