I'm still struggling with the music part. Still not sure why it was changes from just having the files in a folder to having to have them all folder added as well as scipted in. I'm struggling with getting it to work for some reason. I did everything the examples show. My song just keeps making a skipping noise rather then playing through. Any chance you can bring it back to the old way? I had it all working before and now my music is dead.
Newbie here. I downloaded per the instructions, but Minecraft crashes as soon as it start it up. Following is the crash report.
Put your spoiler here.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 8/14/14 7:00 PM
Description: Initializing game
java.lang.NoClassDefFoundError: Lcpw/mods/fml/common/network/FMLEventChannel;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Class.java:2348)
at java.lang.Class.getDeclaredField(Class.java:1916)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:524)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.common.network.FMLEventChannel
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 37 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Class.java:2348)
at java.lang.Class.getDeclaredField(Class.java:1916)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:524)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.4
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 137112288 bytes (130 MB) / 227127296 bytes (216 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 5 mods loaded, 5 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed
customnpcs{1.7.10b} [CustomNpcs] (CustomNPCs_1.7.10b.jar) Unloaded
mymod{1.0} [spiritcraft] (spiritcraft by roman sejnoha copy.zip) Unloaded
Launched Version: 1.6.4-Forge9.11.1.953
LWJGL: 2.9.0
OpenGL: NVIDIA GeForce GT 650M OpenGL Engine GL version 2.1 NVIDIA-8.26.26 310.40.45f01, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: ArestiansDawn
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thanks for any help!
Your running Minecraft 1.6.4 and attempting to play with a 1.7.10 mod. Update MC or download the 1.6.4 version.
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'm still struggling with the music part. Still not sure why it was changes from just having the files in a folder to having to have them all folder added as well as scipted in. I'm struggling with getting it to work for some reason. I did everything the examples show. My song just keeps making a skipping noise rather then playing through. Any chance you can bring it back to the old way? I had it all working before and now my music is dead.
The way the sounds load in Minecraft has been changed. I don't think there is a way to go back, apart from using a lower version, so either you'll have to keep trying, go without, or use a lower 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.
When I kill a customnpc, it dies, but I do not morph. I have morphing mod, morph mod works, but I can't morph into a customNPC. Is this a bug?
I've been trying to be a green custom npc dragon.
Also, I have found a very annoying bug: When I change the model on a customnpc, Some models do not show up in the list. Like nagas, furries, NPCskeletons, NPCzombies, orccs, dwarves, etc. But when I do /summon, all of them show up. But when I summon them, they run away. When I fence them in so they won't run, they dissapear. Other than this, the mod is awesome. I FRIKKIN LOVE THE DEMONIC BROADSWORD IT IS SO AWESOME OMG OMG OMG \( ' 0 ' )/
There are some issues with the Morph mod, I have no clue what exactly it is, Noppes or Darksignal could tell you more.
Some of the older models like what you listed have been combined into one model, the "customNPC". Select it them click load setting.
The broadswords, I designed those (not exactly from scratch, because they have to resemble the other weapon types). Thanks for your praise.
I have found a really strange and very annoying 'bug?' that causes this problem:
Everytime after some time in a world, using some NPC editing stuff (Changing tabs in the editing menu, reseting all NPCs to their original spot), my game comes to the screen saying "Shutting down internal server..." and then jumping to a screen saying "Connection lost, a fatal error occured, this connection has been terminated" and then it brings me to the multiplayer server menu, which i find strange since i am playing singleplayer...
I have no idea what this is, i play with the latest version, it has never happened to me before and i play with these mods:
Player API
Flan's Mod
BetterStorage
BiblioCraft
Damage Indicators
Carpenters Blocks
And ofcourse CustomNPCs
If this is fixable, I would be so thankful, since this bug is so annoying
~Captain_Blasty~
Replicate the error, then go to .minecraft > logs > latest and post the log, in full, here inside a spoiler.
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.
Does anyone know if it is possible to add custom messages to location blocks that players are unable to pass through yet?
Thanks.
Do you mean the border blocks? The text box with "message" next to it will say whats in it to whoever is trying to pass through but doesn't meet the availability options.
