xyth
Community Moderator
Yup, almost always. Fix should be ready by end of day.You can always expect a game update to break SCore.
Yup, almost always. Fix should be ready by end of day.You can always expect a game update to break SCore.
Why all the dumb NPCs attack me? even the Soldiers. I havent even hit them or anything. I cant even hire.
Also crafting Hold and rejoin me made my character reset... great i was at day 13.
[SIZE=12px]Yes, I have similar errors. The character was reset, I couldn’t hire helpers (npc), and there was a problem with friendly characters attacking.[/SIZE]
[SIZE=12px]I flew again through the debugmenu and completed tasks, like bringing a package or digging up treasure. The problem with attacking mobs was that I deleted the 0_TFP_Harmony folder (comes with the game). BUT! I still can't hire fighters, and if I remove the CORE of the mod, the character is reset. Maybe someone found out the reasons? v1.1 b317[/SIZE]
I put in a pretty comprehensive first test with just the NPC Mod base entities, and the bird pack. The way entity spawning is being performed with this update, allows the default entities to continue their appearances without any competition from NPC Mod stock, as the game intends. This update simply adds another layer in the same way zombies and animals are kept in separate spawning groups. The NPC Mod base entities were the exception, rather than the norm as expected. The benefit of random selection ensure that at times there was nothing at all, at other times there were two helpers or bandits in close proximity, while at other times there was a battle between a helper and a bandit. It was not impeding on zombie spawning while at the same time offering many more random and dynamic interactions. Used appropriately, this update offers an overhaul that hooks into the way things are being done anyway. Time will tell for sure, but early testing is very promising.Spawning NPCs and Birds has changed. I'm no longer simply adding the new characters to Vanilla Spawn groups. They now have their own groups which use the existing Biome Spawners. Balance seems good, but much testing needed. There should be better spawning compatibility with addon packs.
My game was going fine with the new update until I picked up a nurse NPC. My UI went weird and I couldn't access inventory or craft. I had no option but to uninstall NPCCore and SCore and my save reset.
Hope this helps.
[SIZE=14px]At the moment I see only one opportunity to play with this mod on a newly generated world. NPCs perform their functionality with one exception, you cannot raise them, otherwise the interface collapses and progress is reset. It is important NOT to raise them until the code is fixed.[/SIZE]
The issue has been identified and a fix will be shared soon. The last flurry of experimental game updates can throw things off for a while.2024-07-22T14:14:02 180.682 ERR [XUi] Error while updating window group 'toolbelt':
2024-07-22T14:14:02 180.688 EXC Object reference not set to an instance of an object
I don't mate. I test because I love the mod and just want to help. I've played 7DTD long enough to know betterJust a reminder, this is the experimental branch for testing, not the A21 stable branch. If you update in Experimental, expect broken saves and new bugs. That's normal for experimental. Dont start an experimental game and expect to play it a long time.
Just as many folks like these "classic" characters. They are basically reference characters for modders to build newer characters. The idea is modders can easily stop these characters from spawning and just use the characters in expansion packs. I am considering updating the Baker and Nurse with higher poly models, but my current priority is to get the cores ready for Stable release.Can someone please replace the Cook and Nurse? they look horrible.