I'm sure many people have asked this question before but if you take the mod itself out when you have created the NPCs, will they stay there or will the NPCs disappear. I am in High School and this mod will make creating NPCs so much easier than using command blocks.
I would like to know this because I am making a Map with my friends of a Samurai era with a mission to defeat the corrupted Shoguns and Diamyos and save the Emporer with the help of the rebel army.
Thank you (Hopefully we can get the map completed by the end of the year)
I'm sure many people have asked this question before but if you take the mod itself out when you have created the NPCs, will they stay there or will the NPCs disappear. I am in High School and this mod will make creating NPCs so much easier than using command blocks.
I would like to know this because I am making a Map with my friends of a Samurai era with a mission to defeat the corrupted Shoguns and Diamyos and save the Emporer with the help of the rebel army.
Thank you (Hopefully we can get the map completed by the end of the year)
The NPC's are part of the mod, so yes, NPC's will be removed if it is uninstalled or the world is played on a PC without the mod.
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.
First, i found a bug when creating a follower but it Only happened on one npc so far. I set the npc up as a beacon and a follower. the beacon part worked fine as well as everything else going on around the npc, but when i would click on the npc to hire them, it would crash the game. I removed the follower role, and then set it up again and now it all works fine. Still thought i should mention something.
Second, the cloner doesnt want to create any entities from the entity tab. i can select them but the create button doesnt do anything when i click it.
Third, there are no other tabs other than the CNPC tools tab. no furniture no weapons and armour, no miscellaneous. is that going to be released in an update in the near future? or are we going to wait until 1.12 comes?
Fourth, i cant create any of my cloned NPCs from 1.10.2 in 1.11.2. Ive got a couple hundred NPCs of varying types created and id rather not have to remake them all if possible. is there anyway to be able to update them into 1.11 from 1.10? i assumed that they would be compatible with the newest version of the mod.
and Fifth, none of my downloaded skins works. out of close to 1000 skins, not a single one will show up properly. they all have the look of incompatible items and blocks, where its quartered with black and purple squares. the npcs have the same black and purple texture. how can i fix this, more than anything else i dont want to have to try and redownload them all. that was hours upon hours spent collecting them.
any and all answers would be extremely helpful and i would be greatly appreciative.
Minecraft 1.7.10 trying to get jas to spawn my own custom created npc with custom npcs mod,with no success, is this the correct way?
Thanks.
First create a new world spawn in an npc with
npc wand, name it (Fred) then close the npc ui thats it? (or is there
more steps?) then edit cfg in jas (EntityHandlers folder) putting the
npc name as in first example below.
What on Earth are you trying to do? That's not how you make an NPC, you use the NPC wand.
And also the 1.7.10 version isn't being updated anymore I don't think.
Also, I'm having a hard time understanding you because I don't know what a "jas" is.
Do you mean a JSON file?
If that's what you meant, you're not supposed to edit those to make NPCs. You're supposed to use the wand.
I can't really help you because I can't understand you. D:
Thanks for the reply Noppes. Finding the rest of the items for cnpc was extremely helpful. although, ive tried renaming my skin textures to have all lower case, im still having the same problem as before. maybe i'm missing something? not too sure why they wouldnt be working otherwise...also, not sure if youve dealt with this yet, but it seems that when i get to the end of the jobs list for npcs, the game crashes at the end of the list. it seems to be doing it pretty consistently. just wanted to bring it to your attention.
Please if anyone has time I need help with getting NPC's to teleport or have custom options.
Here I'll explain:
I am making an Adventure map and I have run into a problem caused by my map being one and two players compatible.
Is It possible to make it so: Let's say I have An intro NPC with dialog options for one or two players.
When the players in question talk to the NPC and choose (Option A: in NPCs for one player) All NPCs on the map use dialog for just one player.
But if the players in question talk to the NPC and choose (Option B: for 2 players) all NPCs on the map use the dialog for two players.
If the dialog option isn't available can I simply make an NPC With 2 player options etc Teleport to the same spot and the other NPC teleport away?
Also, I've run into a problem with making dialog last for 1 session. I created a dialog that makes the NPC aggressive if the player or players do not help them, but at the same time if they do that NPC becomes an ally.
My issue is After the dialog Ends, the players can simply click the NPC again And go through the same Dialog all over again picking something else and saving themselves the grief of getting wrecked by the NPC.
How do I prevent Players from doing this?
Thank you to whoever responds! You help is appreciated Ten fold!
