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A19 NPCs DMT Mod

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I probably should not have joked about an issue being Sphereiis fault as its caused confusion about where to post. If it involves Characters or NPCs (appearance or behavior) the feedback belongs here. His core modlet has lots of non-character functionality, like block behaviors, buffs, player effects etc, and those should go in his modlet thread. But everything you commented on is correctly placed here.

As we have moved to add new functionality like Maslow (basic needs), controlled pathing, ranged maintaining distance, and factions we are breaking previously working functions. For example, the new pathing caused lots of jumping. The jumping fix cause other navigation errors, and new digging etc. The code involved is very interconnected and complex, which is likely why TFP isn't doing Bandits anytime soon. It would need a lot of housekeeping to make it scalable like we are discovering.

So we will likely need to decide to keep trying to fix things as we move forward, or revert many of the changes back to more simpler NPC behaviors.

Thanks for the great feedback.

Oh, if you start seeing red "cast errors" in the log in the most recent build , we are aware of this issue.

 
Redarmy, thanks for the great feedback. As for the traders, i always play with trader protection off. Easy to do since you have the spherecore installed already. In the blocksxml included with the core download you can set trader protection off to "true", done.

 
Yeah i can understand,the more added,the more sometimes gets broken.Hard to find a balance the more complex something becomes.Its still amazing to use this mod i actually bought the game based off of hearing about an NPC mod for 7days to die.Hopefully Alpha 19 wont make too many changes that makes things more difficult for what you guys are tweaking and adding.

@Darkstardragon Thanks for that tip i wasn't aware.

 
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:
I knew "So NPCs dig. Cool" was a joke, I was just playing along. Perhaps that was a bad idea lol

 
Pushed a fix for the casting error, and added NPCMechs for placeholder/testing. The NPCMechs are enemys by default until you get good faction with them so they will KOS you on sight right now. I didnt push the faction code yet, just needs some dialog or quests to change faction and im not done with that yet. So for now they are just like CPMechs.

 
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Pushed a fix for the casting error, and added NPCMechs for placeholder/testing. The NPCMechs are enemys by default until you get good faction with them so they will KOS you on sight right now. I didnt push the faction code yet, just needs some dialog or quests to change faction and im not done with that yet. So for now they are just like CPMechs.
Thanks for fixing the casting error, I had issues with that earlier.

About the mechs. So... we already know they have lightsabers. Do you also plan to give them lightshovels for digging? :p

It would be cool if the player was able to obtain lightsaber or lightshovel from them as a quest reward, as a part of getting on their good side. ?

 
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Added faction support for NPCs. Zombies, humanoids and mechs all will target and attack (or not) based on factions. Animals were not changed, and use class based targeting like vanilla.

There is a new file 2-NPCFactions that assigns some NPCs to faction groups and edits zombies to respect "whispers faction when players align with that". This file loads after the NPC modlets as it changes the changes made in those 1- modlets. Note the Whispers are not in yet, but will be soon. For now only NPC Ghost is a Whisperer.

Characters that begin with the following prefixes are assigned to factions (no balance attempted yet) by this new mod:

NPCRaiders are bandit faction

NPCGhost is whisperers faction

NPCGupSoldiers are redteam

NPCDelta are blueteam

NPCRangers) are blueteam

NPCNational are greenteam

NPCArmy are greenteam

There are schematics you can read to swap your unique faction for one of the factions added. Be very careful using those for anything other than testing as once you say join the Mech faction, then read books to raise your relationship with Bandits, then all mechs will like bandits. It is strongly suggested that for gameplay you only use the schematics that add or subtract relationship points, allowing you to keep your unique faction but adjust your alignment with all others.

it is possible to replace these schematics with quest rewards, dialog options, or buffs. You can even now create faction based stories and quests. Those are planned for the future but this base configuration is good enough for testing. Let us know your feedback.

 
Cool. I see this will require us to thoroughly test this to see where this goes in terms of real gameplay. ?

By the way, I have two technical questions.

1. I see you're changing the behavior of zombies in factions mod. Will this include any extra zombies added to the game (not necessarily through creature zombie pack), such as uma zombies, Snufkin's zombies and other zombie additions from various different authors?

