v1.2.3
v1.2.3
Changes for 1.2.3 (1.19.5 Update & Bug Fixes):
Hi folks! This a small up important update that does two things:
- It updates the Outlaw Mod code base to Vintage Story 1.19.5.
- It resolves the "Entity Ledger" Client crash that occurs when people pull hot ingots out of a forge without tongs, remove items from bloomeries, retrieve fruit mash from fruit presses, etc. All of these crashes were cause by a single underlying issue and I appreciate all the folks who reported the issue and gave me specific gameplay conditions to reproduce the issue!
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8296 |
Mar 27th at 1:16 AM |
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outlawmod_1.2.3.zip |
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v1.2.2
v1.2.2
1.2.2 Changes
Recompiled mod libraries to work with Vintage Story 1.19.4 source code changes.
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1624 |
Feb 29th at 2:44 AM |
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outlawmod_1.2.2.zip |
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v1.2.1
v1.2.1
Changes for 1.2.1 (Deserters and Warbands, Bug Fixes):
Good people! These men cannot be reasoned with! They were born in bloodshed and shaped in the fires of war. For years it's all they've known. These are not men of peace, and never shall they be. Not while there are cities to sack and villages to plunder. Cities like ours! If you're wise, you'll lock your doors, bar the gates, and keep your weapons close at hand. These are no ordinary criminals, no petty theives or brigands, these are warriors gone astray. Make no mistake, they want what is yours! They were once loyal to our noble lords, who clad them in the finest armor, armed them with the keenest weapons, and versed them in the ways of war! Now they march forth upon our land under the rouge banner of greed and brutality. They may not arrive today, by the morrow, or in months hence, but one day we will wake with an army of turncoats, deserters, and knaves beating down our door. When that day comes, we must be ready to face them! For their triumph means the destruction of everything we hold dear!
-The Alderman of Uptonshire to a crowd of concerned citizens.
This update brings the first new enemies to Outlaw Mod in some time: the ruthless Deserters. These are the Knights, footmen, and soldiers of once noble armies who have turned to Outlawry.
New Outlaw Faction (The Deserters):
These Outlaws are slower than existing enemies, but far more brave and dangerous. They are designed and tuned to challange players who have mid-to-late game weapons and armor or early game players fighting from forts and defensive positions. You need good equipment and a plan to take them down. They are hostile to all other existing Outlaw Factions (Looters, Brigands, and Yeomen). You will encounter deserters less frequently than other outlaws, but they are capable of forming larger and more organized bands that are capable of encircling and raiding player bases and VS Village Settlements. You will encounter both Deserter patrols and Warbands. Patrols are closely resemble other Outlaw groups in their size, while warbands are much larger. If you see a soldier with a flag, you are dealing with a warband.
- The Deserter Archer: This is a heavy archer enemy with military grade arms and equipment. He is not afraid to stand and fight, and he's a better shot than any peasant poacher or yeoman.
- The Deserter Footman: Decked from head to toe in heavy armor and armed with brutal medieval pole arms such as the Awl Pike, Voulge, Billhook, and Couteau de Breche. These soldiers will keep you at bay with their slow, but powerful attacks.
- The Bannermen: The Bannerman is uncommon but a serious threat. He isn't dangrous on his own, but he leads an organized warband of Archers and Footmen whose morale is grealy bolstered by his presence.
Note: If you do not want warbands in your world, you can disable Bannermen in the mod config.
New Items
- Deserter Archer heads and heads on spears.
- Deserter Footman heads and heads on spears.
New Config Options
- Per usual, Deserters and Bannermen can be disable in the mod config. You can disable Bannermen without disabling deserters if you only want deserter patrols but now warbands.
Bug Fixes
- Various Animation transition Fixes.
- Pathfinding fixes.
- Fixes for Entity Ledger Crashes.
- Fix for Poacher not attacking foxes.
- Fixed bug where dead outlaws were playing sounds.
- Fixed bugs where strange behaviors occured when outlaws engaged in friendly fire.
- Fixed bug where outlaws would swim on land.
- Fixed bug where outlaws forgot their combat target after shooting a projectile.
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965 |
Feb 19th at 1:03 AM |
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outlawmod_1.2.1.zip |
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v1.2.0
v1.2.0
Changelist for 1.2.0
Hi All! As promised, here is the 1.19x version of Outlaw Mod. I did my best do fix any immediately apparent cosmetic issues and hammer on the AI to make sure everything ported properly from 1.18x. As always, please send me bugs and feedback. In addition to 1.19x updates, I tuned some of the spawn rates: looters were too common in newly generated areas (especially since they are more dangerous now), and poachers were so rare I never saw one in a 17 hour play session. Let me know what you think of the addition of Footpads to Yeoman Groups, they are intended to screen the archers so you can't simply charge them anymore.
Spawning Changes
- Looters now spawn 33% less during world gen.
- Increased the number of Poacher Archers and Poacher Spearmen allowed in the world at one time from 1 total to 4 each.
- Increased the max number of Footpads allowed in the world, since they now spawn in Yeoman Archer Groups.
Behaviors
- Added support for new Deer and Goats to outlaw mod behaviors so poachers and hounds will enage them.
Animations
- Updated Outlaw Head, Head on Spear, and Pillory animations to work with new first person view model.
Bug Fixes
- Fixed bug with custom collision solution on Ai not loading properly on server restart if the game was not restarted.
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1784 |
Jan 13th at 1:39 AM |
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outlawmod_1.2.0.zip |
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v1.1.9
v1.1.9
Changelist for 1.1.9
Hi All! This is the last batch of changes before I port the mod to 1.19x. This update brings some combat tuning, particularly when fighting looters. As well as backend changes and bug fixes. Most notably, looters once again throw stones, but they now use custom logic that works with the mod's stealth system. As always bugs and feedback are greatly appreciated. Let me know how you feel about the looter changes! Barring any hotfixes for major issues, the next update will be for 1.19x.
Looter Changes
- Looters now throw stones again. They now use the expanded AI Tasks system so the behavior works with the stealth system. The stone throw behavior was originally removed because it was a native Vintage Story behavior that didn't work with the stealth system.
- Looters will now briefly flee when hit, before returning to the fight.
- Looters will close slightly more agressively.
Poacher Changes
- Poachers now flee using the morale instead of the native flee entity behavior. This means you can now sneak up on poachers without them magically detecting you.
Footpad Changes
- Footpads now flee using the morale system instead of flee entity when hit.
Hounds
- Hounds will now react to projectiles shot at them.
- Hounds can now detect creatures by smell. This is affected by wind direction.
- Feral Hounds will detect carrion from farther away if they are down wind from it.
- Feral Hounds will only share eating a carrion with up to two other other hounds.
Spawning
- Yeoman and Footpads will now sometimes spawn in the same group.
General Ai Changes
- Added Smell Detection to Awareness System.
- Ai now have slight speed variances in their flee and chase speeds. This means that when running over distance they will spread out over time and clump less.
- Ai returning to their squad leader will walk if they are nearby, this makes following their squad lead look more natural and less frantic.
Quality of Life
- Increased Outlaw Head item stack size from 1 to 2.
Performance
- Morale Searches for Loose Items in the world such as torches or outlaw heads is now more efficient.
Bug Fixes
- Hounds Growling Endlessly on Aggro has been fixed.
- Fixed various bugs in the morale system.
- Fixed Illumination and Awareness Manager Data persisting between world switches in a single game session.
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548 |
Jan 12th at 3:42 AM |
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outlawmod_1.1.9.zip |
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v1.1.8
v1.1.8
Changelist for 1.1.8 (Hotfix)
This is just a bug fix for a major aspect of the stealth system that should improve fighting Ai in dense foliage.
Please see the 1.1.7 Changelist for all the major goodies and news.
Note for Multiplayer Folks as of 1.1.7: I have included a fix for Outlaw spawn scaling on multiplayer servers. In all of my multiplayer testing, it appears to be working properly. If you play with the mod in multiplayer and have experienced mega mobs in the past, please let me know if your issue goes away this version.
Bugfixes
- Ai Awareness so that foliage and plants actually properly block Ai line of sight. (The AI was not supposed to see through it, but could).
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654 |
Jan 2nd at 8:21 PM |
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outlawmod_1.1.8.zip |
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v1.1.7
v1.1.7
Changelist for 1.1.7 Bugfixes, Ai Refactor, Performance Pass, Multiplayer Spawn Scaling Fix
Happy New Year Everyone! This version of outlaw mod includes a large number of bug fixes, tweaks, refinements, as well as a deep dive on performance. Hopefully folks will find the mod runs better, works better, and plays better. As always bugs and feedback are greatly appreciated.
Note for Multiplayer Folks: I have included a fix for Outlaw spawn scaling on multiplayer servers. In all of my multiplayer testing, it appears to be working properly. If you play with the mod in multiplayer and have experienced mega mobs in the past, please let me know if your issue goes away this version.
General Fixes
- Hounds will no longer ignore the starting safe zone when spawning.
Ai Features
- Ai will now follow your last known direction of movement when they reach your last known position.
- Ai can now swim properly.
- Ai now share the enemies last known position with their squad members.
- Added Run and Walk state to guard behavior so it looks better.
- Outlaw mod AI can now drown.
- Ai pathfinding has been refactored and drastically improved when chasing targets over uneven ground.
Ai Tuning
- Ai will no longer pick fights immediately after running away.
- AI can no longer shoot arrows underwater.
- Ai hearing range has been drastically reduced.
- Reduced 'squad alert' range so it is easier to eliminate individuals without alerting the whole group.
- Ai now only lose aggro based on losing contact with enemy, as opposed to arbitary distance or time.
Ai Bug Fixes
- Ai no longer path strangely around water.
- Ai Guard behavior has been fixed.
- Ai Withdraw behavior has been fixed.
- Ai will no longer eat dead entities underwater and drown themselves.
- Fixed Ai playing wrong animations in some cases.
- Cleaned up some Ai Melee attack bugs.
Performance Turning
- Ai now use custom collision checks that LOD based on their distance to the player.
- Ai awareness is now cheaper to run.
- Removed name tags on outlaws because they were causing unneed overhead.
- Revised the morale system to be cheaper to run.
- Tuned despawning so AI that end up in weird places don't take up server overhead.
- Ensure that AI no longer track awareness of butterflies.
- Arrows fired by Outlaws now despawn much faster to save server overhead.
Quality of Life (Outlaw Spawn Counts in Multiplayer)
- Properly Scaled Outlaw Mobs on Multiplayer Servers: I have set "SpawnCapPlayerScaling" for all Outlaw Mod Ai to 0.05 to prevent massive numbers of outlaws spawning in larger multiplayer sessions. In theory, this should work without needing to adjust "SpawnCapPlayerScaling" in your serverconfig.json. If you still see large groups of outlaws spawning, please let me know.
- Specified Maximum outlaws per type in addition to maximum total. This should keep outlaw populations to intended levels.
