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A19 NPCs DMT Mod

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It would be cool in the future the NPCS give quest for you make. Imagine him requesting a mission to clean a house, or collect some specific items (like the Traders with some extra if possible).

 
Did you guys change something in the code of this mod recently? Last version seems to be bugged. I saw a character, not sure if it was a vanilla survivor or NPC, but the lines in the console make me feel like it was a DMT NPC farmer, and when I started running to him, he suddenly disappeared in such way it looked like that NPC teleport feature, but he literally disappeared inside the hill. After a while I saw another fast movement far away on the horizon all the way through my screen. I opened the console to check out what the heck is going on and I saw tons of these lines:

rnx6E6x.png


 
Did you guys change something in the code of this mod recently? Last version seems to be bugged. I saw a character, not sure if it was a vanilla survivor or NPC, but the lines in the console make me feel like it was a DMT NPC farmer, and when I started running to him, he suddenly disappeared in such way it looked like that NPC teleport feature, but he literally disappeared inside the hill. After a while I saw another fast movement far away on the horizon all the way through my screen. I opened the console to check out what the heck is going on and I saw tons of these lines:
rnx6E6x.png
That's me testing a new Wander mode. should be just warnings, and not extra code is running.

 
That's me testing a new Wander mode. should be just warnings, and not extra code is running.
Is an NPC disappearing inside the hill or under ground a part of the test? I see NPC farmer mark on the map, but when I reach the mark, I can't find him in the world.

 
Is an NPC disappearing inside the hill or under ground a part of the test? I see NPC farmer mark on the map, but when I reach the mark, I can't find him in the world.
No, it should have an effect on them. Its' trying to find something, and its not, so it should be running vanilla code.

 
No, it should have an effect on them. Its' trying to find something, and its not, so it should be running vanilla code.
Well, the only effect I see is this:

GKk3Lrk.png


I found him by accident when I was cleaning around the base with a stone axe. Needless to say that the blood on the screen is mine...

 
Well, I gave up, closed the game, came back to Mod Launcher and checked the updates. It seems like there were new versions after all. I downloaded them (hopefully all of them) and started the game again. Frankie's ability to fly seems to be gone. I guess the supply of kryptonite finally arrived. :D

 
The modlauncher only syncs 1 per hour
So I guess I was unlucky and missed the window. Is there a way to synchronize manually? I know there is that "Pre-Sync Mod" button, but I guess that didn't really help, because I clicked it before starting the game for the first time.

 
So I guess I was unlucky and missed the window. Is there a way to synchronize manually? I know there is that "Pre-Sync Mod" button, but I guess that didn't really help, because I clicked it before starting the game for the first time.
I re-indexed. Should be current now.

 
Hi

If use the NoTraders: https://7daystodie.com/forums/showthread.php?137839-MODLET-No-Traders-(A18)

Can I still have NPC traders walking alone in the map? I would like that, because I want to have trades options only with your NPC mod.

PS:

The no trader change: rwgmixer.xml

with

<!-- Remove traders from wildernessGroup -->

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=wildernessGroup]/prefab[@name=settlement_trader_05]"/>

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=wildernessGroup]/prefab[@name=settlement_trader_04]"/>

... (etc)

AND

<!-- Remove traders from traderGroup -->

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=traderGroup]/prefab[@name=settlement_trader_01]"/>

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=traderGroup]/prefab[@name=settlement_trader_02]"/>

... (etc)

 
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Hi
If use the NoTraders: https://7daystodie.com/forums/showthread.php?137839-MODLET-No-Traders-(A18)

Can I still have NPC traders walking alone in the map? I would like that, because I want to have trades options only with your NPC mod.

PS:

The no trader change: rwgmixer.xml

with

<!-- Remove traders from wildernessGroup -->

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=wildernessGroup]/prefab[@name=settlement_trader_05]"/>

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=wildernessGroup]/prefab[@name=settlement_trader_04]"/>

... (etc)

AND

<!-- Remove traders from traderGroup -->

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=traderGroup]/prefab[@name=settlement_trader_01]"/>

<remove xpath="/rwgmixer/prefab_rules/prefab_rule[@name=traderGroup]/prefab[@name=settlement_trader_02]"/>

... (etc)
Yes, hes removing the trader buildings and the traders in those. Mine will still wander around.

 
@xyth

I noticed that if i'm driving and passing by zombies, the hired npc ai will attack them.

And for some reason, the "Auto-teleporting to me if im far away for them" stop working.

They will only teleport to me if their intended target is dead.

Sometimes they would target zombies in buildings im passing by and most buildings are bloackaded so they will be hitting walls. And if i dont stop and kill the zombies, the ai will never teleport back to me and its difficult to find where they are at after.

Somehow is it possible to teleport hired ai to me that are following me no matter what?

Because of this, if i hire like 10 ai, all 10 of them will "Disappear" When im driving. AND WILL NEVER COME BACK. They can still be found at well...wherever the hell their "target" zombies are. Even after the zombies are dead, they will wander around the area until i talk to them and ask them to follow me again.

