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A19 NPCs DMT Mod

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I saw it myself and I thought that's not a bug, but a feature lol

By the way, speaking of digging and smashing, I think it's pretty hilarious to see NPCs and non-interactable human survivors smash the unlocked door. Ugh... A BIG DISADVANTAGE of not using DMT for every creature anymore! DMT allowed NPCs to open the door, right? Not sure if it still works at least for NPCs. I saw a survivor who was trying to get into a house, found an unlocked door and started smashing it lol so I came to him and opened the door for him, he ran inside and then I heard his typical "motherf*ckeeeeeeer...", so I knew that he finally met his new friend.. :p
I kind of like that they do not smash blocks anymore.I remember in previous iterations of the mod i had to edit the NPC block damage to 0 because anytime zombies where outside my base,NPCs inside would hammer my walls down to get them,was really annoying.

 
I kind of like that they do not smash blocks anymore.I remember in previous iterations of the mod i had to edit the NPC block damage to 0 because anytime zombies where outside my base,NPCs inside would hammer my walls down to get them,was really annoying.
I wish they would take out a sledge hammer / pick axe / axe and hit the blocks with it if there's no door. If there is door, they should open it if it's unlocked, if it's locked they should smash it open. The only exceptions should be bases owned by their allies and trader's area (it's pointless there anyway).

 
Can you explain #4 more? Does the NPC inherit the trader dialog or voice or both? Does it block/replace the NPC dialog window? I cant test for at least another day, so more infor would help.

 
Can you explain #4 more? Does the NPC inherit the trader dialog or voice or both? Does it block/replace the NPC dialog window? I cant test for at least another day, so more infor would help.
In my testing it only adds the voice of trader to NPC. "Howdy partner" etc The dialogue window for both NPC and trader remain fine to each respective NPC BUT sometimes while in traders menu,and if an NPC is nearby(30-40 meter radius),the trader NPC will just vanish,disappear on the spot.After exiting the trader menu,and looking at where the trader was standing,theres no option to interact.

This vanshing act i only ever observed once in a previous build months ago though,lately i can't reproduce it.

1)Trader seeminly respawned after a few days

2)NPC kept VOICE after a game restart

3)Also happening with wandering traders(voice issue)

In the past i had managed to avoid the issue entirely by telling my NPCs to wait at least 50 meters away from a trader compound and i never had issues by doing that.

 
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The trader issues in general are known issues in vanilla, and thats the reason why vanilla bandits cant go near trading posts without an error. We can likely work around these NPC issues but like you said its not likely a priority issue to fix. Good info though!

Pushed a small patch to add default factions to all NPCs since factions do not extend.

 
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The trader issues in general are known issues in vanilla, and thats the reason why vanilla bandits cant go near trading posts without an error. We can likely work around these NPC issues but like you said its not likely a priority issue to fix. Good info though!
Pushed a small patch to add default factions to all NPCs since factions do not extend.
Thanks Xyth. Updated along with Sphereii's core file and things are running great.

 
I had a chance to have a good play session tonight,every things running really well,but i had one issue i just wanted to report..

Im not sure if its intentional,but i doubt it was supposed to be...NPC's are able to open doors the player makes and that the player locks.

Fairly sure it wasnt like that in previous iterations of the mod.

Tested in SP

 
I had a chance to have a good play session tonight,every things running really well,but i had one issue i just wanted to report..
Im not sure if its intentional,but i doubt it was supposed to be...NPC's are able to open doors the player makes and that the player locks.

Fairly sure it wasnt like that in previous iterations of the mod.

Tested in SP
Do you want your hired NPCs to smash the doors in your own base to get to the other side? I bet you don't.

 
Do you want your hired NPCs to smash the doors in your own base to get to the other side? I bet you don't.
Well,you gota consider that there are too many varieties of "bases" people could have,the thought wouldnt apply across the board.But thats besides the point,since NPCs no longer actually smash blocks to get to their target any more.Correct me if i'm wrong about that Xyth.