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253 |
Jan 2nd at 9:38 AM |
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outlawmod_1.1.7.zip |
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v1.1.6
v1.1.6
Changelist for 1.1.6 (Hotfix)
- Fix for server crashing on load when a Hunting Hound could not find a valid path to their poacher. (Reported by Cpt. C0nfus3d)
- Added support for VSVillage Villagers. Outlaws will now recognize and fight villagers instead of just being passive as they are attacked. (Requested by BraniyaKz)
- Outlaw skeletons now drop bones when broken, just like other skeletons in the game.
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342 |
Dec 30th 2023 at 12:24 AM |
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outlawmod_1.1.6.zip |
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v1.1.5
v1.1.5
v1.1.5
Changelist for 1.1.5
Happy Holidays everyone! I know it's been a long while, but I've finally had the time to come back to Outlaw Mod and release a new version. It's been very exciting to see what the community has done to keep the mod working, and in light of that, I figured it was time for an official update. This version of Outlaw mod updates the mod to Vintage Story 1.18 and makes the Outlaws smarter than ever, bringing stealth gameplay and an overhaul of how Outlaws approach combat. Please send me your feedback and bug reports, I will do what I can to release hotfixes.
Spawn Changes
- Outlaw and Hound spawn rates have been completely retuned. They should now be less frequent but more impactful.
- Outlaws and Hounds now spawn during the world creation phase and repopulate in the dark hours of the early morning.
Loot Changes
- Outlaw loot drops are now far less abundant, you will get occasional goodies, but you will not be able to farm them as a replacement for the game's other systems.
Ai Overhaul
This is the major change this version. In addition to getting everything working again for Vintage Story 1.18, I have overhauled the way the Ai thinks and percieves the player and other Ai.
Perception
- The Outlaw Ai now have hearing and sight that are impacted by a wide variety of factors. They now have a cone of vision that is impacted by light conditions, so you can actually sneak up on them, creep around them in the dark, and even backstab them for extra damage.
- Their vision and awareness is greatly reduced at night, however, holding items like torches and lanterns will allow them to see you even in dark environments. (Beware, the hounds have night-vision!)
- Ai vision is properly obstructed by plant, foliage, and water blocks. They can no longer pull off trick shots through dense brush.
- Their hearing is contingent on how you move. Running is louder than walking, and crouching makes them unable to hear you.
Information Sharing
- The Ai no longer has perfect information about your position. They now use what is known in AI programming as LKP or "Last Known Position." This means that the Ai will try to find you where they last saw you, not where they magically know you are.
- The archers will now continue to suppress your last known location with vollies of arrows as they send members of their group up to find you.
- The Ai are no longer able to share information perfectly with their group, each group member can notifiy nearby allies, but group members who are far away will remain out of the loop. This means that if you are careful and use high-damage weapons, you can now eliminate Outlaws without alerting the larger group.
Group Dynamics
- Ai in groups will now prioritize group members who are in combat when choosing their "Squad Leader." This means that when one Ai engages in combat, other Ai will begin to move towards them to see what's going on.
Reactions
- The Ai now have an awareness of incomming projectiles. This means that they will react to arrows that fly near them, even if the shot misses. Once they see the projectile, they will alert their allies and the group will seek out the source of the shot.
Quality of Life
- All archer AI now have bow draw and bow fire sounds so they are not silent while shooting.
Bug Fixes
- Everything (that I am aware of) that was stopping the mod from working on 1.18 should be fixed.
- The issues that were causing the OG Ai Logic to behave strangely on 1.18 (Running in place, and not reacting to stimulus).
- Fixed all logical patches to work with the 1.18 code base.
- Fixed systems that were broken by refactors to the core Vintage Story code.
- Fixed all the Outlaw Mod crafting recipes.
- Fixed issues with firing projectiles.
- The size of the starting safe area was using the wrong information to determine its size as it shrinks over time. It now works properly and people should have a real safe area at the start of a new game world.
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271 |
Dec 29th 2023 at 1:11 AM |
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outlawmod_1.1.5.zip |
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v1.1.4
v1.1.4
Changelist for 1.1.4 (Hotfix)
- Fix for clients crashing when a poacher spawns his hunting hounds under certain networking circumstances. (Reported by DasPrinzip)
- Added localized english text for when a hunting hound kills a player.
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3268 |
May 1st 2022 at 5:12 PM |
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outlawmod_1.1.4.zip |
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v1.1.3
v1.1.3
Changes for 1.0.3 (Hotfix)
- Hotfix for null Ai Target Crashes. (Reported by PeterSanderson)
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335 |
May 1st 2022 at 3:02 AM |
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outlawmod_1.1.3.zip |
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v1.1.2
v1.1.2
Changelist for 1.1.2 (Hotfixes for 1.1.1)
After releasing 1.1.1 many players kindly reached out with feedback and bug reports. This is a hotfix for some of those issues. More robust solutions to certain issues will be on the way in the future. Please keep sending in your feedback and bug reports, it helps a ton!
General Changes
- Outlaws no longer ignore symbols of justice when spawning in Creative Mode. (Reported by PeterSanderson)
- dev_mode config setting now causes Outlaws to ignore symbols of justice when spawning.
Spawn Changes (All Outlaw Mod AI)
- Outlaw mod Ai now spawn at minium 50 blocks away from living players, up from the game's default 18 blocks. This should prevent unfair close-range surprise spawns. (Reported by HersheysWaffles)
- Outlaws can still spawn larger groups, but the statistical model now biases towards much small groups. (Reported by Ryker)
Feral Hound Changes
- Feral Hounds now spawn in groups of 2 to 4 down from 2 to 6.
- Hound spawns are now blocked by symbols of justice as a stop-gap to stop them from spawning in player bases (Reported by PeterSanderson)
Yeoman Archer Changes
- Maximum Accracy lowered from 0.25 blocks off target to 0.35 blocks off target. (From Additional Playtesting)
- Yeoman will no longer slow advance on positions after getting within 20 blocks of their target.
- Group size now ranges from 2 to 6 (Biasing towards low numbers)
Brigand Changes
- Brigands now spawn in groups of 2 to 5 (Biasing towards low numbers)
Crash Fixed
- Fixed crash where poacher spawning hound could return null value. (Reported By DasPrinzip)
- Fixed crash where certain item stacks in the player's hands were nulll and crashing morale system. (Reported By DasPrinzip)
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296 |
Apr 30th 2022 at 7:54 PM |
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outlawmod_1.1.2.zip |
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v1.1.1
v1.1.1
Changes for 1.1.1 (New Enemy Type: Hounds + Total Custom Ai Overhaul and Combat Tuning)
"I could hear them snarling in the darkness, hungry for flesh. Any flesh would do. Fresh or rotten. They were hungry, those beasts. They emerged from the darkness their ribs sticking to their spines. Mange consumed them. I gripped duke's collar tightly. They were the dark reflection of his nature: he was loyal, steadfast, and true; they were vile, feral, and opportunistic. My torch flickered in the howling wind. As the light grew dimmer, they grew bolder. I did the one thing I could do, what any man would do, were he in my shoes. I loosed duke and I ran. I lost my best friend that day. That was many years ago. I haven't been out on the moors since that night. It's safer to just curl up in a bottle and try to forget such things. If I were you friend, I'd ply an honest trade, and never poach on the moors at night." -Edward Hode, Drunkard and Ex-Poacher
1.1.1 Brings two new enemies to outlaw mod: The Feral Hound and the Hunting Hound, as well as a total overhaul of the Ai System.
The Feral Hound
Feral hounds are packs of staving mangy dogs that roam the countryside in search of anything they can eat. They are opportunistic pack hunters who will eat anything alive or dead.
- Feral Hounds are always looking for a easy kill. They will only pursue and attack targets that have low health or if their pack is large.
- These Hounds are more intrested in eating than they are actively fighting. They will seek out and eat the corpses of anything dead that they can find. The longer a creature has been dead, the greater the distance the hounds will be able to detect it from.
- Feral Hounds are afraid of torches. You can scatter them by holding a torch in your hands and getting near them, or by throwing torches at them.
- Feral Hounds may try to fight you over your kills when you are out hunting.
- Always be careful around feral hounds when your health is low.
The Hunting Hound
Hunting Hounds are the Poacher's loyal companions. They'll trade their life to defend him.
- Poachers now spawn with 1 to 3 Hunting Hounds.
- Hunting Hounds will protect a Poacher with their life.
- Attacking or getting too close to a Poacher will trigger and attack from his hounds.
- Once the Hounds are confident they have driven you away, they will return to their master.
Ai Overhaul
The bulk of the work this update was a complete overhaul of the Ai System. Outlaws and Hounds now use entirely custom logic that you won't see anywhere else in the game. This work will allow me to build toward things like Outlaw Raids in the future.
New Melee Behavior
- Ai now know who is a member of their squad and will not attack friends who accidently hit them with ranged attacks.
New Engage Behavior
Outlaw Mod enemies have a brand new engage behavior.
- Ai will speed up to chase you and slow down to fight you.
- Ai will withdraw to a safe distance and watch you if they can't reach you and withdraw further if they take damage from ranged weapons.
- Ai will quickly change targets in response to damage from a new opponent mid-combat.
- Ai have means to comunicate threats to their squad members so they can make group combat decisions.
- Ai now have the ability to decide to attack or not attack based on the size of their squad and the toughness of their target.
New Squad Behavior
Outlaw Mod enemies now appoint a "squad leader" who acts as an anchor for their squad.
- When Ai are not in combat, they will stay near their squad leader and move around the world as a group.
- Depending on the Ai type they will either split from their squad in combat or fight as a unit.
- When Ai gets seperated from its squad, it will attempt to link up with its squad leader to rejoin the group.
- When the squad leader is killed, an new squad leader is appointed.
- If a squad is almost completely destroyed in combat, the remaining members will attempt to join a new squad.
- Looters and Yeoman stay near their squad, relying on strength in numbers, brigands will split up and regroup when combat is over.
Morale Behavior
Outlaws Mod enemies now use a detailed morale system to decide when to run. Rather just causing individuals to flee, you can now cause group routs. The Ai take all the following factors into account:
- How many members of my squad have been killed in this fight?
- How many enemies have we killed in this fight?
- Do I have friends nearby?
- Am I outnumbered or do we have the numbers advantage?
- How injured is the enemy group?
- How injured is my group?
- Are my friends running?
- Is there anything I am afraid of nearby?
This all boils down to, the better you are doing in a fight, the more afraid the enemy will become. If you aren't doing much better than them, they'll be feeling ok, and if you're really hurting and they have the advantage, they're not likely to run.
Note About Morale In Gameplay:
- Symbols of justice placed in the world now affect the morale of nearby Outlaws.
- You can also lower morale by holding heads or heads on spears in combat.
- Feral Hounds are afraid of torches.
New Eat Dead Behavior
Outlaw Mod enemies can now eat or harvest dead creatures. This is currently used to allow the Feral Hounds to seek out dead bodies.
- Ai can now "harvest" a dead creature by eating them.
- The longer a creature has been dead, the farther away Ai with this behavior can detect them.
New Guard Behavior
Outlaw Mod enemies can now perform detailed guard behaviors.
- Ai will follow their guard target until it is threatened.
- Ai will attack if an enemy: gets too close, damages their guard target, or is an another Ai with hostile intent.
