Honestly, you could easily have scrolled up and looked for yourself instead spamming the page with requests for 1.6.2 ... This mod is being worked on, but its such a complex mod and the changes of the 1.6 update means this mod needs to undergo a lot of work before it'll be ready. Just be patient
This being one of my favorite mods I've ever played, I'm incredibly excited to hear that they're getting close to updating. Hoping for more models!!
likewise, but if we're going to have to wait on that. noppes and darksig. are updating the mod to 1.6+ first before any major content addition, a week to wait for that i recall? am i about right?
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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.
likewise, but if we're going to have to wait on that. noppes and darksig. are updating the mod to 1.6+ first before any major content addition, a week to wait for that i recall? am i about right?
at the earliest yes, but the time frame expands from about a week to about two weeks, so no promises.
Had a rather annoying incident on our WIP rpg/pvp server. One of the builders made a bunch of zombie NPCs, then forgot where they had been created -.- I used the NPC wand to try to search for them, but it only covers NPCs in the immediate area. Is there anyway to search globally for a lost NPC? Could global search be a feature in the next incarnation of the mod or so?
Just put the world into the server, all the npc data is on the world save already... as for "will it have the npcs still in 1.6.2" yes. Though you will probably have to retexture all of them, because in 1.6.2 the textures are stored differently (in resource folder instead of mods folder, so all the paths for the textures will have changed.)
You're correct about the directory relocation, but we have designed a forwards compatibility fix to change the directory of all the skins used before 1.6. That way, all the default skins are fixed, and any custom folders made by the players would only have to be moved into the same assets directory so it's not so much a hassle. If however your skins were outside the mob directory, you're out of luck there.
You're correct about the directory relocation, but we have designed a forwards compatibility fix to change the directory of all the skins used before 1.6. That way, all the default skins are fixed, and any custom folders made by the players would only have to be moved into the same assets directory so it's not so much a hassle. If however your skins were outside the mob directory, you're out of luck there.
Quote from PinkieStar »
Just put the world into the server, all the npc data is on the world save already... as for "will it have the npcs still in 1.6.2" yes. Though you will probably have to retexture all of them, because in 1.6.2 the textures are stored differently (in resource folder instead of mods folder, so all the paths for the textures will have changed.)
You're correct about the directory relocation, but we have designed a forwards compatibility fix to change the directory of all the skins used before 1.6. That way, all the default skins are fixed, and any custom folders made by the players would only have to be moved into the same assets directory so it's not so much a hassle. If however your skins were outside the mob directory, you're out of luck there.
so, as a user we just move the 'mobs' folder from the customnpcs in .minecraft to wherever it needs to go? will this work with packs as well?
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.
Hey noppes and darksig. , would it be possible to add a weapon sheathing for npcs? im thinking something like MPM were the first slot item is placed on the back, just changed for the inhand of the npc (if thats what the right handed slot is called). Its just a cosmetic upgrade as npc's wandering around a town with weapons drawn seems a bit odd. no need to add right away as you's are busy, but putting it on the todo would be nice.
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.
Hey noppes and darksig. , would it be possible to add a weapon sheathing for npcs? im thinking something like MPM were the first slot item is placed on the back, just changed for the inhand of the npc (if thats what the right handed slot is called). Its just a cosmetic upgrade as npc's wandering around a town with weapons drawn seems a bit odd. no need to add right away as you's are busy, but putting it on the todo would be nice.
Possible? yes. Anything's possible. Practical? no, given the direction provided for the mod.
it was mentioned some posts back that CustomNPCs woudl be supporting non-standard models (and really it already has some mob models and other non-standard ones) Can you imagine the vistual glitch when a generic sword/shieth rendered on an Ocelot? it would either be floating in midair or would require a seperate texture for every model, not to mention there would need to be, at the least, a color customization option since having a bright white sword/shieth on, say, a ninja, would look quite strange.
Now just making the weapons not render unless the mob turns hostile seems a viable option, but I dont know how much extra code it would take, I'd think it coudl be tacked onto the 'attack' code, but I have no idea how noppes has coded that feature...
And, of course, dont take my word for it, It's fully possible to do and at some point noppes might get bored and add it in just for the hell of it, but I wouldn't hold my breath, personally...
((if you want to cheat, use invisible weapons and edit models' texture files to show a sheathed weapon))
so, as a user we just move the 'mobs' folder from the customnpcs in .minecraft to wherever it needs to go? will this work with packs as well?
Any custom skins you had in the .minecraft/customnpcs/mob/ folder should be moved into the assets/customnpcs/textures/entity/ directory that is part of the mod package. Alternatively, according to Noppes, you'll be able to load skins from resource packs as well.
at the earliest yes, but the time frame expands from about a week to about two weeks, so no promises.
In your minecraft/config folder, you can change the start IDs there.
If i create a world with customnpcs npcs in single player, then move it to a server modded with customnpcs, will it have all the npcs?
and will taht world have the npcs when i update to 1.6.2 version.
You're correct about the directory relocation, but we have designed a forwards compatibility fix to change the directory of all the skins used before 1.6. That way, all the default skins are fixed, and any custom folders made by the players would only have to be moved into the same assets directory so it's not so much a hassle. If however your skins were outside the mob directory, you're out of luck there.
Thanks! Ill be able to retexture them.
no really accurate eta, but darksig. said around a week, with no promises
ah well, thats kinda sad then...Thanks!
Possible? yes. Anything's possible. Practical? no, given the direction provided for the mod.
it was mentioned some posts back that CustomNPCs woudl be supporting non-standard models (and really it already has some mob models and other non-standard ones) Can you imagine the vistual glitch when a generic sword/shieth rendered on an Ocelot? it would either be floating in midair or would require a seperate texture for every model, not to mention there would need to be, at the least, a color customization option since having a bright white sword/shieth on, say, a ninja, would look quite strange.
Now just making the weapons not render unless the mob turns hostile seems a viable option, but I dont know how much extra code it would take, I'd think it coudl be tacked onto the 'attack' code, but I have no idea how noppes has coded that feature...
And, of course, dont take my word for it, It's fully possible to do and at some point noppes might get bored and add it in just for the hell of it, but I wouldn't hold my breath, personally...
((if you want to cheat, use invisible weapons and edit models' texture files to show a sheathed weapon))
Any custom skins you had in the .minecraft/customnpcs/mob/ folder should be moved into the assets/customnpcs/textures/entity/ directory that is part of the mod package. Alternatively, according to Noppes, you'll be able to load skins from resource packs as well.
MINECRAFT needs World-edit like tools in the creative mode.
There is only start ID's for blocks and items, it says nothing about NPCs or entities