MartinTampan Posted May 20 Share Posted May 20 Hi. I am hoping someone can help me because I cannot find any information on it. In NPC mod there is an item called pathing block anyone know how it is used? Second question would be, in ADMIN menu during interaction with your NPC, there is an option to set pathing as patrol path, I dont know how to set path code, anyone can explain to me on how it works? or any video tutorial? I would like it to patrol certain path to avoid clashing to dead-end all the time or going thru ways that I dont want them to go. Any idea? Third, will the NPC auto heal themselves if I equip them with bandages or first aid? or can my upgraded drone heal them (detected as ally)? thank you so much Link to comment Share on other sites More sharing options...
khzmusik Posted May 21 Share Posted May 21 9 hours ago, MartinTampan said: Hi. I am hoping someone can help me because I cannot find any information on it. In NPC mod there is an item called pathing block anyone know how it is used? Second question would be, in ADMIN menu during interaction with your NPC, there is an option to set pathing as patrol path, I dont know how to set path code, anyone can explain to me on how it works? or any video tutorial? I would like it to patrol certain path to avoid clashing to dead-end all the time or going thru ways that I dont want them to go. Any idea? Third, will the NPC auto heal themselves if I equip them with bandages or first aid? or can my upgraded drone heal them (detected as ally)? thank you so much 1. A pathing block is an invisible block that you can write on, in order to give orders to the NPCs around it. It was originally (A19?) created to give pathing codes to NPCs, but I think it's mostly used nowadays by NPC POI designers, to make their ranged NPCs stay in place and act as sentries. There is a little bit of documentation in SCore. If you're not designing POIs, I wouldn't worry about it. 2. That also came from A19 (I think). The idea is that you told the NPC to follow you, set patrol points at certain places, and at the end told them to patrol that route. I don't think it works currently, but people can still test it, which is why it was moved to the admin menu. I also wouldn't worry about it. 3. NPCs that use Utility AI (which is most of them, including all friendly NPCs) heal themselves already, without you having to tell them or equip them with bandages. If you see them making a motion like they're bandaging their arm, that's what they're doing. (Animal companions also do it, but I don't think there's an animation state that shows them doing anything.) There currently is no way to do it otherwise, either by healing them manually or via a drone. All this might or might not change in the future. Link to comment Share on other sites More sharing options...
Real Mofo Posted May 22 Share Posted May 22 Hello Survivors... Is there any news about the 1-NPCXMechPack: coming soon An assortment of mechanical terrors Thanks. Link to comment Share on other sites More sharing options...
Real Mofo Posted May 26 Share Posted May 26 (edited) Hello Me again, Where can i get the Mechpack....? bin lookin for an hour now i give up .. Must have missed it somewhere..? Greet's Edited May 26 by Real Mofo (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted June 1 Author Share Posted June 1 The MechPack wasn't released for A21 due to some changes that broke a few of the mechs. I might revisit that pack when 1.0 drops. Link to comment Share on other sites More sharing options...
zcore808 Posted June 1 Share Posted June 1 Hello guys, tell me how to change the zombie detection distance? I set up sentries around the perimeter of the base, but they don't shoot at the zombies until I get within 20 meters of them. Link to comment Share on other sites More sharing options...
DDDX Posted June 3 Share Posted June 3 Greetings. I am looking for an A20 compatible version. I would LOVE to add more zombies and beasties alike to our Undead Legacy game, but it's not A21 compatible...and I cannot for the life of me find a previous version of XNPCCore or SCore Help Link to comment Share on other sites More sharing options...
arramus Posted June 4 Share Posted June 4 Here is an Add On Pack for the NPC Mod from Oakraven. 1-OaksColdBloods. These are hostile reptile types that have been brought back through the wizardry of Higashi Genetics. https://github.com/arramus/A21-NPCMod/raw/main/1-OaksColdBloods.zip They can be found in all of the biomes, and more so where warmth permits. Link to comment Share on other sites More sharing options...