Changes To Shooting Behavior
I spent a good amount of time doing the work to improve the shooting logic. The shooting logic is now way more robust, and that has allowed me to slow down projectile speeds, which should make it easier to see where arrows are comming from and avoid them.
- Ai can now lead targets and arc their shots. This means that the yeoman and poachers will be much better at hitting moving targets at range.
- Ai can now detect if their shot is going to result in friendly fire. They will cancel any attack that would hurt a squad member.
New Custom Death Animations
Each Outlaw type now has its own unique death animation.
Other Changes (based on feedback and playtesting):
Based on several weeks of playtesting and feedback. I've made the following balance changes. The damage changes may seem counter-intuitive, but with the new AI overhaul, it is easier to time attacks and avoid damage in combat. Yeoman archers can now shoot from farther away, but their projectiles are much slower, so it should be easier to tell where attacks are coming from and avoid incomming arrows.
- Default Safe Zone Starting Size chenged to 500 blocks, up from 250 blocks in config.
- Default Safe Zone Lifetime changed to 45 days, down from 180 days in config.
- All Brigand Damage increased by 1.
- All Looter Damage increased by 1.
- All Poacher Damage incrased by 1.
- Spear Brigand's attack range is now accurate to spear length.
- Yeoman Archer and Poacher Archer projectile speed slowed drastically (0.9 down from 1.25)
- Increased Yeoman Archer Max Range to 40, up from 32.
- You can now hold Outlaw Heads in your left hand.
- You can now hold Heads on Spears in your left hand.
Bugfixes
- Fixed misspelling in config file.
- Fixed Yeoman Archers flickering at the end of their shoot animation.
- Fixed Harvest prompt appearing at Outlaw's feet instead of their center.
- Fixed friendly squad members attacking eachother after friendly fire.
- Poachers no longer kill every animal they see, all the time.
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484 |
Apr 27th 2022 at 2:26 AM |
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outlawmod_1.1.1.zip |
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v1.1.0
v1.1.0
Changes for 1.1.0 (Mod Config + Classic Vintage Story Voice Support + Ai Support Work for Other Modders)
There isn't much in the way of new content here, but there is a ton of back end work to make the mod more configurable. Next update will bring more content, bug fixes, and quality of life changes. :)
New Feature: Configurable Outlaw Spawning (Requested by Ryker)
- Outlaws can now be enable/disabled based on type.
- Outlaw spawning on claimed land can now be enabled/disabled.
New Feature: Configurable Starting Spawn Safe Zone (Requested by Ryker)
The functionality of the Start Spawn Safe Zone has been expanded to be both dynamic and configurable.
- In the config you can now specify the radius of your starting safe zone.
- You can specify whether the zone has a lifetime, how many days its lifetime lasts, and whether or not it shrinks over time, so Outlaws will slowly creep into your start zone over time.
- Currently by default, the Safe Zone has a radius of 250 blocks, and has a lifetime of 180 days. This means that the Outlaw spawns will get about 1.3 blocks closer each day.
New Feature: Classic Vintage Story Voices (Requested by Chuckles and Noleadge)
- In the config you will find the setting "OutlawsUseClassicVintageStoryVoices"
- If this is set to true, the Outlaws will use classic Vintage Story voices instead of English language voice lines.
Note for Players:
- There's a detailed readme about how the config file works and what's in it. It should answer the lion's share of questions.
Note for Modders:
- As promised, I have made the aiTasks from Outlaw Mod available as a standalone .dll. I have included a companion loader mod if you don't want to handle integrating the .dll yourself. It can be found here: https://mods.vintagestory.at/expandedaitasks
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1007 |
Mar 28th 2022 at 12:40 AM |
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outlawmod_1.1.0.zip |
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v1.0.9
v1.0.9
Changes for 1.0.9: (New Symbol of Justice: The Head on a Spear)
"You can't reason with Outlaws, the only language they understand is Violence...They can however learn by example, the more grisly, the more effective. Run a few heads up on pikes and put them on the walls, where they can see them, they'll get the message." -Catchpole Captain
New Symbol of Justice: Head on a Spear
- In 1.0.9 you can now take an Outlaw's head by harvesting its corpse.
- Heads can be combined with spears of any kind to make a Head on a Spear.
- Placing these in the world will prevent Outlaws from spawning in a radius centered on the spear.
- The stronger the Outaw whose head you use, the larger the radius.
- Looter heads will prevent spawning in a 15 block radius.
- Poacher heads will prevent spawning in a 20 block radius.
- Brigands and Yeoman heads will prevent spawning in a 25 block radius.
- This provides an early game alternative to the pillory, which requires a saw to make.
- In the long term, Outlaw heads will be a bounty item you can turn in for rewards.
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514 |
Mar 21st 2022 at 1:48 AM |
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outlawmod_1.0.9.zip |
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v1.0.8
v1.0.8
HOTFIX 1.0.8 Changes (See. 1.0.7 Change List For last major update)
- Fix for harvesting Outlaws with knife crashing clients on multiplayer servers.
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388 |
Mar 19th 2022 at 6:42 AM |
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outlawmod_1.0.8.zip |
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v1.0.7
v1.0.7
Changes for 1.0.7 (Spawning Changes, New Mechanic: Symbols of Justice, New Mechanic: Cause of Death Evidence, Loot Balancing, Arrow Balancing):
The time has come to strike fear into the hearts of Brigands, Bandits, and Ne'er-do-wells the world over. We will lay down the rule of law and drive them to the hills with our Symbols of Justice.
This update brings quality of life changes around spawning, tracking Outlaws, loot balance, ranged combat, and a new mechanic: Symbols of Justice. This is the first move in expanding the mod beyond just enemy types.
Spawning Changes (Thanks to Ryker for pointing out these issues):
- Outlaws will not spawn within 250 blocks of the starting area. (Will be adjustable in the config in a future update).
- Outlaws will not spawn on claimed land. (Will be adjustable in the config in a future update).
- Outlaw spawns can be blocked in a certain radius with a "Symbol of Justice."
- Outlaw spawn rates have been reduced across the board. (Will adjust up or down as needed in future version based on playtesting/feedback).
- Looters will now spawn in areas regardless of forestation level.
- Changed despawning rules for Outlaws to they are less likely to form mega bands of various outlaw types in regions of high player traffic.
New Mechanic: Symbols of Justice:
- Symbols of Justice are special themed block types that prevent Outlaws from spawning within a radius around them.
- Added the first Symbol of Justice item: The Pillory.
- The Pillory will be a mid-tier Symbol of Justice, it blocks Outlaw spawns in a 35 block radius.
- In the future, we will see additional Symbols of Justice, including the Gibbet, The Headman's Block, The Gallows, and the Grisly Head on a Pike.
New Mechanic: Cause of Death Evidence
- If you have the "Show Block Info" setting turned on in your interface options, you will now be able to see more detailed info about a creature's cause of death.
- You can now tell if a creature or outlaw was killed by Human Hands, and if so, with what weapon.
- This can help tell you what kinds of Outlaws are active in the area.
Loot Balancing
- Reduced the amounts and chances of dropping precious and semi-precious metals from Brigand and Yeoman.
- Reduced the amount of arrows dropped by Yeoman Archers and Poacher Archers.
- A more complete rebalancing will come in a future update once I have some mod-speific loot to drop.
Arrow Balancing
- Most arrows shot by Outlaws will break on impact, only one in ten arrows will remain in world.
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Mar 19th 2022 at 1:48 AM |
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outlawmod_1.0.7.zip |
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v1.0.6
v1.0.6
Changes for 1.0.6 (Skeleton Despawn Hotfix):
- This is a small update that changes the type of skeleton bandits spawn, from one that does not despawn over time to one that follows the same rules as animal carcasses.
- This should keep skeletons from piling up too much over extended play times.
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Mar 13th 2022 at 4:04 AM |
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outlawmod_1.0.6.zip |
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v1.0.5
v1.0.5
Changes for 1.0.5 ( New Outlaws, Ranged Enemies that Shoot Projectiles, Visual Variety, Animation Pass, Loot Drop Pass)
New Type Outlaw: The Yeoman Archer
The Yeoman archer is a humble farmer who has fallen on hard times. Having served as a levy archer in the kings army and having nothing to show for it, he takes to the green wood with his companions as a merry outlaw. When he tells, "you stand and deliver" you should show him your gold before he shows you what a good shot he is.
- The Yeoman Archers rove the woods in bands. They will ambush and fire upon players who stuble into their midst.
- This outlaw is vulnrable in melee, but can engage the player from a greater distance than any other enemy in the game with his longbow.
New Outlaw Variant: The Poacher Archer
- The poacher archer, like his spear wielding cousin, hunts game and flees the player. This variant however, does so with a long bow and creeps up on game in dense woodlands and brush.
Visual Varienty Pass
- Poachers, Looters, and Yeoman Archers now have multiple skins so crowds don't look uniform.
Animation Pass
- Added Patrol, Run, and Idle animations for outlaws with spears.
- Added Patrol, Attack, and Idle animations for outlaws with bows.
- Added Throw rock animation for looters.
Loot Drop Pass (Ballancing WIll Be Refined in Future Updates)
- All outlaws now drop loot appropriate for their theme and difficulty level.
As always, any and all feedback is greatly welcome and appreciated.
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Mar 13th 2022 at 1:48 AM |
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outlawmod_1.0.5.zip |
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v1.0.4
v1.0.4
Change list for 10.4 (NEW OUTLAW TYPE):
Added New Outlaw: The Poacher
The poacher has very little intrest in what you do, so long as you say well away from him. He hunts the game of the kings woods, a crime punishable by death, if you spot him he will run. But if you corner him, he will fight like the wild animals he hunts.
- The poacher is an outlaw type that hunts wild games in the woods of the world. He carries with him a store of raw-hide and game meat that's yours for the taking, if you can pry it from his cold, dead hands.
- The poacher will flee from any human or drifter opponent. If attacked he will sometimes turn and fight.
- The poacher will hunt all types of game animals with the exceptions of young animals.
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Mar 7th 2022 at 6:08 AM |
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Brigandmod_1.0.4.zip |
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v1.0.3
v1.0.3
Changes for 1.0.3 (Combat, Spawing, and Despawning Refinement Pass):
General Combat:
I took a pass to refine how each outlaw type fights. This is the first version where combat should actually feel decent.
- Outlaws now have a persue speed and a fight speed. When they reach the player, they slow down to a walk to give players more time to manuver and fight.
- Brigands and Footpads do not like Looters, they will kill them on sight.
Looters:
- Tweaked timing on looter's rock throw so they don't stand still for long periods of time after completing their throw.
Footpads:
- Footpads now engage in a skirmishing behavior, they have twice the agro range of any other outlaw, but will flee at the first sign of damage. This results in a harassment behavor over distance.
Brigands:
- Reduced Brigand health and damage output.
- They still pack a punch but they shouldn't steam roll you if you are strategic about how you attack.
General Spawning:
- Reduce chance of all Outlaw spawns, looters are more common than the other Outlaws.
- All outlaws try to wander towards bright sources of light, make sure you lock your doors at night.
- Fixed a recursive spawning call that resulted in massive groups of bandits spawning in one region.
General Despawning:
- All outlaws now decompose down to human skeletal remains so that their behavor matches other creatures in the world.
