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A19 NPCs DMT Mod

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The bleeding and diseases are now prevented but fire will damage the NPCs just like it damages players. SphereII and I discussed changing Maslow tasks to support NPC healing rather than the passive healing and immunities way we do things now.
Awesome.

I don't suppose you know that the new Junk turret ingame is actively targeting and shooting the NPCs do ya? Wether actively following or not,patrolling ,waiting,all modes the NPCs are seen as hostile.

I dont suppose there would be a way to make it not target them would there?

 
Awesome.
I don't suppose you know that the new Junk turret ingame is actively targeting and shooting the NPCs do ya? Wether actively following or not,patrolling ,waiting,all modes the NPCs are seen as hostile.

I dont suppose there would be a way to make it not target them would there?
Strange, i tested this a few days ago and the npcs were only targeted if they werent hired. The turret shut off after i hired them.

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go to click on the link to the github and it takes me to a 404 page not found
I tested the link after you posted this and works.

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Awesome thanks Xyth.

If its any relation i have spotted this happening once when player hit hired NPC with a torch and the caught fire damage from 800HP and lost all HP in a matter of seconds.Was on version 1.5 though i believe.

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Indeed..i literally was on the fence about buying the game and this mod swayed me to close the deal.
Indeed, i wouldnt still be playing or modding the game if there were no npcs.

 
Strange, i tested this a few days ago and the npcs were only targeted if they werent hired. The turret shut off after i hired them.



hmmmm is this on version 1.8? A few days ago was 1.7 rite?Thats the version im currently on sorry i should have stated that,but if it was a few days ago you tested it would have been 1.7 also?

I have had a few NPCS hired for a while(not spawned in via F6 or anything) and found a junk turret on a zed today,set up turret and it targeted them.I loaded a different game,spawned a few NPCs and hired them and had the same issue.

Tested with smg turrets and they are fine as long as set to target zombie only.
 
Strange, i tested this a few days ago and the npcs were only targeted if they werent hired. The turret shut off after i hired them.




hmmmm is this on version 1.8? A few days ago was 1.7 rite?Thats the version im currently on sorry i should have stated that,but if it was a few days ago you tested it would have been 1.7 also?

I have had a few NPCS hired for a while(not spawned in via F6 or anything) and found a junk turret on a zed today,set up turret and it targeted them.I loaded a different game,spawned a few NPCs and hired them and had the same issue.

Tested with smg turrets and they are fine as long as set to target zombie only.
Try changing the junk turrets faction to whiteriver. if that doesnt work we will need to see what the junkturrets target by default
 
Xyth if its ok i have a little feedback after using NPCs after a few days now.

I think if its possible to tweak these settings,NPCs would be much better.

1.If possible,reduce the range at which the NPCs sense zombies,Reason being is that they A) they can totally break stealth..B)They tend to run into houses or try to before the player has even decided to enter that POI,essentially making the player the NPC that tags along lol.

2. Make the NPC non contactable with player ,as in allow player to phase rite through the NPC model.Reason being the NPC often traps player in a corner,or pushes player into a trap/zombie(especially when combined with behaviour stated above)..Worse when having more than one follower at a time.

3.Disable any and all trap damage NPC can recieve.NPCs dont path around traps and often destroy player made spikes etc,run through POIs filled with barbed wire to get zombies and ignore traps,often killing them.

4.Make the wait command actually disable their movement or add a new type of wait command allowing this(this could help with the junk turret friendly fire issue if you cant fix that,as player could tell NPC to wait and set up turret outside of view of NPC)

I understand these tweaks may not be even possible but if your thinking of ways to improve the mod these QOL additions may be good.

Also the property-sphere reeach i suggested before . I spent alot of time with 1.1/1.2/1.3 and actually think 1.3 is the best.1.1 and 1.2 are not consistent after further testing but 1.3 is for sure.Of course NPCs will kill zombies through walls at that setting so just wanna point that out.

 
What error are you getting?
Hooking console commands

Running CreateModDll

Compiling Mods.dll...

Built in 3991ms

d:\7.Days.to.Die.Alpha.18\mods\0-SphereIICore\Scripts\Quests\QuestActionPlaySound.cs(18,13): error CS1501: No overload for 'PlayOneShot' method takes arguments 2

d:\7.Days.to.Die.Alpha.18\mods\0-SphereIICore\Scripts\MinEvents\MinEventActionCreateItemSDX.cs(18,215): error CS1061: 'EntityPlayerLocal' does not contain a definition for 'HighestPartyGameStage' and no extension method 'HighestPartyGameStage' that accepts a first argument of type 'EntityPlayerLocal' was found (is a using directive or an assembly reference missing? )

Failed to compile Mods.dll

Build failed

process exited with error code -1

 
Hooking console commandsRunning CreateModDll

Compiling Mods.dll...

