Hey Noppes - been quite a while. But I've constantly been checking up on this mod and its progress over the year, nice work by the way as usual
I am preparing to start a major project in Minecraft but have ran into a small issue, skins and capes are easy enough to make for this mod due to the way the files are set up, however creating new weaponry and armours is a different matter as I'm certain you know.
My question is if I create all the items/sprites/etc and send them to you in a .rar or .7zip file, would you be able to create an item's content pack from it as an optional download on your website? Personally I am not fussed about others using the items but I don't mind if you want to make them publicly available as with the content packs and base-mod items/skins I have already provided. I did check the website first to see if there was an 'items' content pack option, but as I had anticipated - there wasn't, hence my question
Thank you, hopefully hear back from you soon so I can get started
Hey Noppes, i wanted to report a bug that isn't really that important but is still a bug.
So this is a very simple bug it doesn't create problems, it's only a texture issue.
When I place a weapon rack next to a banner this issue happens, as you can see in photo 1
I did some testing to try and recreate the bug, the only way i could recreate it is if something is placed in the banner. When it is just a blank banner >it looks like photo 2
This is a fantastic mod btw, the bug that i came across is minuscule compared to other mods. :))
EDIT: the bug is slightly bigger than i thought, if the banner is on the same wall as the weapon rack it looks like photo 3.
I did not want to give wrong information so i still testing the bug to see if it has more qualities or not.
I did some more testing and it seems that you can recreate the bug by putting two weapon racks next to each other as well. Photo 4
This is an amazing mod. I can no longer wait for the next update. It is unfortunate that they appear so rarely. Is it possible to test the beta version of this mod?
By the way, I have a few suggestions:
- The possibility of inserting new (own) character models to the folder models (such as skins form).
- To continue the dialogue with the NPC must be paid item (dialogue option)
- Flying npc
- Mount NPCs (for travel where you want, or set to the path using a special item)
- More special blocks. (boiler with potions, cross, road sign, etc)
- Dressage mobs without using mounter, it is too OP
i'm not a modder, nor NOppes, but i will try to answer stuff .-.
1: i'm not really sure , but the custom model thingie may not be possible (someone have already asked that in the more player models mod too, even in the morph mod they asked this, and in all of those the answer was no)
2: the flying NPC is already being made (also, you should read the todo list before making sugestions)
3: the mount tool is kinda made for creating npcs (generally on creative), so it's not OP .-. a sugestion for it would be learn/ find someone who know coding, and create an NPC with script to do that o3o
Oh yeah, an idea I had was when you interact with a certain NPC, another could come running to you and tell you something. this is something from Legend of Notch, where you go in a certain building, you interact with a guy, and 2 guards come to you saying that the king was kidnapped. That would be pretty cool.
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Im an insult to Etho and Mindcrack, yet I am a fan of it
When scripting npc dialog, like if(dialog == 180), it seems to only work if spoken by the NPC the script runs on. I was trying to make NPC A speak dialog 180, and then NPC B would despawn, but it only works if NPC B says the dialog. Is there a way to set it so that it will work if NPC A says it?
When scripting npc dialog, like if(dialog == 180), it seems to only work if spoken by the NPC the script runs on. I was trying to make NPC A speak dialog 180, and then NPC B would despawn, but it only works if NPC B says the dialog. Is there a way to set it so that it will work if NPC A says it?
i'm not expert on this, but i'm sure that the world.depawn(npc) scrip can be put to despawn a certain npc from the clone list (not sure, i did it by accident in a world) o3o
When scripting npc dialog, like if(dialog == 180), it seems to only work if spoken by the NPC the script runs on. I was trying to make NPC A speak dialog 180, and then NPC B would despawn, but it only works if NPC B says the dialog. Is there a way to set it so that it will work if NPC A says it?
There are multiple ways of doing that. Is npc b close to npc a? In that case just get the nearby entities and filter on npc with the name of B and despawn it.
Do not that the reason I dont support despawning of npc through dialogs is because if you play on a server other players wont be able to see npc B. But well if you want to script it go ahead
I have one other suggestion though
- an npc mounting another, if one dies the other kind of sticks around looking very strange, for example, killing the rider would cause it to ly down flat and dead ontop of the other.
Could you make it so that as soon as one dies, the other dies aswell, kinda like soulbound or something just to make them look better if one or the other dies. I'm not sure if I explained myself properly..
Seworian
That is what the mounter job will do. Is already on the todo list.
Hey Noppes - been quite a while. But I've constantly been checking up on this mod and its progress over the year, nice work by the way as usual
I am preparing to start a major project in Minecraft but have ran into a small issue, skins and capes are easy enough to make for this mod due to the way the files are set up, however creating new weaponry and armours is a different matter as I'm certain you know.