I really just need to know if Those options are feasible. I am trying my hardest to learn the Javascript a little, I really want to make this happen, then I don't have to stress. Been trying to watch videos and read through scripts at night after work and it's hard, but if This works My world will be just a little brighter.
I am using Custom Npc's 1.10.2
Rollback Post to RevisionRollBack
I'm a bird flying higher than the sun. I am not the same or different.
Please if anyone has time I need help with getting NPC's to teleport or have custom options.
Here I'll explain:
I am making an Adventure map and I have run into a problem caused by my map being one and two players compatible.
Is It possible to make it so: Let's say I have An intro NPC with dialog options for one or two players.
When the players in question talk to the NPC and choose (Option A: in NPCs for one player) All NPCs on the map use dialog for just one player.
But if the players in question talk to the NPC and choose (Option B: for 2 players) all NPCs on the map use the dialog for two players.
If the dialog option isn't available can I simply make an NPC With 2 player options etc Teleport to the same spot and the other NPC teleport away?
Also, I've run into a problem with making dialog last for 1 session. I created a dialog that makes the NPC aggressive if the player or players do not help them, but at the same time if they do that NPC becomes an ally.
My issue is After the dialog Ends, the players can simply click the NPC again And go through the same Dialog all over again picking something else and saving themselves the grief of getting wrecked by the NPC.
How do I prevent Players from doing this?
Thank you to whoever responds! You help is appreciated Ten fold!
I really just need to know if Those options are feasible. I am trying my hardest to learn the Javascript a little, I really want to make this happen, then I don't have to stress. Been trying to watch videos and read through scripts at night after work and it's hard, but if This works My world will be just a little brighter.
I am using Custom Npc's 1.10.2
the first part you could do simply by using this -- the dialog 21 & 20 are dummy dialogs which you could have in a dummy dialog category. If they pick option 1 (0) then that would read dialog 20 and all npc would have to have both a 1 & 2 player dialog set in their dialog slots - but each dialog would have their availability set to either available after 20 or after 21 - option 2 (1) is just the opposite.
dialog 8 would be your beginning dialog #.
function dialog_option(event){
if (event.player.hasReadDialog(8)) {
if (event.option.getSlot() == 0) {
event.npc.executeCommand("/noppes dialog read @p 20");
} else if (event.option.getSlot() == 1) {
event.npc.executeCommand("/noppes dialog read @p 21");
}
}
event.npc.executeCommand("/noppes dialog unread @p 8");
}
OMG ILOVE this Mod...However in 1.11.2 CustomNPC will load but I can't craft anything in it...including the wand ..Help pleas.....These are the mods that I am using
the first part you could do simply by using this -- the dialog 21 & 20 are dummy dialogs which you could have in a dummy dialog category. If they pick option 1 (0) then that would read dialog 20 and all npc would have to have both a 1 & 2 player dialog set in their dialog slots - but each dialog would have their availability set to either available after 20 or after 21 - option 2 (1) is just the opposite.
dialog 8 would be your beginning dialog #.
function dialog_option(event){
if (event.player.hasReadDialog(8)) {
if (event.option.getSlot() == 0) {
event.npc.executeCommand("/noppes dialog read @p 20");
} else if (event.option.getSlot() == 1) {
event.npc.executeCommand("/noppes dialog read @p 21");
}
}
event.npc.executeCommand("/noppes dialog unread @p 8");
}
probably need more info for the second part
Ty daottoad just helping me with that is a God-Send! I'll add you to ppl who helped me on my map!
Rollback Post to RevisionRollBack
I'm a bird flying higher than the sun. I am not the same or different.
Alright so, it seems I found a bug in the beta version for 1.11.2.
For some reason when i'm using the 1.11.2 version, custom skins are not working. It seems to be a directory issue, as customNPCs no longer loads skins inside of additional folders. (For example, if i want more skins, i drag and drop the new skins folder INTO the directory: assets/textures/entity/humanmale, creating the directory assets/textures/entity/humanmale/(foldername) ) I do this because the game automatically loads with the steve skin, and so i expand my folders starting there for ease of use. In the 1.7, 1.8, and 1.10 versions, this has not been an issue.
For previous versions, this method for adding new skins has worked without flaw, however on the 1.11 version this seems to have changed.
I've been running CustomNPCs for the last two years on my server, and singleplayer. I've never had issues adding skins like this before. From what I can tell, the texture model is still the same... so any ideas?
So, why does Steve show up, but new skins do not?
(Pardon my grammar, english is not my first language)
Alright so, it seems I found a bug in the beta version for 1.11.2.
