I usually install mods on clean copy of the game. I have no idea what could be the culprit here. Also, I can't imagine that any mod I installed would be using your ammo files. However I can see that Xyth Wandering Traders\Resources\XythAmmo.unity3d and Xyth NPCs\Resources\XythNPCAmmo.unity3d are identical files. If it's true that having two modlets using one identical file may cause conflict. How come it wouldn't be the case here?Check all other mods to see if contains that bundle. The Bandits, NPCs and traders all have separate ammo files so they don't conflict. Perhaps you have some leftover files from a previous build or another mod that uses my ammo files.
That's weird, because when I compare both files, the data are the same in both, the application that compares them confirms that they are identical, but maybe I'm just getting it wrong and game doesn't care that they are the same file, I don't know, that's why I asked.Those are not identical files. Check the matching items.xml for each. Different item names, different ammo names, different unity3d file names.
Data of Xyth Bandits\Resources\XythBanditAmmo.unity3d is different, so at least that shouldn't create conflicts.If they were identical files, then the error is correct. That's why I made each a unique version. Not sure how they could become identical as I have not updated my files in a long time. I will do some testing when I have a chance to confirm the pushed files didnt get corrupted.
XythNPCAmmo.unity3dSHA-256: 93688BA7BD1B50DDC7B36661FA627486227C465C61DA31EA69FDE8D6FC094F53
SHA-256: 93688BA7BD1B50DDC7B36661FA627486227C465C61DA31EA69FDE8D6FC094F53
I'm still using A17.2 though.I did some testing and i can reproduce the error. Might be a A17.3 change. I will need to repackage the ammo and make them even more different.
Thanks, I will try. Do I need to create a new world?Uploaded version 1.3 of NPCs. Fixed dupe on ammo.
They did have animations in a14-16 but they are gone in a17, was tested extensively when a17 was released. This better than the goblin....But was it tested if they can only have zombie animations? I thought UMA NPCs could have the same animations like player characters.
Wow, I was just thinking about asking you if you plan to throw in some female NPCs into that pack of yours and now I see I don't have to. Are you reading my mind or something? lolThey did have animations in a14-16 but they are gone in a17, was tested extensively when a17 was released. This better than the goblin....
Nope, just like minded :smile-new: figured it needed a few females for balance lolWow, I was just thinking about asking you if you plan to throw in some female NPCs into that pack of yours and now I see I don't have to. Are you reading my mind or something? lol
Thanks, but I just realized, since you'e adding banditammo and it's identical to the one that already exists in the base mod, wouldn't it create similar conflict like the one Xyth had to solve previously?Nope, just like minded :smile-new: figured it needed a few females for balance lol
I pmd you a link to some of the npcs ive been workin on so you could try them out, let me know what you think.
Just copy/paste the unity resources into the npc mod resource folder and then copy/paste the entityclass and item xmls into their respective xmls from npc mod. The credits are only there so i know who did what if i do decide to upload the npcs, you dont need to do anything with them. Also, i included the banditammo resource and the traderammo resource, you only need to copy/paste in the banditammo resource, not the traderammo one.
Fair enough, I'm already leaving them outside of the trader area to prevent that issue from happening. There is also that other issue with bandits spawning in the trader area which produces NRE. Something should be done to prevent bandits (and possibly wandering traders) from spawning inside the trader area too.The new version I'm working on will likely have breaking changes for other SDX/DMT mods outside of the ones Xyth and I provide. It re-organizes things to make it easier to support.
I am investigating the trader issue, and it seems to have a few issues. I may just get them to stand outside of the trader area and wait for you, as their behavior inside is a bit odd. The reason they spawn and disappear in the traders is because of the no-zombie spawn code, and not easily fixed to allow the NPCs, while keeping the zombies out.
Health loss seems to be an issue regardless of hired status. I found NPCBaker a while ago, he got involved in combat, but I didn't hire him yet. He's now standing next to a river doing nothing, I checked his health and it keeps going down. I recorded it on the video, just in case, but it seems like there's nothing new you haven't seen on the previous videos. If you want to see it, I will upload it.Sorry, I must have missed that video earlier.
I re-added a dialog option for tell me about yourself. This will print the cvars and all the other buffs into the console and log file. This might help pinpoint the health loss. I also included a Dismiss option, which will release the NPC back into the wild.
If its losing health, we should see it. I also included a code work-around for the bleeding effect on that the Patch_Entity helps.
I'll look at the health loss now
doesnt seem to conflict in my game, i have bandits and traders mods loaded up as well, but you can not add it and see if my npcs call the ammo from the npc mod resourceThanks, but I just realized, since you'e adding banditammo and it's identical to the one that already exists in the base mod, wouldn't it create similar conflict like the one Xyth had to solve previously?