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    Originally posted by mr.devolver View Post
    Sphereii, I ran into another issue and this is the first time I've seen it. It's probably unrelated to these mods or Mod Launcher, but still I don't know how to fix it.

    When I install mods through Mod Launcher successfully and start the game, for some reason it's always trying to load previous world that I played before, if it finds it (if I allow it to use my default profile from unmodded game), it automatically loads into the world that I played in unmodded game. If there's no previous world (for example if it's a fresh local save directory), it just shows me the empty world list (continue game list) and when I hit Back button, game instantly exits. If I delete the local save directory completely, it starts by asking me to create a new profile, which is fine, but then it asks me to choose the world (continue game list) which is again empty and clicking Back button again exits the game, there's no way to get into main menu and start a new game! Do you know how to fix that?
    Turn off your scroll lock

    Comment


      Originally posted by sphereii View Post
      Turn off your scroll lock
      Ok, you caught me using my scroll lock on, but ... What? Is this an actual fix or a joke? LOL

      Comment


        Originally posted by mr.devolver View Post
        Ok, you caught me using my scroll lock on, but ... What? Is this an actual fix or a joke? LOL
        It's a personal modding feature that's in the 0-SphereIICore. I should disable it, as it does lead to confusion.

        During testing, I'm on a variety of different computers, and multi-tasking. Often times, I'll click on build, and walk away. Leaving my scroll lock lets me build, auto-start, and load my last world, which can sometimes takes 5 or 10 minutes.

        Comment


          Originally posted by sphereii View Post
          It's a personal modding feature that's in the 0-SphereIICore. I should disable it, as it does lead to confusion.

          During testing, I'm on a variety of different computers, and multi-tasking. Often times, I'll click on build, and walk away. Leaving my scroll lock lets me build, auto-start, and load my last world, which can sometimes takes 5 or 10 minutes.
          Oh! Thanks for explaining, I see. I thought it was some kind of joke or a game bug. It's totally fine if it helps you test, I'm fine with it, it's just that I wasn't aware of it and wasn't sure where to ask for help lol. What a bizarre fix though lol. I was already planning to recommend TFP to add a statement into minimum requirements for the game to start which would say "Scroll Lock must be turned off" lol. It reminds me of another player who made a funny note about game progression, can't remember his exact words, but it was something like: "You have to kill zombies to learn how to boil an egg" lol, so now we have: "You have to turn off your scroll lock to play the game!" Oh man, thanks for help, you're my hero!

          Comment


            Originally posted by khzmusik View Post
            I've been digging into this more, and I'm pretty sure the issue is with the C# code. It's too technical to go into here, so I sent a PM to SphereII with my findings.
            Just so everyone knows: this is now fixed in the latest version of SphereIICore.

            If you want to add NPCs to sleeper volumes, add this to their entity classes:

            Code:
            <property name="SleeperInstantAwake" value="true" />
            They will spawn in active and wandering around.

            Comment


              Hi, I have a18.2 latest stable and I installed the mod with its dependencies and it plays well if i start a new game everything seems to work fine i can import NPC's and order them around etc BUT if i start a previously saved game it stops loading at "loading game data" and i have to manually close it but when i remove the mods from the mod folder it works fine again, just no npc.

              any idea what could be causing this?

              Comment


                Originally posted by Dell View Post
                Hi, I have a18.2 latest stable and I installed the mod with its dependencies and it plays well if i start a new game everything seems to work fine i can import NPC's and order them around etc BUT if i start a previously saved game it stops loading at "loading game data" and i have to manually close it but when i remove the mods from the mod folder it works fine again, just no npc.

                any idea what could be causing this?
                Without a log, it could be tough to diagnose. This was a vanilla save? The NPCs bring in the 0-SphereIICore for the functionality to work, and it's probably not save-game safe.

                Comment


                  yes it is vanilla saved from a day ago so its the same version. I've tried a few things like re-installing the game from steam and re-installing the DMT and mods from scratch but its the same thing no matter what i try. I'm thinking not ready for a18 game saves too. Oh well would have been nice to have some company in my SP game lol guess i'll have to wait a while.

