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Tried running just pzns and this mod and resubscribing anew to no avail.
Could you please advice what might be the culprit? Thank you.
hmm .. not sure anymore, I think it was because of errors, or invincible npcs, or npcs with inconsistent range. The guns itself isn't a problem tho, you just need to use a mod to convert vanilla to brita's.
Sorry for the late update, should be fixed by now ... actually was quite simple, I was checking the variable options on file load, before the mod options load, now the check is on game start, and that should fix the issue (I hope).
You can re-enable the "PZNS movement fix", there is no relation between them.
Now everything is working great, and I have enemy AI randomly in the world without the bugs of Superb Survivors. Your mod is a godsend!
In the end, I managed to stop the spawns.
I don't know what exactly it was, but it seemed that starting a new game, and disabling the PZNS movement fix, then loading my old save is what did it.
I can't be quite sure, since I was just trying out a new game to test it there, with only this mod and PZNS - then I realised it was suddenly working.
However, when I tried to enable hunters, but leave the others disabled, prisoners started appearing again.
I know PZNS isn't your mod - just as an aside, for some reason PZNS Raiders do nothing, just stand on the spot and attack you if you stand close enough.
PZNS survivors usually just stand in their spawn tile doing nothing too, but once in a blue moon they start walking around. As soon as you attack them and they become hostile, they stop on the spot and will never move again.
The NPCs in your mod work perfectly, however, besides from the awkward melee movement that seems to come from PZNS.
Sorry, you just need to reload your save, return to main menu and load again, because this options is checked after you click "Click to Start" screen. ( Yes, to disable the boxes should be ticked )
Definitively they shoudn't been spawning, I will fix that bug on next update.
I ticked all 3 options off before I ever loaded my save with this enabled, but the only spawns I have had are orange jumpsuit enemies with shotguns and pistols.
That option need restart the save to apply, but I will check it out, thx for report.
Currently the Brita's weapons conflicts with the mod so I don't recommend. But you can use Firearms B41 and VFE.
@Bunnies&Cherris
Don't know, although it's compatible with the "Equipment UI - Tarkov Style", I believe it's safe.
Can these NPCs spawn with custom weapons like Brita's weapon pack?
Thanks! You're welcome, any issues feel free to report.
Awesome, thanks for the information! Made sense, after looking at the lines in the lua file that were in the error log it seemed to be a backpack thing. I disabled Authentic Z (Backpack only) and the error has stopped. Out of all the mods I have that was the only one that I needed to turn off, only used it for flashlight slot anyhow. Amazing work on this! (And to PZNS of course)
Took me a bit to realise the area needs to be cleared well enough to spawn raiders, mostly because I didn't actually realise how big a cell is! Once the mechanics and settings were fully understood (and error taken care of) everything works flawlessly. IMO this is easily in the top 5 PZ mods.
Anyhow, cheers and thanks for all your work on this!
Mods that change the inventory system, interface mods could conflict as the error messages points out.
But if you're using split screen multiplayer that could be the problem, the PZNS don't give support and I will do limited support as I'm interested in solving other issues.
You can send me the mod list, or collection link anyways, I will take a look.
Error is: `attempted index: lootInventory of non-table: null
function: PZNS_AddNPCInv -- file: PZNS_NPCInventory.lua line # 10 | MOD: PZNS_Framework
Any help is appreciated! This is a great mod, amazing work! Would love to sort the glitch out.
Please, try unsubscribe and subscribe again, the steam update isn't reliable.
I strongly recommend to backup your save file before adding this mod to your old saved game.
I created a minimalist mod collections for VFE and Firearms B41 ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169699280 ). I'm pretty sure they work together, as I created a new save and tested killing some of raiders npcs and they take damage as expected. Add other mods with caution.
I recommend to disable firearm weapons mods that don't belong to this list until I figure out if they are compatible. I believe that map mods and vehicle mods are safe. Not tested all of the interface mods, but I believe they are safe too.
I don't recommend "Brita's Weapons Pack + Improved Projectile" for a while, as the PZNS Framework is popping "red boxes".