Some of the NPCs are smashing(digging actually),when they are trying to follow player,or using the wander Behaviour,when getting "stuck" in the enviorment,i'l try grab a screenshot or two next time to show what i mean.

 
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Well,you gota consider that there are too many varieties of "bases" people could have,the thought wouldnt apply across the board.But thats besides the point,since NPCs no longer actually smash blocks to get to their target any more.Correct me if i'm wrong about that Xyth.
The way I see this is that this mod is still a work in progress. The way it works today may not necessarily be the way it will work tomorrow. I believe that in the end there should / will be a system which will tell the NPC which doors to open and which doors to smash open. Obviously you don't want your own NPCs to smash your own doors no matter where did you put them. Your hired NPCs should be able to open them to get to ther other side. Also NPCs of your real human allies shouldn't want to destroy anything owned by you, but that's probably something of such complexity we won't see this fully implemented any time soon, but I do believe and hope that we will see some kind of logic like this in the end.

 
The way I see this is that this mod is still a work in progress. The way it works today may not necessarily be the way it will work tomorrow. I believe that in the end there should / will be a system which will tell the NPC which doors to open and which doors to smash open. Obviously you don't want your own NPCs to smash your own doors no matter where did you put them. Your hired NPCs should be able to open them to get to ther other side. Also NPCs of your real human allies shouldn't want to destroy anything owned by you, but that's probably something of such complexity we won't see this fully implemented any time soon, but I do believe and hope that we will see some kind of logic like this in the end.
Yeah its a WIP,thats why im giving feedback as i go. Im sure much will change,tweak and improve.

@xyth i can't upload a video of the digging issue,however i was watching NEEBs gaming playing 7 days to die and in this scene,the zombie digging animation is the same digging animation that the NPCs are doing when they get stuck,incase its relevant you can take a look what i mean...

Check out the video at 14:02 . there is a zombie,bottom right hand side of the picture doing the animation,its what the NPCs are doing when they cannot jump to get to a position.

 
Redarmy45, have you tried the latest 0-SphereIICore version that came out like 3 hours ago? Does it work for you? Because I just downloaded it and it fails to compile and build. :(

 
Delete the DLL thats causing the error from the SphereIICore Harmony folder and rebuild. That fixes it.

 
So NPCs dig. Cool. I guess I need to change the animation to pulling out a shovel and digging instead

 
Delete the DLL thats causing the error from the SphereIICore Harmony folder and rebuild. That fixes it.
Thanks, Sphereii helped me in his thread, I know you don't like when NPCs get blamed for Core issues... :p So I didn't really want to ask for help here, I just thought I should warn anyone who might want to update that there is this issue.

So NPCs dig. Cool. I guess I need to change the animation to pulling out a shovel and digging instead
Oh, now you make it sound like this is an intentional feature, but at first you were surprised that NPCs dig lol. Well, I'm pretty sure that no one would mind if they were able to dig, but they should have a reason for that in the first place, they shouldn't do this due to some kind of bug, so it might be a good idea to check out what's causing this behavior and see what can be done about it in terms of fixing it so that they would only do it when it's appropriate. ?

 
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It wasn't intentional, its an artifact of using the base zombiecontroller for humanoid like NPCs and bandits. Zombies dig if jumping, breaking a block or something else is blocking their path to their target. So so do NPCs unless we work to change that. Its not specifically a bug either; its working as TFP designed it and we reuse that code. We could stop it by a code edit or use it by replacing the animation with something humanlike. Perhaps Sphereii will consider this worth fixing, rather than adding something new to the NPCs. When we get farming NPCs working, I will likely add in a digging and planting animation but it wont be triggered by the approach and attack code so I wont be changing it now.

Oh, before I forget: Please assume anything I type here is either information about the mod or an attempt at humor. "So NPCs dig. Cool" was humor. Issues being the cores fault? Humor. (Spherell and I crack on each other all day long about mistakes) Perhaps I need to start adding little smileys after each line to telegraph that. But it would be easier if all concerned just assumed that if anything I type is other than simple information is an attempt at levity.

