I'm using optifine and Shaders, minecraft 1.11.2. And I have this eye glitch. Nameplates and text ballons also show the same glitch. It appears that when two geometries are really close it messes up the depth and show both objects.
I tried different shaders, all have the same problem. If I turn off the shaders and play vanilla it works fine.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2013
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Hello. Does the Fortune Enchantment affect the drops?
If yes, does it affect the number of drops, or the drop chance?
For example, if mister NPC drops 1 leather with a drop chance of 15%, does fortune enchantment make that 1-3 leather at 15%? Or does it become 1 leather at 15-30%?
Hello. Does the Fortune Enchantment affect the drops?
If yes, does it affect the number of drops, or the drop chance?
For example, if mister NPC drops 1 leather with a drop chance of 15%, does fortune enchantment make that 1-3 leather at 15%? Or does it become 1 leather at 15-30%?
I'm using optifine and Shaders, minecraft 1.11.2. And I have this eye glitch. Nameplates and text ballons also show the same glitch. It appears that when two geometries are really close it messes up the depth and show both objects.
I tried different shaders, all have the same problem. If I turn off the shaders and play vanilla it works fine.
It would be great having custom NPCs + Shaders
look 2 post up from yours - Triliton Shaders - I haven't used them but they look really nice
Hi, I'm making a map for 1.11 and noticed that there are now animated eyes on NPCs (I normally use 1.7.10 xD) and using some YTbers skins and it really makes them look weird... Any way to disable the custom eyes?
EDIT: Also just checked .cfg file and nothing there xD.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2013
Posts:
50
Member Details
Is there a list of arguments/expressions that can be used for Custom NPCs?
I know that using @p and @a works, but I also want to know if we can use similar things for stuff like "complete by npc." Currently, you can turn in your quest (after finishing) to a specific named NPC. But what if I want the quest to be completed via either Mister NPC#1 or Sir NPC#4? Could I type something like "NPC#1 OR NPC#4" as a value and then approach either of them to get my reward?
I feel this might be helpful for quests like "Killing Zombies to make the Town Safer at Night," Allowing you to walk up to any variation of town guard and complete the quest.
I feel like this list will be handy in the future for many more stuff, but "complete by npc" is the only immediate use I can think of right now.
Is there a list of arguments/expressions that can be used for Custom NPCs?
I know that using @p and @a works, but I also want to know if we can use similar things for stuff like "complete by npc." Currently, you can turn in your quest (after finishing) to a specific named NPC. But what if I want the quest to be completed via either Mister NPC#1 or Sir NPC#4? Could I type something like "NPC#1 OR NPC#4" as a value and then approach either of them to get my reward?
I feel this might be helpful for quests like "Killing Zombies to make the Town Safer at Night," Allowing you to walk up to any variation of town guard and complete the quest.
I feel like this list will be handy in the future for many more stuff, but "complete by npc" is the only immediate use I can think of right now.
you could actually do something like that - have multiple NPCs "completing" the quest.
make the kill quest an instant complete and then in the advanced make a next quest the real reward and make it a dialog quest - then set up you guards with that dialog.
Hi, I'm making a map for 1.11 and noticed that there are now animated eyes on NPCs (I normally use 1.7.10 xD) and using some YTbers skins and it really makes them look weird... Any way to disable the custom eyes?
EDIT: Also just checked .cfg file and nothing there xD.
Anyone gonna respond to me? It would be useful and if it can't i'll just use a different version
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I play TS series, Minecraft, the Blockheads and more!
Anyone gonna respond to me? It would be useful and if it can't i'll just use a different version
You have to go to the display tab and edit the model. In there, find "eyes" under parts. You can adjust up, down etc and make them bigger (2x2) or remove them completely.
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 have a question: Is it possible to make a faction not being hostile against another one?? Because, every faction I add, becames hostile against the others that have already exist. Thanks!
First, find a custom NPC, (or just summon one with the wand,) and once in the customization menu, go to "global" There you will find "factions"
Click that. Make a new faction. Once you have, you will see a box with the names of other factions. Click one, and it will be highlighted. All the highlighted factions are hostile to the faction you just created.
So, if you want to keep NPCS from being hostile to one another, just un highlight the box. (If it's just highlighted, highlight it, then un-highlight it.)
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Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
First, find a custom NPC, (or just summon one with the wand,) and once in the customization menu, go to "global" There you will find "factions"
Click that. Make a new faction. Once you have, you will see a box with the names of other factions. Click one, and it will be highlighted. All the highlighted factions are hostile to the faction you just created.
So, if you want to keep NPCS from being hostile to one another, just un highlight the box. (If it's just highlighted, highlight it, then un-highlight it.)
Thank you!. Now Do you know how can I make a Spawner job NPC?? Because it seems to not work!
I wonder if theres any way to change up trading with NPC's to make things a little easier for some people like me.
Because NPC's are limited to 18 slots for trading (be it buying or selling) this means I have to do a lot of juggling and thinking when it comes to setting up NPC's, and I usually have to include a 2nd NPC for sales (that is, so players can sell items and get money or other items)
It would be nice if that could some how be increased, hell it would be nice I we could have a system like in video games where you get a Buy or Sell option and you pick from a list of items to buy or sell. Having multiple rows for items would be nice so I could offer many items as well as have space for selling all kinds of items. Even better would be if I could just set which items can be sold to an NPC like in RPG's (like a smith may only by weapons and armor while a general trader will buy just about anything that isn't a quest item)
Another thing too (this one is rather important to me), because NPC's are limited to Two stacks/squares for offers from the player and one stack for what the NPC can give you, this sometimes makes for weird issues where if you value items based on their material cost, you can't always include every little bit so you have to round up or round down. This also makes selling weird sometimes because you only have one slot for the NPC to give you stuff so you have to round off the value of things (I typically round down sales and round up purchases)
It would be nice if some how CustomNPC's could work with something like Bukkit Economy or other external non-item currencies. This way exact amounts of money can be charged for items. Would there be anyway to modify CustomNPC's to work with something like that?
