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Thread: Wandering Traders SDX Mod

  1. #31
    Community Moderator xyth's Avatar
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    Quote Originally Posted by mr.devolver View Post
    Hey xyth, thanks for great mods! Do you think it would be possible to make friendly NPCs that could accompany the player and fight for him? You know it kinda does get lonely in single player, but I would see that as a great enhancement even for coop. What do you think? I was hoping we would see this in the base game, but since the bandits are not coming any time soon, I doubt we will see NPC followers any time soon if at all.
    Yes, they are coming soon. The code that allows them to manage basic needs like food/water, allow you to hire them, follow etc. is under development and testing.

  2. #32
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    Quote Originally Posted by xyth View Post
    Yes, they are coming soon. The code that allows them to manage basic needs like food/water, allow you to hire them, follow etc. is under development and testing.
    Oh my God, really? Thank you, thank you, thank you! If you need a tester, sign me up, I'm here, waving hands like crazy fool! NPCs in 7 days to die is practically dreams come true!

  3. #33
    Community Moderator xyth's Avatar
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    Testing right now. Lots of bugs to work through. SphereII is doing an amazing job on the code.

  4. #34
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    Ok .. I like the mods you have here. would really like to install them and try this out, but Im so sadly lost
    on where to start with this. Ive done some adding of mods and adjustment of little bits of code
    but this SDX idea is a complete mystery to me... I watch the video I found in this thread, but it made me go ' huh? '

    I understand what he did there.. sorta .. but how does that work for a deci server?
    and with SDX mods, does the player have to add this on client side or does it DL from the server when entering ?

    any one offer guidance to a noobie to this stuff?? : )

    thanks

  5. #35
    Community Moderator xyth's Avatar
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    Hopefully the next build of the 7Days launcher will build sdx mods for you. Stay tuned.

  6. #36
    Community Moderator xyth's Avatar
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    Added a Food trader since I added the Baker to the incoming NPC mod. Eventually the traders and NPCs will be merged into one mod, as the trader code was rolled into the new NPC code so any NPC can be a trader with some modification. I like having backpacks on traders that drop loot, and no backpack on NPCs, but you can make whatever you want :-)

  7. #37
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    Quote Originally Posted by xyth View Post
    Added a Food trader since I added the Baker to the incoming NPC mod. Eventually the traders and NPCs will be merged into one mod, as the trader code was rolled into the new NPC code so any NPC can be a trader with some modification. I like having backpacks on traders that drop loot, and no backpack on NPCs, but you can make whatever you want :-)
    Any ranged weapons follower in the pack?

    Also, I wonder how would you use the followers on long distance? For example when you want to get somewhere far away from where you are right now, normally you hop into your vehicle and get there, but how would you make your follower get there with you? Of course it would be cool if we could craft vehicles for them too, or if they could drive in a jeep with us, but I imagine that would take a long time to create.

    I was thinking about some different and hopefully easier solution, something cool that was already created, like Halicopter Pickup Service from HAL9000 - thread, video, except instead of helicopter pickup service, your follower would arrive and maybe you would use a walkie to call him and he would spawn somewhere near you and drive / run to you - something like in Mafia III where you could call various helpers, either gun seller or couple of gang members to help you in the fight. Well, I don't know, I'm just trying to think of ways how to make this stuff easier while hopefully keeping it technically simple. Sorry if that's not a good idea.

  8. #38
    Community Moderator xyth's Avatar
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    Yes, right now the ammotrader is also an NPC, and he has a ranged weapon. If I have time I will probably add the bandit archer entity as an NPC, and maybe the heavy trader.

    The NPCs will run at agro speed to keep up with the player, so unless the vehicle is very fast they will stay close. As for entering vehicles, I don't think we even tested that yet, lol. Sphereii did add new NPCspawner code that can be used to spawn herds of cattle, bandits, etc in a biome, and even a way to award an NPC service as a quest reward, so its becoming very flexible.

  9. #39
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    Quote Originally Posted by xyth View Post
    Yes, right now the ammotrader is also an NPC, and he has a ranged weapon. If I have time I will probably add the bandit archer entity as an NPC, and maybe the heavy trader.

    The NPCs will run at agro speed to keep up with the player, so unless the vehicle is very fast they will stay close. As for entering vehicles, I don't think we even tested that yet, lol. Sphereii did add new NPCspawner code that can be used to spawn herds of cattle, bandits, etc in a biome, and even a way to award an NPC service as a quest reward, so its becoming very flexible.
    That's cool! Well, you mentioned quests. Does it mean you plan to implement some quests involving NPCs? I had a lot of ideas like random encounters in which stranger NPCs / potential followers and horde of zombies or bandits are spawned somewhere near you and you can choose to help the strangers by killing the zombies or bandits and if you manage to keep that friendly NPC alive, he may become your follower. Or maybe some POIs would have a chance to spawn some of the NPCs who would ask you to help them loot the POI or help them clear the zombies from it. Or even traders could send you to a POI to see if their friend (NPC) is alright because they were supposed to return with supplies some time ago. You go to the POI and have to rescue that NPC. Stuff like that would be cool.

  10. #40
    Community Moderator xyth's Avatar
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    yes, pretty much all that would be possible to modders with the new code. NPCs should be able to give quests and complete quests. They can loot pois for you, but that function needs more work as they NPCs have very long arms, lol. Events like rescues, flash mobs, etc should all be possible. The goal of this mod isn't to make a finished product, but rather provide the tools and examples for the modders to use and include in their mods.

