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A19 NPCs DMT Mod

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Xyth, I got a red sea of errors in the console. Did something change recently that totally broke the mod? I'm not sure which of these NPC / CreaturePack mods is the culprit, but it's so bad I can't even load into the world with those mods loaded. All of the other mods that I'm using let me load into the world normally, just the NPC AKA SANITY FOR SP stopped working. I'm freaking out and I'm panicking. :(

EDIT:

Once again I had to reinstall all NPC/CreaturePack mods to fix the problem and it seems like it's working again. I don't know why it's getting randomly broken sometimes. 🤨

 
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There were no changes since the initial A19 stable release 4 days ago.  That version underwent some testing but so far no bug reports I can act on.   I have a huge update that I'm working on, but I won't plan to release it until i know the current version is verified stable.

 
There were no changes since the initial A19 stable release 4 days ago.  That version underwent some testing but so far no bug reports I can act on.   I have a huge update that I'm working on, but I won't plan to release it until i know the current version is verified stable.
Hmm, what about the problem which causes our hired NPCs fall off the world? Can Sphereii fix it?

 
So far you are the only one mentioning that happened.  I have never seen it, but i do see vanilla zombies doing it, so its likely not a mod related bug.  Just bad luck.  The rehiring bug was patched, need confirmation that works consistently.

 
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So far you are the only one mentioning that happened.  I have never seen it, but i do see vanilla zombies doing it, so its likely not a mod related bug.  Just bad luck.  The rehiring bug was patched, need confirmation that works consistently.
It's a bad luck that happens most of the time in my gameplays, I know it might not be related to any of the mods that are involved, but still if it's something that breaks the smooth use of this mod, it is worth trying to find a solution.

 
Perhaps it has something to do with the number of mods your running?  If you interested in finding a solution, since your the only one at this point seeing the issue, maybe remove all mods but those in the CP's and retest.  Then add mods in one by one and retest.   I know that's time consuming, but there is no way for us to fix something we cant repo.

 
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Xyth i may be doing something wrong here but i cannot get the mod to run 

i used the launcher,checked manage modlets and 

Sphereii core

Shpereii dialogue window

NPC Pack factions

NPC pack humans

and

creature pack humans

are all there,hit play and it starts to load.

Checking for DMT...
Scanning for Harmony
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Harmony
Scanning for Scripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Scripts
Scanning for PatchScripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\PatchScripts
 DMT Scripts Detected.
Downloading DMT...
SDX Downloaded. Checking SDX Dependencies.
 Starting SDX Launcher: D:\\SteamLibrary\steamapps\common\7 Days To Die\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods
0|Parsing arguments
Checking for DMT...
Scanning for Harmony
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Harmony
Scanning for Scripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Scripts
Scanning for PatchScripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\PatchScripts
 DMT Scripts Detected.
Downloading DMT...
SDX Downloaded. Checking SDX Dependencies.
 Starting SDX Launcher: D:\\SteamLibrary\steamapps\common\7 Days To Die\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods
0|Parsing arguments
0|Auto Build
process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running BackupFiles
Backup dll found: D:\SteamLibrary\steamapps\common\7 Days To Die\SDXRepos/Backups/SP/19.0b180/Assembly-CSharp.dll
Running DeployDlls
Deploying DLLs
Running LocalisationPatch
Localisation no longer handled in DMT after A17
Running InitialPatchTask
No patch scripts found...
Hooking console commands
Running CreateModDll
Compiling Mods.dll...
Built in 523ms
Mods.dll compile successful

process started /LinkedPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running LinkedPatchTask
No patch scripts found...
Link patching 0 files

process started /FinalPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running FinalPatchTask
No patch scripts found...
Final patching 0 files
Running CreateHarmonyDlls
Running CopyModFolders
19:12:47: Build completed in 3.8 seconds