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.
Ah ok, can you add the recipes from global to the carpentry bench so when you click on the "..." it shows them?
Also global doesnt have the recipes for the crossbow, sling shot etc, dont they have recipes yet or something?
I'm running this mod on a private Cauldron server with 2 other friends
Yes, the button displays all custom recipes anyway.
They don't have preset recipes yet, if you want recipes for them, you can make them yourself though.
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.
If I make a recipe on my server for say the crossbow would the clients have to have the same recipe file or would they just get it from the server regardless?
They should. I guess the only to find out is to test it.
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.
Is there a way to script npc to change models after something, like a dialog option or taking x amount of damage? Kind of like how they can change models depending if it is day time or night time? Just curious?
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.
For some reason every time i go to the availability screen for dialog edit something then leave it resets that sceen
This is a known bug, however it has not reset your selection. If you click the button to select the dialog again, it will already be on the screen for your selection. I tested this myself when I found this issue and thats the conclusion i came to.
TL:DR. just ignore it, it still saved the dialog correctly however u may want to test yourself
Well have you ever had a problem with your custom NPCs not sustaining damage from connected players?
Because I seem to be having that problem and I can't quite figure out why.
No form of damage seems to effect them.
I remember having issues when the connection was shaky, this was due to distance between us and the wireless network point, plus some thick walls. I've also had issues due to bugs in past versions, but nothing is affecting my group atm.
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 remember having issues when the connection was shaky, this was due to distance between us and the wireless network point, plus some thick walls. I've also had issues due to bugs in past versions, but nothing is affecting my group atm.
That's really strange, could it have anything to do with factions then?
I'm stumped, because I'm on a wired connection and there's literally no discernible lag. Yet other connecting players cannot harm hostile NPCs.
Thanks for the added support for pixelmon. (You're the best!)
But it's still a bit glitchy.
1) Whenever you select the Pixelmon Model, your character will say the name of that pixelmon. (could be a debug that's left out?)
2) There's an error ocurring in the console: (Error: SetName) http://pastebin.com/JkauHUJD
(Since the NPC still appears, and no crashes occur, i'm assuming it's not a big deal, but could perhaps need some looking into)
Other bugs unrelated to pixelmon:
3) I'm having some issues with player textures. (Could be Mojangs fault after the Texture update they did?)
In some cases, the textures are just shown as steve. A bit weirder is this though:
The player (on the left) is me, Tirco. The NPC (On the right) is set to have Tirco's skin. For some reason it's plain white? The skin worked fine in 1.7.2.
4) You can no longer find Minecraft-textures when trying to set textures to NPCs. (Not really a big deal, since you could easily just provide the path to the texture you would want to add)
Rollback Post to RevisionRollBack
^ - Pixelmon server with Custom NPCs and a few custom-made plugins! - ^
Hi Noppes.
I have a question. Contents shown below. Is this specification? Or is a bug?
version of the mod is the latest version.
I naming John, the NPC as a example.
1)Create NPC "John".And, set "npc.setStoredData("test",1.0);" to "Damaged". set "npc.say(npc.setStoredData("test"));" to "Intaract".
2)NPC "John", clone the "Server side".
3)NPC "John" of some, spawn by clone.
4)Among them, I will attack one NPC "John".
5)All NPC including of not attacked NPC, answer to the "1.0" by Intaract.(
After that,Similarly, Were allowed to spawn "John" says. "test" is "1.0".)
This does not occur when the "Client side" cloned.
NPC that has been cloned from the "Server side" is, whether they have the same ID?
I'm sorry in clumsy English.Thank you.
Hi Noppes.
I have a question. Contents shown below. Is this specification? Or is a bug?
version of the mod is the latest version.
1)Create NPC "John".And, set "npc.setStoredData("test",1.0);" to "Damaged". set "npc.say(npc.setStoredData("test"));" to "Intaract".
2)NPC "John", clone the "Server side".
3)NPC "John" of some, spawn by clone.
4)Among them, I will attack one NPC "John".
5)All NPC including of not attacked NPC, answer to the "1.0" by Intaract.
This does not occur when the "Client side".