NEXT UP
- More combat balancing based on playtesting.
- Pass of loot dropped by Outlaws based on type.
- More Outlaw types?
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Mar 6th 2022 at 9:51 PM |
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Brigandmod_1.0.3.zip |
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v1.0.2
v1.0.2
Change List for 1.0.2:
New Outlaw: The Looter
- Looters are the trash mob of the Outlaw world. These desperate men are willing to do anything to get by, even if it means clubbing or stoning you to death.
- Looters inflict very little damage and can't take much punishment, but they make up for it in numbers.
- They spawn seperately from other Outlaw bands.
- They are the only Outlaw that can throw rocks.
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Mar 6th 2022 at 4:36 AM |
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Brigandmod_1.0.2.zip |
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v1.0.1
v1.0.1
Change List For 1.0.1
New Brigand Type
-Added a Brigand with a Spear.
Axe Brigand Changes
-Decreased Axe Brigand Damage.
Foot Pad and Brigand Speed Changes
-Brigands and Footpads are now faster, but still not quite as fast as the player.
-The Footpads move slightly faster than Brigands: they are intended to try and catch up with the player and tie them up with low damage attacks so that the rest of the band's more dangerous members can catch up.
-Over all, this should make running from the highwaymen more of a gameplay event.
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Mar 6th 2022 at 12:38 AM |
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Brigandmod_1.0.1.zip |
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v1.0.0
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Mar 5th 2022 at 9:10 PM |
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Brigandmod_1.0.0.zip |
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Adding to my comment from 1st Nov - there doesn't seem to be any crashing issues with a new world (with the modconfig changed). Is it possible that the modconfig cannot be changed if I have already played with the outlaw mod in that save?
Is there a way to adjust the spawnrate in this mod? there are far too many for me to handle in my homosapiens game.
The mod is wonderful, but lacks creature spawn settings. There are too many of them even for a single player game. The second problem is that archers allow you to farm arrows just by standing behind a pillar.
The mod was working fine until I disabled the feral hound and hunting hound from spawning by changing them to 'false' in outlawmodconfig.json. Since then the game started crashing every few minutes. I disabled the mod and it seems to be fine now so I believe the crashing is caused by the mod (and/or changing the config file). I would like to continue playing with the mod - what should be done to fix this issue?
Edit: changed the hounds back to 'true' and everything works again but would still like to be able to edit the modconfig without the game crashing.
I'd like to ask for permission to create a version of this mod that is basically "re-skinned" with drifters and some custom drifter-cannon entities.
Rather than having outlaws roaming the world in addition to drifters and other rust-related threats, I'd like to make rust-related creatures behave more inteligently and cooperatively with one another. Especially in light of the new mobs added with VS 1.20.
howdy, enjoying the great mod so far, tho i noticed an issue.
The feral hound seems able to attack mobs through fences, even if there two stacks high. I lost my entire herd to one poking through the fence today q-q. Might be something to look into.
Wolfking6116
Changing the spawn rate of every creature to compensate for the spawn rates of the creatures from 1 mod isn't a solution
Hi, how do I send you the translation es-419?
DanekJovax It says directly in the description what to do if mob spawning is a problem.
> IMPORTANT NOTE FOR MULTIPLAYER SERVER HOSTS: If you are running a dedicated server with multiple players, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75, as this will massively increase outlaw spawning while multiple players are connected to the server. This can lead to unintended negative performance and gameplay outcomes. This value is a per-player spawn rate increase and the default value increases the spawn rate of all mobs by 75% per player connected. <
Unless you want to have a battle-oriented VS gaming experience over any survival gaming, this is the mod for you. I don't see including this mod in any survival/exploration setting until the spawning mechanics are configurable.
I second BanCannon in his request. Spawn rates should be configurable. I'm reviewing this mod for possible use on our server and it's pretty ridiculous that on average 1-3 groups of outlaws spawn in a 1km square. New players will find this almost impossible to play by default, and within 14 days be completely overrun (assuming they stay near the spawn zone). Peace! <><
Secondly, archers should not be 100% accurate aim-bots. There should be some fuzzy logic adding to some degree of inaccuracy, especially since they're supposed to reflect humanoids and not robots. ;2)
Danekjovax :2)
Looking to modify settings to tune down bandit spawning significantly, and I am not savvy with code modification.
Is it possible to tweak settings that would spread out/reduce group sizes so that bandits would be something rarer to run into than say a bear? Would be stoked for the bandit camps and better loot on bandits (gears, crafting components for the high end gear, potentially damaged armor on high end bandits, and more of the healing/arrows all around). The group/server I run with had similar complaints as to many of the other comments where the rewards were a too few, the encounters too often, and having the random encounters be far too challenging for randomly being stumbled across.
Additional dumb request. Any chance the descriptions for planned features have a timestamp or general description for where you're at in the process? Would be cool to be able to see features moving from concept, planning, designing the mechanics, art assets, Q&A phases.
I initially thought that adding this feature would introduce an exciting challenge, something to engage with occasionally. However, I’ve found myself constantly battling waves of deserters, sometimes in groups of 10 or more.
Fighting these guys without armor feels like a death sentence, yet I don’t want to wear armor all the time due to the debuffs and reduced movement speed.
While looters and hunters provide a fair challenge, deserters are overwhelming. They can take you down in just two hits, and when 4 or 5 of them charge at you alongside 2-3 archers, it’s a recipe for frustration.
On top of that, the rewards for defeating deserters are disappointing. Why bother risking my life for a healing poultice or a few arrows? Most of the time, I find myself avoiding these encounters altogether.
Overall, it’s a great mod, but it could use some fine-tuning. If there were a way to reduce the number of deserters through mod settings, that would be a huge improvement. I understand that modding is challenging, and my feedback is meant to be constructive. I’m looking forward to seeing this mod evolve into something even better.
Grifthegnome
Got a little console message that keeps popping up. ""Shape game:entity/land/looter: Two or more animations use the same code 'hurt'. This will lead to undefined behavior.""
It feels ridiculous running into groups of outlaws every 50 meters. There isn't a single view of anywhere in sight where I don't see them. Is this meant to feel like Rust or something?
can you add the function to spawn the mobs from the creative inventory? I want to do some events on my server to charge some little armys against my players castle and villages
Grifthegnome
I made a suggesttion a while back to the creator of the prehistoric animals mods, and he recommended you instead.
I was wondering if someone could make a mod that creates Neanderthal's for the game. Club, spear and stone axe wielding NPCs that hunt the player aggressively, spawn in and around caves and go out at night with torches in groups. I got the idea a while ago when learning about Neanderthals and how they nearly wiped out our species at one point, how they ate us and hunted us relentlessly. I figured it would be a perfect mod for the Homo Sapiens mode in VS. Maybe spawning campfires and hay beds in their caves too. I dont know anything about modding VS, and im probably asking for alot with this idea
Liking the mod so far. Any luck with the planned features like camps and additional types?
Phoenicius cool thank you
Yup. Running it on a server, and everything seems great so far.
EquivalentBad
is this mod currently working well on current game version?
Phoenicius
Always happy to help! Happy modding!
Grifthegnome
What an excellent explanation. Thank you so much!
Phoenicius
It depends on the behavior you want. So the way it works, is that every Outlaw mod AI has a base morale range. When the outlaw spawns it selects a base morale based on the range specified in the json file. The way it is currently tuned, anything above 1.0 is very brave and anything in the 0.3 to 0.6 range is only gonna stick around if the fight is vastly in its favor. The AI then looks at it's own health, the health of its squad, how much its side outnumbers the enemy, and how scary the other fighters around them are to calculate a total fear value. If the sum of all of the AI's fears minus reassurances exceeds their base morale, they flee. The death of an entity inverts the fear weight. So something that is really scary when it is alive is really reassuring to its enemies when its dead. Conversely, something that is really reassuring to its friends when it is alive, is scary when it is dead. So slaying a scary enemy monster makes the AI more confident, but seeing friends die, that is, Ai who are given negative fearWeight values makes the AI more afraid.
The values you have there will scare away most looters 100% of the time. But deserters with a bannerman (which gives -10 fear) will stand against those ratings, unless they are outnumbered or the banner dies.
As a general rule, anything with a morale greater that 1.0 will stand to the death unless some other factor scares it away.
Grifthegnome
If you have the time, could you examine my patch for Outlaws and Rust & Rot? Specifically, I'm wondering about the values I've selected for `entitySourcesOfFear`, in the `morale` behavior task, at index 1.
These are the values for the poacher-spearman, just as an example:
I've begun work on a compatibility patch for Rust and Rot, VS Village, and Outlaws. Eventually, I'll look into adding compatibility for the FotSA creatures mod.
See the draft here, if you're interested:
RustAndRot, Outlaws and VS Village Compatibility patch - Vintage Story Mod DB
Krankles
In terms of spawn rates:
So currently, the only way to do this is to modify the mod's spawn rates directly, but it is possible.
So the outlaws have two spawn rates: one on world generation and one for respawns in generated areas.
You can find all the outlaw settings in outlawmod/assets/game/entities/mobs The outlaws that drive their group spawning are:
bandit-axe.json
hound-feral.json
looter.json
yeoman-archer.json
poacher-archer.json
poacher-spear.json
deserter-archer.json
deserter-bannerman.json
Near the bottom of each of these files is an entry called "spawnconditions" there are two sub-entries: "worldgen" and "runtime" for worldgen, you can reduce the number of outlaws that spawn per generated world chuck by reducking the "avg" value in "TriesPerChunk" for runtime, you an reduce the them by reducing "chance"
To adjust things quickly, I recommend working in halves, so day reducing 0.0008 to 0.0004, if that is still too high, go to 0.0002, if it's too low go to 0.0006, etc.
You'll get to a result you're happy with in less time. Sorry that this isn't the most accessible way to configure these things, I haven't had a chance to make spawn rates easily accessible. I've also heard that there is a global spawn chance mod, that might also be a promising route to accomplish this.
Hope this helps!
Legdad
how did you turn ther rates down in solo? is it just the SpawnCapPlayerScaling setting or is it something diff?
This mod is a lot of fun. Personally had to turn the spawn rates down in my solo world, it was pretty hectic with multiple roaming groups of outlaws everywhere I turned. Quite literally at least one outlaw in sight at all times.
Grifthegnome
Sadly i don't know how to make patches/or expansions. But if you are alright with to do whatever with the mod, i could reupload it with the patched files.
I'll be 100% sure to credit you nonetheless. And link it back to here.
Edit: Added the mod to the page.
My, rather. Weak attempt to make a compatibility for Rust&Rot.
I3eauLeBoi
Very neat, feel free to release any patches or expansions for outlaw mod you want. My entire mod code base is open source, I'm perfectly happy to let people use/modify stuff to make whatever they want. As long as people are having fun, that's all I care about. :)
Grifthegnome
Since i couldn't send you a personal message, i made a compatibility for Rust&Rot. I had a whole message written out for you, but it seems you don't accept messages.
If you are curious do let me know/ or send me a message!
@Grifthegnome
Cheers! That would make entity testing a bit easier.
