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A19 NPCs DMT Mod

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Xyth, I'm not sure where to post this, but since I installed the latest updates of your mods, I noticed that the problem with bleeding buff is back. When I get hit by enemy and get the bleeding buff, it instantly disappears like if I healed myself with bandage (minus the bandage effect on health).

This reminds me of the side effect of your old Patch_Entity modlet back in Alpha 17, if you can remember it had the same effect on player.

 
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.
Pest is one of the few remaining Gen2 entities. They will be replaced soon. The newest releases of the core, as it relates to the NPC characters, is targeting Gen3.

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Xyth, I'm not sure where to post this, but since I installed the latest updates of your mods, I noticed that the problem with bleeding buff is back. When I get hit by enemy and get the bleeding buff, it instantly disappears like if I healed myself with bandage (minus the bandage effect on health).
This reminds me of the side effect of your old Patch_Entity modlet back in Alpha 17, if you can remember it had the same effect on player.
Please be as specific as possible. Does this happen with mod mods loaded besides the creature pack? If so, then add the NPC mods and retest. Not doing it? Then its another mod. If so, its the core.

If you can narrow it down that helps.

Nothing I load in the NPC mod or CreaturePacks would touch the player character beyond

 
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Please be as specific as possible. Does this happen with mod mods loaded besides the creature pack? If so, then add the NPC mods and retest. Not doing it? Then its another mod. If so, its the core.
If you can narrow it down that helps.

Nothing I load in the NPC mod or CreaturePacks would touch the player character beyond
So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage.

I am using creature pack (all packs except fantasy pack) along with NPC mod.

 
So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage.
I am using creature pack (all packs except fantasy pack) along with NPC mod.
Not seeing any xml issues, coyote ans zombies have the same bleeding xml. Maybe test without the core.

 
So far it's been doing it when I get hit by zombies, but I was recently attacked by coyote and that also gave me the bleeding buff, but that one stayed until I used bandage.
I am using creature pack (all packs except fantasy pack) along with NPC mod.
I would also like to add that it wasn't doing yesterday and today some of your mods were updated so perhaps some change that happened in the last update.

 
I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps:

1. Make sure you validate you base game install

2. Empty your mods folder

3. Load the creature packs

Test and record findings

4. load the 0-SphereIICore

Test and record findings

 
After update of the mod, the game don't gerenerate zombies on the map/building etc. (with this mod only and depedencies).

.

I have the: "Xyth NPCs", "SphereII NPC Dialog Windows", "0-SphereIICore", "0-CreaturePackHumans".

The 1, 2, 3 4 step check. And "spawn zombies" on menu is YES.

Before the update, the game/mod works fine (with the NPCFarmer crazy lag jumps/superman).

 
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The last release was a major refactoring of the mod, so likely it breaks save. If zombies are not spawning its a broken save

 
Pest is one of the few remaining Gen2 entities. They will be replaced soon. The newest releases of the core, as it relates to the NPC characters, is targeting Gen3.
Aight cool, thanks for the update!

 
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I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps:
1. Make sure you validate you base game install

2. Empty your mods folder

3. Load the creature packs

Test and record findings

4. load the 0-SphereIICore

Test and record findings
So, I did all of these debug tests and I couldn't reproduce the problem with disappearing bleeding buff. I wanted to apologize as this seems to be really caused by some other mod(s). However knowing it wasn't caused by your mods doesn't really make me feel better, because now I am clueless even more. Could it be some kind of incompatibility with War3zuk Alpha 18 Stable AIO ? This mod adds UMA zombies back to the game and while it makes the game feel less repetitive, I wouldn't want that to break some features. Perhaps it's also worth noting that I actually haven't seen ANY of your newly added zombies with these UMA zombies enabled, maybe that alone is a sign of incompatibilty of some sort. Unfortunately it seems like it's hard coded into the mod, I'm not sure how to disable them.

By the way, during the last debug test, I caught this error in the console (only creature packs, A better life, NPCs and their dependencies installed):

QEeydE6.png


 
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Morganic is the issue. I thought i fixed that days ago. I will check again. Thanks.

Found it, in the TimidFlyingtemplate. Fix is pushed.

 
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Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.

 
It's a new save :(
I cant reproduce this error. Use all the creaturePacks, and all the requiredNPC modlet, but no thoer modelets, the world spawns zombies fine. I suspect another modlet is breaking it.

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Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.
We can try adding back in the ApproachDistraction task, that might get you the desired effect.

 
We can try adding back in the ApproachDistraction task, that might get you the desired effect.
If it requires DMT, I guess we won't see that happen until you merge all the characters in one DMT mod.

 
So, I just noticed this in the A18.4 exp bug fixes:

Junk Turret also respects party members that are not allies
Do you think this might fix the bug where turrets target hired NPCs? (Even if the turrets don't damage the NPCs, it still wastes ammo, and breaks immersion.)

 
So, I just noticed this in the A18.4 exp bug fixes:


Do you think this might fix the bug where turrets target hired NPCs? (Even if the turrets don't damage the NPCs, it still wastes ammo, and breaks immersion.)
Doubt it. The NPCs are not in your party. On the list to resolve at some point though.

 
Did you guys change max health of NPCs from 800 to 200, or is it just my mod list that broke something again? I currently have max health of 200 on NPCs and they seem to die pretty fast now. If it was a change done in the mod itself, how can I change it to something less lethal for them, alternatively is there something I can do to keep them healthy? Medkits, bandages in their inventory, stuff like that?

 
That was likely me, I don't care much for bullet sponges, but since we are rapidly changing their code which effects there offense and defense ability I have no idea the right values yet. I think 200 is a good number as long as they have decent offense to end battles quickly so they can heal back, and some armor to mitigate damage.

If you have balanced xml, do let me know.

 
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