NPC that has been cloned from the "Server side" is, whether they have the same ID?
I'm sorry in clumsy English.Thank you.
Are you saying clients cannot attack custom npcs but you (the host) can?
Your running Minecraft 1.6.4 and attempting to play with a 1.7.10 mod. Update MC or download the 1.6.4 version.
There are recipes, they can be found in the Global tab > recipes. Here, you can make custom recipes and or change the preset mod ones.
The way the sounds load in Minecraft has been changed. I don't think there is a way to go back, apart from using a lower version, so either you'll have to keep trying, go without, or use a lower version.
There are some issues with the Morph mod, I have no clue what exactly it is, Noppes or Darksignal could tell you more.
Some of the older models like what you listed have been combined into one model, the "customNPC". Select it them click load setting.
The broadswords, I designed those (not exactly from scratch, because they have to resemble the other weapon types). Thanks for your praise.
Noppes doesn't design textures. If your really hankering for the armor, give a shot at making it yourself, or pester someone to make it and submit it.
Replicate the error, then go to .minecraft > logs > latest and post the log, in full, here inside a spoiler.
I believe these are both planned.
Do you mean the border blocks? The text box with "message" next to it will say whats in it to whoever is trying to pass through but doesn't meet the availability options.
Yes, the button displays all custom recipes anyway.
They don't have preset recipes yet, if you want recipes for them, you can make them yourself though.
Big help, thanks again
They should. I guess the only to find out is to test it.
Custom NPC's does work with LAN, I use it quite frequently with my friends.
Not currently no.
This is a known bug, however it has not reset your selection. If you click the button to select the dialog again, it will already be on the screen for your selection. I tested this myself when I found this issue and thats the conclusion i came to.
TL:DR. just ignore it, it still saved the dialog correctly however u may want to test yourself
Well have you ever had a problem with your custom NPCs not sustaining damage from connected players?
Because I seem to be having that problem and I can't quite figure out why.
No form of damage seems to effect them.
I remember having issues when the connection was shaky, this was due to distance between us and the wireless network point, plus some thick walls. I've also had issues due to bugs in past versions, but nothing is affecting my group atm.
That's really strange, could it have anything to do with factions then?
I'm stumped, because I'm on a wired connection and there's literally no discernible lag. Yet other connecting players cannot harm hostile NPCs.
But it's still a bit glitchy.
1) Whenever you select the Pixelmon Model, your character will say the name of that pixelmon. (could be a debug that's left out?)
2) There's an error ocurring in the console: (Error: SetName) http://pastebin.com/JkauHUJD
(Since the NPC still appears, and no crashes occur, i'm assuming it's not a big deal, but could perhaps need some looking into)
Other bugs unrelated to pixelmon:
3) I'm having some issues with player textures. (Could be Mojangs fault after the Texture update they did?)
In some cases, the textures are just shown as steve. A bit weirder is this though:
The player (on the left) is me, Tirco. The NPC (On the right) is set to have Tirco's skin. For some reason it's plain white? The skin worked fine in 1.7.2.
4) You can no longer find Minecraft-textures when trying to set textures to NPCs. (Not really a big deal, since you could easily just provide the path to the texture you would want to add)
^ - Pixelmon server with Custom NPCs and a few custom-made plugins! - ^
I have a question. Contents shown below. Is this specification? Or is a bug?
version of the mod is the latest version.
I naming John, the NPC as a example.
1)Create NPC "John".And, set "npc.setStoredData("test",1.0);" to "Damaged". set "npc.say(npc.setStoredData("test"));" to "Intaract".
2)NPC "John", clone the "Server side".
3)NPC "John" of some, spawn by clone.
4)Among them, I will attack one NPC "John".
5)All NPC including of not attacked NPC, answer to the "1.0" by Intaract.(
After that,Similarly, Were allowed to spawn "John" says. "test" is "1.0".)
This does not occur when the "Client side" cloned.
NPC that has been cloned from the "Server side" is, whether they have the same ID?
I'm sorry in clumsy English.Thank you.
I, there is no malice to you guys.
Please help me someone.
Are you saying clients cannot attack custom npcs but you (the host) can?
Because I have exactly the same problem.