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A19 NPCs DMT Mod

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Well, I know this so called moonwalk was made popular by Michael Jackson, but I didn't expect to see raiders in 7 Days to die to pass the time by doing that randomly in the desert.

 
Animals seem to be bugged with these mods installed:

0-CreaturePackAnimals0-CreaturePackHumans

0-CreaturePackMechs

0-CreaturePackZombies

0-SphereIICore

1-NPCPackHumans

1-NPCPackMechs

1-SphereII NPC Dialog Windows

2-NPCFactions
VIDEO:

[video=youtube_share;XUe2PiSG078]

 
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Looks like animals are picking up some code bits from the NPc related modlets. I will do some testing, need to find which one.

 
Thank you for looking into that issue, Xyth. ??

I wish I could help more, but I just found this out randomly while trying to find what's causing a different issue I had which so far seems to be unrelated to NPC mods. I could be wrong, but this could have something to do with the latest update, I don't remember seeing this before that update, but then again I wasn't focused too much on hunting animals, I was busy with testing different things, so it's quite possible it's been there for a while and I just didn't notice.

 
Xyth would you consider adding a stay here/gaurd command?In which the NPC(should idealy be a ranged NPC) would stay rooted to a spot but still auto target enemies.Because it could allivieate some issues with ranged NPCs who try to navigate or path to an enemy and there is no valid path...for example i have NPCs in my base on horde night...

I have a house with windows all around,i built a rooftop perch with a ladder,NPCs will always climb up and "hide" there.Or walk (moonwalk) to the rear or corner of the house,rendering them innefective .If they could hold a spot and just shoot,it would make there defensive abilities really good and avoid odd pathing issues at critical times.

This is really good for NPCs with any weapon other than a shotgun as the weapon range causes them to path to all sorts of areas "away" from a threat,whereas if they just stood their position they would have found a target.

 
Fixes:  Hostile Animals dont act like friendly puppys now.

NPCs are territorial now

Teleport-forget-your-attack-do-not-run-back-you-bastard issue is fixed. (needs testing)

Still looking into the melee and stay issues

 
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Xyth, I have a very specific question. Is there a way to mod in specific custom settings that would apply only for hired NPCs? Like I hire an NPC and he would have different stats, like more health and stamina, higher health regeneration, etc.? I've been changing these settings through my own mod, but I feel like it's not really a good idea to make everyone a badass, I would like just the NPCs I hire to have the badass stats. :p

 
Maybe.  maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction.  Id need to research that, but it seem doable.

 
Bad news:

NPCDeltaHunter and NPCGupSoldier1AK47 can't be hired at once without hating each other. They do hate each other in general (not sure why, they are both soldiers?), but hiring them doesn't seem to solve the problem which kinda makes me believe that factions broke the simple mechanic that was there - when you hired two NPCs that hated each other before, they stopped hating each other since they were both under your leadership.

And to make the matter worse, NPCDeltaHunter just randomly fell off the world. :(

 
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I randomly assigned each of the soldiers to three team factions for testing.  Red blue and green.  Those factions hate each other.  I will look into once they are hired it overrides thier hostility.  

 
The update definetly makes AI more effective.So far the results of the changes,the most notable one is that NPCs are changing targets more frequently which is giving them the ability to basically fire more often,they are much more aggressive in this regard and therefor more effective.

I forget to mention before that im getting what seems like script lag when NPCs with shotguns hit an enemy,micro stutter will occur for a good 2 seconds at times.This may be vanilla 7DTD issue im not sure

 
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Maybe.  maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction.  Id need to research that, but it seem doable.

 
Pushed edits to Humanpack that NPC will inherit, fixed the "wordsoup" on characters when attacking or hurt.  They wont talk every hit.

 
Really enjoying the whispers NPCs... i was walking through a corn field,borrowing some crops...i see abt 50 meters away a figure moving towards me AK47 silohette from the look of the barrel...im peekin through each stem of corn saying to myself "what the (I'm a potty mouth) is that?" I hadent seen an NPC utilize this seek player function from out of LOS before,i figured the dude was hostile but i was to mesmorized to raise my rifle...then he fired,ruining the one good stem i was about to pluck..i knew then i had to end him 😂

Nice job with those guys Xyth,really enjoying that AI,mixes things up.