For some reason when i'm using the 1.11.2 version, custom skins are not working. It seems to be a directory issue, as customNPCs no longer loads skins inside of additional folders. (For example, if i want more skins, i drag and drop the new skins folder INTO the directory: assets/textures/entity/humanmale, creating the directory assets/textures/entity/humanmale/(foldername) ) I do this because the game automatically loads with the steve skin, and so i expand my folders starting there for ease of use. In the 1.7, 1.8, and 1.10 versions, this has not been an issue.
For previous versions, this method for adding new skins has worked without flaw, however on the 1.11 version this seems to have changed.
I've been running CustomNPCs for the last two years on my server, and singleplayer. I've never had issues adding skins like this before. From what I can tell, the texture model is still the same... so any ideas?
So, why does Steve show up, but new skins do not?
(Pardon my grammar, english is not my first language)
ALL textures have to be lowercase -- that includes directory name!!
Why doesn't armor render on non-Zombie/Skeleton mobs anymore? It used to be that, in 1.8, if you set an NPC to have a Creeper model and gave it a helmet, it would render. Now, that doesn't happen. Is there any way to fix this?
Excuse me Mod developer,
I'm sure many people have asked this question before but if you take the mod itself out when you have created the NPCs, will they stay there or will the NPCs disappear. I am in High School and this mod will make creating NPCs so much easier than using command blocks.
I would like to know this because I am making a Map with my friends of a Samurai era with a mission to defeat the corrupted Shoguns and Diamyos and save the Emporer with the help of the rebel army.
Thank you (Hopefully we can get the map completed by the end of the year)
The NPC's are part of the mod, so yes, NPC's will be removed if it is uninstalled or the world is played on a PC without the mod.
I dont got this problem on versions lower than 1.7 but 1.7+ appears to got this. Just let me know if u have same bug or not pls on 1.7.10
Not sure where to really begin...but here goes..
First, i found a bug when creating a follower but it Only happened on one npc so far. I set the npc up as a beacon and a follower. the beacon part worked fine as well as everything else going on around the npc, but when i would click on the npc to hire them, it would crash the game. I removed the follower role, and then set it up again and now it all works fine. Still thought i should mention something.
Second, the cloner doesnt want to create any entities from the entity tab. i can select them but the create button doesnt do anything when i click it.
Third, there are no other tabs other than the CNPC tools tab. no furniture no weapons and armour, no miscellaneous. is that going to be released in an update in the near future? or are we going to wait until 1.12 comes?
Fourth, i cant create any of my cloned NPCs from 1.10.2 in 1.11.2. Ive got a couple hundred NPCs of varying types created and id rather not have to remake them all if possible. is there anyway to be able to update them into 1.11 from 1.10? i assumed that they would be compatible with the newest version of the mod.
and Fifth, none of my downloaded skins works. out of close to 1000 skins, not a single one will show up properly. they all have the look of incompatible items and blocks, where its quartered with black and purple squares. the npcs have the same black and purple texture. how can i fix this, more than anything else i dont want to have to try and redownload them all. that was hours upon hours spent collecting them.
any and all answers would be extremely helpful and i would be greatly appreciative.
Thanks, Steve
1,4) Should have been fixed in the release last week
2) Havent heard that one yet, Ill have to test
3) That is correct in 1.11 the items/block were moved to its own mod https://minecraft.curseforge.com/projects/varied-commodities
5) In 1.11 mojang/minecraft enforces that all textures need to be lowercase
Want to support me? Become one of my patrons:
what version and what is the command?
What on Earth are you trying to do? That's not how you make an NPC, you use the NPC wand.
And also the 1.7.10 version isn't being updated anymore I don't think.
Also, I'm having a hard time understanding you because I don't know what a "jas" is.
Do you mean a JSON file?
If that's what you meant, you're not supposed to edit those to make NPCs. You're supposed to use the wand.
I can't really help you because I can't understand you. D:
Thanks for the reply Noppes. Finding the rest of the items for cnpc was extremely helpful. although, ive tried renaming my skin textures to have all lower case, im still having the same problem as before. maybe i'm missing something? not too sure why they wouldnt be working otherwise...also, not sure if youve dealt with this yet, but it seems that when i get to the end of the jobs list for npcs, the game crashes at the end of the list. it seems to be doing it pretty consistently. just wanted to bring it to your attention.
Please if anyone has time I need help with getting NPC's to teleport or have custom options.
Here I'll explain:
I am making an Adventure map and I have run into a problem caused by my map being one and two players compatible.