I3eauLeBoi
So there are no items to spawn outlaws in creative, however you can use:
/entity spawn looter
/entity spawn bandit-knife
/entity spawn bandit-axe
/entity spawn bandit-spear
/entity spawn yeoman-archer
/entity spawn deserter-footman
/entity spawn deserter-archer
/entity spawn deserter-bannerman
/entity spawn poacher-spear
/entity spawn poacher-archer
/entity spawn hound-feral
/entity spawn hound-hunting
Is there also a way to manually spawn outlaws via a command/or item? Personally, i don't see them in creative.
Jorenn
Sounds like you got em handled! Well played!
@Grifthegnome,
The battle has been going on for about two days now, I'm shooting at them from the walls - I'm definitely safe there😎
@Grifthegnome
Great response! I'll be patient and see what you'll be putting together. The ranged expansions would be great to see as well. Or the diversity of military warbands and bandits. I am not too sure though, but I'd figure to ask this as well. Is to be able to 'hire' brigands or deserters? Eitherway. This is still one of the mods i love. Sadly i can't pair it with the original rot creature's mod.
(To make it similar to that medieval game named Blight survival.)
I3eauLeBoi
I do want to diversify the weapons of the deserters, I agree that the polearms are very one-note. I really love the idea of have a sword and shield guy, but I need to do the work to make it feel good. I want to give them a block behavior that feels like something you can time and play against, rather than just a percentage chance that they play a block animation and block damage. Doing the good version of that will take time. I would also love to add maces, warhammers, swords, etc. With luck, I'll get there over time.
I also want to add outlaws with medieval hand guns, hand cannons, and crossbows at some point, as well as siege specialists who can throw bombs and petards to damage blocks and breach player structures (These guys would be turned off in the mod config by default, but would be there for people who want things extra spicy)
Currently, I've been working on finishing my initial plans for the deserters, which include adding a Deserter Knight as the heaviest outlaw unit in the game and adding several unique Bannermen with capturable banners leading deserter warbands with diffrent unit makeups. I've also been tuning the outlaws based on several play throughs of the game's entire tech progression to offer an experience where some portion of the outlaws remain scary beyond tier 2 armor. In addition I've also been working on and testing a totally seperate sister AI mod that uses the core AI logic established by outlaw mod to create a complete replacement for drifters and cave monsters called "Evil Below." That mod will feature enemies like Evil Magi, who fire green fireballs that explode and cause cave-ins, along side hordes of the living dead. My hope is that it will bring the outlaw mod AI experience to the cave gameplay, allowing people to totally replace drifters both above and below ground if they want to do so. :)
I am curious if we're going to get new NPC's as well that fit the themes (Such as the soldiers.)
Do we at some point get NPC's that have sword and shield? Clubs? Etc, instead of just spears?
Jorenn
It sounds like you have a siege on your hands! I save bunches of loose stones and spears and such to throw off the walls when they surround my fort. Having escape tunnels help too.
great mod, there's a fucking army of crusaders gathered under my castle, so I can't even get out :)
RedPandemic SnugglyWuggums
All good callouts. :)
I'll see what I can do about adding compatability for the Rust and Rot mod.
The double banner spawn should be fixed in the next version. That's not intended behavior.
Capturable banners that block outlaw spawns are implemented for the next version and are actively being tested. Placing a captured banner will block spawns in a 100 block radius. It effectively counts as securing the region from outlaws. There will like a be about 5 diffrent unique banners to start, each with it's own regiment name. Diffrent banners will spawn diffrent unit comps, so diffrent groups may be more ranged or melee focused or have more heavy knights.
I'll look into adding more symbols of justice in the future. A lot of them will be medieval themed, to match the mod's grim medieval aestheic, but I will try to cook up some more tasteful options in a future release. :)
Hey, think you'd be able to work in some compatabilities with Darce's Rust and Rot mod? Just came out but the AI seems to ignore each other.
Would be nice if drifters fought the bandits. Having bannerman in spawn groups of two on our porch every few days would be easier to last out, if we can't approach it now, if the pillow rust demons took some interest.
Editing to agree with the comment below. Maybe give the flag standard bannerman the chance to drop their flag as a placeable item, and combine it with charcoal or dye to change its color or pattern?
A higher effective radius to help keep areas looking LESS like a Rimworld colony.
I really like this mod, almost top to bottom, but I feel like the method of discouraging the outlaws is very visually/thematically restrictive. Heads on spikes and clearcutting forests works, sure, but the radius isn't super large,so to truly ward them off, you wind up needing fairly large amounts of heads on spikes. Which...paints a very particular image of the home/town/whatever you're building, not to mention the whole "Everyone you kill you cut their head off" is already pretty defining/jarring anyway.
It would be nice if there was other symbols of order you could place down as alternatives to the stocks and pikes that had the same effect. Can even still easily tie it to drops, too.
So my suggestions(Unsure how hard or easy it would be to implement, so forgive me if this isn't feasible.)
1. Outlaws carry tokens - Banners are an already existing example - that can be put on display to ward off outlaws. Plopping down their own banners is a good bit less gruesome , and could be just as "customizable" as the heads are to suit the type of outlaw.
2. You can create symbols of order yourself, that indicate this place is safe. This could also be things like banners, naturally. But similarly could be things like statues, icons, towers, etc. Things that gain benefits from being higher up(to be seen from afar), so they encourage you to build little structures for them like watchtowers, guard posts, etc at regular intervals.
3. As above, but without all the additional stuff - same general efficacy as existing options, but just less gruesome and constructed by the player. Could tie it to tech levels fairly easily, I think. A bonfire for the foraging stage, road signs for the copper stage, banners for the bronze, statues for the iron, etc.
Just some ideas. I'm well aware that ideas are a lot easier than implementing them, so please take no offence or think I believe this MUST be done or anything. I just really like your mod and would like to be able to ward off baddies without looking like I'm building a prison camp run by Vlad the Impaler to be safe lol
Grozovsky
Ai spawns are server authoratative, if the client has diffrent values from the server it doesn't matter because that data isn't used, they won't need to redownload anything. If you follow the instructions listed just below your post for how to configure the spawn rates, you can do that on a dedicated server without issue. Just change the values and you're good to go. Your clients will be able to play without needing any special or custom data.
Grifthegnome
is there any way to reduce spawn rates for dedicated server, without forcing players to redownload custom edited mod?
TheDanleyParable
In terms of spawn rates:
So currently, the only way to do this is to modify the mod's spawn rates directly, but it is possible.
So the outlaws have two spawn rates: one on world generation and one for respawns in generated areas.
You can find all the outlaw settings in outlawmod/assets/game/entities/mobs The outlaws that drive their group spawning are:
bandit-axe.json
hound-feral.json
looter.json
yeoman-archer.json
poacher-archer.json
poacher-spear.json
deserter-archer.json
deserter-bannerman.json
Near the bottom of each of these files is an entry called "spawnconditions" there are two sub-entries: "worldgen" and "runtime" for worldgen, you can reduce the number of outlaws that spawn per generated world chuck by reducking the "avg" value in "TriesPerChunk" for runtime, you an reduce the them by reducing "chance"
To adjust things quickly, I recommend working in halves, so day reducing 0.0008 to 0.0004, if that is still too high, go to 0.0002, if it's too low go to 0.0006, etc.
You'll get to a result you're happy with in less time. Sorry that this isn't the most accessible way to configure these things, I haven't had a chance to make spawn rates easily accessible. I've also heard that there is a global spawn chance mod, that might also be a promising route to accomplish this.
Hope this helps!
gndrneutralnoun
I can look into this for a future version of the mod.
Maamessu
Thanks for the bug report, I'll look into this for a future version of the mod.
Hey there, great mod! Have a compatibility report for you:
Your recipes for putting heads on spears seems to call for the specific spears, rather than just a spear-item. This means that any mod that changes vanilla spears won't work with the crafting recipes. Would it be possible for these recipes to get updated? Right now I'm using this alongside Toolworks which makes it impossible to craft the vanilla spears, which means I can't make the heads-on-spears from Outlaws.
Hi! Could you possibly make outlaw spawns respect the world setting for delaying monster spawns? I really enjoy this mod but I like to play with a small delay for monster spawns to give myself some time to set up a base and whatnot. Having the outlaws spawn while no other non-animal hostile mobs don't spawn feels really inconsistent.
I really like the concept of this mod, but it feels like outlaws spawn wayyy too frequently, is there any way I can adjust the spawn rates of outlaws?
Grifthegnome. thank you. made a simple change in the {head on spear} grid craft to just use spear-heads insead of the spears themselves, it's lazy but now i can use them. tried adding a stick to the craft under the spear-head but broke it. im sure i'll try again when i get better at this. we all start somewhere.
SpacemanSpliff
That is a known issue, but thank you for reporting it. It's due to how the game sorts arrows that deal diffrent levels of damage, need to find a fix for a future version of the mod.
f0xh0und696
Go for it, I'd just want people enjoy the mod however they they want. :)
I'm not sure if this is a bug, but the arrows picked up from archers dont stack with arrows you made yourself or even arrows fired from other outlaws. Is that intentional?
Grifthegnome. though as much. thanks for the confirm.
Edit: thinking of making a lazy-workaround (im no coder), i just can't part with both outlaw or toolwork. i love both mods.
do i have permission to alter you mods code for personal testing?
f0xh0und696
Hey there! You are correct, toolworks is not compatible with outlaw mod.
Im unable to craft any heads-on-spears using toolworks spears. i tend to use bones/sticks and rope/flaxtwine.
made a granite spear with a bone handle and flax twine binding with a poacher head in crafting grid above the spear, and got nothing.
am i right in guessing toolworks spears+geology rocks are incompatable or am i just stupid?
Well, this mod is nice for those medieval fantasy overhauls, can't wait for those planned features.
Already liking the roaming small armies of deserters, or. Bandits. Makes the world feel quite alive.
khz
Hey there! You can add outlaw mod mid game with no issues.
can i add it mid game?
Sprezzo
Hi there! You can removed the mod at any time without issue.
Hey thanks for the mod it's looking cool as hell but sadly it's not what i was looking for in my current world, which brings me to the question: Is it safe to uninstall mid game? :D
Grifthegnome
I just shot you a DM on Discord since you're in the Vintage Story discord. We could talk more over there if that is okay with you.
Perdous
Are you running any other mods that may cause any strange interactions? I ask because I've run Outlaw Mod on my test server for months and I have never seen the RAM usage spike above 4GB, the whole game with the mod running on the server averages about 1.9 GB about 90% of the time. If the game is taking 8+ GB at run time on a server that isn't rendering the game, something sounds way off. Does this issue occur consistantly on every world you load or just this one world? I'm more than happy to help you trouble shoot the issue, but I sounds like something abnormal is happening. I've never had a report of a server becoming unresponsive from running the mod, and the current version is run on servers that host a dozen players or more at the same time. Does it occur when you run Outlaw Mod with no other mods enabled?