 SDX Exit Code: 0
Checking for DMT...
Scanning for Harmony
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Harmony
Scanning for Scripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\Scripts
Scanning for PatchScripts
    D:\\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-SphereIICore\PatchScripts
 DMT Scripts Detected.
Downloading DMT...
SDX Downloaded. Checking SDX Dependencies.
 Starting SDX Launcher: D:\\SteamLibrary\steamapps\common\7 Days To Die\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods
0|Parsing arguments
0|Auto Build
process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running BackupFiles
Backup dll found: D:\SteamLibrary\steamapps\common\7 Days To Die\SDXRepos/Backups/SP/19.0b180/Assembly-CSharp.dll
Running DeployDlls
Deploying DLLs
Running LocalisationPatch
Localisation no longer handled in DMT after A17
Running InitialPatchTask
No patch scripts found...
Hooking console commands
Running CreateModDll
Compiling Mods.dll...
Built in 504ms
Mods.dll compile successful

process started /LinkedPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running LinkedPatchTask
No patch scripts found...
Link patching 0 files

process started /FinalPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods
Parsing arguments
Running FinalPatchTask
^

This is the message it gives.

Once loaded into the game upon loading a new game i get red error codes in the console and the game hangs.

Also i somehow managed to load it first time around but all NPCs were hostile to me and they all had animation bug of their head cocked to one side over their shoulder,really odd.

 downloaded DMT tool but its outdated and upon trying to update that tool when it suggests  get errors and cannot DL it so i cannot test with DMT.

Launcher loaded the mod fine last week with the exception of hire bug.

 
I just tested the latest versions of those mods you listed, and just those mods to test the combination.  No errors.  maybe you building with old modlet versions or using an old version of DMT?  It should build correctly using DMT 2.0 or 2.1  By the message, DMT fails to complete the build process.

 
I just tested the latest versions of those mods you listed, and just those mods to test the combination.  No errors.  maybe you building with old modlet versions or using an old version of DMT?  It should build correctly using DMT 2.0 or 2.1  By the message, DMT fails to complete the build process.
i did a full game reinstall,deleted the 7days to die mod launcher,reiunstalled mod launcher,checked modlets listed and they are all up to date.

pressed play in mod launcher it Started building,but when i get into game and load i get the same red error codes and game hangs.

with DMT tool, iv directed it to a mods folder outside of the 7days to die directory as it says,i press mod folder and it indeed shows my mod folders(mods mentioned above) but the mods dont show up in the DMT panel,if i click refresh mods,still nothing...

if i click "build" i get this..

Parsing arguments
Running BackupFiles
Backup dll found: C:\Users\pc\Desktop\SphereII.Mods-Alpha19experimental\DMT/Backups/SP/19.0b180/Assembly-CSharp.dll
Running DeployDlls
Deploying DLLs
Running LocalisationPatch
Localisation no longer handled in DMT after A17
Running InitialPatchTask
No patch scripts found...
Hooking harmony
Hooking console commands
Running ManageVersionNumbers
Checking version numbers
Running CreateModDll
Compiling Mods.dll...
Built in 906ms
Mods.dll compile successful

Parsing arguments
Running LinkedPatchTask
No patch scripts found...
Link patching 0 files

Parsing arguments
Running FinalPatchTask
No patch scripts found...
Final patching 0 files
Running CreateHarmonyDlls
Running CopyModFolders
Copying mod folders
20:36:23: Build completed in 4.17 seconds
 
so it builds ok,just doesnt detect my mods.

I cant think of anything else i could be doing wrong

EDIT

The DMT is actually out of date but i was sure i opened it directly from spherii folder from spereii core.

Could you link the DMT download because DLing it from the main page says its out of ate when i boot it p.

Still though the mod launcher should be working and it isnt loading my game

 
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Its not compiling the Sphereii Core or any of the mods.  You sure you have DMT configured to find your mods folder?

https://github.com/HAL-NINE-THOUSAND/DMT/releases/tag/v2.1
Yes this new DMT version now is showing my mods in the list.Thanks man

However when i hit build i have an error message

1|Clearing temp folder
Parsing arguments
Running BackupFiles
This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again.
Build failed

process exited with error code -1
 

should i delete the Assembly-CSharp.dll and verify game files?

EDIT 

I deleted that dll and verified game now it compiled correctly.Going into game to check.

 
Last edited by a moderator:
OK Thank you Xyth i got it working.Game loads and NPCs do not have previous mentioned issues either.

Loading a saved game keeps NPCs hired,however there is a new issue...all hired NPCs start using the shambling zombie animation.(after a reload) Single player,main branch and started a new game.

 
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I can reproduce that.  Thanks.  Sphereii is away for a few days so this might not get fixed right away if its an issue with the last edit.

 
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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.

 
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.

 
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.

 
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.  

 
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