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A19 NPCs DMT Mod

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I am using DMT.
If your using DMT on windows with default settings then the log should be in your user profile in: AppData/LocalLow/The Fun Pimps/ 7 Days to Die/Player.log

 
Do you have the mod "SphereII NPC Dialog Windows" installed?
Yeah, I'm a dummy. I thought of that this morning on my way to work.

I'm not sure why it didn't download that modlet automatically, it is listed as a dependency. I installed the other dependency by hand , so maybe once it saw that dependency was installed, it quit checking the others?

Also, when I went to download the dialogue modlet, I kept getting an application error (some kind of index out of range error). I'm going to just delete the whole thing and start over, hopefully that will work.

Addendum: The error persisted even after deleting the entire game directory, but it went away after I restarted my computer. I saved the stack trace if you need it, but it seems like it would be fairly specific to my installation, so I don't know if that would help.

 
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Thanks for the help! Found the log. Ok here is the order of what I am doing:

1. No other mods, Game is Alpha 18.1, DMT is 1.5.7.

2. Using DMT, I build with Xyth NPC, Xyth Bandit, Sphereii Core, Sphereii Dialog. It build successfully and I click play on DMT.

3. I notice instead of the original 4 files, there are now 6, a new Xyth NPC and Xyth Bandit folders.

Issues:

1. After clicking play, it skips the main menu screen and goes straight to my last game I was playing. This could mess up some of my other modded playthroughs.

2. Many times, the game will load once after building, but the next time gets stuck infinitely loading and I have to verify game files. 1 file always has to be reacquired, then it works normal again.

3. Once actually in the game, any entity can't move, but otherwise acts normal. NPCs, zombies, and animals.

Here is the log: https://github.com/SteelBlood2/7-Days-SDX-Issue/blob/master/player%20log

 
Edit these 2 lines in the NPC Entities.xml file:
<property name="HireCurrency" value="casinoCoin" /><property name="HireCost" value="1000" />

The HireCurrency can be any item, like a rock or a bullet and the HireCost is the number of those things needed. Easiest just to make hire cost a smaller number.

I see where darkStar put the chainsaw sound on this NPC by mistake. I will fix and push in next patch.

As far as the low rate of fire, Sphereii is working on a property where they can guard a position using ranged weapon and not close the distance all the time. Since we are using the in game AI there are limits to what we can do but I will play with it a bit more.
oh nice,i edited RF:G mods before with notepad ++ ,didnt really think to be able to do it with 7DTD mods.

I went in and had a look and found it.Nice one.

As far as NPC ROF goes, you said about sphere adding a property ... "can guard a position using ranged weapon and not close the distance all the time",just to be clear the NPCs were not actually closing distance they would remain pretty static alot,and not have a long detection range(less than zombies it seems),the actual amount of times they decided to shoot was minimal,even when distance to threats were 10+/20+ meters away.

Either way looking forward to any extra tweaks you guys can come up with.Love this mod.

 
Xyth,is it possible,and would you consider adding the ability to recruit the wolves or dogs in game?

I know the dogs are zombie dogs but the wolves are not so it might make sense.Make currency a piece of meat or a rare food.

I just got done playing FO4 and already miss dogmeat lol.

 
Thanks for the help! Found the log. Ok here is the order of what I am doing:1. No other mods, Game is Alpha 18.1, DMT is 1.5.7.

2. Using DMT, I build with Xyth NPC, Xyth Bandit, Sphereii Core, Sphereii Dialog. It build successfully and I click play on DMT.

3. I notice instead of the original 4 files, there are now 6, a new Xyth NPC and Xyth Bandit folders.

Issues:

1. After clicking play, it skips the main menu screen and goes straight to my last game I was playing. This could mess up some of my other modded playthroughs.

2. Many times, the game will load once after building, but the next time gets stuck infinitely loading and I have to verify game files. 1 file always has to be reacquired, then it works normal again.

3. Once actually in the game, any entity can't move, but otherwise acts normal. NPCs, zombies, and animals.

Here is the log: https://github.com/SteelBlood2/7-Days-SDX-Issue/blob/master/player%20log
Looking through this log, I see this error:

2019-11-14T21:43:19 0.146 INF [EAC] Not loading, not started from launcher

Could not open file E:/Steam/SteamApps/common/7 Days To Die/7DaysToDie_Data/resources.assets for read

(Filename: C:\buildslave\unity\build\Runtime/File/OpenFileCache.cpp Line: 56)

Unknown error occurred while loading 'E:/Steam/SteamApps/common/7 Days To Die/7DaysToDie_Data/resources.assets'.

