• 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.
They should be available now.
- - - Updated - - -

Jars should be fixed as well.
Thank you, so I decided to go with mod launcher in the end and I can confirm, those two dependencies are already there!

I have a question that just came to my mind though. I love to play with Wandering Traders as well as Bandits, are these mods compatible with this new NPCs mod and if so, what would happen if this friendly NPC met with Bandit? Would they consider each other as enemy? I believe they should, that would be cool!

 
Thank you, so I decided to go with mod launcher in the end and I can confirm, those two dependencies are already there!
I have a question that just came to my mind though. I love to play with Wandering Traders as well as Bandits, are these mods compatible with this new NPCs mod and if so, what would happen if this friendly NPC met with Bandit? Would they consider each other as enemy? I believe they should, that would be cool!
Look in the Bloom's Animal Husbandry's NPC.xml and see how the Factions are set up. This determines enemy status.

 
Look in the Bloom's Animal Husbandry's NPC.xml and see how the Factions are set up. This determines enemy status.
Interesting. Do I have to manually set up the relationships in this file then? Because I don't see the traders, bandits or human NPCs in this file.

 
Interesting. Do I have to manually set up the relationships in this file then? Because I don't see the traders, bandits or human NPCs in this file.
Its an example of how the factions are set up for the animals. You'd have to implement your own faction support, and the bandits would have to use some, but not all, the AI Tasks from the NPC traders for it to work.

 
Bandits and wandering traders are compatible with this mod. Bandits should attack npcs on sight. Npcs may attack on sight but will attack back if attacked. Same with the traders, but the traders will shoot bandits on sight. Traders and bandits do not use factions but attack based on entity class. I might change that at some point.

 
Last edited by a moderator:
Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message:

InvalidCastException: Cannot cast from source type to destination type.
 
Xyth, I'm sorry if this doesn't belong here, but I'm posting it here just in case it has something to do with this particular mod. So I installed all of them: Bandits, Wandering traders and this NPCs mod. I encountered BanditArcher but it was killed by a zombie in the snow biome and just when that happened, console showed up with this message:
I'll do some testing to confirm...Thanks

Bug confirmed. Apparently a vanilla bug that Khaine found a work around for. I will write the xpath patch and upload later today.

 
Last edited by a moderator:
Hi Xyth. NPC's are my most desired feature in 7DTD. So I really appreciate your focus on this area. When I look on Spherii's launcher I do not see on the A17 list any of your NPC mods. Also does the launcher have modlets offered on it? I do not see those on there either. Thanks for all your efforts to improve the game.

 
Yes, you may need to look under SDX to find them. Watch my tutorial video on loading mods with the launcher, it will show you how to do that.

 
I'll do some testing to confirm...Thanks
Bug confirmed. Apparently a vanilla bug that Khaine found a work around for. I will write the xpath patch and upload later today.
Thank you! I downloaded them all through Mod launcher. Does it automatically download the update when it's available or will I have to download the mods again manually?

 
Updated the NPCs, bandits and traders to all require a new dependency on a modlet called Patch_Entity, which will fix the error caused when an entity (or player when he respawns, probably) has a bleeding buff on it when it dies. That new modlet should be found with my vanilla modlets on the launcher or in that repo

Also updated the bandits to new SDX movement code so they should move better.

- - - Updated - - -

Thank you! I downloaded them all through Mod launcher. Does it automatically download the update when it's available or will I have to download the mods again manually?
I updated the versions of all 3 mods, so click on update to get the latest version of all 3 and get that new dependancy

 
Updated the NPCs, bandits and traders to all require a new dependency on a modlet called Patch_Entity, which will fix the error caused when an entity (or player when he respawns, probably) has a bleeding buff on it when it dies. That new modlet should be found with my vanilla modlets on the launcher or in that repo
Also updated the bandits to new SDX movement code so they should move better.

- - - Updated - - -

I updated the versions of all 3 mods, so click on update to get the latest version of all 3 and get that new dependancy
Does this update need a new world to take effect?

 
I just refreshed modlets in Mod launcher to find that new Patch_Entity, but unfortunately I can't see it anywhere (checked both default and SDX). I'm trying to refresh the list again.

EDIT:

This time it was there, downloading the update right now!

 
Last edited by a moderator:
It would be awesome if you could share with others, you know? Just saying! :p
i plan to at some point, whether its to throw them at xyth to add in or to make an add on pack i dunno, still learning and want to add things to them

 
Status
Not open for further replies.
Back
Top