• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A19 NPCs DMT Mod

Status
Not open for further replies.
That would be awesome. Also if we could just take some aspects of one overhaul and add it to another one or just use it in our favorite set of mods, that would be cool.

That is a lot less likely :-)
True :) This is meant more of a way to generate modlets that require code and scripts to be even more compatible.

For example, if sorcery wanted to add itself to an overhaul, with permission, they'd have to wait until that overhaul used my Localization Mod to enable a key feature of Sorcery.

This new method would allow Sorcery to include my Localization Mod, and it'd just work.

 
This may change in the near future, allowing new mods to work on overhauls.

Will each mod have their own independent library? I mean, instead of merging them into one big file, will they be small, individual ones?

 
Will each mod have their own independent library? I mean, instead of merging them into one big file, will they be small, individual ones?
Most mods will have Mods.dll as their main source. But, we have the ability to load other individual libraries too.

 
Well that mean our future gaming play time will be awesome with you !

I've just notice a little bug, but i don't know if it's true or not, cause i can't make it again. When i recruit the farmer he just... watch me. no following, no guard, no patrol, just watching me (with his big lost eyes) and his life decrease.

 
Well that mean our future gaming play time will be awesome with you !
I've just notice a little bug, but i don't know if it's true or not, cause i can't make it again. When i recruit the farmer he just... watch me. no following, no guard, no patrol, just watching me (with his big lost eyes) and his life decrease.
I had exactly the same bug. Could you please share your output_log.txt from that particular game session? You can use website such as pastebin.com or if the output_log.txt is too big, archive it using zip or rar and upload it to Mediafire (or other similar file sharing website). The more logs with this bug, the better, because I was told that the origin of this problem is still unknown, thanks.

EDIT: So you're saying that this happens with farmer NPC. In my case it was NPCAmmo and I thought that I might be missing something, perhaps other NPCs don't have that issue, I was about to try the other NPCs and apparently it's no longer necessary. At least now we know that this bug doesn't happen just with NPCAmmo. Maybe that will help to isolate the problem too.

 
Last edited by a moderator:
I know the baker, farmer, nurse and ammo NPC all look different, but they are all really the same in Unity and xml. Only some animations are different. The xml is almost identical except for the hand item xml. So your hunting snipe if your looking for bugs related to different NPCs.

Life decreasing is something I saw when the NPCs had the wounded buff. The wounded buff happens if they stay at 25% water for too long, which happened while patrolling, because Patrol AI task didn't release them to do the Maslow task (apparently). I thought Sphereii patched that. Perhaps they were wounded some other way. Currently they heal, but have no way to debuff wounded as they cant use bandages. We might need them to auto debuff somehow.

 
I had exactly the same bug. Could you please share your output_log.txt from that particular game session? You can use website such as pastebin.com or if the output_log.txt is too big, archive it using zip or rar and upload it to Mediafire (or other similar file sharing website). The more logs with this bug, the better, because I was told that the origin of this problem is still unknown, thanks.
EDIT: So you're saying that this happens with farmer NPC. In my case it was NPCAmmo and I thought that I might be missing something, perhaps other NPCs don't have that issue, I was about to try the other NPCs and apparently it's no longer necessary. At least now we know that this bug doesn't happen just with NPCAmmo. Maybe that will help to isolate the problem too.
Erf sorry, i've already delete my games and reinstall a new one. Note this for next time. In fact my buggy farmer started loose health when i recruit him, directly. I tried to give him (in his inventory) water, food and coins (coins because i tell myself "why not"). Few seconds later water was removed from his inventory so i suppose it was because i recruit him with low water. In my new game i've recruit npcammo and he work well. I've got the sphere npc to in my game so maybe i see less xyth npc but everything work fine. (sorry for my english guys, i'm trying to explain as i can) .

 
The SphereBot NPCs are also the same rigging but may have different xml. I didnt do a lot of testing on the SyXbots so the xml might not be perfect.

