I have a question about the dialog option. I've been trying to get some dialog to work and I was wondering if there's a way that a quest giver gives someone a quest with a certain dialog and then after someone does a quest then there could be a new set of dialog after someone has done the quest.
You can either script it, or you can give a dialogue a next dialogue with a quest
I started using it due to soul stones. And noticed a drastic difference in AI. If the aggro range is set to 30, and a monster is 10-30 yards away, it will walk slowly towards it, looking confused, looking around, searching for it, when it is right in front. It needs to be about 8 yards in order to finaly start the rush towards monster.
Can't seem to find/get much help from the discord either.
So ive talked to Noppes. Heres what he said. (Sorry this answer isnt helping you)
Triliton[/b]-Today at 8:10 PM[/header]
any suggestions what may cause missing textures on skins that comes with the mod for 1.12? Useing recomended Forge version. Its for a user on the mcforum. We have tried together to redownload the mod, replaced textures. Still gives leg/arm textures just both being the same leg/arm(edited)
Noppes[/b]-Today at 8:12 PM[/header]
yea that is because my textures are bad
Triliton[/b]-Today at 8:14 PM[/header]
@Noppes so you want me to tell the user that your textures are bad?
Well... while this does heavily disappoint me knowing that these textures are pretty much unusable now, I guess it is a relief that it isn't just some problem that i may be causing for myself somehow... Thanks for clearing it up.
Would be nice if Noppes attempts to fix them in the future, But i know there are more important stuff to be dealing with. i'll just have to attempt to find custom textures, Which thanks to the numerous reports i've red, i should at least know what's wrong with those should something bad happen.
I started using it due to soul stones. And noticed a drastic difference in AI. If the aggro range is set to 30, and a monster is 10-30 yards away, it will walk slowly towards it, looking confused, looking around, searching for it, when it is right in front. It needs to be about 8 yards in order to finaly start the rush towards monster.
Before, if it was in range, it would just rush...
Anyone else experiencing this?
Edit: I'm using forge 10.13.4.1558. I'm guessing this is probably the reason.
I started using it due to soul stones. And noticed a drastic difference in AI. If the aggro range is set to 30, and a monster is 10-30 yards away, it will walk slowly towards it, looking confused, looking around, searching for it, when it is right in front. It needs to be about 8 yards in order to finaly start the rush towards monster.
Before, if it was in range, it would just rush...
Anyone else experiencing this?
Edit: I'm using forge 10.13.4.1558. I'm guessing this is probably the reason.
I figured out the problem, I was using copied NPC's from previous version. When I made new NPC guards, the AI worked just fine.
Well... while this does heavily disappoint me knowing that these textures are pretty much unusable now, I guess it is a relief that it isn't just some problem that i may be causing for myself somehow... Thanks for clearing it up.
Would be nice if Noppes attempts to fix them in the future, But i know there are more important stuff to be dealing with. i'll just have to attempt to find custom textures, Which thanks to the numerous reports i've red, i should at least know what's wrong with those should something bad happen.
Again, Thanks for clearing this up for me.
No problem. He has but it will offcourse be fixed in the future.
EDIT: Urrgh.. i hate having to keep coming here and asking for help, But it seems all of those skins come up as the missing pink and black textures as well... What could i be doing wrong?
Ran into a bug where putting a bow in weapon slot causes the inventory screen to glitch. this never happen to me in 1.7.10 version of the mod. Unless you've already fixed it by now I hope you make quick work of this one, it is awkward to have an archer shooting arrows without a bow. This is the 1.10.2 version i believe. Only the bows from tinker's tools do this none of the other weapons i've tested outside of the bow family of tinker's tools like swords seem to cause this problem.
EDIT: Urrgh.. i hate having to keep coming here and asking for help, But it seems all of those skins come up as the missing pink and black textures as well... What could i be doing wrong?
By the way do you think you could add a bunch of non spawning entities to this mod. There really isn't a lot of variety in usable entites for the monster fortress i'm making. It wasn't a problem before because i had twilight forest but it looks like it'll never reach 1.10.2. It such a letdown that there isn't a lot of monster variety. Before there were various skeletons, naga, and various golems and knights and stuff all of which were cool Now it's just not that much variety.
