Closed blablase closed 5 months ago
Consider using lists, like this
Or this, if things are getting fixed
pickup rule, so that you don't have to re doing it again and again, and when starting a new save.
~Isn't there a global pickup rule? Aren't you making rules for a character instead of global rules?~ Wait, you are talking about NPCs (I got lost in the issue). Maybe a template could be made... it needs thinking.
attack when doing job( which they did not attack them back)
I don't understand that.
-plus basecamp storage:drink option in zone manager:
Is this completely unrelated to the rest? Is it a bug report? Btw. isn't it caused by the NPC being too full to drink?
There is so much in this issue that it is hard to read since it isn't focused on a single problem or the problems aren't explored very deeply.
And if there will be any discussion, it cannot be managed, since it would be about 5 topics at the same time in the same thread.
I would recommend splitting it up and making it more detailed. If you offer a direct solution and show that it is better, somebody might pick it up.
there no need to have too many menu for things that are related to each other, should just make one menu have all of them
I haven't played the game for a while. If you posted screenshots and showed how the menus are similar, then I could understand. Describe why is it a problem that there are too many menus. Mock up a menu (make a picture, a list or some other understandable representation) that you would prefer and describe why would it be better. That would greatly increase the chance for somebody to pick this up. Now, if anyone picks this up, they have to figure all that out including what you meant exactly.
I hope you read this since this issue is your only one! Don't get discouraged!
attack when doing job( which they did not attack them back)
I don't understand that.
well they were chopping down the tree while the zombie just attack them without them (the npc) fighting back) (they're holding the godamn axe) they didn't even care, only after i tell them to stop
-plus basecamp storage:drink option in zone manager:
Is this completely unrelated to the rest? Is it a bug report? Btw. isn't it caused by the NPC being too full to drink?
yeah i kinda lazy to write more stuff
I hope you read this since this issue is your only one! Don't get discouraged!
thanks
-plus basecamp storage:drink option in zone manager:
Is this completely unrelated to the rest? Is it a bug report? Btw. isn't it caused by the NPC being too full to drink?
well i would not say that because after i traded them a gallon that contain 15 waters for free, they started to drink, after they just ate (idk my english make sense here)
Consider using lists, like this
- item 1
- item 2
Or this, if things are getting fixed
- [ ] unsolved
- [x] solved
alright
-plus basecamp storage:drink option in zone manager:
Is this completely unrelated to the rest? Is it a bug report? Btw. isn't it caused by the NPC being too full to drink?
yeah i kinda lazy to write more stuff
Try to reproduce it in a save that a programmer can load and look at the code to figure out what is happening. Then, it is likely to get attention. Like this, it is a complete shot in the dark.
there no need to have too many menu for things that are related to each other, should just make one menu have all of them
I haven't played the game for a while. If you posted screenshots and showed how the menus are similar, then I could understand. Describe why is it a problem that there are too many menus. Mock up a menu (make a picture, a list or some other understandable representation) that you would prefer and describe why would it be better. That would greatly increase the chance for somebody to pick this up. Now, if anyone picks this up, they have to figure all that out including what you meant exactly.
okay the problem with the menu is when you ask them
then went to another chat let talk about camp
then to show me what needs to be done at the camp then you get to this
require alot of clicking
then you need to check something you need to go through all of that again or when you donate the food into that window then have to go through all that again just to tell your npc to do something related to the camp
maybe they should move commands for combat, miscellaneous rules, the help/ tutorial into the faction menu
the commands for combat, miscellaneous rules should have stuff like who should be affected by this, so you can make like alot of those rule loadout and name them, so for different situtation and area, when you want them to guard and look for the noise surrounding your base or when you go into the city and there like alot of zombie making noise everywhere and don't want them to go investigate the noise and get gang on
oh and i also want this menu to be on faction menu so it easier to access right away when you choose this outpost for example and it will show
maybe change the name into faction and npc management
Thanks! These are much better, I can follow what you are saying. If I didn't have so little time I would jump on this one right away:
oh and i also want this menu to be on faction menu so it easier to access right away when you choose this outpost for example and it will show
C
menuI couldn't find an NPC menu/chat rework. I think I saw it somewhere...
Anyway: We cannot just move things around. A graph of talk topics should be created and assessed on what talk topics can be moved where. Otherwise, the changes can be detrimental.
This should include all topics including those not normally visible, so the finished graph should be looked at with the underlying code in mind.
I couldn't find an NPC menu/chat rework. I think I saw it somewhere...
Anyway: We cannot just move things around. A graph of talk topics should be created and assessed on what talk topics can be moved where. Otherwise, the changes can be detrimental.
This should include all topics including those not normally visible, so the finished graph should be looked at with the underlying code in mind.
if this was about the help and tutorial then could the already viewed content be sent into the the npc menu, and either using the same name or using the npc (help/tutorial) but the latter option would cause confusion because of the changing in name, they might not know it was the same one.
commands for combat, miscellaneous rules are repeating things that are same for every npc, i just want them be in the npc menu for better management, because then you could save your commands for combat, miscellaneous rules loadout, and dictate which npc should take those loadout
i kinda want to move these around to lessen the words bombardment coming from npc, the (help/tutorial) one does sound reasonable to stay there, but it kinda lessening the load too
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.
Is your feature request related to a problem? Please describe.
there no need to have too many menu for things that are related to each other, should just make one menu have all of them
the npc just refuse to drink after eating:
easier to equip them ( after reaching certain trust), the ability for them to automatically thraw or cook food when hungry or attack when doing job( which they did not attack them back)
Solution you would like.
+commands for combat, miscellaneous rules, pickup rule, so that you don't have to re doing it again and again, and when starting a new save. +the faction menu: the will show the current follower in that faction which you could talk to and you have the menu which appear when you select the option what needs to be done at the camp when you ask your npc
in the same menu, having loadout save for npc loadout
Describe alternatives you have considered.
No response
Additional context
No response