Built in 3991ms

d:\7.Days.to.Die.Alpha.18\mods\0-SphereIICore\Scripts\Quests\QuestActionPlaySound.cs(18,13): error CS1501: No overload for 'PlayOneShot' method takes arguments 2

d:\7.Days.to.Die.Alpha.18\mods\0-SphereIICore\Scripts\MinEvents\MinEventActionCreateItemSDX.cs(18,215): error CS1061: 'EntityPlayerLocal' does not contain a definition for 'HighestPartyGameStage' and no extension method 'HighestPartyGameStage' that accepts a first argument of type 'EntityPlayerLocal' was found (is a using directive or an assembly reference missing? )

Failed to compile Mods.dll

Build failed

process exited with error code -1
What verison of the game you are targetting?

 
the mod is now working great for me.

My first issue that i had encountered was that the Sphereii dialogue mod was not installed. I had assumed that this was part of the package, but when no dialogue options were present i realized that it was probably missing a dependent mod and when i downloaded it that fixed it.

I am enjoying finding all the different wifus out in the wilderness and taking them home with me. I gotta collect them all.

Two annoyances so far:

1: when i get that stupid bike bug where you fall off of your bike and it knocks you down, the npcs, regardless of orders to stay put, will beat their way through a wall and attempt to attack the bike. They will hate the bike and you will have to pick it up or they will try to kill it. Seems to have a cooldown of a few days.

2: Harley quinn is too loud. I would say she is obnoxious but that would be complaining about a hamburger being made of meat: it's by design and only a werido would complain about that. But can you turn down the volume on her, she is VERY loud.

With that said a few questions for the modders based on what i have seen:

1: If they can destroy blocks, can the be given a dig or tunnel order from the dialogue? If so then a miner steve would make an excellent addition.

2: Harley is VERY loud. What would be awesome is if she could be given a command to: "Wake the dead", which causes her to yell really loud, bang trashcan lids, etc etc, and will cause ALL the sleepers, including vultures, to wake up and aggro on the player in a poi. Is a script that does that possible? i mean sure that would be suicidal in a tier 5 poi for a clear quest, but at the same time that would be cool as hell, and she was in the suicide squad...

 
Xyth if its ok i have a little feedback after using NPCs after a few days now.
I think if its possible to tweak these settings,NPCs would be much better.

1.If possible,reduce the range at which the NPCs sense zombies,Reason being is that they A) they can totally break stealth..B)They tend to run into houses or try to before the player has even decided to enter that POI,essentially making the player the NPC that tags along lol.

2. Make the NPC non contactable with player ,as in allow player to phase rite through the NPC model.Reason being the NPC often traps player in a corner,or pushes player into a trap/zombie(especially when combined with behaviour stated above)..Worse when having more than one follower at a time.

3.Disable any and all trap damage NPC can recieve.NPCs dont path around traps and often destroy player made spikes etc,run through POIs filled with barbed wire to get zombies and ignore traps,often killing them.

4.Make the wait command actually disable their movement or add a new type of wait command allowing this(this could help with the junk turret friendly fire issue if you cant fix that,as player could tell NPC to wait and set up turret outside of view of NPC)

I understand these tweaks may not be even possible but if your thinking of ways to improve the mod these QOL additions may be good.

Also the property-sphere reeach i suggested before . I spent alot of time with 1.1/1.2/1.3 and actually think 1.3 is the best.1.1 and 1.2 are not consistent after further testing but 1.3 is for sure.Of course NPCs will kill zombies through walls at that setting so just wanna point that out.

well, if you reduce the npc sense range then might as well take out ranged npcs, they will become useless

and you need to take care of your npcs if you really want them to live because they are gung ho

 
well, if you reduce the npc sense range then might as well take out ranged npcs, they will become useless
and you need to take care of your npcs if you really want them to live because they are gung ho
Well Xyth tweaked mickey AmmoNPC to stay and not run off,he holds his ground and shoots,so applying that same task to all ranged NPCs is viable.

It is difficult to take care of them which is why i mention the stuff i did.If i simply wanted them to live longer i would tweak their HP from 800 to whatever...1800 etc.But i feel that would be cheap.

 
Folks, the feedback is useful and very welcomed, keep it coming. I will tone down Harley sounds next build. I made those so long ago when I learning and never got back to it. All the NPCs are set pretty generically in xml because we didnt know how folks would actually use them. They can easily turn into badguys with a faction change so in that case you would want them breaking blocks. You would want them taking trap damage. Most of these things can be changed in xml.

I will look into giving them a digging animation, that part is easy but triggering it likely will require adding trigger to the SphereII core and we are both working fulltime on getting the A18 Wintermod shipped.

Attacking bicycle or motorized bikes? Both? Not seen that but if the bike damaged you then the NPCs are going to be mad! I think that can be changed in the core but probably will be a low priority fix.

 
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