For the multiplayer, there should be 2gb of RAM for the server while my own system has 16gb. I cannot see the exact RAM usage in as it is being used on the server but it seems like it is used to full capacity just as my PC normally uses 8gb+ for the mod when I am playing on a single player world. So my RAM ends up being used to its limit too. I sadly cannot say much about what is going on with the server. The console does not exactly state what is happening. What happens though is that the server states that there is an overload with a tick time over 1300ms typically upon starting. You can still join but the chunks won't load and you get the ingame message "no reaction from the server. It might have crashed/overloaded". No matter how long you wait, there does not seem to be any change in that state.
I might add that the given RAM on the server over at G-Portal seems to change depending on the work load. But I personally do not understand how they manager their servers exactly.
Grifthegnome
Xandious13
So there are no items to spawn outlaws in creative, however you can use:
/entity spawn looter
/entity spawn bandit-knife
/entity spawn bandit-axe
/entity spawn bandit-spear
/entity spawn yeoman-archer
/entity spawn deserter-footman
/entity spawn deserter-archer
/entity spawn deserter-bannerman
/entity spawn poacher-spear
/entity spawn poacher-archer
/entity spawn hound-feral
/entity spawn hound-hunting
Perdous
I'm glad you enjoy it!
Do you know how much memory your server has? Is the issue that the server is lagging or that the server is running out of RAM and shutting down?
I really like this mod as it gives a lot of new challenges to playing and I am really excited to have some raids on my bases as it probably makes it a lot more important to also invest in combat when you are playing vintage story. The one problem I am facing though is performance. I noticed that the mod is pretty drawing on my system in single player and the server I rented is overloaded upon starting it with the mod implemented.
I did adjustments to the individual spawn rates within in the mod files as I did not want to decrease the total number of mobs spawned on my server. But even though it bettered the performance over all, it did not stop the server for overloading after a while. As I said, I really like the mod and I really hope to see some raids upon my base later in the mod's development and hopefully also a bit of optimisation for effective use on my server. (Your "Brutal Story" is also a great mod btw).
any way to spawn these guys in creative or with commands?
Jazzpirat
Perfect! Love to hear it!
@Grifthegnome
Thank you! I've been able to get the spawn rates just right for my needs
Jazzpirat
Hey there! Thanks for the feedback. You are correct, Outlaw Mod is tuned for combat-heavy multiplayer servers. I can look into what it would take to make the symbol of justice ranges configureable for a future release.
In terms of spawn rates:
So currently, the only way to do this is to modify the mod's spawn rates directly, but it is possible.
So the outlaws have two spawn rates: one on world generation and one for respawns in generated areas.
You can find all the outlaw settings in outlawmod/assets/game/entities/mobs The outlaws that drive their group spawning are:
bandit-axe.json
hound-feral.json
looter.json
yeoman-archer.json
poacher-archer.json
poacher-spear.json
deserter-archer.json
deserter-bannerman.json
Near the bottom of each of these files is an entry called "spawnconditions" there are two sub-entries: "worldgen" and "runtime" for worldgen, you can reduce the number of outlaws that spawn per generated world chuck by reducking the "avg" value in "TriesPerChunk" for runtime, you an reduce the them by reducing "chance"
To adjust things quickly, I recommend working in halves, so day reducing 0.0008 to 0.0004, if that is still too high, go to 0.0002, if it's too low go to 0.0006, etc.
You'll get to a result you're happy with in less time. Sorry that this isn't the most accessible way to configure these things, I haven't had a chance to make spawn rates easily accessible. I've also heard that there is a global spawn chance mod, that might also be a promising route to accomplish this.
Hope this helps!
I like this mod a lot, but as it stands it doesn't feel balanced for my single player game.
I am in an almost constant battle right now. My general area is utterly littered with unsightly impaled heads. I have all my dietry and leather-related needs filled by the unbelievable amount of looters and hounds that I kill, I only farm for giggles. I have committed genocide with a longbow (free arrows!) at this point, but they keep coming, and I'm forced to always be on the lookout for more flint just so I can keep impaling heads.
This mod is great in many ways, but suffice it to say, I think there are just way too many outlaws around, at least in singleplayer. I wish I could adjust the general spawn rate. A multiplier for the impaled head ranges would also be very nice.
Hooray!
So far so good. Didn't get to test it much yet but will soon!
1.2.3 is now live!
Recompiled the code base for 1.19.5 and fixed the Entity Ledger Crash (AKA Hot Ingot and Fruit Mash Crash)
Looking forward to it! Really miss the "smarter" mobs and the way they make the world much more alive and dangerous.
Grifthegnome
effgee
Hi! I was able to reproduce both the hot ingot issue and the fruit press issue and have fixed them locally. They were caused by the same underlying issue and they will be out with he next release.
Separat
Hey there! I am going to compile a new version of the mod for 1.19.5 because there may be some foundational code changes in the Native VS code that require a rebuild. Let me know if the issue persists after I release the new version.
Hi, I'm playing on version 1.19.5 stable. Even on version 1.19.4 the mod worked, bandits appeared. Unfortunately, since Saturday the mod seems to be inactive, there are white squares where the bandits were lying dead. I have the mod enabled in the mod list in version 1.2.2. Is there any mod dependency that I don't know about?
Hi again
Grifthegnome
appreciate the response.
Hit another odd one today, had to uninstalled the mod for now. In essence, grabbing fruit mash from the fruitpresser crashes the client. And / or hitting the fruit presser to release the dried mash when it is full also crashes the client. The odd thing is this didn't happen right away, after a few juice squeezes then it became consistent.
Here is the only log I could retreive server side.
22.3.2024 23:41:36 [Server Event] Player effgee got removed. Reason: Threw an exception at the server
22.3.2024 23:41:36 [Server Error] Exception: Object reference not set to an instance of an object.
at ExpandedAiTasks.Managers.EntityLedger.AddEntityItemToLedger(Entity entity)
at ExpandedAiTasks.AfterInitializedOverride.OverrideAfterInitialized(Entity __instance, Boolean onFirstSpawn)
at Vintagestory.API.Common.Entities.Entity.AfterInitialized_Patch1(Entity this, Boolean onFirstSpawn)
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2274
at Vintagestory.Server.ServerMain.SpawnItemEntity(ItemStack itemstack, Vec3d position, Vec3d velocity) in VintagestoryLib\Server\ServerMain.cs:line 2229
at Vintagestory.GameContent.BlockEntityFruitPress.InteractMashContainer_Patch2(BlockEntityFruitPress this, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.GameContent.BlockEntityFruitPress.OnBlockInteractStart(IPlayer byPlayer, BlockSelection blockSel, EnumFruitPressSection section, Boolean firstEvent) in VSSurvivalMod\BlockEntity\BEFruitpress.cs:line 306
at Vintagestory.GameContent.BlockFruitPress.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockFruitPress.cs:line 117
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 478
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 252
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
22.3.2024 23:41:39 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ArrayExtensions.Contains[T](T[] array, T value) in VintagestoryApi\Util\ArrayExtensions.cs:line 175
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.<ShouldExecute>b__25_1(IPointOfInterest poi) in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 145
at Vintagestory.GameContent.POIRegistry.GetNearestPoi(Vec3d centerPos, Single radius, PoiMatcher matcher) in VSEssentials\Systems\POIRegistry.cs:line 159
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.ShouldExecute() in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 149
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 114
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 330
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 169
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
22.3.2024 23:41:39 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ArrayExtensions.Contains[T](T[] array, T value) in VintagestoryApi\Util\ArrayExtensions.cs:line 175
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.<ShouldExecute>b__25_1(IPointOfInterest poi) in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 145
at Vintagestory.GameContent.POIRegistry.GetNearestPoi(Vec3d centerPos, Single radius, PoiMatcher matcher) in VSEssentials\Systems\POIRegistry.cs:line 159
at Vintagestory.GameContent.AiTaskSeekFoodAndEat.ShouldExecute() in VSEssentials\Entity\AI\Task\TasksImpl\AiTaskSeekFoodAndEat.cs:line 149
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 114
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 540
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 330
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 169
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
effgee
Thanks for reporting this issue! So this is an edge case we've had a few folks report. I'm waiting on a stable 1.9.5 build to release a new version of outlaw mod with a fix for this issue.
This mod is really neat but I have encountered some strange server exception errors using it..
We re using quite a few other mods but this exception is thrown when grabbing a hot ingot off a funace without tongs, when it goes into the belt.
It kicks the player off and the server throws this exception.
The ExpandedAi we are using is the one included in this mod.
18.3.2024 19:15:27 [Server Error] Exception: Object reference not set to an instance of an object.
at ExpandedAiTasks.Managers.EntityLedger.AddEntityItemToLedger(Entity entity)
at ExpandedAiTasks.AfterInitializedOverride.OverrideAfterInitialized(Entity __instance, Boolean onFirstSpawn)
at Vintagestory.API.Common.Entities.Entity.AfterInitialized_Patch1(Entity this, Boolean onFirstSpawn)
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
at Vintagestory.Server.ServerMain.SpawnItemEntity(ItemStack itemstack, Vec3d position, Vec3d velocity) in VintagestoryLib\Server\ServerMain.cs:line 2230
at Vintagestory.GameContent.BlockEntityForge.OnPlayerInteract_Patch1(BlockEntityForge this, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
at Vintagestory.GameContent.BlockForge.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in VSSurvivalMod\Block\BlockForge.cs:line 180
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockInteract(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 427
at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\Inventory.cs:line 252
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138
After reconnecting, the client crashes on connection with this.
Running on 64 bit Linux (Freedesktop SDK 22.08 (Flatpak runtime)) [Kernel 6.5.11.8] with 43805 MB RAM
Game Version: v1.19.4 (Stable)
3/18/2024 9:15:54 PM: Critical error occurred
Loaded Mods: tadmorecharcoal@1.0.0, arrowsstayaround@1.0.0, betterdrifters@2.1.3, blacksmithname@1.1.6, cairns11bigcairn@1.1.0, chiseltools@1.10.5, creaturescan@1.0.6, entitiesinteract@1.0.3, fantasycreatures@0.7.1, hofe@0.0.3, instanddrifterdrops@1.1.0, lumbersling@1.1.0, MoveLikeKaji@0.0.5, nightwatcher@2.0.0, primitivesurvival@3.4.9, propickfix@1.0.0, temporal_gears_stack@1.0.0, easytorchlight@1.0.0, volumetricshadingreupdated@0.7.5, game@1.19.4, betterpoultice2@1.0.2, blacksmithenhancements@1.0.4, butchering@1.5.4, ColoredTorchesRedux@1.1.0, cooperativecombat@1.1.1, icecold@0.5.1, immersivewoodchopping@0.7.1, immersivewoodsawing@0.1.1, justanarrowheadmold@1.0.1, maltiezbows@1.0.4, morebags@1.2.0, outlawmod@1.2.2, qpclienttools@1.0.1, simplestep@1.1.7, survivalnutrition@1.0.0, thecritterpack@0.9.1, vhfp@1.1.0, creative@1.19.4, vsimgui@1.1.2, survival@1.19.4, wildfarmingrevival@1.1.8, xlib@0.8.0-rc.1, metalrecovery@0.1.19-pre.1, buzzybees@1.0.1, configlib@1.0.2, pickupfast@1.0.2, vanity@2.1.1, xinvtweaks@1.5.9-rc.1, xskills@0.8.0-rc.1, statushudcont@2.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 874
at Vintagestory.API.Common.EntityItem.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityItem.cs:line 149
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 99
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
And the third time reconnecting they are back in. The second crash doesn't always happen.