Is It possible to make it so: Let's say I have An intro NPC with dialog options for one or two players.
When the players in question talk to the NPC and choose (Option A: in NPCs for one player) All NPCs on the map use dialog for just one player.
But if the players in question talk to the NPC and choose (Option B: for 2 players) all NPCs on the map use the dialog for two players.
If the dialog option isn't available can I simply make an NPC With 2 player options etc Teleport to the same spot and the other NPC teleport away?
Also, I've run into a problem with making dialog last for 1 session. I created a dialog that makes the NPC aggressive if the player or players do not help them, but at the same time if they do that NPC becomes an ally.
My issue is After the dialog Ends, the players can simply click the NPC again And go through the same Dialog all over again picking something else and saving themselves the grief of getting wrecked by the NPC.
How do I prevent Players from doing this?
Thank you to whoever responds! You help is appreciated Ten fold!
I really just need to know if Those options are feasible. I am trying my hardest to learn the Javascript a little, I really want to make this happen, then I don't have to stress. Been trying to watch videos and read through scripts at night after work and it's hard, but if This works My world will be just a little brighter.
I am using Custom Npc's 1.10.2
I'm a bird flying higher than the sun. I am not the same or different.
I am Unique.
the first part you could do simply by using this -- the dialog 21 & 20 are dummy dialogs which you could have in a dummy dialog category. If they pick option 1 (0) then that would read dialog 20 and all npc would have to have both a 1 & 2 player dialog set in their dialog slots - but each dialog would have their availability set to either available after 20 or after 21 - option 2 (1) is just the opposite.
dialog 8 would be your beginning dialog #.
probably need more info for the second part
OMG ILOVE this Mod...However in 1.11.2 CustomNPC will load but I can't craft anything in it...including the wand ..Help pleas.....These are the mods that I am using:XaeroWaypoints"
[1.11]UncraftingTable-1.7
101 New Things 1.3-1.11.2
ActuallyAdditions-1.11.2-r106
AdFinders-1.11.2-1.0.2.0
allthedrops-1.11.2-1.0-build-T6
AppleTrees-1.11.2-V1.2
AutoRegLib-1.1-4
Baubles-1.11-1.4.3
BetterBuildersWands-1.11-0.11.1.239+9162f74
BetterFps-1.4.2
BiomesOPlenty-1.11.2-6.0.2.2157-universal
BiomesOPlenty-1.11.2-6.0.2.2168-universal
bonemealablebabies-1.1.0a
Botania r1.9-342
BotaniaVisualizer-1.11.2-1.0
cfm-4.1.2-mc1.11.2
ChanceCubes-1.11-2.3.3.136
ChestTransporter-1.11.2-2.7.0
ColossalChests-1.11.2-1.5.0
compatlayer-1.11.2-0.2.2
compatlayer-1.11.2-0.2.5
Craftable-Waypoints-Mod-1.11.2
CraftingCraft-1.11
CraftTweaker-1.11.2-3.0.22
CreativeCore v1.7.0 mc1.11.2
CreeperDrops-1.11.2-V1
CropDusting-0.6-[1.11.2]
CustomNPCs_1.11.2_beta(17mar17)
CustomNPCs_1.11.2_beta(22jan17)
cxlibrary-1.11.2-1.4.0
CyclopsCore-1.11.2-0.9.4
D3Core-1.11.2-1.3.0.65
DynamicLights-1.11.2.zip"
DynamicSurroundings-1.11.2-3.2.8.1
easybreading-1.11.2-4.1.0
ElecCore-1.11-1.7.409
EM3R50N-EatTheEggs-1.11.2-13.20.0.2201
EvilCraft-1.11.2-0.10.21
expandedbonemeal-1.11-1.0.1
FastLeafDecay-v12
Floocraft 1.11.2-1.7.7
ForgeEndertech-1.11.2-2.0.4.1
GardenOfGlass
GiacomosCompass-1.11.2-1.0.5
GiacomosFishingNet-1.11.2-1.5.1
GiacomosFoundry-1.11.2-1.3.12
GiacomosMaps-1.11.2-1.2.2
GiacomosTeleport-1.11.2-1.1.1
givemebiomes-1.11.2-2.1.0
Harvest-1.11-1.2.0-12
hopperducts-mc1.11.2-1.4.9
Hwyla-1.8.10-B23_1.11
intwheel-1.1x-1.2.4
ironchest-1.11-7.0.17.799
