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?
I am using the latest 1.11 version, and I am wondering is natural spawning not a think that works? Or is there a way you have to set up your npc before it can be used with natural spawning? I see it still says WIP, so maybe it just does not work yet?
NM I got it to work woot xD
Well I can get things to spawn during the day but not at night. Setting to dark seems to make it just stop working.
I still think the female models should be replaced by the Alex playermodel. It's a little less time consuming if it is implemented because then you don't have to use the slider to set it to the exact length/width and such. Plus, the Stephanie texture does look a bit...strange, I just can't put my finger on it.
I have a question regarding Custom Npc commands. When I try to use a noppes command in a command block, an example could be /noppes npc npcname delete, I get the error "You are not allowed to use this command". When I try to use the same command in the chat, everything works perfectly. I'm really sorry if this question has been answered before, but I've tried to google the problem without any luck. I'm using the most recent 1.10.2 version if that's relevant, no other mods installed. Help would be greatly appreciated.
Do you think for 1.8 and higher versions you could add the slim alex model as a feature? If not could you make it so that there is model content packs that add custom models to the game? I need it for a map I'm making for myself for future youtube stuff (possibly far future XD) besides that i think this would be inmortant to add thanks! #LoveThisMod.
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?
[center][center]
Worked flawlessly, thanks for the help.
This wasn't the case in prior versions, so why'd that change? (out of curiosity)
I am using the latest 1.11 version, and I am wondering is natural spawning not a think that works? Or is there a way you have to set up your npc before it can be used with natural spawning? I see it still says WIP, so maybe it just does not work yet?
NM I got it to work woot xD
Well I can get things to spawn during the day but not at night. Setting to dark seems to make it just stop working.
IDK about the JAS - but have you tried changing the NPCs to returnTo Start no?
I still think the female models should be replaced by the Alex playermodel. It's a little less time consuming if it is implemented because then you don't have to use the slider to set it to the exact length/width and such. Plus, the Stephanie texture does look a bit...strange, I just can't put my finger on it.
Hi!
I have a question regarding Custom Npc commands. When I try to use a noppes command in a command block, an example could be /noppes npc npcname delete, I get the error "You are not allowed to use this command". When I try to use the same command in the chat, everything works perfectly. I'm really sorry if this question has been answered before, but I've tried to google the problem without any luck. I'm using the most recent 1.10.2 version if that's relevant, no other mods installed. Help would be greatly appreciated.
Do you think for 1.8 and higher versions you could add the slim alex model as a feature? If not could you make it so that there is model content packs that add custom models to the game? I need it for a map I'm making for myself for future youtube stuff (possibly far future XD) besides that i think this would be inmortant to add thanks! #LoveThisMod.
If any one knows about scripting can you give me a little script to delete a npc after it fires a ranged attack? In 1.10.2.