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报告翻译问题
Any ideas on how to fix this or what the problem might be?
I did try to remove the character programmatically btw, it just wasn't possible, unless I kill them then clean up their corpse immediately. I wish TIS would give us more useful API on this area, cause it's very limited and lacking rn.
If they don't remove themselves when I leave than it's just a matter of teleporting them to an admin only area and leaving them locked up there till we need them again. Can have a little jail of NPCs lol. It'll probably be a couple months before the server is in a state to test this (I have so many things to test first) but I'll pop back in and let folks know here how it went in case others are curious.
@badatthis I mean you could try. I havent put in any code to remove Player characters when you leave, because that isn't a concern for SP. For MP, there might be a chance that the player characters you created might get stuck there as uncontrollable characters until you restart the server. When you rejoin, it might spawn another set of characters from your created pool. The point of this mod is to support SP players with the benefits of playing MP, especially with B42 where you have lifestocks and such, it's kinda tying the player down from exploration if they want progression on those mechanics.
Or am I not understanding what I can do with this mod correctly?
And another thing I just noticed: I'm using a mod that adds drug dependancy, and the drug need moodlet only appears on the teammate's character who doesn't have this trait. The main character, who does have this trait, suffers, but I don't see the warning moodlet.
-Add a remove/add mid-game option to characters
-Allow or not allow option to PVP in own characters
-Basic intelligence (loot, kill zombies, etc)
|||||| Issues
-In B42, Splitscreen it is bugged and cause that P2 or others players cant move
Thats all my suggestions for now, thanks!
@Nightshadelullaby It exists for B41 too. It's just a little hard to get the option to pop up, cause the right click has to be precise on the cell that contains the character (which is somewhere in between their legs). Isn't ideal but it's on the list for things to fix!
Also for people who ask for ghost mode, I looked into it. Ghost mode makes your character model invisible, which isn't what I really want for this mod. Sorry
Also tested on a mod called "Cheat: Rebirth", a debug-like mod. It also causes the same error on the same instance stated above.
Until an official option is added to this mod, I've just been using [B42]DebugMenu (QNWDebugMenuB421) to give unplayed characters Ghost Mode and No Thirst/Hunger/Fatigue. (You have to swap to them, enable these, then swap back to your main. The cheats stay on the party member, I found. Haven't tried it on B41 or with other debug menu mods.)
I also like using [B42] TTRP Poses to leave them in various idling poses (lounging/gathered in front the TV, conversing with one another, etc.) Just throwing these suggestions out there for others using this mod and wanting to breathe a little life into their party members.
It's just disappointing to not be able to take a trip with 1 or 2 followers, as they will likely die before I can swap to them
Can it be possible to have characters that are nearby to be invulnerable when not in control?
I don't see the point of having them "far away" to be safe, I can just switch characters with the native Zomboid functions for this purpose. Zomboid is a game that requires quick reactions to stay alive and the current AI cannot handle that. So please add a way for the NPC that is close but not in control to be safe.
I would love that!
@asunder if you go far enough away, everything is despawned, including the characters that arent in your control, so they are perfectly safe. The characters that are close enough to your currently controlled character are the most vulnerable, so you just need to be worried about those.
@Jet that's an interesting idea. I'll see what I can do.
Otherwise I'd just like to order my people to stay at base while Im out. Assuming the wait command works that way
1. I am using: "[B42] Knox Event Expanded NPC mod [alpha v0.2.31]"
2. I am using: "Zombies are still people, in a way"
First; Knox Event Expanded NPC mod requires you to also copy the 'zombie' folder into your games contents, so I'm concerned that there's an incompatibility issue.
Mainly; I believe there's something suverely wrong with the mod, most likely a conflict. I can create new NPCs, and control the NPCs, but I can't access the NPCs on the NPC Overview Menu. (No NPCs appear). Additionally, the NPCs stand there and do nothing, and are ignored by hostiles. I cannot right click and get the NPCs to follow me either.
Thank you.
My old save (full of patched mods since the early days of Build 42)
is running just fine with your update.
I honestly can’t thank you enough for all your time and passion!
@luliela With no way to know how MP system is going to be in the future, I'm not really thrilled to make it MP compatible at the moment, as much as I want that to be a reality!