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    I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps:

    1. Make sure you validate you base game install
    2. Empty your mods folder
    3. Load the creature packs

    Test and record findings

    4. load the 0-SphereIICore

    Test and record findings

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      After update of the mod, the game don't gerenerate zombies on the map/building etc. (with this mod only and depedencies).
      .

      I have the: "Xyth NPCs", "SphereII NPC Dialog Windows", "0-SphereIICore", "0-CreaturePackHumans".

      The 1, 2, 3 4 step check. And "spawn zombies" on menu is YES.

      Before the update, the game/mod works fine (with the NPCFarmer crazy lag jumps/superman).
      Last edited by Hayran; 02-11-2020, 09:36 PM.

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        The last release was a major refactoring of the mod, so likely it breaks save. If zombies are not spawning its a broken save

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          Originally posted by xyth View Post
          Pest is one of the few remaining Gen2 entities. They will be replaced soon. The newest releases of the core, as it relates to the NPC characters, is targeting Gen3.
          Aight cool, thanks for the update!
          Last edited by kiyokundio25; 02-12-2020, 04:19 AM. Reason: fixed typo

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            Originally posted by xyth View Post
            I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps:

            1. Make sure you validate you base game install
            2. Empty your mods folder
            3. Load the creature packs

            Test and record findings

            4. load the 0-SphereIICore

            Test and record findings
            So, I did all of these debug tests and I couldn't reproduce the problem with disappearing bleeding buff. I wanted to apologize as this seems to be really caused by some other mod(s). However knowing it wasn't caused by your mods doesn't really make me feel better, because now I am clueless even more. Could it be some kind of incompatibility with War3zuk Alpha 18 Stable AIO ? This mod adds UMA zombies back to the game and while it makes the game feel less repetitive, I wouldn't want that to break some features. Perhaps it's also worth noting that I actually haven't seen ANY of your newly added zombies with these UMA zombies enabled, maybe that alone is a sign of incompatibilty of some sort. Unfortunately it seems like it's hard coded into the mod, I'm not sure how to disable them.

            By the way, during the last debug test, I caught this error in the console (only creature packs, A better life, NPCs and their dependencies installed):
            Last edited by mr.devolver; 02-13-2020, 11:05 PM.

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              Morganic is the issue. I thought i fixed that days ago. I will check again. Thanks.

              Found it, in the TimidFlyingtemplate. Fix is pushed.
              Last edited by xyth; 02-13-2020, 11:34 PM.

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                Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.

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                  Originally posted by xyth View Post
                  The last release was a major refactoring of the mod, so likely it breaks save. If zombies are not spawning its a broken save
                  It's a new save

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                    Originally posted by Hayran View Post
                    It's a new save
                    I cant reproduce this error. Use all the creaturePacks, and all the requiredNPC modlet, but no thoer modelets, the world spawns zombies fine. I suspect another modlet is breaking it.

                    - - - Updated - - -

                    Originally posted by mr.devolver View Post
                    Xyth, I wish survivors (both vanilla and DMT NPCs) and bandits were more active, I liked how DMT bandits ran to investigate when they heard sound of fire in the POI. I got ambushed, had to kill zombies in the building and just when I thought it's all over and ran towards the exit, bandit Eve surprised me in the doorway. Stuff like that doesn't seem to happen anymore.
                    We can try adding back in the ApproachDistraction task, that might get you the desired effect.

                    Comment


                      Originally posted by xyth View Post
                      We can try adding back in the ApproachDistraction task, that might get you the desired effect.
                      If it requires DMT, I guess we won't see that happen until you merge all the characters in one DMT mod.

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                        Its a vanilla task

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                          So, I just noticed this in the A18.4 exp bug fixes:

                          Junk Turret also respects party members that are not allies
                          Do you think this might fix the bug where turrets target hired NPCs? (Even if the turrets don't damage the NPCs, it still wastes ammo, and breaks immersion.)

                          Comment


                            Originally posted by khzmusik View Post
                            So, I just noticed this in the A18.4 exp bug fixes:



                            Do you think this might fix the bug where turrets target hired NPCs? (Even if the turrets don't damage the NPCs, it still wastes ammo, and breaks immersion.)
                            Doubt it. The NPCs are not in your party. On the list to resolve at some point though.

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                              Did you guys change max health of NPCs from 800 to 200, or is it just my mod list that broke something again? I currently have max health of 200 on NPCs and they seem to die pretty fast now. If it was a change done in the mod itself, how can I change it to something less lethal for them, alternatively is there something I can do to keep them healthy? Medkits, bandages in their inventory, stuff like that?

                              Comment


                                That was likely me, I don't care much for bullet sponges, but since we are rapidly changing their code which effects there offense and defense ability I have no idea the right values yet. I think 200 is a good number as long as they have decent offense to end battles quickly so they can heal back, and some armor to mitigate damage.

                                If you have balanced xml, do let me know.

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