Saying this, I'm still working on compatibility issues and I will create minimalist collections for popular mods.
There's still the issue of the npcs not being targetable by firearms.
Also, when they last spawned in, I could not target them with a melee weapon before they started shooting (which led to my base being burnt down because of incendiary shotgun ammo, rip).
Done, you can check the "update tab" for details. I will appreciate if you send me a feedback, if it worked or not, will help others with same issue. Thx.
It's the Improved Projectile, there is an option PVP Ignore Safety Button which must be checked, use the mod Change Sandbox Options and check this option, I usually check the option friendly fire for npcs too, as you are using this mod should be easy to avoid hitting your npc friends.
I will update my mod to automatically set this option, but for a while you can set that option manually.
It's most likely hidden because I only created it yesterday and Steam needs to check it. I'll confirm it's public and hopefully it's visible soon.
I don't have Brita's weapon pack and I do use the Improved Projectile mod. I have VWE and a couple others but I haven't heard of any issues with those.
I can't access the collection, it's private?
That issue must be on some weapon mod, if it's brita you can use the Improved Projectile mod, if something else I need the mod list, at least the weapons mod used.
Thanks for reporting.
You can disable the milita raider npc in mod options now. It will disable only the field spawner which is the raider spawning system. But they still can spawn in buildings, so beware.
Note: I recommend to disable the "militia npc" if you are using the Brita's Weapons mod (Brita's mod + Improved Projectile), because the M14 and M16 range increases considerably and they shoot without sound.
depends ... programming npcs behavior in lua kill performance, inevitably ... but I put some options to avoid problems, like max number of active npcs, and prevent spawn on cells with more than "zombie tolerance" value, this variable is 20 by default. If you experience issues you could set zombie tolerance to 10 or less so they only spawn on zombie-free cells, like your home.
To access options use "mod options" mod and go to mods tab on main menu.
They spawn around you, but once spawned they will be managed by the framework until you quit the game or kill them. So if they spawn and and you run away and return back you can still find them.
There is no background simulation for NPCs, so you will find them exactly in the despawn location.
Assuming you are using some mod which changes the weapon damage on player, the solution should be the same for Bianka, although if you are using some other mod, ask for the mod creator to add a compatibility patch for NPCs.
If so, it will help listing the weapon mods you are using.
I'm avoiding the pain at all cost hehe, but if necessary I can find a way to patch myself, your feedback is important, thx!
Hi, It's an incompatibility, every mod that changes how weapon damage works on players will probably need a compatibility option to work on npcs. And it's easier to ask for the "weapon mod" creator for compatibility patch, because the function is defined on "weapon mod", just ask for NPC damage compatibility.
The good news is that there is a mod which solve this issue somehow, search for "Improved Projectile", and uses if necessary the mod "Change Sandbox Options (by Star)" to change sandbox options in-game (I believe it's necessary to change things in PVP section, not sure though).
The "not so bad" news is that you will need to use "Improved Projectile" mechanics.
In addition I recommend the mod "Simple Convert to Brita SRC" mod to convert the vanilla weapons dropped by the npcs.
I tested it right now, so it works, but tell me if the issue persist.
No and yes, you can create a function to randomize the outfits in lua, is not so difficult if you know, just use the ZombRand function on a table of predefined outfits. There is a function to construct the survivor with an outfit just by the name, you should find it on PZNS Framework, so you should find the right names and create a random function to select one randomly. I'm not aware if there is an easier way.
Hi, it's mixed, for example if you set 10h the raid could spawn 9 or 11h, but I could set an extra option in the next update.
The restriction should be working now, just set the zone for your base. But any issues just say.
@Moxxie The Imp
Unfortunately I have no plans for mp, not yet at least.
@blackhawk700
The Armed Squad is an addon for this mod, eventually I will detach it. I will add this option on next update, meanwhile you can increase the spawn period in mod options section, but disabling on mid game is safe.
For stucking issue, sometimes the npc don't finishes his animation and freezes, they leave this state eventually or if you shoot then, I still working on a better solution, be patient. If the behavior becomes too awkward I recommend to set the options to default and limit the framerate to 240 fps or less.