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A19 NPCs DMT Mod

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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
Try this set:

Security guard with riot shield and baton

Soldier with rifle

Cop with a shotgun

Cop with a small gun

Last but not least...

Crazy John wearing a dirty white tank top with blood stains on it (which of course isn't his blood), he's a badass ex-cop who always happens to be in the wrong place at the wrong time, always saving unfortunate innocent people from whole armies of terrorists with just his smg that seems to never run out of ammo, but this time since he'd be late to spend time with family on Christmas eve anyway, he must save whoever is still alive in the zombie apocalypse.

 
I tried compiling the code but it's asking for something called "Patch_Entity" which didn't seem to be in either set of downloads. Is there another link to that? Or maybe someone accidentally removed it from the file list?

Here's the screenshots of both links.

View attachment 3705

View attachment 3706

 
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I updated all the entity mods with that link.

Are there any more modlets that are A17 compatible (not overhauls) that imbed buildings like in "Curse of Anubis"? I'm looking to add whatever i can, to mix it up, without completely overloading things. That's why i upped the memory and went SSD, for the extra speed.

 
I updated all the entity mods with that link.

Do they show up, on the map, like the bandits do and how rare are they by default? I've gotta get the server running, by this afternoon, for the Friday LAN party. ;)

Update: I upped their probability rate and noticed that yes, they are on radar.

Very awesome mod, Xyth.

 
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Do they show up, on the map, like the bandits do and how rare are they by default? I've gotta get the server running, by this afternoon, for the Friday LAN party. ;)
You do see them occasionally at that setting....seemed about right but everyone likes this different.

Pushed yet another update to all entity classes to remove all buffs from entities except the archer bandit

 
You do see them occasionally at that setting....seemed about right but everyone likes this different.
Pushed yet another update to all entity classes to remove all buffs from entities except the archer bandit

Hey if you're open to ideas: I was wondering how hard it would be, when driving something, to replace the belt inventory with an KPH/MPH gauge with fuel / damage level included in the area? Now i've seen mods that make the belt disappear when riding so i know it can be wiped temporarily.

Also, would i be possible (and this is a pretty big project) to randomly spawn "survivor" camps in the map that could contact you, after you discover them, when they're under assault? Maybe their group could have a very low probability heavy-hitter and others you could hire and do quests for like saving someone who's trapped in a house?

It would give the game so much longer life and a lot more meaning.

 
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Hey if you're open to ideas: I was wondering how hard it would be, when driving something, to replace the belt inventory with an KPH/MPH gauge with fuel / damage level included in the area? Now i've seen mods that make the belt disappear when riding so i know it can be wiped temporarily.
Also, would i be possible (and this is a pretty big project) to randomly spawn "survivor" camps in the map that could contact you, after you discover them, when they're under assault?
First one could be done by someone who likes to play with the user interface. Have to ponder the second one. Spawning is no problem, its the "event" that would need coding.

 
First one could be done by someone who likes to play with the user interface. Have to ponder the second one. Spawning is no problem, its the "event" that would need coding.

I kinda figured that. I was never big on probability if then else type coding values but i think both would go a long way towards the quality of the game. You guys have some seriously solid mods. I ran into one of the NPCs and that was exactly what i was hoping for :)

I've been gaming since before the Atari 2600, and i went to high school with a few people who are in the business now, and you might get a job off (from the Pimps) if you keep hitting these home runs.

Very nice job.

Side question: Is it just me or did A17 get rid of those "cool" storage boxes that had writing and logos on them? If yes, i haven't found a mod to bring those back.

 
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Xyth,

couple of things:

- When I talk to an NPC and ask them if they have any jobs, I get a red sea of error messages in console.

- I hired Bill the NPCAmmo before finishing the initial quest chain and I was supposed to go to trader Joel and he wasn't in his usual standing place and the cash register next to him was missing as well. Is it because I hired Bill the NPCAmmo?

- Is there any chance for me to turn off friendly fire between me and my hired companion? Bill the NPCAmmo has pretty strong weapon (which was kinda why I wanted to hire him), but when we were fighting zombies, his projectiles hit me and I almost died. I know this can happen in multiplayer too, but when I play online, I usually play PVE in coop mode and we disable the damage caused by friends.