My question is if I create all the items/sprites/etc and send them to you in a .rar or .7zip file, would you be able to create an item's content pack from it as an optional download on your website? Personally I am not fussed about others using the items but I don't mind if you want to make them publicly available as with the content packs and base-mod items/skins I have already provided. I did check the website first to see if there was an 'items' content pack option, but as I had anticipated - there wasn't, hence my question
All the content packs are basically resource packs. My mod automatically detects extra skins and capes. For weapons you will need to overwrite existing weapons. Note that you can change item names too by including an en_US.lang with the changed item names in it.
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Those who want to chat or hang out, join me on discord
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Is there any plan for you when 1.8 forge update come, to add the possibility of adding the skin customization for the npcs.. That feature would be great for having a different variety of npcs
Sorry for posting again, but I really want to see your thought on this.
That is a Samurai skin with Kozane Armor with full Skin Customization. For example if it is an npc, it would have decent hp and resistance due to armor
The sleeves (shoulder armor) were removed, and because of that. I would decrease the npc's stats a little because it's missing arm protection.
I know custom npc's is still 1.7.10 , but adding skin customization in future 1.8 would be very great for having a variety of npcs and realism
Sorry for posting again, but I really want to see your thought on this.
That is a Samurai skin with Kozane Armor with full Skin Customization. For example if it is an npc, it would have decent hp and resistance due to armor
The sleeves (shoulder armor) were removed, and because of that. I would decrease the npc's stats a little because it's missing arm protection.
I know custom npc's is still 1.7.10 , but adding skin customization in future 1.8 would be very great for having a variety of npcs and realism
Oh, I get you, you want armor to be customized (or the skins) so we can have more variety!
For example, the already existing "full leather armor" and such o:
Quote from Benitsubasa»Hmm can't seem to get the NPC i made to be hurt by lava? I can punch it just fine but it only swims around happily in lava D:
Oh, I get you, you want armor to be customized (or the skins) so we can have more variety!
For example, the already existing "full leather armor" and such o:
Yep sort of like that, it makes my life much easier on making medieval skins lol (mount&blade fanboy)
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I'm having problems with shifting over from my old 1.6.4 maps to the new ones. In my 1.6.4 CustomNPCs config, I had to change the Block IDs 'cause they were conflicting with another mod (Millenaire). But in the 1.7.2 version, there's no option in the config to change block IDs. ...what do I do now...?
Noppes have you set up or know of any community forums for scripting help?
Not entirely set up yet, but if you have script questions post them here. I requested a section on forges forums and got it. Once I have my 1.8 release ready Ill post some script examples there.
I'm having problems with shifting over from my old 1.6.4 maps to the new ones. In my 1.6.4 CustomNPCs config, I had to change the Block IDs 'cause they were conflicting with another mod (Millenaire). But in the 1.7.2 version, there's no option in the config to change block IDs. ...what do I do now...?
1.7.2 doesnt have block ids anymore. Because of that blocks dont conflict anymore
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Those who want to chat or hang out, join me on discord
Want to support me? Become one of my patrons:
Has anyone else had any problems with natural spawning NPCs on a server? I set up an npc I made on my server to spawn in every biome with 100 weighted chance and it worked the first day, but then I turned my server off and came back today and now I can't get the npcs to spawn. I have tried changing everything including the npc that spawns, the weighted chance and the biome they spawn in but they still don't spawn in and I have even changed difficulty and gamerules and deleted the spawns file in the customnpcs folder, but it still doesn't work any help?
Noppes, this is a good mod, but it has some bugs that you need to fix in the next update IM NOT RUSHING YOU.
When i naturally spawn a npc please make it optional to spawn in groups and also NOT SPAWN LIKE CRAZY! And also being specific, like for example if i want something to spawn in or near a desert temple. Or a villager npc in a village. About those npc villagers. When i put "Shelter from Darkness/Sunlight" i want them to actually go indoors not stand under a shade make that optional. This is a good mod, but has some bugs! Make this update for 1.7.2
Hey Noppes xD back with another Scripting question lol. So I am using the dialog event to replicate a player pickpocketing an npc. The script works, buttt for some reason it runs its twice So you like attempt 2 pickpockets in a split second instead of 1. Anytips on how to stop that?
I think it may be related to the event being called as a player reads the dialog and then again when they close it.
Quote from qballking4»
Noppes, this is a good mod, but it has some bugs that you need to fix in the next update IM NOT RUSHING YOU.
When i naturally spawn a npc please make it optional to spawn in groups and also NOT SPAWN LIKE CRAZY! And also being specific, like for example if i want something to spawn in or near a desert temple. Or a villager npc in a village. About those npc villagers. When i put "Shelter from Darkness/Sunlight" i want them to actually go indoors not stand under a shade make that optional. This is a good mod, but has some bugs! Make this update for 1.7.2
Or instead of trivial things like this, you can learn to script it yourself and he can have more time to add features more than 1% of the users will actually use lol He has provided the tools to do that stuff.