2. I have my own little mod that changes some values of Core, NPCs and humans from creature pack, so that I don't have to change these settings every time I download new versions of these mods. For convenience I placed it in prefix number 2 so that it's always on the tail of the mods it changes. However after installing Factions add-on which also has prefix 2, my mod is no longer the last one as Factions took its place there. Should I move my mod on the tail again for better compatibility, or it's fine as it is?

 
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The zombie edit "should not" change zombie behavior unless those other mods edit the zombietemplate in a similar fashion.

To be safe you could move yours to 3 but the faction pack really only sets up the factions so unlikely your messing with that but if say you wanted to add factions id move your to 3

 
The zombie edit "should not" change zombie behavior unless those other mods edit the zombietemplate in a similar fashion.
To be safe you could move yours to 3 but the faction pack really only sets up the factions so unlikely your messing with that but if say you wanted to add factions id move your to 3
Well, what I was trying to find out is if your faction mod is / should be compatible with zombies added by various mods, so hopefully it is granted the other mods don't mess with zombie templates as you say? Well, honestly I don't know what exactly those other mods do in order to provide those extra zombies, unfortunately my current knowledge does not allow me to analyse those mods to such extent, so I guess I will just have to try and see if everything runs fine or not...

As for my little mod, I kept it in prefix number 2, but I moved it a bit lower in the load order by renaming the mod to some more user friendly name instead of a stupid long abbreviation that even I couldn't always recall what does it actually mean lol

 
Thanks for the updates Xyth,

I had two questions.

1) I dont use creature pack mechs,only using the human NPCs,so with the new update there are two additional folders.. "1-NPC pack mechs" and "2-NPC pack factions". Do i need the 1-NPC pack mechs if i dont use your modlet which adds mechs to the game? Reading the description i cant tell if this is a total new mech NPC type standalone from the CP mechs or not.

and

2) When updating the mod,do currently hired NPCs in my current save game inherit the changes or should i typically dismiss and rehire them/find new ones,for the updates to apply and avoid issues?

Also found an issue with "NPC Pest" (all weapon versions) this NPCs when approached T-poses into the ground.

 
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Thanks for the updates Xyth,
I had two questions.

1) I dont use creature pack mechs,only using the human NPCs,so with the new update there are two additional folders.. "1-NPC pack mechs" and "2-NPC pack factions". Do i need the 1-NPC pack mechs if i dont use your modlet which adds mechs to the game? Reading the description i cant tell if this is a total new mech NPC type standalone from the CP mechs or not.

and

2) When updating the mod,do currently hired NPCs in my current save game inherit the changes or should i typically dismiss and rehire them/find new ones,for the updates to apply and avoid issues?

Also found an issue with "NPC Pest" (all weapon versions) this NPCs when approached T-poses into the ground.
Hey Redarmy45, I know I am not Xyth (although I wish I had his modding knowledge, because I have tons of cool ideas for mods ?), but I can actually give you the answers from my own experience and here is why:

1) I spent several last hours playing with the latest update WITHOUT realizing there is such thing as NPC Mechs mod, I usually grab all of the new versions of these mods when they come out and for some reason I didn't realize that this time this is a separate mod, so NPC Factions was actually the only extra mod that I downloaded and it worked as before, just without the extra NPC Mechs which come separately. I still have the original creature pack mechs installed and now that you mentioned this new NPC Mechs mod, I checked it out on Github and I found out that it does not come with any resource files, just config files, which means it will most likely rely on creature pack mechs mod just like in case of standard human NPCs.

So my conclusion here is that if you don't want any mechs in your game, it's fine, but you should still download NPC Factions, as that is for NPCs in general. However, if you ever decide to play with mechs, you should either use creature pack mechs alone or together with NPC Mechs (but NPC Mechs can't be used alone as they need creature pack mechs to pull resource files from).

2) Usually all the changes done to NPCs take effect immediately and next time you load your last save you should be able to see these changes.