xyth Posted June 4 Author Share Posted June 4 18 hours ago, DDDX said: Greetings. I am looking for an A20 compatible version. I would LOVE to add more zombies and beasties alike to our Undead Legacy game, but it's not A21 compatible...and I cannot for the life of me find a previous version of XNPCCore or SCore Help https://github.com/7D2D/A20Mods Both NPCCore and Score versions are in that repo. On 6/1/2024 at 3:01 PM, zcore808 said: Hello guys, tell me how to change the zombie detection distance? I set up sentries around the perimeter of the base, but they don't shoot at the zombies until I get within 20 meters of them. The distance NPCs will detect enemy is their sight distance setting in xml. However, if you are forcing NPCs to stay in position, their UAI might be holding off firing until the enemy is within optimum range for the weapon. Usually NPCs move towards and away from targets to maintain this optimum distance. So test an NPC with a Hunting rifle vs one with a shotgun. The rifle NPC should shoot much further than 20M, more like 50M. Shotgun wont fire until 20 or closer. Link to comment Share on other sites More sharing options...
zcore808 Posted June 4 Share Posted June 4 That's right, they shoot depending on the type of weapon, but the problem is different, if I move away from the NPC by 25+ meters, they just stand there, and the hostile NPC breaks the wall next to them. I set the visibility range to full, but it didn't help. Link to comment Share on other sites More sharing options...
Shelbykf Posted June 5 Share Posted June 5 Help? when trying to start a game I get a yellow line in logs that says ”XML patch for “blocks.xml” from mod “0-xnpccore” did not apply and then a red line pops up after that “XML loading and parsing “blocks.xml” failed” and it will just sit on loading game data screen and not go any further Link to comment Share on other sites More sharing options...
bdubyah Posted June 5 Share Posted June 5 1 hour ago, Shelbykf said: Help? when trying to start a game I get a yellow line in logs that says ”XML patch for “blocks.xml” from mod “0-xnpccore” did not apply and then a red line pops up after that “XML loading and parsing “blocks.xml” failed” and it will just sit on loading game data screen and not go any further Do you also have 0-SCore installed? If you do, then get your log file and post it here. Link to comment Share on other sites More sharing options...
XSpeller Posted yesterday at 09:36 AM Share Posted yesterday at 09:36 AM (edited) Hey there, sooo about DarknessFalls + npc (and Sorcery but mainly DF) i have a UNTESTED "theory/solution", its working fine until now but i expect issues with npc inventory and weapon swaping so im ignoring both funcionalities but the AI part seens to be working just fine I was reading the scripts xmls etc and doing some debugging, the way i understand is that the npccore kinda creates a type of lootcontainer and use it as the npc inventory, and this is the issue i have when using with DF i keep getting lootcontainer null when i open any loot. So what i did is empty the /config/loot.xml file, its still there but its empty and it seens to be kinda working for now so my theory is that the imcompatbility is somewhere beetween DF and the npc inventory. Extra: i also emptied the entitygroups file because i want to spawn the npcs my self and i was getting some errors but i can say it helped Edited yesterday at 09:59 AM by XSpeller (see edit history) Link to comment Share on other sites More sharing options...
XSpeller Posted yesterday at 09:59 AM Share Posted yesterday at 09:59 AM On another subject Is the SuvivozPack dead for Alpha21? I enjoy the girls talking makes the game less stale Link to comment Share on other sites More sharing options...
Oathless Posted 13 hours ago Share Posted 13 hours ago (edited) Downloaded the mod and the npcs are non responsive. You can’t speak to them. The enemy npcs will shoot on site once spawned. What am I doing wrong? and also poi teleport is dangerous to do with this mod. Freezes and ruins the save.not only that but when traveling in creative mode buildings disappear and I fall through the map and get stuck. How are people using this mod?? I really need help with this Edited 13 hours ago by Oathless More info (see edit history) Link to comment Share on other sites More sharing options...
bdubyah Posted 13 hours ago Share Posted 13 hours ago 22 minutes ago, Oathless said: Downloaded the mod and the npcs are non responsive. You can’t speak to them. The enemy npcs will shoot on site once spawned. What am I doing wrong? and also poi teleport is dangerous to do with this mod. Freezes and ruins the save.not only that but when traveling in creative mode buildings disappear and I fall through the map and get stuck. How are people using this mod?? I really need help with this Post your log file. Sounds like you might have something causing errors. Link to comment Share on other sites More sharing options...
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