Oh, and the above "Oh, before I forget" was information, not a joke :smile-new:

 
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It wasn't intentional, its an artifact of using the base zombiecontroller for humanoid like NPCs and bandits. Zombies dig if jumping, breaking a block or something else is blocking their path to their target. So so do NPCs unless we work to change that. Its not specifically a bug either; its working as TFP designed it and we reuse that code. We could stop it by a code edit or use it by replacing the animation with something humanlike. Perhaps Sphereii will consider this worth fixing, rather than adding something new to the NPCs. When we get farming NPCs working, I will likely add in a digging and planting animation but it wont be triggered by the approach and attack code so I wont be changing it now.
Oh, before I forget: Please assume anything I type here is either information about the mod or an attempt at humor. "So NPCs dig. Cool" was humor. Issues being the cores fault? Humor. (Spherell and I crack on each other all day long about mistakes) Perhaps I need to start adding little smileys after each line to telegraph that. But it would be easier if all concerned just assumed that if anything I type is other than simple information is an attempt at levity.

Oh, and the above "Oh, before I forget" was information, not a joke :smile-new:
Xyth you know what would crack me up?Using the cast of Neebs gameing(Simon,Neebs,appsro etc) as voices for your NPCS.Not sure if you watch their content or not on 7days though its hilarious.

If i give feedback about the mod should i post on Sphereii's page or here?To be honest if i ever observe issues i wana report its hard to know which one of you guys department it is all the time lol.

So about the digging,in previous iterations of the mod,didnt the AI not jump at all? If i recall correctly that was indeed the case.Iv noticed lately with their decision to jump(resulting in digging)they are extremely difficult to pathfind around POI's.For instance,i tested lootng 3 POI's tonight,all small,simple main floor/top floor/basement POI's such as small log cabins..what i noticed all the time....

POI ISSUES

1)Ranged weapon NPCs were useless,and alot of the time trying to run to an enemy but being pulled backwards away from the POI,then teleporting to player when too far, as normal.

2)They always got stuck near stair cases,digging,and could not go upstairs/downstairs without serious pathing issues.

3)Alot of the time refuse to enter the POI and just run around when there was an open door and walkable surface.(this includes melee NPCs)

4)NPCs from these behaviours were hardly ever able to follow me room to room,floor to floor.

To sum up...the NPCs behaviours regarding POIs usually see's them running laps around the POI(Outside it) or getting stuck on geometry(inside it)

TRADER ISSUES

Sphereii posted he fixed an issue for the voice,today i went to trader Jen and as i walked around outside with 2 NPCs i heard a trader Joel dialogue(honestly dont know which NPC it came from)

1)NPCs dont enter traders(normal i guess?)

2)NPC's died when i exited traders - i think this may have something to do with game mechanics teleporting NPCs away,as it does with player after 10pm,but its teleporting them into the sky and they teleport and fall to their death beside me.(theory)

3)At the same time as number 2 happened,three wolves spawned,ran by me(didnt attack) and off into the distance.I mention this cuz i dont think the game is meant to spawn 3 wolves together,perhaps its some relation to the deaths of NPCs.

VOICE ISSUES

1) " i'm gona kill you" etc(aggro voices) of NPC continued after there was no longer a threat. Happened after i ran from a fight . NPC was no longer tracking an enemy but still voiced his displeasures lol. A game reload fixed it.

COMMANDS

1)NPC EVE club bat- Sometimes when being told to stay here,she runs full speed off into the distance until i catch here and tell here to follow.

(Happened 3 times while in my base,never saw it with other NPCs)

From my observations AI pathing around POI's in recent versions of the mod was spot on(probably when they were smashing blocks and not looking for obstacles to jump/dig over)

SP on 18.4 . not using your other mods in testing just the base NPC ones

 
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