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.
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
don't have time to test this my self but maybe A "active before quest" means before a quest is completed - try just putting B before A
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Minecraft 1.7.10. Really want to add my own sounds, so I can actually voice the dialog I write (lame I know), but can't even seem to get the KevinMacLeodMusic pack to work. How do I get that working? How do I get my own sounds working!?
Would be nice if you could give npc's regular mob abilities like being able to blow up. I'll give him a block of dynamite as a weapon and have him run at the enemy. Or rather have him teleport like an enderman then blow up. An endercreeper. the stuff of nightmares. Yes and lets make it a creature that is sum,oned by another npc. I shudder to think the devastation such a combo would cause.
When you have teleport selected they do not move normally unless they are wandering orare a follower of some sort. By the way why is companion still not completed?
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 played with custom npcs about a year ago, then I stopped playing Minecraft for a while. Around six months ago, I decided to start a modpack again and started making one. However, it kept crashing on launch. Eventually I narrowed it down to CustomNPCs and reluctantly took it off the mod list. Present day, I really miss having Custom npcs in because it adds so much life to the game. So I created a new modpack with exclusively Custom NPCs on it and ran it. Of course it crashed on launch, but I got the logs.
Plz Help:
CustomNPCs-latest.log:
[13:39:42][FINE/CustomNPCs][noppes.npcs.controllers.ScriptController:52] Sun Oct 01 13:39:42 EDT 2017
[13:39:42][FINE/CustomNPCs][noppes.npcs.CustomNpcs:220] Script Engines Available:
latest.log:
[13:39:31] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:31] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Forge Mod Loader version 14.21.1.2443 for Minecraft 1.12 loading
[13:39:32] [main/INFO]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 10:amd64:10.0, installed at C:\Users\Ethan\Documents\Curse\Minecraft\Install\runtime\jre-x64\1.8.0_25
[13:39:32] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[13:39:33] [main/INFO]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[13:39:33] [main/INFO]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[13:39:33] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker
I noticed the latest versions don't have the CustomNPCs weapons, armors, and misc items anymore. It only has the NPC tools. Is there a reason why its like this?
I noticed the latest versions don't have the CustomNPCs weapons, armors, and misc items anymore. It only has the NPC tools. Is there a reason why its like this?
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
don't have time to test this my self but maybe A "active before quest" means before a quest is completed - try just putting B before A
Minecraft 1.7.10. Really want to add my own sounds, so I can actually voice the dialog I write (lame I know), but can't even seem to get the KevinMacLeodMusic pack to work. How do I get that working? How do I get my own sounds working!?
Please and thanks.
Would be nice if you could give npc's regular mob abilities like being able to blow up. I'll give him a block of dynamite as a weapon and have him run at the enemy. Or rather have him teleport like an enderman then blow up. An endercreeper. the stuff of nightmares. Yes and lets make it a creature that is sum,oned by another npc. I shudder to think the devastation such a combo would cause.
When you have teleport selected they do not move normally unless they are wandering orare a follower of some sort. By the way why is companion still not completed?
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 played with custom npcs about a year ago, then I stopped playing Minecraft for a while. Around six months ago, I decided to start a modpack again and started making one. However, it kept crashing on launch. Eventually I narrowed it down to CustomNPCs and reluctantly took it off the mod list. Present day, I really miss having Custom npcs in because it adds so much life to the game. So I created a new modpack with exclusively Custom NPCs on it and ran it. Of course it crashed on launch, but I got the logs.
Plz Help:
CustomNPCs-latest.log:
[13:39:42][FINE/CustomNPCs][noppes.npcs.controllers.ScriptController:52] Sun Oct 01 13:39:42 EDT 2017
[13:39:42][FINE/CustomNPCs][noppes.npcs.CustomNpcs:220] Script Engines Available:
latest.log:
[13:39:31] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:31] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLTweaker
[13:39:32] [main/INFO]: Forge Mod Loader version 14.21.1.2443 for Minecraft 1.12 loading
[13:39:32] [main/INFO]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 10:amd64:10.0, installed at C:\Users\Ethan\Documents\Curse\Minecraft\Install\runtime\jre-x64\1.8.0_25
[13:39:32] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
[13:39:32] [main/INFO]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[13:39:33] [main/INFO]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[13:39:33] [main/INFO]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
[13:39:33] [main/INFO]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker
[13:39:33] [main/INFO]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker
[13:39:33] [main/INFO]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[13:39:34] [main/INFO]: Setting user: GoldEngineer_2
[13:39:37] [main/INFO]: LWJGL Version: 2.9.4
[13:39:40] [main/INFO]: Could not load splash.properties, will create a default one
[13:39:40] [main/INFO]: -- System Details --Details: Minecraft Version: 1.12 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 245039184 bytes (233 MB) / 729284608 bytes (695 MB) up to 3817865216 bytes (3641 MB) JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4096m -Xms256m -XX:PermSize=256m IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: Loaded coremods (and transformers): GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 382.05' Renderer: 'GeForce GT 730/PCIe/SSE2'
[13:39:40] [main/INFO]: MinecraftForge v14.21.1.2443 Initialized
[13:39:40] [main/INFO]: Replaced 921 ore ingredients
[13:39:40] [main/INFO]: Found 0 mods from the command line. Injecting into mod discoverer
[13:39:40] [main/INFO]: Searching C:\Users\Ethan\Documents\Curse\Minecraft\Instances\Custom npcs test\mods for mods
[13:39:41] [main/INFO]: Forge Mod Loader has identified 5 mods to load
[13:39:41] [main/INFO]: Attempting connection with missing mods [minecraft, mcp, FML, forge, customnpcs] at CLIENT
[13:39:41] [main/INFO]: Attempting connection with missing mods [minecraft, mcp, FML, forge, customnpcs] at SERVER
[13:39:42] [main/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:CustomNPCs
[13:39:42] [main/INFO]: Processing ObjectHolder annotations
[13:39:42] [main/INFO]: Found 1186 ObjectHolder annotations
[13:39:42] [main/INFO]: Identifying ItemStackHolder annotations
[13:39:42] [main/INFO]: Found 0 ItemStackHolder annotations
[13:39:42] [main/INFO]: Configured a dormant chunk cache size of 0
[13:39:42] [Forge Version Check/INFO]: [forge] Starting version check at http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json
[13:39:43] [Thread-3/INFO]: Using sync timing. 200 frames of Display.update took 93369168 nanos
[13:39:43] [Forge Version Check/INFO]: [forge] Found status: AHEAD Target: null
I noticed the latest versions don't have the CustomNPCs weapons, armors, and misc items anymore. It only has the NPC tools. Is there a reason why its like this?
yes, its in its own mod called Varied commodities
http://www.kodevelopment.nl/minecraft/varied-commodities/downloads
Alright thanks
Where would the forge log be in the folder?
Oh, btw if this changes anything it was launched in the curse launcher (now twitch). But i did check the regular forge and it didn't work either.
Conversations are cool, but sometimes they start halfway through when I get into range. Is there a way to fix that?