 
What Mr. Devolver said is likely accurate, and hes done 100 times more testing on this than I have. The NPCMechs modlet dletes all the CPMechs xml and replaces it with its own, only using the Mechs models. I also do this in the NPCHumans, deleting out many CPHuman duplicates.

I will test the NPCPest, not sure why hes being such a pest. :grumpy:

 
What Mr. Devolver said is likely accurate, and hes done 100 times more testing on this than I have. The NPCMechs modlet dletes all the CPMechs xml and replaces it with its own, only using the Mechs models. I also do this in the NPCHumans, deleting out many CPHuman duplicates.
I will test the NPCPest, not sure why hes being such a pest. :grumpy:
I didn't even test NPCMechs yet because I didn't know it was a separate new mod to download lol but now I installed it and I'm gonna test it properly this time, but not only that, your information here kinda made me rethink the strategy of my little mod which changes some settings, I didn't know that you're actually removing some duplicates here and there, so now that you told us, I guess I should be more careful about what I'm playing with and what am I trying to change and where. So I updated my mod based on this information, because I wanted to re-enable tracking of NPCs and wandering traders on the map and I figured I could implant those commented out lines into each of the sections where they should be to work the way I wish, but I wasn't sure where would be the best place to put those lines to not write too much of code, but I ended up crafting couple of appends for that purpose in the end, hopefully the syntax as well as places where I'm trying to put those lines are ok. Could you please review them? This is also the first time I'm using append, so hopefully it's ok. :p

Code:
<!-- Show interactable NPCs and wandering traders on the map -->
<!-- Wandering traders -->
<append xpath="/entity_classes/entity_class[contains(@name, 'TraderTemplate')]">
<property name="MapIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up" />
<property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down" />
<property name="TrackerIcon" value="ui_game_symbol_run"/>
</append>

<!-- Humans: Melee -->
<append xpath="/entity_classes/entity_class[@name='NPCHumanMeleeTemplate']">
<property name="MapIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up" />
<property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down" />
<property name="TrackerIcon" value="ui_game_symbol_run"/>
</append>

<!-- Humans: Ranged -->
<append xpath="/entity_classes/entity_class[@name='NPCHumanRangedTemplate']">
<property name="MapIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up" />
<property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down" />
<property name="TrackerIcon" value="ui_game_symbol_run"/>
</append>

<!-- Mechs: Melee -->
<append xpath="/entity_classes/entity_class[@name='NPCMechMeleeTemplate']">
<property name="MapIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassIcon" value="ui_game_symbol_enemy_dot" />
<property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up" />
<property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down" />
<property name="TrackerIcon" value="ui_game_symbol_run"/>
</append>
 
Thanks for the info Mr.Devolver, i got into game and everything worked as before,only exception is that i had to rehire all my NPCs.

Xyth,the NPC actually isnt called "pest" he just has the same character model as pest from the 1st iteration of the mod(gas mask and hoodie/short guy). I think his name was raider something,or slugger something. Maybe raider scum. He is friendly,and hireable.If i catch him again il let ya know tthe name.

 
Added the Whisperers to the CPHumanPack but implemented only in the NPCPack as thats a faction based character set. Added the whispers to zombiegroups so they should be some walking with the zeds. I did not add them yet to sleeper spawning or bloodmoon. That might be fun but i will wait for feedback on that. NPCGhost no longer likes the whispers.

 
Added the Whisperers to the CPHumanPack but implemented only in the NPCPack as thats a faction based character set. Added the whispers to zombiegroups so they should be some walking with the zeds. I did not add them yet to sleeper spawning or bloodmoon. That might be fun but i will wait for feedback on that. NPCGhost no longer likes the whispers.
So, I finally tested it just now (including new whisperers). Quick question: Are they supposed to attack me on sight? ? This is kinda confusing you know, because as soon as I spawned, I was approached by one of them and it looks like they can be interacted with, however when I press E on them, nothing shows up and they just attack me on sight.

 
Yes, the bandits/raiders and whisperers will kos unless you give yourself the proper faction. They can be interacted with, but only once you are of their faction. Same goes for the other npcs. If you side with the raiders or whisperers they will become hostile.

 
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