                  Comment


                    Adding mods that use code to an old save will not work in most cases. Start a new game when you want to use the NPCs.

                    Comment


                      NPC request: hank hill and homer simpson.

                      Comment


                        Originally posted by SenpaiThatIngnoresYou View Post
                        NPC request: hank hill and homer simpson.
                        Source: renderhub:


                        Hank Hill 3D Model
                        Model: Hank Hill 3D Model
                        Media Type: 3D Model
                        Geometry: Quads/Tris
                        Polygon Count: 16,864
                        Vertice Count: 8,436
                        Textures: Yes
                        Materials: Yes
                        Rigged: Yes
                        Animated: No
                        UV Mapped: Yes
                        Unwrapped UV's: Yes Unknown
                        ************************************************** **************************
                        Textures formats: TGA

                        ************************************************** *************************

                        Features:
                        - Hank Hill is basic rigged and greatly detailed
                        ************************************************** *********************
                        File formats:
                        - FBX (Multi Format)

                        Every model has been checked with the required software.

                        ************************************************** *******************
                        If you would like to request a model or If the price is to high offer me a price for this or any other model just contact me. Also If you would like me to work on a project for you I'd be happy to work something out. Thank you and I hope you enjoyed this product
                        Source: cgtrader:


                        3d model details
                        Publish date 2019-08-18
                        Model ID #2067667
                        Animated No
                        Rigged Yes
                        VR / AR / Low-poly No
                        PBR No
                        Geometry -
                        Polygons 0
                        Vertices -
                        Textures Yes
                        Materials Yes
                        UV Mapping No
                        Unwrapped UVs Unknown
                        Plugins used Yes

                        Comment


                          I hope someone helps fulfill your request. I have a list of existing entities I need to port over to the new system, and a few additional demonstration entities like some Mechs so likely will not be able to make these for you guys.

                          Comment


                            Originally posted by xyth View Post
                            I hope someone helps fulfill your request. I have a list of existing entities I need to port over to the new system, and a few additional demonstration entities like some Mechs so likely will not be able to make these for you guys.
                            Do you mean the vanilla version of the mod? I saw Guppy's video and I must say I was surprised, I didn't expect you could push it this far in vanilla, but what about the features like follow, guard, etc? Are they already in, or is that something we will have to wait for little longer? Also, how about the randomized look of spawned characters? Is that planned too?

                            Comment


                              Originally posted by mr.devolver View Post
                              Do you mean the vanilla version of the mod? I saw Guppy's video and I must say I was surprised, I didn't expect you could push it this far in vanilla, but what about the features like follow, guard, etc? Are they already in, or is that something we will have to wait for little longer? Also, how about the randomized look of spawned characters? Is that planned too?
                              The goal of the Characterpack mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in this DMT version as code is required. This DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs. The bandit mod will be eliminated as bandits will be avilable in both the CharacterPack modlet and the NPC DMT modlet.

                              Today we tested a method that will allow easy reskinning of Characterpack vanilla entities, so modders will be able to remove beards, replace hats, etc. through vanilla material overlays. That combined with spawning these with any weapon in hand should allow a huge amount of character variety just through xml edits.

                              I recall your previous comment expressing doubt that the CharacterPack mods functionality could be done, and I'm glad I was able to surprise you after all.
                              Last edited by xyth; 01-18-2020, 01:38 AM.

                              Comment


                                Originally posted by xyth View Post
                                The goal of this mod was full feature vanilla entity function and EAC compatibility. Features beyond that will need to remain in the DMT version as code is required. The DMT version will be re-baselined on these new entity models so they will move smoother and have ragdolls etc. When thats complete we plan on adding many new features to the DMT version of the NPCs.

                                I recall your previous comment expressing doubt this mods functionality could be done, and I'm glad I was able to surprise you after all.
                                In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?

                                Comment

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