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A19 NPCs DMT Mod

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They probably arn't set to spawn; Khaine has been testing animal husbandry in his Darkness Falls' Experimental.
I'll look into adding them to spawning.
That's because you have to kill females and see if they drop a baby item, which then spawns the animal. ;)

 
That's because you have to kill females and see if they drop a baby item, which then spawns the animal. ;)
Only Darkness Falls would corrupt a peaceful implementation of such a mild mannered creature.....

 
Got a newly equipped npc for ya devolver:

Looks good, the more survivors, the better. The game looks much better with all kinds of different people roaming through the game world, trying to survive.

Yesterday I just started new game, singleplayer, and I heard shooting, saw BanditBoss in distance, shooting at zombies around me. I knew that if I stayed there for too long, he would shoot them all and then he would go after me, so I had get out of there asap. I had a pistol and couple of bullets, so when I got far enough, I tried to shoot BanditBoss while he was fighting. In the meantime, a trader and NPCBaker showed up and they both attacked him. NPCBaker actually also attacked that trader (probably because the trader accidentally shot him while he tried to shoot BanditBoss), but before that happened, they actually caused him a major damage, so I could finish him easily, but I ran out of ammo so I had to finish him with a torch lol. Pretty messed up, but yeah, that's one of the interesting situations you could never experience in vanilla. :p

 
Once the NPC code is ... "stable" .. I'll port the bandits and traders over to the NPC codebase so factions will apply across all of those types.

 
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After update to 17.3 i can't compile.

How do you think i can resolve that problem?

 
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This problem was resolved thanks to your advice:smile-new:

Thank you! xyth

Thank you! sphereii

comp.jpg

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Added in some code today to make the NPCs immune to trap damage. I couldn't get them to path around it, so I just took out the damage for it. We can fine tune it further if we need too, like only take damage if you have a player as a leader, so that bandits could still get injured.

An NPC that does not have a leader isn't really any dumber, so to me, tonight, it makes sense not to injure them at all. maybe they are moving carefully through them.

Also, I gave a UMA a try:



With the right changes to their XML, they can use EntityAliveSDX, and can follow orders. Animations are still zombie like, but might work for tweakers? Pet zombies?

 
Once the NPC code is ... "stable" .. I'll port the bandits and traders over to the NPC codebase so factions will apply across all of those types.
good news

- - - Updated - - -

Added in some code today to make the NPCs immune to trap damage. I couldn't get them to path around it, so I just took out the damage for it. We can fine tune it further if we need too, like only take damage if you have a player as a leader, so that bandits could still get injured.
An NPC that does not have a leader isn't really any dumber, so to me, tonight, it makes sense not to injure them at all. maybe they are moving carefully through them.

Also, I gave a UMA a try:



With the right changes to their XML, they can use EntityAliveSDX, and can follow orders. Animations are still zombie like, but might work for tweakers? Pet zombies?
i agree with the no damage from traps if they arent pathing to avoid them

and hows that fix for no friendly fire coming?

 
Added in some code today to make the NPCs immune to trap damage. I couldn't get them to path around it, so I just took out the damage for it. We can fine tune it further if we need too, like only take damage if you have a player as a leader, so that bandits could still get injured.
An NPC that does not have a leader isn't really any dumber, so to me, tonight, it makes sense not to injure them at all. maybe they are moving carefully through them.

Also, I gave a UMA a try:



With the right changes to their XML, they can use EntityAliveSDX, and can follow orders. Animations are still zombie like, but might work for tweakers? Pet zombies?
Sounds promising. Sorry, I wasn't able to test much lately. Did you release that update or it's still in testing stage? I opened Mod Launcher and I can't see any update button.

I thought those UMA characters could use the same animations like NPCs? I guess I was wrong. But there are also non-zombie UMA characters in the pack. Maybe those could be still used. And who knows, if they ever add the official bandits, maybe they will make it easier for this mod?

 
Sounds promising. Sorry, I wasn't able to test much lately. Did you release that update or it's still in testing stage? I opened Mod Launcher and I can't see any update button.
I thought those UMA characters could use the same animations like NPCs? I guess I was wrong. But there are also non-zombie UMA characters in the pack. Maybe those could be still used. And who knows, if they ever add the official bandits, maybe they will make it easier for this mod?
Animations are tied to their animation avatar, which basically defines their skeleton and where all the bones connect to the animation itself. We don't have the UMA avatar, so we can't apply custom animations to it.

No release yet to the SDXMods release; I was testing some of the Loot AI task, but will hold off on that. I'll push an update for the traps in a bit

 
Yea, the uma npcs dont work anymore unless you make em zombie types or "tweakers" lol.
Do you have a modlet available that includes all of the settings to generate them? We may be able to 'fix' them using EntityAliveSDX.

 
Do you have a modlet available that includes all of the settings to generate them? We may be able to 'fix' them using EntityAliveSDX.
I have a modded game that has static uma npcs only. Dont see the point though if they only animate when given zombie class and even then look

really janky.

 
I have a modded game that has static uma npcs only. Dont see the point though if they only animate when given zombie class and even then look really janky.
But was it tested if they can only have zombie animations? I thought UMA NPCs could have the same animations like player characters.

 
Besides the Maslow NRE your getting, I see this as well:

Looks like that file might be loaded twice.

  • 2019-05-17T11:40:52 8053.080 ERR Loading AssetBundle "d:/Hry/7D2D/Alpha17/My_Mods/Game3/7DaysToDie_Data/../Mods\Xyth Wandering Traders/Resources/XythAmmo.unity3d" failed![/color]
  • 2019-05-17T11:40:53 8053.766 INF Entity 3365 killed by 2746.[/color]
  • The AssetBundle 'XythAmmo.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.

 
Besides the Maslow NRE your getting, I see this as well:
Looks like that file might be loaded twice.

  • 2019-05-17T11:40:52 8053.080 ERR Loading AssetBundle "d:/Hry/7D2D/Alpha17/My_Mods/Game3/7DaysToDie_Data/../Mods\Xyth Wandering Traders/Resources/XythAmmo.unity3d" failed![/color]
  • 2019-05-17T11:40:53 8053.766 INF Entity 3365 killed by 2746.[/color]
  • The AssetBundle 'XythAmmo.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.
So how can I fix that?

 
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