Posted February 3, 2018 Hello Bdew If you work later on the npc´s, can you make it so that we can check if the npc is walking around everywehre in the deed and second if its walking just along the streets? Just an idea. Eject Share this post Link to post Share on other sites
Posted February 11, 2018 (edited) @bdew Me again For some reason, my custom npc´s lost the given name and go back to the name Custom NPC. Maybe its after server restart....i have not look at it so exactly, but could be. This is a little bit..not sooo good, because i restart my servers very often. Can you look at it and/or maybe fix that? That would be very awesome =) Eject Edited February 11, 2018 by Eject Share this post Link to post Share on other sites
Posted February 11, 2018 On 2/3/2018 at 3:41 PM, Eject said: If you work later on the npc´s, can you make it so that we can check if the npc is walking around everywehre in the deed and second if its walking just along the streets? Will be added in the future. 39 minutes ago, Eject said: For some reason, my custom npc´s lost the given name and go back to the name Custom NPC. I'm not seeing this, the ones on my test servers are keeping their names and i've restarted it many many times over. Can you check if there are any related errors in your logs? Are you shutting down the server gracefully (e.g. via wand or RMI)? 1 Share this post Link to post Share on other sites
Posted February 11, 2018 (edited) Hello bdew i restart the servers always with the wand. I dont know if its because the restarts, but i have no other idea. Two days ago i renamed my npc´s and today morning i saw they have "Custom NPC" as name, i just know that i restarted my ervers yestarday morning because some changes in the settings. Eject ps. where can i look at the errors? i now have the server.log since the restart from yesterday, older i havent..i believe. Edit: i found no warning next to my searchword "custom npc", it seems clean Edited February 11, 2018 by Eject Share this post Link to post Share on other sites
Posted February 27, 2018 Hi bdew, The next time you modify this mod could you add an option to delete NPC movements from log? With only 4 NPCs moving into houses, I quickly arrived at a consistent server.log size. Share this post Link to post Share on other sites
Posted February 28, 2018 Logging spam will be toned down when the mod is more mature, while it's in alpha i need the info for debugging Share this post Link to post Share on other sites
Posted March 4, 2018 I have also noticed the NPC's losing names after a restart. I had roughly 15-20 in a town and about 75% lost the name that I gave them. 1 Share this post Link to post Share on other sites
Posted March 4, 2018 51 minutes ago, Governor said: I have also noticed the NPC's losing names after a restart. I had roughly 15-20 in a town and about 75% lost the name that I gave them. Thats the problem i also have :/ The custom npc´s are very awesome, but if oyu make missions where one say "find john in the middle of the city...", than its a little bit hard ^^ Share this post Link to post Share on other sites
Posted March 4, 2018 Are those that loose the names have been renamed from the settings dialogue? As opposed to being named when spawning them? I think i know what's going on with that and will fix it in next version. 1 Share this post Link to post Share on other sites
Posted March 4, 2018 For me, yes i spawning them and then rename all. Share this post Link to post Share on other sites
Posted March 4, 2018 Sugestion: Allow to spawn NPCs on Boats/cart/wagons. For mechanic and test you can use bug: spawn 4 childrens, add him 31 body str and hitch in wagon. After children age up - he change position from hitch to wagoner and pasanger. I think this bug can help to find mechanic to spawn NPCs Crew on ships and carts. In future: Allow peoples hire NPCs Crew on ship or somthing like this 3 Share this post Link to post Share on other sites
Posted March 4, 2018 6 hours ago, bdew said: Are those that loose the names have been renamed from the settings dialogue? As opposed to being named when spawning them? I think i know what's going on with that and will fix it in next version. Mine were all named using the custom npc menu settings. I did not try changing the name before spawning using the wand. Share this post Link to post Share on other sites
Posted March 4, 2018 8 hours ago, DiWorm said: Allow to spawn NPCs on Boats/cart/wagons. I'd love to have NPC passengers on ships, carts and wagons. :-) Share this post Link to post Share on other sites
Posted March 5, 2018 If possible, can you add the ability to change the size of the npc? Also, the ability to toggle it aggressive to creatures would be cool too (custom guards). Thanks for your time ? Share this post Link to post Share on other sites
Posted March 5, 2018 (edited) I have as decoration a fisherman but its not possible to equip a fishing rod. Could you make it that this is working? Eject add: sitting npc´s would be awesome, but i believe this is not possible, or? Edited March 5, 2018 by Eject Share this post Link to post Share on other sites
Posted March 6, 2018 I will look into sitting/mounted NPCs. Not sure about equipping unequipable items. Maybe it will be possible to show them with the animation system when i get that done... 4 Share this post Link to post Share on other sites
Posted March 6, 2018 @Ejectyou can make a custom weapon and use fishing pole model then it should showif you put it in the npc hand. 2 Share this post Link to post Share on other sites
Posted March 12, 2018 Posting again in this thread for documentation purposes since I posted in the wrong section by mistake. After adding the custom NPC mod, I noticed that Spirit Templars and Tower guards would no longer go to fight creatures. They just kind of stand there after the alert goes off but they don't bring up the attack animation or move. Will try to figure out if it's a mod conflict or not when I have more time. Nothing was in the log file about any errors for it. Share this post Link to post Share on other sites
Posted March 12, 2018 I saw this a while back. Only on 1 out of 3 of my servers that had the mod. I couldn't find any conflicts. I ended up removing for now. Share this post Link to post Share on other sites
Posted March 12, 2018 are the templars or guards just not fight if the mod is enabled, or after you create a custom npc? i never saw this at my server, but ok, i was not looking at that Share this post Link to post Share on other sites
Posted March 12, 2018 (edited) It all seemed fine for a few days after installing it. I didn't create any NPC's until after a day or so. Then i started to receive complaints about guards not responding and never moving at all. I only had 1 npc that had movement enabled. Also, the NPC names do not stay after server restart unless you set the name when using wand menu. Edited March 12, 2018 by Governor Share this post Link to post Share on other sites
Posted March 12, 2018 (edited) 39 minutes ago, Governor said: Also, the NPC names do not stay after server restart unless you set the name when using wand menu I have problems like this but not sure now if it happens when you edit the name withthe wand or if it happens whit namechange while creating the npc. Edited March 12, 2018 by Eject Share this post Link to post Share on other sites
Posted March 14, 2018 Sorry guys this mod got put a bit on my backburner while i was busy with other projects but i'll get back to it soon(tm). The name issue is known and will be fixed in next update. And i'll try to reproduce the guards not moving thing but i haven't managed to get it to happen so far. If you have any suspicions as to when or how it's happening let me know. 2 Share this post Link to post Share on other sites
Posted March 24, 2018 (edited) I dont know if someone have spoken about this, but sitting/praying... npc´s would be very awesome if this is not too hard for you, but it would looks good if you like to bring life in a starter town or in a event area. @bdewcan you tell us about your idea with the quest/talking npc´s? how far is your work, i am very curious about htis feature Eject add: oh i forget the waypoints Sorry but for me, this mod is a premium one and i am very happy to run it on my servers Edited March 24, 2018 by Eject Share this post Link to post Share on other sites