  11. #41
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    Quote Originally Posted by xyth View Post
    yes, pretty much all that would be possible to modders with the new code. NPCs should be able to give quests and complete quests. They can loot pois for you, but that function needs more work as they NPCs have very long arms, lol. Events like rescues, flash mobs, etc should all be possible. The goal of this mod isn't to make a finished product, but rather provide the tools and examples for the modders to use and include in their mods.
    Ok, fair enough. I guess I can't expect to get the whole cake in one piece. But most modders will probably do it as a part of their overhauls. Not that it would be a bad thing, I was just hoping to get some set of quests involving these NPCs that would be playable in vanilla game. Maybe someone will make quest packs as separate mods?

  12. #42
    Community Moderator xyth's Avatar
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    Hope so. Every modder just has so much time to donate to the cause. Sphereii and I would rather make reusable components and let others run with them creatively than making our own complex mod. Any mods we made, like WinterProject, CNS etc were just small proof of concept mods, not major overhaul mods like Starvation or RavensField.

  13. #43
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    Quote Originally Posted by xyth View Post
    Hope so. Every modder just has so much time to donate to the cause. Sphereii and I would rather make reusable components and let others run with them creatively than making our own complex mod. Any mods we made, like WinterProject, CNS etc were just small proof of concept mods, not major overhaul mods like Starvation or RavensField.
    I think Starvation is dead. Not sure if there is any big game changer of that size for Alpha 17. Maybe it would be best to make mods like mods for Skyrim or Fallout games where players pick smaller mods and build their custom game they want to play by combining them.

  14. #44
    Community Moderator xyth's Avatar
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    Starvation is likely dead, at least for A17. If Morte comes back for A18 or gold, then we will start up Starvation again.

  15. #45
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    Quote Originally Posted by xyth View Post
    Wandering Traders SDX Mod

    Attachment 27406

    Demo YouTube Video: http://youtu.be/JqWvpQ9IUrQ

    Description

    Stable version (1.2) of a mod that introduces wandering traders into the game. Some known issues exist and will be addressed when A17 is stable. See known issues for details.

    This mod adds 4 new traders to the game. Unlike vanilla traders, they spawn outside of trading posts, and wander the game world. The will attack all enemies (Zombies and dangerous animals), and will attack the player if they are damaged by the player. Unlike normal traders, they can be killed and will drop a specific loot container. Unless actively alerted and approaching a target, they will stop when the player comes into range (distance is set in the wandering trader class to 10 blocks, but I prefer 7-8), put away their weapon and invite you to trade or do tasks. Each trader has a different inventory, configurable in XML. As setup now, one sells mostly weapons and ammo, the next sells science stuff and meds, another food, and the last sells general items.

    Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable.

    Spawning is handled by adding all 4 as a rare spawn to any "friendlyanimal" spawn group. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well.

    The trader class is pretty basic right now, but there are plans to add more feature later based on input from those who use this mod. Before anyone asks; yes, custom classes are under development for other friendly NPCs that you can hire and put to work. Bandits and normal NPCs are already working and will be released soon in a different thread.

    Installing

    This is an SDX mod so it must be compiled with SDX 0.7.3 or later. This mod has several dependencies that must be compiled with this mod for it to work properly. These are:

    (Required)
    AnimationSDX
    Hal's DLL Updates
    SphereII_WanderingTraders

    (Optional)
    Sphereii_ModLocalization : Localization.txt was added but it doesn't seem to work on traders yet, but included for future use.

    Find those dependency mods here: https://github.com/7D2DMods/SDXMods

    The WanderingTrader Mod .zip file mod can be found here: https://github.com/7D2D/A17SDXMods

    Note: Hopefully a future major release version of the Mod launcher will allow this mod to be used without needing to compile with SDX first. This mod will be a test candidate for that new function.

    Change Log
    Version 1.20 : Added food traderVersion 1.10 : Stable Release. Added BP Tags to hopefully remove trap errors. 7D2DLauncher test version added.
    Version 1.03 : Fixed an incorrect dependency.
    Version 1.02 : Added AITasks and Targets for Bandits
    Version 1.01 : Added those 3 mods as dependencies in mods.xml so you can't build without those enabled.
    Version 1.00 : Initial release

    Being new to all this mod compiling it's making me a little jumpy. God knows, i've had to do it in the past (with other games) but i've got people i host a server for and i need to be able to tell them all that it's solid and i can send it to them and it will just "work".

    I set SDX, pointed it toward my 7D2D path and put the mods in the mod area and refreshed and got these errors:

    (Should i be concerned? Are these ignorable?)

    Also? Could i zip up this all (as is) and send it to them and let them point it to their 7D2D and, when cleared of errors, would it run just the same?

    EVENT: Begin task: Backup game files
    EVENT: Begin task: Import UnityEngine.dll
    EVENT: Begin task: Deobfuscate Assembly Strings
    INFO: Skipping string deobfuscation as it already exists
    EVENT: Begin task: Patch game code
    INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start
    INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start
    Saving...
    Done.
    EVENT: Begin task: Deobfuscate game code
    EVENT: Begin task: Compile mod patcher scripts
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\ PatchScripts
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\Patc hScripts
    Compiling PatchScripts assembly...
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\ PatchScripts
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts
    Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\Patc hScripts
    Loading References...
    INFO: Built in 145ms
    Reference: SDX.Compiler.dll
    Reference: Mono.Cecil.dll
    Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll
    Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll
    Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll
    WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\An imationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
    WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\Ha lDllUpdates\PatchScripts\PatcherHalDll.cs(4,14): error CS0234: The type or namespace name 'Xml' does not exist in the namespace 'System' (are you missing an assembly reference?)
    WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\Ha lDllUpdates\PatchScripts\PatcherHalDll.cs(10,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
    ERROR: Failed to compile PatchMods
    ERROR: Task Compile mod patcher scripts failed
    EVENT: Action completed at: 4/4/2019 12:07:53 PM and took 1.35 seconds

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