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A19 NPCs DMT Mod

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I'm new to using DMT to install mods to the game. I've followed all the given steps, but i just get a wall or orange and red errors when I click build.

I have version A19 and am using the A19 version of the mod. I have the dependencies mentioned, CreaturePackHumans, the sphere core and sphere npc dialogue. I only want the humans. am i doing something wrong? I feel like I'm missing a bunch of steps.

 
If your getting red errors building in DMT, it would be helpful to know what those errors are.  Its likely a DMT install issue, not an issue with this mod.

 
I see. I followed the video for installing DMT and setting everything up. the errors said something like values not being used. I just uninstalled everything. I had to click Build with nothing in DMT in order for the game to run again and it didn't produce any errors. I'll probably come back to it in the future. I spent about 3 hours following every step carefully, but it just wouldn't work. I'd have to install everything and break my game/saves again just to get the errors, so i'll just have to move on for now.

Maybe there's something weird with my set up (my game's on my second drive) or maybe there are steps missing in the DMT install guide since there's not really information about where to install it and put things etc.

 
xyth said:
NPCs of all types (human, animals and mechs) are hirable if they dont hate you.  If they are neutral or like you they will talk to you and thus you can hire them.  Some start out in a faction that hates the player.  So you need to improve your faction with that group somehow.  The idea was to have quests that would earn you more positive or negative faction, but so far no modder has written those quest up.  In the game, but not in loot, are books that either grant you some additional positive faction or full faction with each faction group.  If you want to shortcut, you can edit those animals faction xml property and make them, say, the whiteriver faction, then they will like you.

I will check on the door opening.  In the blocks.xml of the Core there is a switch for this but perhaps its not working
Got ya. In that case, I will probably leave them be. Do the spiders operate the same way? One other question. I want to do two series, one that is simply no zombies but survival against elements, bandits, raiders, etc... & another with zombies along with the NPCs. In order to do the first series, I will of course have to turn enemy spawning off. Will the bandits, raiders, spiders & such spawn that way? I'm imagining they won't. Is there anything I can adjust to have them spawn? Thanks so much for all you do!

mr.devolver said:
I wanted to make quests, but I was discouraged by the limitations of vanilla features.
If you decide to do them, I will definitely play them. :)

 
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xyth said:
You just have to play around with it.  I had the humans burst firing in A18, but something in A19 seemed to stop that and I never got back to it as most folks complain they fire too much already.  If you find a way to make them fire faster let me know what that xml is and I can add that change to the pack.
Tried everything I could think of (except making ammo a projectile, which I suspect would "work" but then it's not really hitscan) and wasn't able to get the job done thru XML.

I figured if I can make them fire quickly then give them a cooldown, then it's the same no?

But at best, there's almost like a forced 1.5s CD in between each shot, and strangely enough this is limited by animation. Rifle being the "buggiest" while idle, zombie and even crawling they fire nonstop every half second, maybe there's something there? a place to start.

Unrelated to that, on my quest to make the ranged NPCs a touch smarter, I found removing approachandattack entirely while adding a dose of painresist, runwhenhurt and runawayfroment works fairly well and maybe should be included on the base template.

As it is (at least for me, might have a mod messing somethings up) 90% of the time they run uncomfortably close up to something, can't fire/miss, and end up using melee.

I'm also not sure what's wrong with RangedAttackTargetSDX but the baked in one seems a bit more.. complete?
I have no knowledge of C# (or anything really, I'm out of my depth here lol) so if Sphere happens to read this and finds it interesting enough, there's no condition for melee in the SDX version.

EG: As I pointed above I gave NPCs some tools to keep distance, but when cornered they DO melee under the vanilla rangedattacktarget, never otherwise.

 
I'm not sure I followed your points made, but the ranged attack distance is supposed to be based on the maxrange setting on the weapon.  They are supposed to try to maintain some percentage of that maxrange, i forget the value but its around 50% of the max range.  Also, they will melee when close, so Im not sure what your saying that there is no condition for melee.  The new AI is a work in progress and we have not messed with it for A19 much as were are working on other things right now.  

 
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Hey, I really want to hire the army type npcs (national guards, delta, rangers etc) but there is no dialogue option with them.

Is this is any way possible? I can only hire the Characters you listed in the NPCPackHumans\Config/Entity Classes.

With the DM on, i can hire every character starting with "npc", the soldiers are all starting with "human".

Would really appreciate anyones  help. Thank you

edit: btw i tried setting the factions from hated to loved, but it doesnt seem to affect the dialogue option

 
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I just finished updating the NPC mod for the Winterproject.  I added the soldiers and whisperers, and a few others, but some still have weapon positioning issues to resolve, but thats only cosmetic so can wait.  I will push an update in the next few days.

 
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the ranged attack distance is supposed to be based on the maxrange setting on the weapon.  They are supposed to try to maintain some percentage of that maxrange, i forget the value but its around 50% of the max range.
That's what I thought, but NPCs keep running straight into Melee Range to shoot me/z's, not sure why.

I was able to mitigate that by adding:

<property name="AITask-2" value="RunawayFromEntity" data="class=EntityZombie,EntityEnemyAnimal;safeDistance=5"/>



Im not sure what your saying that there is no condition for melee.
(Assuming any type/form of ApproachAndAttack is commented off)

When I was experimenting with the default Task "RangedAttackTarget", I learned if you go too close the NPC will resort to melee anyway.

While with "RangedAttackTargetSDX, Mods" the NPC will not.

This wasn't important, simply an observation.

 
I just finished updating the NPC mod for the Winterproject.  I added the soldiers and whisperers, and a few others, but some still have weapon positioning issues to resolve, but thats only cosmetic so can wait.  I will push an update in the next few days.
Thanks for your efforts! 

Do you think the new update requires a new gamestart or can it be imported into the current gamesave?

 
Might be game safe as adding entities to entities.xml is usually gamesafe but removing them is not.

 
So Xyth I've tried literally every setting to isolate possible culprits, I can safely say now that the ONLY thing preventing different fire modes is WalkType animations, not sure what changed from A18 to A19 but there's the answer.

I'd fix it but I have no idea how to do that, since it's gotta be in the Assembly-Csharp file.

View attachment burstyguy.mp4

 
There are two places where random walkstypes are introduced.  In the sphereiicore blocks.xml there is a property of randomwalks set to true.  In the effectspacks, there are also randomwalks in the xml.   Both "should" only effect zombies.  Each human weapontype requires a matching walktype.  You cannot use any other walktypes on ranged characters, but you can on melee.

 
Each human weapontype requires a matching walktype.  You cannot use any other walktypes on ranged characters, but you can on melee.
However using Walktype 7 (as proof of concept) made made the rest of the code for Burst firing-mode work for my ranged character, as shown in the video.

I'd be interested in fixing the existing ones for pistol and rifle to allow similar functionality, those aren't playing nice with the rest of the configs.

 
i'm not understanding.  Walktype 7 doesn't have the weapon animations.  I see in your video hes walking backwards but firing using an idle animation.  Could be related to idles being looping anims.  There is also no reload anim on that walktype, and that might be involved.   If this is to add back burst firing, I can look at that once the WinterWeen Project is released.

 
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I used to think the reload was causing the bottleneck, so yeah maybe.

It'd be great if you could look at it, I could make a bunch of aggressiveness/firing-mode presets and put them here for anyone that would care about that sort of thing like I do.

 
Link your xml that resulted in that burst in the video.  Those preset would also be great. 

 
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