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A19 NPCs DMT Mod

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Not presently, we didnt know that might be an issue.  
I dont know how much of an issue it is. Im worried for performance and for losing that aspect of survival if u have a bunch of mercenaries around (I dont know how many u can have, I just tested if u could get more than one :P)

My idea was to limit to 1 per player, specially for dedi server. Whats ur opinion on it? :)

 
I dont know how much of an issue it is. Im worried for performance and for losing that aspect of survival if u have a bunch of mercenaries around (I dont know how many u can have, I just tested if u could get more than one :P)

My idea was to limit to 1 per player, specially for dedi server. Whats ur opinion on it? :)
My problem with that is for folks who want several NPCs to guard their bases.   We have considered requiring periodic payments rather than a single payment.  Also, in the vision we wanted most NPCs only to hirable if you did quests that would get them faction aligned with you and thus they liked you enough to work for you.  There is only SphereII and I working on the system, with some graphics help from Mumfpy and in the past, some additional characters for others, but to date no one has helped write the quest xml required.  Just not enough time for us to do everything already enabled in the system, but we are always happy to get new xml to add.

 
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Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters.  Some humans have less than ideal weapon rotations, and while I'm working on the WW project I don't have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml

 
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Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters.  Some humans have less than ideal weapon rotations, and while I'm working on the WW project I don't have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml
Looks great to me, good work!

Some points i am missing currently is seeing the npcs drink or eat (or use the fooditems/drinks i give them). When i look at their stats, food and water is at max all the time, but they will die at some point randomly.

I didnt touch the files, so they should use all food and water items.  If if ask them about their food and water bins, the field is empty.

Another one would be the firerate with Ak-47 etc, the stats seem to be more fitting for pistols and shotguns.

The last thing would be, that the npc go back the point you told them to stay after killing a zombie.

Thanks for the work you put in this mod, it makes us feel so much less lonely in Navesgane and improves the game by a lot

 
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Thanks for the kind words.

Food and water usage is disabled unless the "Maslow" feature is turned on.  However, we havent touched that code since A17 so its likely to have issues.

Some work was dont on the NPC pathing for WinterWeen, and if that works it will be ported over into the public SphereII core that drives these NPCs behavior.  

I will look at the AK firerate once WW is shipped.

 
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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.

 
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.

 
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.

Capture.JPG

 
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.

 
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Pushed fix for misnamed whisperer males, bad path on a soldier, and a bug that would happen only at GS22

 
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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.

 
I my game the mod create some giants animals and zombies e.e. I remove it and it fix.

 
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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.

 
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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?

 
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. :)

 
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

 
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