If custom npcs brought a bunch of it's own monster entities (which don't necessarily spawn, it would fix the issue in variety when it cam to monsters. Plus there's only so much you can do with a steve model and a few customization options. I feel like if you are gonna make custom npcs you gotta be able to have a lot of variety for models.
I kinda wish i knew where to look for more mobs like the ones i had that only add in their own entities and nothing more.
Rollback Post to RevisionRollBack
A fool prepares for nothing, a wiseman prepares for the problems ahead, and an insecure person prepares for everything that has already gone wrong.
Hi. I'm running MC 1.11.2 with Forge and I have problem with custom sounds. I mean even with the sounds included in Custom NPCs mod. In single player they work fine, but if I try to use them on a server (with same version of Custom NPC's nstalled on it) I can't get any of the custom sounds to work. I'm having same customnpcs folder with same assets, proper sounds.json (it works on SP) on both server and client. I also tried using sounds from resource pack, but that doesn't work either. I can hear the sounds after pressing "Play" in sound selection screen, but the NPC plays ambient cave sound instead. Only standard MC sounds seem to work.
Is there any way around it? Do I do something wrong?
I havent played much around with the sounds. Youre not useing any other mods for sound?
Try and talk to Noppes on Discord about your issue:
These are made for 1.8.9 and higher and work fine here.
Sorry about that
Seems the new skins didn't work either.. i don't... i don't understand how i'm having this many problems...
They still show up as the error texture, i tried renaming them as well incase that was a problem, But nothing i do seems to make the textures function...
Seems the new skins didn't work either.. i don't... i don't understand how i'm having this many problems...
They still show up as the error texture, i tried renaming them as well incase that was a problem, But nothing i do seems to make the textures function...
I've been having some issues with dialogue availability.
First off, I have an npc that starts some dialogue (Dialogue A ) and one of the options gives a quest. I tried to make it so new dialoge (Dialogue B ) would show up while the quest was active instead of the npc saying the same thing again. I set the availability of Dialogue A to be active before the quest, and Dialogue B set to only be available after the dialogue option of Dialogue A that starts the quest, and available while the quest is active.
But when I talk to the npc with the quest active, he still says Dialogue A.
I went into the npc's dialogue and gave him both Dialogue A and B, but it still does the same thing.
You can either script it, or you can give a dialogue a next dialogue with a quest
Can't seem to find/get much help from the discord either.
Is anyone using the latest 1.7.10 version?
I started using it due to soul stones. And noticed a drastic difference in AI. If the aggro range is set to 30, and a monster is 10-30 yards away, it will walk slowly towards it, looking confused, looking around, searching for it, when it is right in front. It needs to be about 8 yards in order to finaly start the rush towards monster.
Before, if it was in range, it would just rush...
Anyone else experiencing this?
What? im gonna talk to Noppes.
So ive talked to Noppes. Heres what he said. (Sorry this answer isnt helping you)
Triliton[/b]-Today at 8:10 PM[/header]
any suggestions what may cause missing textures on skins that comes with the mod for 1.12? Useing recomended Forge version. Its for a user on the mcforum. We have tried together to redownload the mod, replaced textures. Still gives leg/arm textures just both being the same leg/arm(edited)
Noppes[/b]-Today at 8:12 PM[/header]
yea that is because my textures are bad
Triliton[/b]-Today at 8:14 PM[/header]
@Noppes so you want me to tell the user that your textures are bad?
Noppes[/b]-Today at 8:14 PM[/header]
sure
Well... while this does heavily disappoint me knowing that these textures are pretty much unusable now, I guess it is a relief that it isn't just some problem that i may be causing for myself somehow... Thanks for clearing it up.
Would be nice if Noppes attempts to fix them in the future, But i know there are more important stuff to be dealing with. i'll just have to attempt to find custom textures, Which thanks to the numerous reports i've red, i should at least know what's wrong with those should something bad happen.
