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A19 NPCs DMT Mod

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I know that you probably want as few changes to vanilla as possible for better compatibility with other mods, but on the other hand, if the game code that governs traders is not flexible enough to work well with custom NPCs (which kinda defeats all madmole's claims that adding NPC followers should be easy enough for modders), then changing the game code is probably the only possible solution if you want your mod to look and feel natural and perhaps if you create a robust mod that actually works well in all kinds of different scenarios, other mods might benefit more from using this mod as dependency instead of the vanilla code in which case incompatibility wouldn't be an issue.
Adding followers can be done with vanilla.. they just kind of stand on top of your head. They have effectively set you as their attack target, but aren't allowed to hit you, because you are not configured as a target.

To change the traders, it'd just be an xpath swap, and they should work. It may make them vulnerable to attacks, which can be seen as positive for some.

 
Adding followers can be done with vanilla.. they just kind of stand on top of your head. They have effectively set you as their attack target, but aren't allowed to hit you, because you are not configured as a target.
To change the traders, it'd just be an xpath swap, and they should work. It may make them vulnerable to attacks, which can be seen as positive for some.
And that's exactly what I meant, there are many issues you have to deal with, so adding them is not as easy as he portrayed it.

As for the change of traders, it might be seen as positive change for some players if they could kill the traders, but I think not all of us would like it that way. I think the way traders work in vanilla should stay as is, because most players expect the traders to be invincible so that their quest won't break just because someone killed their quest giver.

If someone wants vulnerable traders for any reason, you could make it an option for server admins to make the traders vulnerable, so it could be set up to work in both scenarios.

 
And that's exactly what I meant, there are many issues you have to deal with, so adding them is not as easy as he portrayed it.
As for the change of traders, it might be seen as positive change for some players if they could kill the traders, but I think not all of us would like it that way. I think the way traders work in vanilla should stay as is, because most players expect the traders to be invincible so that their quest won't break just because someone killed their quest giver.

If someone wants vulnerable traders for any reason, you could make it an option for server admins to make the traders vulnerable, so it could be set up to work in both scenarios.
I may have come up with a potential work around. Similar to how I protect the NPCs from despawning, but with slightly different code to handle NPC's duplicate spawn issue.

 
I've run across a minor issue with all the NPCs. They work perfectly fine for me but not for my friend when she joins me. She can hire them but they won't follow her at all or follow any orders she gives them. We usually play a game hosted on my computer rather than a dedicated server.

 
I've run across a minor issue with all the NPCs. They work perfectly fine for me but not for my friend when she joins me. She can hire them but they won't follow her at all or follow any orders she gives them. We usually play a game hosted on my computer rather than a dedicated server.
Interesting problem. Unfortunately I can't confirm this time, because I had no chance to play coop with this mod yet, but I'd like to play coop with it eventually when all the issues are resolved.

 
I've run across a minor issue with all the NPCs. They work perfectly fine for me but not for my friend when she joins me. She can hire them but they won't follow her at all or follow any orders she gives them. We usually play a game hosted on my computer rather than a dedicated server.
Can she ask the NPC to Tell her about themselves, then grab the log file on what they are saying? Be interesting to see what their Leader ID is set too, and what her id is

 
Can she ask the NPC to Tell her about themselves, then grab the log file on what they are saying? Be interesting to see what their Leader ID is set too, and what her id is
I should have thought of that. I'll have her try the next time we play. I had wondered if they work properly for me because I am the host.

 
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Met one? Have you even herd of them?
Sorry if what I said is grammatically incorrect. English is not my native language and right now I'm very tired, so it is possible that I will write some nonsense.

I do have Bloom's Animal Husbandry installed, but the animals just don't seem to spawn.

 
Sorry if what I said is grammatically incorrect. English is not my native language and right now I'm very tired, so it is possible that I will write some nonsense.
I do have Bloom's Animal Husbandry installed, but the animals just don't seem to spawn.
Sorry, I was making a pun :) I'll check it out.

 
What was updated? I refreshed the list of modlets and I still can't see the update.
Pushing again now. It includes an animal spawning fix too. I think I had added them to the wrong spawn group.

SDX_EAITask and Bloom's should be updated

 
Pushing again now. It includes an animal spawning fix too. I think I had added them to the wrong spawn group.
SDX_EAITask and Bloom's should be updated
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INFO: Built in 465msd:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(130,34): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHungry'

d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(134,33): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityThirsty'

d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(138,33): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHurt'

d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(233,29): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityThirsty'

d:\Hry\7D2D\Alpha17\My_Mods\Alpha17_4_Game1\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX_v2.cs(236,28): error CS0117: 'EntityUtilities' does not contain a definition for 'isEntityHungry'

ERROR: Failed to compile Mods.dll

ERROR: Task Compile mod scripts failed

EVENT: Action completed at: 1. 6. 2019 23:32:28 and took 3,48 seconds

Remote build failed

SDX Exit Code: -100

Error Compiling SDX:
 
Got a new issue. Now the NPC's won't stop following me. They ignore all instruction and continue to follow me. It happens with both pre-existing NPCs and with fresh spawned.

 
Got a new issue. Now the NPC's won't stop following me. They ignore all instruction and continue to follow me. It happens with both pre-existing NPCs and with fresh spawned.
Sorry! pushed a fix.

 
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