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A19 NPCs DMT Mod


xyth

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Posted (edited)

If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod.  If you cant hire any character, it means you don't have faction with those characters.  You can only hire friendly ones.  Unfriendly ones are basically bandits or neutral to you.  If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver

 

Edited by xyth (see edit history)
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On 6/4/2021 at 10:49 AM, xyth said:

If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod.  If you cant hire any character, it means you don't have faction with those characters.  You can only hire friendly ones.  Unfriendly ones are basically bandits or neutral to you.  If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver

 

I understand, is that formerly you can hired by giving 1000 casino tokens, looks like it has changed on the mod.

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  • 3 weeks later...

I started playing more 7 days to die lately and i tested the npc mod again. I guess you wait for alpha 20 to update it, so i would just like to give some improvable aspects:

 

- The NPC isnt hostile towards zombies anymore as soon as you choose him as follower (they will just attack zombies if they attack him first)

- The NPCs sometimes jump over fences with their smg to start a first fight with  zombie

- The Shooting rate with rifles is too slow --> it fits with shotguns and pistols

 

I saw some darkness falls streams and i really like the soldiers defending the trader bases, even tho they dont act very "human-like", more like automatic turrets.

But they are working pretty great with their set ups on the wall. Are the NPCs in Darkness falls based on your code?

 

Since alpha 20 wont add NPCs, your mod will be very important next patch again.

Keep up the good work! Cheers

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Posted (edited)

The NPCs are overhauled for A20, with a new human AI used rather than the zombie AI used in A19.  All 3 concerns should be fixed in A20.  I will check on item 1, as that sounds like it broke in 19.5 which I havent tested.  Well, just tested and it seems even unhired ones no longer attack zombies, so the faction based targeting might have broke in 19.5.  Will look into that.

 

Edited by xyth (see edit history)
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  • 3 weeks later...

Hello,

 

This mod looks great! Appreciate all of the hard work on it!

 

Trying to use this mod in Alpha 19.5 and have the same suggestions as Lostyouthkhat posted. Glad you have it covered for when Alpha 20 drops. I see you have verified that they no longer attack unless they are attacked first. Just wondering if you were able to figure out how to fix that issue with the faction based targeting in the meantime? or how I can edit the xml's to make it work where they will attack the zombies without being attacked first? I can find the lines in the entityclasses xml's where it shows the faction based targeting, just not sure how to edit it to make it work now. 

 

Any suggestions would be greatly appreciated

 

Thank you,

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  • 2 weeks later...

Pushed a workaround fix submitted by RedArmy45, NPCs now attack zombies before and after hiring more reliably.  Update added to Humans, Mechs and animal NPCs.

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Anytime I try to spawn human NPCs from the debug menu nothing appears. And console begins spamming "Object reference not set to an instance of an object"
I've been trying for hours to figure this out :(. All the nonhuman animal npcs work just fine. I have only the required dependency mods, and no other mods installed. No errors in the launcher when building. 

0-CreaturePackAnimals
0-SphereIICore
1-NPCPackHumans
NPC Dialogue Windows

 

Edited by votable (see edit history)
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1 hour ago, votable said:

Anytime I try to spawn human NPCs from the debug menu nothing appears. And console begins spamming "Object reference not set to an instance of an object"
I've been trying for hours to figure this out :(. All the nonhuman animal npcs work just fine. I have only the required dependency mods, and no other mods installed. No errors in the launcher when building. 

0-CreaturePackAnimals
0-SphereIICore
1-NPCPackHumans
NPC Dialogue Windows

 

 

You need the 0-CreaturePackHumans modlet as well. That modlet includes all the assets (Unity models and such). The NPCPack modlets apply the custom C# coding (which is actually in SphereII Core) to those NPCs..

 

Incidentally, one benefit to getting the CP humans as well, is that you can (if you choose) re-include those in the game, if there are no NPCPack versions. (I do this because there are no NPCPack versions of the "raider" NPCs.)

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42 minutes ago, khzmusik said:

 

You need the 0-CreaturePackHumans modlet as well. That modlet includes all the assets (Unity models and such). The NPCPack modlets apply the custom C# coding (which is actually in SphereII Core) to those NPCs..

 

Incidentally, one benefit to getting the CP humans as well, is that you can (if you choose) re-include those in the game, if there are no NPCPack versions. (I do this because there are no NPCPack versions of the "raider" NPCs.)

I refuse to believe I was stupid enough to overlook this. Thank you so much!

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On 6/28/2021 at 8:42 PM, Lostyouthkhat said:

I started playing more 7 days to die lately and i tested the npc mod again. I guess you wait for alpha 20 to update it, so i would just like to give some improvable aspects:

 

- The NPC isnt hostile towards zombies anymore as soon as you choose him as follower (they will just attack zombies if they attack him first)

 

Same issue.

 

@xyth "You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain."

 

Indeed, you're a busy man, three lines to explain will be great. i saw a pathingcode and pathingcode2 in creative mode, i have to use them ?

Edited by Mikado (see edit history)
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  • 4 weeks later...

Hey everyone. I'm trying to get this mod to work but I'm struggling. I have 0-CreaturePackHumans, 0-SpherellCore, 1-NPCPackAnimals, 1-NPCPackHumans, 1-NPCPackMechs, 2-NPCFactions, and NPC Dialog Windows. All of them were tossed through the DMT Tool without error.

 

I cannot speak to any of the NPC's and they all have zombie faces. Any ideas on how to fix this would be greatly appreciated!

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if you going to run the 1-npcpack animals, then you have to load the dependancy 0-Creaturepackanimals.  Same with the others.  that should fix it.  If not, also load the creatureeffectspack as well.

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Just reading your plans for Alpha20 regarding the NPCs using its own AI rather than zombie AI. This sounds really great,a huge leap forward for the mod.

This should make the mod more compatible from update to update too correct? since the AI isnt affected by developer updates.

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Not having to maintain 2 character mods, one without code, and the other with, will help the most.  Separating Human AI from zombie AI will free the human characters from zombie code limitations.  I dont think it will be any more isolated from all the changes made between alphas.  Especially when they will be focused on their own human implementation in the next 2 alphas.

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  • 4 weeks later...

Hello. 

 

I just can't get the mods to work.

I downloaded DMT, built the mods "0-SphereIICore, 0-CreaturePackHumans, SphereII NPC Dialog Windows and 1-NPCPackHumans" with DMT, and started the game via DMT.

However, I get umpteen error messages in the console. I am assuming the mods are not working, I don't meet any NPC. There is a spawn box that is invisible, but nothing spawns there.

 

Can someone help me?

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