I've been helping out Noppes with the programming side of this mod, and I'm pleased to inform you that we have made a great amount of headway into bringing AI up to standard. Here are a couple of things to look forward to:
First, apart from the AI being able to navigate its way around danger, the user will be capable of customizing their behaviors in a large variety of ways, whether you want them to bust open doors like a zombie, flee from the sunlight like a skeleton, Run for a lake when on fire, find shelter like a villager, and much more. The ability to change their attack patterns is also in the works, and yes, we are also considering adding abilities such as sleeping in beds and maybe mine blocks, but those are no guarantee at this time. These will all be housed in a new AI tab, and will be user friendly so they're easy to change.
Secondly, NPCs will have a great deal of flexibility in combat now thanks to the redesigned stats page. new features include being able to apply additional effects to attacks(fire, potion effects), improved ranged attack capabilities, such as being able to fire in bursts, and possibly being capable of using both melee and ranged attacks. We are looking into making fully customizable projectiles so that your combat oriented NPCs can have far more variety and challenge. We can't guarantee that will be in the next update, but it's on my priority list.
Lastly, Noppes has been making a great deal of changes to the overall integrity of the mod itself, so performance is projected to be overall more stable and optimized. Given the new amount of overall freedom in customization, we might create an ingame users guide in the future that will hopefully answer the many questions this thread gets everyday. Hopefully we can make it as clear as possible for first time users.
I've been helping out Noppes with the programming side of this mod, and I'm pleased to inform you that we have made a great amount of headway into bringing AI up to standard. Here are a couple of things to look forward to:
First, apart from the AI being able to navigate its way around danger, the user will be capable of customizing their behaviors in a large variety of ways, whether you want them to bust open doors like a zombie, flee from the sunlight like a skeleton, Run for a lake when on fire, find shelter like a villager, and much more. The ability to change their attack patterns is also in the works, and yes, we are also considering adding abilities such as sleeping in beds and maybe mine blocks, but those are no guarantee at this time. These will all be housed in a new AI tab, and will be user friendly so they're easy to change.
Secondly, NPCs will have a great deal of flexibility in combat now thanks to the redesigned stats page. new features include being able to apply additional effects to attacks(fire, potion effects), improved ranged attack capabilities, such as being able to fire in bursts, and possibly being capable of using both melee and ranged attacks. We are looking into making fully customizable projectiles so that your combat oriented NPCs can have far more variety and challenge. We can't guarantee that will be in the next update, but it's on my priority list.
Lastly, Noppes has been making a great deal of changes to the overall integrity of the mod itself, so performance is projected to be overall more stable and optimized. Given the new amount of overall freedom in customization, we might create an ingame users guide in the future that will hopefully answer the many questions this thread gets everyday. Hopefully we can make it as clear as possible for first time users.
That is all.
Awesome! Can't wait!
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
VERY very happy to hear that. but im wondering. will the new AI break old npc?
and will this all not be too complex for first time users?
EDIT:would you mind to post some screenshots of the new added/changed things?
We've tested this in a world that ran the old version, and there doesn't seem to be any major issues as of yet. Worst case scenario, any NPCs that are supposed to have their head rotated in a certain way will have to be adjusted, but other than that situation normal.
Our interface is pretty simple to use, although the creation of dialogs is still pretty advanced. We're hoping to mitigate that with some sort of tutorial NPC or something of the likes.
feel free to decline, but while your updating ai and stuff could you add an extension to furry tails. just add a second block (whatever it really is) of the same shape n size to the end of the existing tail, bend it up a little and to enable it, color it. in my eyes simple, but maybe not yours, there also seems to be a lot of free space on their texture patterns so it should fit
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Maybe someone can figure this out for me. I'm trying to add a bit of a complex dialogue option to one of my NPCs. I want him to present the player with different dialogue before, after, and during a quest. I just can't seem to get it to work though. No matter what I do he always says the same dialogue, ignoring the other two. For example, he says "Hi" if you're not on Quest X, "Bye" if you are on Quest X, and "Pudding" if you've completed Quest X. It just doesn't work, what am I doing wrong?
Also, the entire dialogue selection screen just seems bugged. If I add one option, the others drop down two or three spots, or just disappear altogether. It seems really buggy to me. How is it supposed to work? Some times even when I choose an option, it'll put the option somewhere else or omit it altogether.
Maybe someone can figure this out for me. I'm trying to add a bit of a complex dialogue option to one of my NPCs. I want him to present the player with different dialogue before, after, and during a quest. I just can't seem to get it to work though. No matter what I do he always says the same dialogue, ignoring the other two. For example, he says "Hi" if you're not on Quest X, "Bye" if you are on Quest X, and "Pudding" if you've completed Quest X. It just doesn't work, what am I doing wrong?
Also, the entire dialogue selection screen just seems bugged. If I add one option, the others drop down two or three spots, or just disappear altogether. It seems really buggy to me. How is it supposed to work? Some times even when I choose an option, it'll put the option somewhere else or omit it altogether.
im sure this is being worked on, just hold onto your ideas (or notepad them) until the next update
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Maybe someone can figure this out for me. I'm trying to add a bit of a complex dialogue option to one of my NPCs. I want him to present the player with different dialogue before, after, and during a quest. I just can't seem to get it to work though. No matter what I do he always says the same dialogue, ignoring the other two. For example, he says "Hi" if you're not on Quest X, "Bye" if you are on Quest X, and "Pudding" if you've completed Quest X. It just doesn't work, what am I doing wrong?
Also, the entire dialogue selection screen just seems bugged. If I add one option, the others drop down two or three spots, or just disappear altogether. It seems really buggy to me. How is it supposed to work? Some times even when I choose an option, it'll put the option somewhere else or omit it altogether.