A few notes i gathered.

1)NPCs you hired do not act teratorial/hostile to whispers until hey openly attack the player.

2)Damage they do is a little low to worry the player much

3)NPC bug out stuck in falling animation if exposed to water while falling(falling into water from a height) Possible fix would be to reset all NPCs animations when player interacts with them maybe?

4)Horde night zombies largely ignore NPCs,r completely unless NPC attacks one.

5)Similar to above,with so many zombies in close proximity,NPCs have real trouble switching targets to get closest to enemy.

With the issues of 4 and 5 together i witnessed on horde night zombies break through my walls,ignore NPCs who were closest,and NPCs ignored them(probably focused on enemy outside walls) and i got mauled by 3 zombie dogs while NPCs stood motionless. The horde number i reduced from 64 to 32 to ease possible issues like that but still the same.

Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

Having a blast so far

 
Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?
I'm currently working on a mod which changes how some things work in these mods and I was thinking about creating something like this, but for now I came up with a simpler solution which gives better stats to your hired NPCs to simulate that they have some training under your leadership. If Xyth doesn't mind, I could eventually release this little mod as an addon, but only if Xyth allows it, because I'm just kinda messing with his own work here lol

As for hooking it to charismatic nature perk in game, the problem here is not that it would be impossible. The real challenge is that NPCs may not have all the characteristics of player entity, so boosting their fortitude or agility may not have the same effect on them as it has on players. It would either have to be completely reworked to include NPCs in which case it could become incompatible with other mods, OR it would have its own skill/perk tree. I imagine this is not the highest priority now, because not all features are implemented, so implementing some sort of more sophisticated control over stats that may change in the future which could require complete rework of the perks again would probably be too much of hassle at this point.

 
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Really enjoying the whispers NPCs... i was walking through a corn field,borrowing some crops...i see abt 50 meters away a figure moving towards me AK47 silohette from the look of the barrel...im peekin through each stem of corn saying to myself "what the (I'm a potty mouth) is that?" I hadent seen an NPC utilize this seek player function from out of LOS before,i figured the dude was hostile but i was to mesmorized to raise my rifle...then he fired,ruining the one good stem i was about to pluck..i knew then i had to end him 😂

Nice job with those guys Xyth,really enjoying that AI,mixes things up.

A few notes i gathered.

1)NPCs you hired do not act teratorial/hostile to whispers until hey openly attack the player.

2)Damage they do is a little low to worry the player much

3)NPC bug out stuck in falling animation if exposed to water while falling(falling into water from a height) Possible fix would be to reset all NPCs animations when player interacts with them maybe?

4)Horde night zombies largely ignore NPCs,r completely unless NPC attacks one.

5)Similar to above,with so many zombies in close proximity,NPCs have real trouble switching targets to get closest to enemy.

With the issues of 4 and 5 together i witnessed on horde night zombies break through my walls,ignore NPCs who were closest,and NPCs ignored them(probably focused on enemy outside walls) and i got mauled by 3 zombie dogs while NPCs stood motionless. The horde number i reduced from 64 to 32 to ease possible issues like that but still the same.

Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

Having a blast so far
This is always great to hear.  Its easy for a modder to lose interest in a particular mod if folks don't let them know the mod is still useful.  Thanks for that.

I pushed a fix for the CPzombies today, where they target all classes that extend from EntityAlive, which is about everything except vehicles and other non creatures.  At this point animals are not part of factions, but I may test that change.  Zombiedog are their own class, not really zombies targeting wise, so perhaps Sphereii needs to include them using code or we try adding them to the undead faction.  Worst thing that can happen is random NREs.

The falling into water bug sounds interesting.  I will have to try that one.  How they behave after might be controller related and an easy fix, or it might be code as we found a bug in the A18 water detention code that should be fixed in a19. 

I think we can just buff NPCs directly.  I know we can buff zombies, so it is possible.  I think it would take code to make an non-player (NPC) an ally but it can go on this list.  

 
Xyth, speaking of water bugs. I noticed that my character is not losing stamina while swimming. Do you think it has something to do with your mods?

Oh and also all entities in the water walk really slow for some reason.

 
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