Again, Thanks for clearing this up for me.
Is anyone using the latest 1.7.10 version?
I started using it due to soul stones. And noticed a drastic difference in AI. If the aggro range is set to 30, and a monster is 10-30 yards away, it will walk slowly towards it, looking confused, looking around, searching for it, when it is right in front. It needs to be about 8 yards in order to finaly start the rush towards monster.
Before, if it was in range, it would just rush...
Anyone else experiencing this?
Edit: I'm using forge 10.13.4.1558. I'm guessing this is probably the reason.
I figured out the problem, I was using copied NPC's from previous version. When I made new NPC guards, the AI worked just fine.
No problem. He has but it will offcourse be fixed in the future.
As a little plaster for your troubles, i have a rpg series on YT. I also have alot of skins.
Many custom made, many from this mcforum. Here http://www.mediafire.com/file/3tuv4jv8x5jhfn7/Skins.rar
Hope you can use some of them.
Thanks, i'll make use of these!
EDIT: Urrgh.. i hate having to keep coming here and asking for help, But it seems all of those skins come up as the missing pink and black textures as well... What could i be doing wrong?
Ran into a bug where putting a bow in weapon slot causes the inventory screen to glitch. this never happen to me in 1.7.10 version of the mod. Unless you've already fixed it by now I hope you make quick work of this one, it is awkward to have an archer shooting arrows without a bow. This is the 1.10.2 version i believe. Only the bows from tinker's tools do this none of the other weapons i've tested outside of the bow family of tinker's tools like swords seem to cause this problem.
A fool prepares for nothing, a wiseman prepares for the problems ahead, and an insecure person prepares for everything that has already gone wrong.
Ehm, this might be on me.
I think i gave you 1.7.10 skins.
Here http://www.mediafire.com/file/4zaq295501t4zeo/Skins_1.8.9.rar
These are made for 1.8.9 and higher and work fine here.
Sorry about that
By the way do you think you could add a bunch of non spawning entities to this mod. There really isn't a lot of variety in usable entites for the monster fortress i'm making. It wasn't a problem before because i had twilight forest but it looks like it'll never reach 1.10.2. It such a letdown that there isn't a lot of monster variety. Before there were various skeletons, naga, and various golems and knights and stuff all of which were cool Now it's just not that much variety.
If custom npcs brought a bunch of it's own monster entities (which don't necessarily spawn, it would fix the issue in variety when it cam to monsters. Plus there's only so much you can do with a steve model and a few customization options. I feel like if you are gonna make custom npcs you gotta be able to have a lot of variety for models.
I kinda wish i knew where to look for more mobs like the ones i had that only add in their own entities and nothing more.
A fool prepares for nothing, a wiseman prepares for the problems ahead, and an insecure person prepares for everything that has already gone wrong.
I havent played much around with the sounds. Youre not useing any other mods for sound?
Try and talk to Noppes on Discord about your issue:
Here: https://t.co/gC8AMWv8J5
Seems the new skins didn't work either.. i don't... i don't understand how i'm having this many problems...
They still show up as the error texture, i tried renaming them as well incase that was a problem, But nothing i do seems to make the textures function...
Do you use Optifine?
If no, install it. It might fix your issue
What is he trying to do anyways?
A fool prepares for nothing, a wiseman prepares for the problems ahead, and an insecure person prepares for everything that has already gone wrong.
His skins are all messed up. No matter what he does.
Yep, it's always the first thing i get.
I've been having some issues with dialogue availability.
First off, I have an npc that starts some dialogue (Dialogue A ) and one of the options gives a quest. I tried to make it so new dialoge (Dialogue B ) would show up while the quest was active instead of the npc saying the same thing again. I set the availability of Dialogue A to be active before the quest, and Dialogue B set to only be available after the dialogue option of Dialogue A that starts the quest, and available while the quest is active.
But when I talk to the npc with the quest active, he still says Dialogue A.
I went into the npc's dialogue and gave him both Dialogue A and B, but it still does the same thing.
What am i doing wrong that's causing this?
edit: This is on 1.11.2