Noppes, I really love your mod allthought I have two questions. First of all, is it possible to start a quest without forcing the player to speak with an NPC? Such as when you move to X cordinates a quest is started. I am currently making an adventure map using Custom NPCs where the story progresses through quests. In the first part of the map you crash land on a mountain. You have to locate your crashed balloon/ship and when you get to a specific cordinate/somewhere around the area a quest is started. If this is not allready in please add this in, it'd just be such an amazing addition.
Secondly, when forge 1.8 is out will you start working on updating this to 1.8 and possibly adding in some more features? If you are, it'd be amazing if you could consider adding this in.
I don't believe I have ever seen any way to START a quest from a location, but if you have the player initiate a Location quest, through 1 dialog, every other quest that is location based can be chained together with the Next Quest feature in the advanced tab on the original quests page.
Oh! Oh! Can I join your project?
So this is a very simple bug it doesn't create problems, it's only a texture issue.
When I place a weapon rack next to a banner this issue happens, as you can see in photo 1
I did some testing to try and recreate the bug, the only way i could recreate it is if something is placed in the banner. When it is just a blank banner >it looks like photo 2
This is a fantastic mod btw, the bug that i came across is minuscule compared to other mods. :))
EDIT: the bug is slightly bigger than i thought, if the banner is on the same wall as the weapon rack it looks like photo 3.
I did not want to give wrong information so i still testing the bug to see if it has more qualities or not.
I did some more testing and it seems that you can recreate the bug by putting two weapon racks next to each other as well. Photo 4
i'm not a modder, nor NOppes, but i will try to answer stuff .-.
1: i'm not really sure , but the custom model thingie may not be possible (someone have already asked that in the more player models mod too, even in the morph mod they asked this, and in all of those the answer was no)
2: the flying NPC is already being made (also, you should read the todo list before making sugestions)
3: the mount tool is kinda made for creating npcs (generally on creative), so it's not OP .-. a sugestion for it would be learn/ find someone who know coding, and create an NPC with script to do that o3o
pretty good mod. try it.
i'm not expert on this, but i'm sure that the world.depawn(npc) scrip can be put to despawn a certain npc from the clone list (not sure, i did it by accident in a world) o3o
There are multiple ways of doing that. Is npc b close to npc a? In that case just get the nearby entities and filter on npc with the name of B and despawn it.
Do not that the reason I dont support despawning of npc through dialogs is because if you play on a server other players wont be able to see npc B. But well if you want to script it go ahead
That is what the mounter job will do. Is already on the todo list.
All the content packs are basically resource packs. My mod automatically detects extra skins and capes. For weapons you will need to overwrite existing weapons. Note that you can change item names too by including an en_US.lang with the changed item names in it.
Want to support me? Become one of my patrons:
Example of why I ask, is that I play with terrafirmacraft, and players and mobs have over 1000 hp.
It looks like its not currently possible, and I would like to suggest it.
Sorry for posting again, but I really want to see your thought on this.
I know custom npc's is still 1.7.10 , but adding skin customization in future 1.8 would be very great for having a variety of npcs and realism
Oh, I get you, you want armor to be customized (or the skins) so we can have more variety!
For example, the already existing "full leather armor" and such o:
He's immune to fire. Disable that.
Yep sort of like that, it makes my life much easier on making medieval skins lol (mount&blade fanboy)
Weird then ._.
Not entirely set up yet, but if you have script questions post them here. I requested a section on forges forums and got it. Once I have my 1.8 release ready Ill post some script examples there.
1.7.2 doesnt have block ids anymore. Because of that blocks dont conflict anymore
Want to support me? Become one of my patrons:
When i naturally spawn a npc please make it optional to spawn in groups and also NOT SPAWN LIKE CRAZY! And also being specific, like for example if i want something to spawn in or near a desert temple. Or a villager npc in a village. About those npc villagers. When i put "Shelter from Darkness/Sunlight" i want them to actually go indoors not stand under a shade make that optional. This is a good mod, but has some bugs! Make this update for 1.7.2
I think it may be related to the event being called as a player reads the dialog and then again when they close it.
Noppes, this is a good mod, but it has some bugs that you need to fix in the next update IM NOT RUSHING YOU.
When i naturally spawn a npc please make it optional to spawn in groups and also NOT SPAWN LIKE CRAZY! And also being specific, like for example if i want something to spawn in or near a desert temple. Or a villager npc in a village. About those npc villagers. When i put "Shelter from Darkness/Sunlight" i want them to actually go indoors not stand under a shade make that optional. This is a good mod, but has some bugs! Make this update for 1.7.2
Or instead of trivial things like this, you can learn to script it yourself and he can have more time to add features more than 1% of the users will actually use lol He has provided the tools to do that stuff.
I don't believe I have ever seen any way to START a quest from a location, but if you have the player initiate a Location quest, through 1 dialog, every other quest that is location based can be chained together with the Next Quest feature in the advanced tab on the original quests page.