Looks like that file is corrupted. Can you re-validate your install, and re-run the game in vanilla to make sure it loads properly? Then try re-adding the mods.

 
I have to verify files every time after I build using DMT, and one file always has to be required. I believe this might be that file, which would mean it is getting corrupted whenever I build. I verified and restarted game again, and the same problems persisted.

 
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I have to verify files every time after I build using DMT, and one file always has to be required. I believe this might be that file, which would mean it is getting corrupted whenever I build. I verified and restarted game again, and the same problems persisted.
The file being re-verified and re-downloaded is Assembly-CSharp.dll, as DMT modifies it. It does not, however, modify or touch Resources.assets.

You should not have to re-verify every time you build using DMT, unless you are deleting your back ups in DMT, which is a manual task.

Do you have any anti-virus software that might be causing issues?

 
As far as NPC ROF goes, you said about sphere adding a property ... "can guard a position using ranged weapon and not close the distance all the time",just to be clear the NPCs were not actually closing distance they would remain pretty static alot,and not have a long detection range(less than zombies it seems),the actual amount of times they decided to shoot was minimal,even when distance to threats were 10+/20+ meters away.

I pushed an update that edits the ammoNPC to walk toward his prey rather than run, and increased his rate of fire. Seems to work well, but needs testing. Note I didnt edit the other ranged ones made by DarkStarDragon so be sure to test on the AmmoNPC.

Also, the Ammo NPC has an AITask to Guard a position and try to stay around that spot rather than close to the entity. Its a work in progress, designed if you wanted to put a guard into a position on a base wall and not have it jump down and charge. You can try removing that AI task and renumbering the following 2 tasks, so its now:

<property name="AITask-8" value="GuardSDX, Mods"/>

<property name="AITask-9" value="WanderSDX, Mods"/>

<property name="AITask-10" value="" />

And you could change that to:

<!-- <property name="AITask-8" value="GuardSDX, Mods"/> -->

<property name="AITask-8" value="WanderSDX, Mods"/>

<property name="AITask-9" value="" />

if you wanted to play around with that.

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Xyth,is it possible,and would you consider adding the ability to recruit the wolves or dogs in game?
I know the dogs are zombie dogs but the wolves are not so it might make sense.Make currency a piece of meat or a rare food.

I just got done playing FO4 and already miss dogmeat lol.
yes its possible. Blooms Animal husbandry already has that core functionality and would just need to dog and wolf models added, and those would need some appropriate AI tasks added from the NPC mod. Nothing I can get to anytime soon, but it should be doable with the existing resources.

 
I pushed an update that edits the ammoNPC to walk toward his prey rather than run, and increased his rate of fire. Seems to work well, but needs testing. Note I didnt edit the other ranged ones made by DarkStarDragon so be sure to test on the AmmoNPC.
Also, the Ammo NPC has an AITask to Guard a position and try to stay around that spot rather than close to the entity. Its a work in progress, designed if you wanted to put a guard into a position on a base wall and not have it jump down and charge. You can try removing that AI task and renumbering the following 2 tasks, so its now:

<property name="AITask-8" value="GuardSDX, Mods"/>

<property name="AITask-9" value="WanderSDX, Mods"/>

<property name="AITask-10" value="" />

And you could change that to:

<!-- <property name="AITask-8" value="GuardSDX, Mods"/> -->

<property name="AITask-8" value="WanderSDX, Mods"/>

<property name="AITask-9" value="" />

if you wanted to play around with that.

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yes its possible. Blooms Animal husbandry already has that core functionality and would just need to dog and wolf models added, and those would need some appropriate AI tasks added from the NPC mod. Nothing I can get to anytime soon, but it should be doable with the existing resources.
Sweet.Might make a nice addition to the mod.

I was just playing there and NPCAMMO one sht me in the back of the head insta killing me lol.He WAS recruited,trying to hit a zombie,i got in the way...In description you said friendly fir is off,is that just NPC to NPC or is there a bug? I also accidently hit him with my torch and his health started dropping down by ALOT,like 300-400 points in a matter of 5 seconds,activating him paused it/stopped it.

If these are known issues or normal sorry,just wana report anyway to let you know. Im on vanilla Alpha18 normal steam version.

EDIT

sorry i just reread post seeing you updated.What i just reported was in previous version though might still apply.Thanks for update il download it now and give it a try with him

 
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The NPCs should be immune to bleeding and disease but I didnt think about fire. I stopped bleeding since zombies put that on all the time but only players use fire as a weapon right now. Sounds like its working normally

 
The NPCs should be immune to bleeding and disease but I didnt think about fire. I stopped bleeding since zombies put that on all the time but only players use fire as a weapon right now. Sounds like its working normally
Im unable to test because for whatever reason,your mod,downloaded from github,and placed into the mod launcher doesnt activate the mod.I need to directly download your mod from the launcher,and i believe from there its still the old version rite?