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Its the little details that make up the big picture.
I'm using optifine and Shaders, minecraft 1.11.2. And I have this eye glitch. Nameplates and text ballons also show the same glitch. It appears that when two geometries are really close it messes up the depth and show both objects.
I tried different shaders, all have the same problem. If I turn off the shaders and play vanilla it works fine.
It would be great having custom NPCs + Shaders
Hello. Does the Fortune Enchantment affect the drops?
If yes, does it affect the number of drops, or the drop chance?
For example, if mister NPC drops 1 leather with a drop chance of 15%, does fortune enchantment make that 1-3 leather at 15%? Or does it become 1 leather at 15-30%?
I don't think fortune effects drops of NPCs
with the spawner tool - wooden hoe that came with the mod
look 2 post up from yours - Triliton Shaders - I haven't used them but they look really nice
Hi, I'm making a map for 1.11 and noticed that there are now animated eyes on NPCs (I normally use 1.7.10 xD) and using some YTbers skins and it really makes them look weird... Any way to disable the custom eyes?
EDIT: Also just checked .cfg file and nothing there xD.
I play TS series, Minecraft, the Blockheads and more!
Is there a list of arguments/expressions that can be used for Custom NPCs?
I know that using @p and @a works, but I also want to know if we can use similar things for stuff like "complete by npc." Currently, you can turn in your quest (after finishing) to a specific named NPC. But what if I want the quest to be completed via either Mister NPC#1 or Sir NPC#4? Could I type something like "NPC#1 OR NPC#4" as a value and then approach either of them to get my reward?
I feel this might be helpful for quests like "Killing Zombies to make the Town Safer at Night," Allowing you to walk up to any variation of town guard and complete the quest.
I feel like this list will be handy in the future for many more stuff, but "complete by npc" is the only immediate use I can think of right now.
you could actually do something like that - have multiple NPCs "completing" the quest.
make the kill quest an instant complete and then in the advanced make a next quest the real reward and make it a dialog quest - then set up you guards with that dialog.
Hey thanks, that's a pretty good solution. When you think about it, this approach leaves that "complete by npc" option obsolete.
I haven't tinkered with quests enough yet, but I'll give this a shot next time.
I'm still trying to get Custom NPCs to integrate well with Recurrent Complex for now.
Anyone heard from noppes in awhile?
Anyone gonna respond to me? It would be useful and if it can't i'll just use a different version
I play TS series, Minecraft, the Blockheads and more!
You have to go to the display tab and edit the model. In there, find "eyes" under parts. You can adjust up, down etc and make them bigger (2x2) or remove them completely.
https://discord.gg/5nAtdPF
I have a question: Is it possible to make a faction not being hostile against another one?? Because, every faction I add, becames hostile against the others that have already exist. Thanks!
Indeed it is.
First, find a custom NPC, (or just summon one with the wand,) and once in the customization menu, go to "global" There you will find "factions"
Click that. Make a new faction. Once you have, you will see a box with the names of other factions. Click one, and it will be highlighted. All the highlighted factions are hostile to the faction you just created.
So, if you want to keep NPCS from being hostile to one another, just un highlight the box. (If it's just highlighted, highlight it, then un-highlight it.)
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
Thank you!. Now Do you know how can I make a Spawner job NPC?? Because it seems to not work!
Ty dao
Thanks a bunch!
I play TS series, Minecraft, the Blockheads and more!
What version are you useing?
I wonder if theres any way to change up trading with NPC's to make things a little easier for some people like me.
Because NPC's are limited to 18 slots for trading (be it buying or selling) this means I have to do a lot of juggling and thinking when it comes to setting up NPC's, and I usually have to include a 2nd NPC for sales (that is, so players can sell items and get money or other items)
It would be nice if that could some how be increased, hell it would be nice I we could have a system like in video games where you get a Buy or Sell option and you pick from a list of items to buy or sell. Having multiple rows for items would be nice so I could offer many items as well as have space for selling all kinds of items. Even better would be if I could just set which items can be sold to an NPC like in RPG's (like a smith may only by weapons and armor while a general trader will buy just about anything that isn't a quest item)
Another thing too (this one is rather important to me), because NPC's are limited to Two stacks/squares for offers from the player and one stack for what the NPC can give you, this sometimes makes for weird issues where if you value items based on their material cost, you can't always include every little bit so you have to round up or round down. This also makes selling weird sometimes because you only have one slot for the NPC to give you stuff so you have to round off the value of things (I typically round down sales and round up purchases)
It would be nice if some how CustomNPC's could work with something like Bukkit Economy or other external non-item currencies. This way exact amounts of money can be charged for items. Would there be anyway to modify CustomNPC's to work with something like that?
Its the little details that make up the big picture.
Well this might help with your first part
As for the rest - you might be able to set up some sort of "economy" with scripting and the scoreboard.
custom npcs 1.11.2 crashes on startup. Clean minecraft or not