Evadx
Sure thing! Happy to help!
Don't worry about it, looking at the log, it's PROBABLY an issue with another mod. Sorry for the false alarm, I should definitely have scrolled up and seen the ~500kb of text about unresolved errors. I don't think it would be a good idea to post the log, lol.
Also, it can't be a network issue, because i'm playing single player.
Thanks for getting back to me!
Evadx
Hi there! Thanks for reporting this. I found the duplicate animation that the warning refers to and removed it, so that will be fixed for the next release. However, I have a feeling that your server unresponsiveness is related to some other issue. This is just an asset warning, it's unlikely to be the cause because of the server freeze. If you post your log I may be able to see if there is anything that is likely to be the cause. It's likely something that is crash or lagging your server that isn't related to Outlaw mod. It could also be related to network stablity or something messing with your connection. I only say this because Outlaw mod is run on a bunch of diffrent servers and those servers will be throwing this same asset warning. I'm more than happy to take a look at the log and see if anything jumps out as a potential cause. :)
I think I may have encountered a bug. My game stops responding (the game keeps running properly, but i can't do anything and there's an error message in the corner that says the server isn't responding)
I looked at my logs and got this error
7.3.2024 18:16:30 [Warning] Shape game:entity/land/bandit-knife: Two or more animations use the same code 'hurt'. This will lead to undefined behavior.
Lemme know if you need anything else
conninator2000
Sure thing!
Grifthegnome
Thanks for that bit of info. Ill give that mod a shot some time - maybe because of how the poachers and hounds hunt normal creatures might be why I saw almost zero vanilla animals after a few days on that island. I really do love the content of the mod though, I hope I can find a nice balance with that mod :p. Thanks for your hard work and linking the spawn mod!
conninator2000
Hey there! So outlaws don't share the same spawn points as animals, but they may spawn close to eachother, but the spawns aren't coupled in any way in the back end logic. All Vintage Story spawning is done by criteria that qualify/disqualify a world position and then a weight/frequency value that determines how often the system will attempt to spawn a creature of a given type.
You should be able to find the global spawn mod here
I haven't tried it myself, but my understanding is that it gives you cross-mod and vanilla spawn rate control.
Hey is there a way to toggle the outlaw spawn without affecting all mob spawns?
I put this into a small single player game and on a small-medium island, it is constantly overrun by bandits. Given how the pachers and other groups tend to spawn over top of or close to other groups, meat and arrows are a plenty. The symbols of justice are nice but it would be a lot of heads on spears to get a decent section of this island "safe". Since i assume they share spawns with animals I hope there is a way to decouple that in the future - the island has had its native population (chickens and a small pack of boars) completely replaced with feral dogs and a battle royale of outlaw groups duking it out.
I enjoy the combat and the new aspects it brings to the game though, great work just wondering if there could be a config setting in the future to tone down just the outlaw quantity/frequency
Edit: noticed on the 19th you replied to another user about the spawn rates and having to modify the entity json files. Do you know the name of the global spawn mod you referenced?
Ivanier_Sokolov
Ah! I failed to mention this, the player spawn has a 500 block radius around it that blocks outlaw spawns, so that players can establish themselves safely before moving out into the world. This area is configurable in the config. Glad things are working now!
Grifthegnome I managed to discover that in a very large area I can neither summon it nor do they form, only when I flew away to a huge distance the mod started to work
Grifthegnome
I created the world in survival mode and switched to creative mode so I could fly and check if they were somewhere but they were nowhere to be found, I used the command you gave me and the message was that he was summoned but he didn't appear, nothing happened except this the message I wrote about a moment ago
Ivanier_Sokolov
So Outlaw mod has no support for creative mod. You should be able to see heads on spears in creative but there will be no options to spawn outlaws.
If you can see the heads on spear the mod should be installed correctly. You can also test if the mod functions in creative by typing the following into the console:
/entity spawn looter 1
if a looter spawns, the mod is functioning and you should find Outlaws out in the world when you play survival.
Please let me know if this resolves your issue. I'm happy to help if it's still not working properly.
I've already installed Outlaw before, it's the latest version and the only thing I have is the ability to put looters' heads on a spear, but I can't even respawn them in creative mode. I tried to run it using only otulawmod and it didn't even help.I don't know if I found it correctly and sent it XD
1.3.202410:15:01 [Notification] Server logger started.
1.3.2024 10:15:01 [Notification] Game Version: v1.19.4 (Stable)
1.3.2024 10:15:01 [Event] Launching server...
1.3.2024 10:15:01 [Event] Server v1.19.4, network v1.19.7, api v1.19.0
1.3.2024 10:15:01 [Notification] Entering runphase Initialization
1.3.2024 10:15:01 [Event] Loading configuration...
1.3.2024 10:15:01 [Notification] Entering runphase Configuration
1.3.2024 10:15:01 [Notification] Loading savegame
1.3.2024 10:15:01 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: preset-surviveandbuild
1.3.2024 10:15:01 [Notification] Savegame C:\Users\lukas\AppData\Roaming\VintagestoryData\Saves\serene village lands.vcdbs loaded
1.3.2024 10:15:01 [Notification] World size = 1024000 256 1024000
1.3.2024 10:15:01 [Notification] Start discovering assets
1.3.2024 10:15:01 [Notification] Found 1 base assets in category blocktypes
1.3.2024 10:15:01 [Notification] Found 0 base assets in category itemtypes
1.3.2024 10:15:01 [Notification] Found 25 base assets in category lang
1.3.2024 10:15:01 [Notification] Found 0 base assets in category patches
1.3.2024 10:15:01 [Notification] Found 24 base assets in category config
1.3.2024 10:15:01 [Notification] Found 0 base assets in category worldproperties
1.3.2024 10:15:01 [Notification] Found 48 base assets in category sounds
1.3.2024 10:15:01 [Notification] Found 95 base assets in category shapes
1.3.2024 10:15:01 [Notification] Found 133 base assets in category textures
1.3.2024 10:15:01 [Notification] Found 0 base assets in category recipes
1.3.2024 10:15:01 [Notification] Found 0 base assets in category worldgen
1.3.2024 10:15:01 [Notification] Found 3 base assets in category entities
1.3.2024 10:15:01 [Notification] Found 0 base assets in category compatibility
1.3.2024 10:15:01 [Notification] Found 329 base assets in total
1.3.2024 10:15:01 [Event] Building assets...
1.3.2024 10:15:01 [Notification] Entering runphase LoadAssets
1.3.2024 10:15:01 [Notification] Will search the following paths for mods:
1.3.2024 10:15:01 [Notification] C:\Vintagestory\Mods
1.3.2024 10:15:01 [Notification] C:\Users\lukas\AppData\Roaming\VintagestoryData\Mods
1.3.2024 10:15:01 [Notification] Found 4 mods (0 disabled)
1.3.2024 10:15:01 [Notification] Mods, sorted by dependency: game, outlawmod, creative, survival
1.3.2024 10:15:01 [Notification] Instantiated 111 mod systems from 4 enabled mods
1.3.2024 10:15:01 [Notification] External Origins in load order: modorigin@C:\Vintagestory\assets\creative\, modorigin@C:\Vintagestory\assets\survival\, mod@outlawmod_1.2.2.zip
1.3.2024 10:15:01 [Notification] Found 407 external assets in category blocktypes
1.3.2024 10:15:01 [Notification] Found 243 external assets in category itemtypes
1.3.2024 10:15:01 [Notification] Found 2 external assets in category lang
1.3.2024 10:15:01 [Notification] Found 10 external assets in category patches
1.3.2024 10:15:01 [Notification] Found 57 external assets in category config
1.3.2024 10:15:01 [Notification] Found 25 external assets in category worldproperties
1.3.2024 10:15:01 [Notification] Found 430 external assets in category sounds
1.3.2024 10:15:01 [Notification] Found 3663 external assets in category shapes
1.3.2024 10:15:01 [Notification] Found 5674 external assets in category textures
1.3.2024 10:15:01 [Notification] Found 365 external assets in category recipes
1.3.2024 10:15:01 [Notification] Found 478 external assets in category worldgen
1.3.2024 10:15:01 [Notification] Found 78 external assets in category entities
1.3.2024 10:15:01 [Notification] Found 0 external assets in category compatibility
1.3.2024 10:15:01 [Notification] Reloaded lang file with mod assets
1.3.2024 10:15:01 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
1.3.2024 10:15:01 [Notification] JsonPatch Loader: Razem 14 patchy, pomyślnie zaaplikowano 14 patchy, niespełnione warunki przy 30 patchach, brak błędów
1.3.2024 10:15:02 [Notification] Loaded 3342 unique items
1.3.2024 10:15:03 [Notification] Loaded 9701 unique blocks
1.3.2024 10:15:03 [Notification] Loaded 653 unique entities
1.3.2024 10:15:03 [Notification] BlockLoader: Entities, Blocks and Items loaded
1.3.2024 10:15:03 [Event] Remapping blocks and items...
1.3.2024 10:15:03 [Event] 8 cooking recipes loaded
1.3.2024 10:15:03 [Event] 684 crafting recipes loaded from 235 files
1.3.2024 10:15:03 [Event] 9 metal alloys loaded
1.3.2024 10:15:03 [Event] 241 smithing recipes loaded
1.3.2024 10:15:03 [Event] 55 clay forming recipes loaded
1.3.2024 10:15:03 [Event] 36 knapping recipes loaded
1.3.2024 10:15:03 [Event] 142 barrel recipes loaded
1.3.2024 10:15:03 [Notification] Entering runphase AssetsFinalize
1.3.2024 10:15:03 [Event] Server assets loaded, parsed, registered and finalized
1.3.2024 10:15:03 [Event] Initialising systems...