jei_1.11.2-4.2.6.238
journeymap-1.11.2-5.4.6
JRFTL-1.1
JustEnoughResources-1.11.2-0.6.2.104
Lucky-Block-Mod-1.11.2.zip"
Lumberjack-1.11.2-1.3.1.48
mcjtylib-1.1x-2.3.9
mcjtylib-1.1x-2.3.11
minecolonies-universal-1.11-0.6.2919
mod-gammabright-3.7-mc1.11.2.zip"
MoreFurnaces-1.11-1.9.4
MorePlayerModels_1.11.2(26jan17)
MoreShearables1.2.2-1.11.2
mysticalagriculture[1.11.2]-1.4.2
notenoughwands-1.1x-1.5.4
ObsidianToolsArmor_V1.6.2
PackingTape-1.11.0-0.6.1
Pam's HarvestCraft 1.11.2d
Pams-Get-all-the-Seeds-1.11
PattysMoreStuff-Stable-1.0.2-1.11.2
Pipes-1.11-1.1.0.12
prefab-1.2.0.5
Psi-r1.1-46
Quark-r1.2-87
RealBench-1.11.2-1.3.2
RealTimeClock-1.11-0.6.4
ReapMod 1.4
ReinforcedTools-2.0.1-1.11
rftools-1.1x-5.84
rftoolsctrl-1.1x-1.6.6
rftoolsdim-1.1x-4.54
Ruins-1.11.2.zip"
SeedDrop-1.1.0-1.11
SimpleGrinder-3.101.R1112
Stellar API-0.6.4.1.2
Stellar Sky-0.6.5.1.2
Terrain Crystals 1.11 - 1.2.3
theoneprobe-1.1x-1.4.4
TickrateChanger-Mod-1.11.2
torchmaster_1.11.2-1.1.1.0
TrashSlot_1.11.2-7.4.3
TrashSlot_1.11-7.4.1
TreeChopper-1.11.2-1.1.2
TUMAT-1.8.0-RC1-1.8.0-RC1
ultimate_unicorn_mod-1.11-1.5.10
UndergroundBiomesConstructs-1.11-0.9-beta.13
VeinMiner-1.11-0.35.3.605+dad98e1
ViesCraft-1.11.2-4.22.0
VillageNames-1.11.2-1.0
VillagerInventory-1.11-1.0.2
VTweaks-1.11.x-1.4.9.15
WailaHarvestability-mc1.11-1.1.9
Waystones_1.11.2-3.0.10
Waystones_1.11.2-3.0.13
WearableBackpacks-1.11.2-2.3.0
WIT-1.11-1.0.22-41
wuestUtilities-1.11.2.0
Xaeros_Minimap_1.12.3_Forge_1.11
YukariLib-1.0.2.1-1.11
YukariLib-1.11-1.1.1
zz-backpacks 1.11.2 - 3.1.7
Thats alot of mods. One of them might be incompatible with Custom npcs.
Do you have a crash log?
It's not crashing but I cant craft anything in CustomNPC
OMG !?!?! what no railcraft , bibliocraft, thermodynamics?????
Seriously IDK - but there was talk on discord that you need various commodities to craft stuff for the time being
https://minecraft.curseforge.com/projects/varied-commodities/files/2372000/download
Thnx I will try this
Yeah I fixed that part
Ty daottoad just helping me with that is a God-Send! I'll add you to ppl who helped me on my map!
I'm a bird flying higher than the sun. I am not the same or different.
I am Unique.
Alright so, it seems I found a bug in the beta version for 1.11.2.
For some reason when i'm using the 1.11.2 version, custom skins are not working. It seems to be a directory issue, as customNPCs no longer loads skins inside of additional folders. (For example, if i want more skins, i drag and drop the new skins folder INTO the directory: assets/textures/entity/humanmale, creating the directory assets/textures/entity/humanmale/(foldername) ) I do this because the game automatically loads with the steve skin, and so i expand my folders starting there for ease of use. In the 1.7, 1.8, and 1.10 versions, this has not been an issue.
For previous versions, this method for adding new skins has worked without flaw, however on the 1.11 version this seems to have changed.
I've been running CustomNPCs for the last two years on my server, and singleplayer. I've never had issues adding skins like this before. From what I can tell, the texture model is still the same... so any ideas?
So, why does Steve show up, but new skins do not?
(Pardon my grammar, english is not my first language)
ALL textures have to be lowercase -- that includes directory name!!
Why doesn't armor render on non-Zombie/Skeleton mobs anymore? It used to be that, in 1.8, if you set an NPC to have a Creeper model and gave it a helmet, it would render. Now, that doesn't happen. Is there any way to fix this?
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