 
I know the baker, farmer, nurse and ammo NPC all look different, but they are all really the same in Unity and xml. Only some animations are different. The xml is almost identical except for the hand item xml. So your hunting snipe if your looking for bugs related to different NPCs.
Life decreasing is something I saw when the NPCs had the wounded buff. The wounded buff happens if they stay at 25% water for too long, which happened while patrolling, because Patrol AI task didn't release them to do the Maslow task (apparently). I thought Sphereii patched that. Perhaps they were wounded some other way. Currently they heal, but have no way to debuff wounded as they cant use bandages. We might need them to auto debuff somehow.
Any way to make a storage of food and water and somehow make them go to the storage to refill or is it all manual? Maybe put those vending machines to good use, eh? Or have them loot nearby areas to sustain themselves?

To be honest, i've only recruited Harley, the nurse, and the cook and they all had similar issues but i didn't spend enough time, with any of them to get any specifics.

But, all in all, the mod makes the game more interesting and playable and that is the point :)

 
Any way to make a storage of food and water and somehow make them go to the storage to refill or is it all manual? Maybe put those vending machines to good use, eh? Or have them loot nearby areas to sustain themselves?
To be honest, i've only recruited Harley, the nurse, and the cook and they all had similar issues but i didn't spend enough time, with any of them to get any specifics.

But, all in all, the mod makes the game more interesting and playable and that is the point :)
You can define storage boxes in their XML as FoodBins, and they'll go to that for food. I think the issue is that the tasks are a bit aggressive and block things. That's the tricky balance.

 
Hi Xyth I found the modlets on the launcher. How do I know which ones I can use without them conflicting with each other?

 
Hi Xyth I found the modlets on the launcher. How do I know which ones I can use without them conflicting with each other?
I can only verify that all my mods and SphereII's mods are compatible. Since he and I use Xpath, our mods should be compatible with all other xpath mods. Overhauls are a crap shoot, as some are sdx and others use a custom DLL so there is no way of knowing until you try it.

 
Hey Xyth,

I sent you a private message with my latest observations that will hopefully help you to fix some issues with this mod. I would post here, but I was afraid it would get lost. :)

 
I'm traveling on business so will not be modding until later this week. You should let Sphereii know what you have found as he develops the code behind these NPCs.

 
I'm traveling on business so will not be modding until later this week. You should let Sphereii know what you have found as he develops the code behind these NPCs.
Thank you for letting me know. I passed that message to Sphereii now.

 
Suggestion: If possible, please add NPC companion mark on the player's compass so that when we lose sight of our companions, we can locate them quickly without looking on the map.

 
Suggestion: If possible, please add NPC companion mark on the player's compass so that when we lose sight of our companions, we can locate them quickly without looking on the map.
Tonight will be testing time for a few small changes and a new push, and I'll look into adding that as well. The tricky thing about adding any kind of UI elements like that is that it can start to clutter up the compass and be annoying to some. But we'll see how it plays.

 
Tonight will be testing time for a few small changes and a new push, and I'll look into adding that as well. The tricky thing about adding any kind of UI elements like that is that it can start to clutter up the compass and be annoying to some. But we'll see how it plays.
It could be optional or it could come as a separate mod. Even if it was a separate mod, I would definitely throw it into the pack for my personal gameplay.

As for the update itself, I'm looking forward to it and will test as soon as possible. Is this update supposed to fix any of the two issues I mentioned the other day - NPCs not following and disappearence of NPC after restart?

 
It could be optional or it could come as a separate mod. Even if it was a separate mod, I would definitely throw it into the pack for my personal gameplay.
As for the update itself, I'm looking forward to it and will test as soon as possible. Is this update supposed to fix any of the two issues I mentioned the other day - NPCs not following and disappearence of NPC after restart?
The NPCs not following, yes, I believe so. I think they are getting task-locked, so I added a fix for that.

As for the disappearance, I'm not sure if I've identified that issue or a potential fix yet. It's hard to debug, since they aren't there to debug when you log back in.

 
The NPCs not following, yes, I believe so. I think they are getting task-locked, so I added a fix for that.
As for the disappearance, I'm not sure if I've identified that issue or a potential fix yet. It's hard to debug, since they aren't there to debug when you log back in.
Maybe it's a similar problem like we had with minibikes in previous Alphas? But then again, in one of the previous versions of the mod, this wasn't an issue, I remember that I was able to quit the game and when I loaded it again, my NPC companion was there with me. Maybe it would help to know which version it was, but unfortunately I don't remember that exact version.

 
Status
Not open for further replies.
Back
Top