You actually can make this work (I have) but I am not sure about the bugs that are preventing it. I would just try and notify the creator (without spamming/annoying him) or just do what tobbiusness said...
Rollback Post to RevisionRollBack
“You can't wait for inspiration. You have to go after it with a club.” - Jack London
VERY very happy to hear that. but im wondering. will the new AI break old npc?
and will this all not be too complex for first time users?
EDIT:would you mind to post some screenshots of the new added/changed things?
You will have to reset your npcs to be standing/walking/sitting and lying and you will have to set the Factions Points. Other than that it should be compatible with old npcs.
We might release a test version soon.
Rollback Post to RevisionRollBack
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So whenever I try to enter my Minecraft world I get a Grey Screen. I have no other mods and i have triple checked I'v don't the installation Process correct. Please Help?Done the Installation Process correct**
If you go check the site of his, you can see that is currently in progess along with some other stuff for the next update. So for now patience is required yes?
Thank you HeroSuperFlash for pointing that out. After all it was a question I asked, not me being pushy. I know that there is alot of programming that he is working on. After all he has stated it in earlier post that he is spending hours and hours working on it. I did look at the site since you pointed it out, so thank you. And I hope that your question about patience wasn't a rhetorical one. Because yes patience is all ways required when you have no control over a situation.
You actually can make this work (I have) but I am not sure about the bugs that are preventing it. I would just try and notify the creator (without spamming/annoying him) or just do what tobbiusness said...
I figured out what I was doing wrong, and got it working now. The only problem I have now is that the first time you log in to the server and talk to him, there's no dialogue options. But if you quit and talk to him again, it starts showing up. This is inconvenient as he's kind of the first person players will be talking to. Any idea what's going on there? He was working fine until I changed the availability of his dialogue.
You will have to reset your npcs to be standing/walking/sitting and lying and you will have to set the Factions Points. Other than that it should be compatible with old npcs.
We might release a test version soon.
just on the version note, i didn't see an estimate date release back a couple pages, or is it due when 1.5 is?
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
experiencing odd model bugs, ears/tails/wings/breast/nose model parts seem to disappear when i get far enough away (about 7-15 blocks from npc), not sure if its intentional, but letting you know so u can keep watch for it in new version
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I've been helping out Noppes with the programming side of this mod, and I'm pleased to inform you that we have made a great amount of headway into bringing AI up to standard. Here are a couple of things to look forward to:
First, apart from the AI being able to navigate its way around danger, the user will be capable of customizing their behaviors in a large variety of ways, whether you want them to bust open doors like a zombie, flee from the sunlight like a skeleton, Run for a lake when on fire, find shelter like a villager, and much more. The ability to change their attack patterns is also in the works, and yes, we are also considering adding abilities such as sleeping in beds and maybe mine blocks, but those are no guarantee at this time. These will all be housed in a new AI tab, and will be user friendly so they're easy to change.
Secondly, NPCs will have a great deal of flexibility in combat now thanks to the redesigned stats page. new features include being able to apply additional effects to attacks(fire, potion effects), improved ranged attack capabilities, such as being able to fire in bursts, and possibly being capable of using both melee and ranged attacks. We are looking into making fully customizable projectiles so that your combat oriented NPCs can have far more variety and challenge. We can't guarantee that will be in the next update, but it's on my priority list.
Lastly, Noppes has been making a great deal of changes to the overall integrity of the mod itself, so performance is projected to be overall more stable and optimized. Given the new amount of overall freedom in customization, we might create an ingame users guide in the future that will hopefully answer the many questions this thread gets everyday. Hopefully we can make it as clear as possible for first time users.
That is all.
thank you for this info. But shouldn't noppes update the forum though?
We've tested this in a world that ran the old version, and there doesn't seem to be any major issues as of yet. Worst case scenario, any NPCs that are supposed to have their head rotated in a certain way will have to be adjusted, but other than that situation normal.
Our interface is pretty simple to use, although the creation of dialogs is still pretty advanced. We're hoping to mitigate that with some sort of tutorial NPC or something of the likes.
its really been posted hundreds of times, use the wand one the ground, further info use the link pls
Also, the entire dialogue selection screen just seems bugged. If I add one option, the others drop down two or three spots, or just disappear altogether. It seems really buggy to me. How is it supposed to work? Some times even when I choose an option, it'll put the option somewhere else or omit it altogether.
You actually can make this work (I have) but I am not sure about the bugs that are preventing it. I would just try and notify the creator (without spamming/annoying him) or just do what tobbiusness said...
“You can't wait for inspiration. You have to go after it with a club.” - Jack London
Watch me on twitch.tv/uraniuoxied !
Update what?
You will have to reset your npcs to be standing/walking/sitting and lying and you will have to set the Factions Points. Other than that it should be compatible with old npcs.
We might release a test version soon.
Want to support me? Become one of my patrons:
The forum for making recipes.
also I have a suggestion:
what if you added a gui for making your own items?
Thank you HeroSuperFlash for pointing that out. After all it was a question I asked, not me being pushy. I know that there is alot of programming that he is working on. After all he has stated it in earlier post that he is spending hours and hours working on it. I did look at the site since you pointed it out, so thank you. And I hope that your question about patience wasn't a rhetorical one. Because yes patience is all ways required when you have no control over a situation.
I figured out what I was doing wrong, and got it working now. The only problem I have now is that the first time you log in to the server and talk to him, there's no dialogue options. But if you quit and talk to him again, it starts showing up. This is inconvenient as he's kind of the first person players will be talking to. Any idea what's going on there? He was working fine until I changed the availability of his dialogue.