Just to be clear,adding the NPC mod to the mods folder and going into launcher,DOES show NPC mod activated/enabled in launcher,but upon going into game NPCs are not in the spawn list.Upon exiting game and looking at launcher,the NPC mod is not listed anymore.

quite odd

 
Well, after my initial troubles, everything now seems to be working as intended. I started a new game, so haven't gotten very deep into the NPCs, but so far so good.

There is one thing I noticed though. With the NPC mods installed, the normal zombie textures look terrible. They're incredibly low resolution, much worse than the vanilla game.

Is there any way to solve this? I vaguely remember talk about lowering the NPC texture resolution due to memory concerns, but I might be mis-remembering that.

 
After I verify game files, I build with DMT. After building, if I try starting via vanilla launcher, the game can't even load to the main menu. If I start via DMT, it skips the main menu and loads my latest save. Once loaded in though, nothing moves. This is without manually deleting anything, and after checking, it is not an anti-virus issue either.

I tried with the 7D2D launcher as well, but I couldn't get it to find my mods.

 
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xyth is there someway you can disable NPC damage to player? NPCAMMO is literally one shotting me every 10 or 20 minutes out right killing me when im at 100 % health. He is more of a hinder than a help with this happening lol

He is a bit of a mad man he is even somehow shooting himself at times.

 
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After I verify game files, I build with DMT. After building, if I try starting via vanilla launcher, the game can't even load to the main menu. If I start via DMT, it skips the main menu and loads my latest save. Once loaded in though, nothing moves. This is without manually deleting anything, and after checking, it is not an anti-virus issue either.
I tried with the 7D2D launcher as well, but I couldn't get it to find my mods.
can't even load to the main menu: This sounds like the vanilla launcher is enabling EAC. You must disable EAC for this mod.

loads my latest save: Check if your scroll lock is on. It's a feature of the 0-SphereIICore to make testing a bit easier. Having scroll lock on will load the last saved game.

nothing moves: This indicates there's an error in your Player.log file, which can be found in your %APPDATA% LocalLow folder.

 
@Redarmy Why is he targeting you? Miss it your doing melee and he's aiming at a zombie but hitting you?

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Well, after my initial troubles, everything now seems to be working as intended. I started a new game, so haven't gotten very deep into the NPCs, but so far so good.
There is one thing I noticed though. With the NPC mods installed, the normal zombie textures look terrible. They're incredibly low resolution, much worse than the vanilla game.

Is there any way to solve this? I vaguely remember talk about lowering the NPC texture resolution due to memory concerns, but I might be mis-remembering that.
Sounds like you are running out of video memory. Not sure the best solution other than lowering the games texture setting or maybe disabling texture streaming.

 
@Redarmy Why is he targeting you? Miss it your doing melee and he's aiming at a zombie but hitting you?
- - - Updated - - -

Sounds like you are running out of video memory. Not sure the best solution other than lowering the games texture setting or maybe disabling texture streaming.

Sorry i didnt explain correctly...he is not intentionaly shooting me.But if he is shooting a zombie,and i am melee with zombie,he will shoot through me in order to hit the Zombie,it results in alot of deaths. For example im trying to enter a POI house,and i awaken a zombie inside,the zombie tries to break through the door or an open block on the structure,if i try to melee zombie from outside of house,NCPAMMO will shoot through me trying to hit the zombie resulting in me instantly dieing...

After it happened the first few times i just tried to "play around" NPCAMMO and try not to get in his way,but he still often shoots at me by mistake even in open terrain when im hitting zombie from an angle outside of his line to enemy(his accuracy varies ofcourse).

This problem is even more realsied since his ROF has been increased of course. He will often aim head height too,so this would cause a headshot on me probably amplifing the insta death factor and not just a wound.

Of course any NPC can hit and hurt the player but they do far less damage so i wouldnt die instantly.

 
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Of course any NPC can hit and hurt the player but they do far less damage so i wouldnt die instantly.
Until we can figure out how to add hired NPCs into your party and therefore make you both allies, this friendly fire might happen. I can turn down the NPCs headshot bonus and damage in general. And I also notice sometimes the NPC shoots and the impact is local to him but no damage. That just started when I changed the rate of fire but not sure why. I suspect its a timing issue with the firing animation and the rate of fire

 
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