I Changed:

Blocks.xml

<!-- Buff to keep the NPCs close by. thenumber in the ( ) is the range -->

<property name="ActiveRadiusEffects" value="buffHomePoint(3)"/>

entityclasses.xml

<property name="SightRange" value="3"/>

<property name="AttackIndexes" value="3" />

<property name="AIPathCostScale" value=".9, 1"/>

<property name="AITask-1" value="BreakBlock"/>

<property name="AITask-2" value="Territorial"/>

<property name="AITask-3" value="ApproachAndAttackSDX, Mods" data="class=Entity,0" />

<property name="AITask-4" value="ApproachAndFollowTargetSDX, Mods" data="incentives=Leader"/>

<property name="AITask-5" value="PatrolSDX, Mods"/>

<property name="AITask-6" value="MaslowLevel1SDX, Mods"/>

<property name="AITask-7" value="Look"/>

<property name="AITask-8" value="WanderSDX, Mods"/>

<property name="AITask-9" value="" />

<property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=Entity"/>

<property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=Entity"/>

<property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=Entity,3"/>

I don't know what im doing though

 
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@xyth
I noticed that if i'm driving and passing by zombies, the hired npc ai will attack them.

And for some reason, the "Auto-teleporting to me if im far away for them" stop working.

They will only teleport to me if their intended target is dead.

Sometimes they would target zombies in buildings im passing by and most buildings are bloackaded so they will be hitting walls. And if i dont stop and kill the zombies, the ai will never teleport back to me and its difficult to find where they are at after.

Somehow is it possible to teleport hired ai to me that are following me no matter what?

Because of this, if i hire like 10 ai, all 10 of them will "Disappear" When im driving. AND WILL NEVER COME BACK. They can still be found at well...wherever the hell their "target" zombies are. Even after the zombies are dead, they will wander around the area until i talk to them and ask them to follow me again.

I Changed:

Blocks.xml

<!-- Buff to keep the NPCs close by. thenumber in the ( ) is the range -->

<property name="ActiveRadiusEffects" value="buffHomePoint(3)"/>

entityclasses.xml

<property name="SightRange" value="3"/>

<property name="AttackIndexes" value="3" />

<property name="AIPathCostScale" value=".9, 1"/>

<property name="AITask-1" value="BreakBlock"/>

<property name="AITask-2" value="Territorial"/>

<property name="AITask-3" value="ApproachAndAttackSDX, Mods" data="class=Entity,0" />

<property name="AITask-4" value="ApproachAndFollowTargetSDX, Mods" data="incentives=Leader"/>

<property name="AITask-5" value="PatrolSDX, Mods"/>

<property name="AITask-6" value="MaslowLevel1SDX, Mods"/>

<property name="AITask-7" value="Look"/>

<property name="AITask-8" value="WanderSDX, Mods"/>

<property name="AITask-9" value="" />

<property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" data="class=Entity"/>

<property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" data="class=Entity"/>

<property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=Entity,3"/>

I don't know what im doing though
Have you changed something since the installation of the mod? If you have, that may be the reason why teleport stopped working. What you're describing here reminds me of earlier SDX versions of the mod in which the hired NPCs were pretty stubborn and refused to follow the player until their target was dead. Assuming there wasn't any recent update which changed the behavior, the last version should work as expected.

 
Have you changed something since the installation of the mod? If you have, that may be the reason why teleport stopped working. What you're describing here reminds me of earlier SDX versions of the mod in which the hired NPCs were pretty stubborn and refused to follow the player until their target was dead. Assuming there wasn't any recent update which changed the behavior, the last version should work as expected.
Er... I'm using whatever 7d2dmodlauncher gave.

All downloaded at 10/2/2020 12.13pm

I only changed what i showed at xml copy/paste. You're correct in a way that i did not encounter this issue before. its all after the problem of npc fall damage. still happening and nothing i can do about it but babysit them. hmm.

I deleted

<property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" data="class=Entity,3"/>

As a temporary fix.

--------------------------------------

I redownloaded xyth npc from mod launcher and deleted all related previous mods. testing now. only changed npc spawn rate.

Yeah. its happening with the latest version. gonna see if its possible to use an old version of the mods.

 
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Just a reminder: There is no code in the NPC modlet. The behaviors you describe all come from the 0-SphereIICore Code. Make sure you have the latest Core loaded as well.

That said, SphereII is coding the next generation of AI behaviors, so the shortcomings of the coming version will be improved in the future builds.

 
Just a reminder: There is no code in the NPC modlet. The behaviors you describe all come from the 0-SphereIICore Code. Make sure you have the latest Core loaded as well.
That said, SphereII is coding the next generation of AI behaviors, so the shortcomings of the coming version will be improved in the future builds.
Okay my bad, i didn't test fully.

With latest everything manually downloaded from github, there is no issues AS LONG AS hired npc are not PEST.

My previous game i only hired pest npc on purpose and only they give problems. i think its a problem with melee npcs.

 
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