- I just noticed that there is no option in the dialogue to ask Bill the NPCAmmo to help me loot the place. Is it still something that should be there?

- Also, just a suggestion, it would be nice if we could use shift + left mouse button in the inventory of NPCs.

- Before I forget, I was thinking that maybe NPC companions could share XP when they kill the enemy like real human friends? Would that be possible?

Other than that, this is an awesome mod for sure! I love it!

 
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Are the NPCs supposed to lose health when they patrol a set rout? I gave them food, and they eat it, but their healths don't recover. Is there a way that I can recover them?

 
Xyth,
couple of things:

- When I talk to an NPC and ask them if they have any jobs, I get a red sea of error messages in console.

- I hired Bill the NPCAmmo before finishing the initial quest chain and I was supposed to go to trader Joel and he wasn't in his usual standing place and the cash register next to him was missing as well. Is it because I hired Bill the NPCAmmo?

- Is there any chance for me to turn off friendly fire between me and my hired companion? Bill the NPCAmmo has pretty strong weapon (which was kinda why I wanted to hire him), but when we were fighting zombies, his projectiles hit me and I almost died. I know this can happen in multiplayer too, but when I play online, I usually play PVE in coop mode and we disable the damage caused by friends.

- I just noticed that there is no option in the dialogue to ask Bill the NPCAmmo to help me loot the place. Is it still something that should be there?

- Also, just a suggestion, it would be nice if we could use shift + left mouse button in the inventory of NPCs.

- Before I forget, I was thinking that maybe NPC companions could share XP when they kill the enemy like real human friends? Would that be possible?

Other than that, this is an awesome mod for sure! I love it!
Glad you like it. We don't change the default traders so that is strange and may not be related to the mod. The NPC hitting you with friendly fire is known, but perhaps we can change that in the future. The dialog option for looting is disabled in xml, as its buggy, but you could turn it back on. I have not seen the dialog error either, but will do more testing. Logs would help.

 
There's a small problem with the NPCs.

If you're in a 1-person vehicle, and you drive down the road a bit, they just vanish from radar. I lost the nurse and the money i paid was blown and she reset to free roam again.

Is there a way to make them openly "teleport" to keep up with you if you're in a vehicle and will they ride with you if you get in a 2-seater or better?

It would be good to limit their range of attention, they tend to wander all over and leave you completely alone. What do they call that in gaming? A "leash" factor?

Can you add a "cover my back" command where the NPCs stay within 10-15 feet of you? In a CQB situation you need that NPC sticking to you like glue when clearing a house because the game tends to (at times) create zombies out of thin air. "Wait here" is good if you need them to cover the door, but when you need them close, they need an impulse not to run more than 10-15 feet from you.

Just throwing that in there with hopes it's possible. :)

Still, it's a killer mod and i see the potential in it and i understand it's rather new and there are bugs to be worked out but still, it's an idea that "improved" this game so i'm all for it.

 
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Xyth, Bill the NPCAmmo just died. I don't know what happened, he had food and water. I lost the things I stored in his inventory. Are their lives time limited?

EDIT:

Here is the log. The time of death of Bill the NPCAmmo should be at the end of the log, because I closed the game soon after his death.

 
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Xyth, Bill the NPCAmmo just died. I don't know what happened, he had food and water. I lost the things I stored in his inventory. Are their lives time limited?
EDIT:

Here is the log. The time of death of Bill the NPCAmmo should be at the end of the log, because I closed the game soon after his death.
I just checked the log and if I was to guess, it looks like he was actually losing health, but I have no idea why. How can we keep them alive besides giving them food and water?

 
Are the NPCs supposed to lose health when they patrol a set rout? I gave them food, and they eat it, but their healths don't recover. Is there a way that I can recover them?
This is something I would love to know too, I just lost my new friend Bill the NPCAmmo :(

 
This is something I would love to know too, I just lost my new friend Bill the NPCAmmo :(

Hey, that might be an inspiration for a new mod about graves and funerals. But he would probably become undead and hunt you. Bummer :(

 
Sounds like there is a buff running that causes them to lose health...assuming he had food and water....was he injured at all? If you want to help test... Comment out the Maslow task and remember the subsequent tasks so there are no number gaps.

 
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