1.3.2024 10:15:03 [Notification] Entering runphase LoadGamePre
1.3.2024 10:15:03 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
1.3.2024 10:15:03 [Notification] Started 97 systems on Server:
1.3.2024 10:15:03 [Notification] Mod 'VSEssentials.dll' (game):
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.Core
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.EntityPartitioning
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ErrorReporter
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
1.3.2024 10:15:03 [Notification] Vintagestory.Essentials.PathfindSystem
1.3.2024 10:15:03 [Notification] Vintagestory.Essentials.PathFindDebug
1.3.2024 10:15:03 [Notification] Vintagestory.Essentials.PathfindingAsync
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.JsonExport
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemDormancyStateChecker
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemEmotes
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.LeafBlockDecay
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.POIRegistry
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.RoomRegistry
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.WeatherSystemCommands
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.WeatherSystemServer
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.WorldMapManager
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.LoadColorMaps
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ClothManager
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GridRecipeLoader
1.3.2024 10:15:03 [Notification] Mod 'VSSurvivalMod.dll' (survival):
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenTerra
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenSnowLayer
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemControlPoints
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.DebugSystem
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.UpgradeTasks
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.NpcControl
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenFromHeightmap
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenMaps
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenRockStrataNew
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenHotSprings
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenCreatures
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.WgenCommands
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.MyceliumSystem
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemGliding
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ResoArchivesSpawnConditions
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemAuction
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.Core
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.CharacterSystem
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.DialogueSystem
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.FruitingSystem
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemTutorial
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemNightVision
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModJournal
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModLootRandomizer
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemRifts
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSleeping
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.TeleporterManager
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModTemperature
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.SystemTemporalStability
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemWearableStats
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemEditableBook
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenDungeons
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenDeposits
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.GenStoryStructures
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenCaves
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenStructures
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenBlockLayers
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenPonds
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenRivulets
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenLightSurvival
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.RecipeLoader
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemOreMap
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.ModSystemSnowballs
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.TraderOutfits
1.3.2024 10:15:03 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
1.3.2024 10:15:03 [Notification] Mod 'VSCreativeMod.dll' (creative):
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.Core
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
1.3.2024 10:15:03 [Notification] Vintagestory.ServerMods.GenLightCreative
1.3.2024 10:15:03 [Notification] Mod 'outlawmod_1.2.2.zip' (outlawmod):
1.3.2024 10:15:03 [Notification] OutlawMod.Core
1.3.2024 10:15:03 [Notification] OutlawMod.CustomSpawnConditions
1.3.2024 10:15:03 [Notification] Server map set
1.3.2024 10:15:03 [Notification] Entering runphase LoadGame
1.3.2024 10:15:03 [Notification] Entering runphase WorldReady
1.3.2024 10:15:03 [Event] Starting world generators...
1.3.2024 10:15:04 [Notification] Sending server identification with remap False. Server control privilege is True
1.3.2024 10:15:04 [Notification] Reloaded 35 tree generators
1.3.2024 10:15:04 [Event] Loading 7x7x8 spawn chunks...
1.3.2024 10:15:04 [Notification] Trying another spawn location (2/5)...
1.3.2024 10:15:04 [Notification] Trying another spawn location (3/5)...
1.3.2024 10:15:04 [Notification] Trying another spawn location (4/5)...
1.3.2024 10:15:04 [Notification] Trying another spawn location (5/5)...
1.3.2024 10:15:04 [Event] Begin game ticking...
1.3.2024 10:15:04 [Notification] Entering runphase RunGame
1.3.2024 10:15:04 [Notification] Successfully loaded 0 waypoints
1.3.2024 10:15:04 [Notification] Starting server threads
1.3.2024 10:15:04 [Event] Serwer gry jednoosobowej now running!
1.3.2024 10:15:04 [Notification] All clients disconnected, pausing game calendar.
1.3.2024 10:15:04 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
1.3.2024 10:15:04 [Notification] Server ticking has been suspended
1.3.2024 10:15:04 [Notification] Entering runphase Shutdown
1.3.2024 10:15:04 [Notification] Defragmented listener lists
1.3.2024 10:15:04 [Event] Mods and systems notified, now saving everything...
1.3.2024 10:15:04 [Event] Saved player world data...
1.3.2024 10:15:04 [Event] Saved map regions...
1.3.2024 10:15:04 [Event] Saved map chunks...
1.3.2024 10:15:04 [Event] Saved loaded chunks...
1.3.2024 10:15:04 [Event] Saved generating chunks...
1.3.2024 10:15:04 [Event] Saved savegamedata...2
1.3.2024 10:15:04 [Event] World saved! Saved 0 chunks, 0 mapchunks, 8 mapregions.
1.3.2024 10:15:04 [Event] Shutting down 6 server threads...
1.3.2024 10:15:04 [Event] Killed console thread
1.3.2024 10:15:05 [Event] All threads gracefully shut down
1.3.2024 10:15:05 [Event] Doing last tick...
1.3.2024 10:15:05 [Event] Stopped the server!
Ivanier_Sokolov
Can you send me your server-main.log? I can look at it and I should be able to find the issue. A few quick questions: Are you updating outlaw mod or is this your first installation? Are you running biomes mod? Do you have any versions of ExpanedAiTaskLoader Mod installed? This will help me identify some of the most common reasons the mod won't load.
I don't know why, but none of these enemies appear in my world
1.2.2 is Now Live!
This is a simple Vintage Story 1.19.4 code compatibility update.
Tian_Huo
Glad you're enjoying the mod! Currently looking into this, will post an update for 1.9.4 first chance I get.
Grifthegnome This mod is affected by the patch 1.19.4 change noted here:
Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub)
You have references to BlockEntityMicroBlock.sideAlmostSolid in the following:
AiTaskEatDeadEntities.cs
AiUtility.cs
I've really enjoyed your mod and I'm looking forward to slaughtering more of the English (what my brother and I call the Deserters)! They are to blame for this!
Agalloch
Good callout! I'll take a look and see what I can do for the next version.
Hey can u make a patch for toolworks mod? spears from that mod dont seem to work with this.
Thanks, Grifthegnome
I don't mind them, I just think that seemed large and you confirmed it was abnormal, so it's cool. One thing I WOULD ask for is some kind of notification system, but I'd love if you would make it in-character. Having a drummer or a herald and a horn with the group would be cool to know they were "on the move" or something. When it was all going down, I was thinking how cool it would have been if I heard the drums off in the distance getting louder and louder as they got closer or even some kind of hunting horn just so I knew something was going on. It would have freaked me out, but in a GREAT way. As it was, I was just out cutting sticks and all of a sudden 30 dudes walked out of the overgrowth and started beating my ass. I took off and they followed until they eventually went up my steps to the front door and when I came around the other side, they ran down after me. I was able to pull them over to my back and was trying to get them to fall into the moat, but they seemed a little too smart for that, so thumbs up to you there. They wanted to make a straight line shot to me so they got hung up on my fence instead of coming around to fall into the moat, so I just climbed up to my roof and javelined them from there. All in all, it was good times. Please do consider the drum/horn idea though!
DrBubba
That is abnormally large, I've encountered that once in about a month of testing, playing multiple hours each evening. Each warband has a single banner and only 4 can exist in the entire world at any given time, if you encountered multiple banners, you ran into two or more warbands that found eachother, joined forces and then proceeded to advance on your home. The average warband is one bannerman leading 4 to 6 archers and 4 to 6 footmen, so 9 to 13 soldiers, which is already a lot. I do want to make banners a symbol of justice that you can capture and place to block a large area of outlaw spawns (probaly like 75 to 100 blocks) as taking them down, especially if you come across them out in the world, is a real challenge. The bannermen wander through the world and the rest of the band goes wherever they go. If you're not feeling the warbands, you can also disable them and only play with deserter patrols if you disable bannermen in the config. Raids are usually not that large, but I would build a strong keep or walls you can use to weather a siege or raid.
Raids should definately have more intresting drops. I've been considering making the deserter weapons craftable by players. I gave them a variety of historical hafted weapons for visual variety, but as far as I know, none of the other weapon mods have the Awl Pike, Voulge, Billhook, and Couteau de Breche, so that might be a fun addition to the mod.
CherryRook
I mentioned this to Grif below and he said: Thanks for reporting this! I need to find a good solution to this, but the diffrent stacks are cause by attack damage falloff of all things. I set damage on the arrows based on the AI's distance from their target, so players don't get absolutely destroyed by long-range shots. The problem with doing this is that items need perfectly matching stats to stack, as each stack only maintains one copy of the item data. I've added it to my bug tracking, I do plan to fix this at some point, because it's janky and annoying, but it likely won't be fixed next version just because I'm finalizing and bug fixing for a stable release and the change required to fix it has a chance of causing other bugs I don't catch before relase. Please keep calling this stuff out, I really appreaciate it. With a game this size, it's hard for me to find it all myself, and every report helps make the mod better!
Grifthegnome
Holy smokes, dude, I just got raided by approximately 30 men in full armor, with halbardiers, archers, and footmen carrying war banners? That seems a bit excessive lol...I also didn't get any banners or halbards or equipment, which makes me a little sad, but I have bones, arrows, and heads for DAYS. How often can I expect that kind of interaction? And is that abnormally large, or is that number something I need to expect every time?
I really don't know tbh, but my guess is that it does replace them, but you can find them rarely in vessels sometimes but most of the time they've been converted to TW
Grifthegnome
Great mod, however i noticed that any arrows shot by archer variants can be picked up and do not stack with regular arrows (the ones they drop on death for example) in inventory. Wondering if this is intended behaviour ? It seems a bit too easy to "generate" arrows for free if you just have a group of archers shoot at you while running in circles, i managed to get 20~ arrows in less than 30s with a group of 3 Yeomen Archers (they were shooting at a Trader before hand and i was able to pick up a lot of the arrows they shot into the building).
Really enjoy watching the NPCs otherwhise though, thank you for your hard work !
egi_moss
Hi there! Glad you're enjoying it! So looking at your crash, I would report this to the Vintage Story Devs in the bug section of their Discord so they can get a fix in for 19.4. The call stack you posted is all Native Vintage Story code, and crashes when the sling tries to cancel its readied shot. It's probably related to the 19.0 first-person changes. I'm fairly certain the issue will occur even if Outlaw Mod wasn't running.
Snowfall94
That's good to know, I'll take a look at that first chance I get. Do you know if toolworks completely replaces the game's default spears?
Thanks for the amazing mod.
However, while engaging in a combat with bandits and looters, I encountered crash while trying to fight them with a sling.
I was holding down right click using a sling and when I died by their arrow, I crashed.
Here is the crash log :
Loaded Mods: game@1.19.3, outlawmod@1.2.1, creative@1.19.3, survival@1.19.3
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.ItemSling.OnHeldInteractCancel(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumItemUseCancelReason cancelReason) in VSSurvivalMod\Item\ItemSling.cs:line 141
at Vintagestory.Common.PlayerInventoryNetworkUtil.UpdateFromPacket(IWorldAccessor world, Packet_InventoryUpdate packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 33
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleInventoryUpdate(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 366
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Thanks
[ After more test ]
The crash only happens when player gets killed while holding down right click with a sling.
When using a bow, this does not happen
I can't seem to make the heads on spears, I'm using toolworks so I'm gonna guess that's the issue there. Just wanted to point that out in case you wanted to fix that
Jozhin_z_bazhin
Appreciate the callout, will take a look.
Grifthegnome Just for info: you have 9MB of *.psd files in mod archive, left from design stage.
GuppyTheRat
So currently, the only way to do this is to modify the mod's spawn rates directly.
So the outlaws have two spawn rates: one on world generation and one for respawns in generated areas.
You can find all the outlaw settings in outlawmod/assets/game/entities/mobs The outlaws that drive their group spawning are:
bandit-axe.json
hound-feral.json
looter.json
yeoman-archer.json
poacher-archer.json
poacher-spear.json
deserter-archer.json
deserter-bannerman.json
Near the bottom of each of these files is an entry called "spawnconditions" there are two sub-entries: "worldgen" and "runtime" for worldgen, you can reduce the number of outlaws that spawn per generated world chuck by reducking the "avg" value in "TriesPerChunk" for runtime, you an reduce the them by reducing "chance"
To adjust things quickly, I recommend working in halves, so day reducing 0.0008 to 0.0004, if that is still too high, go to 0.0002, if it's too low go to 0.0006, etc.
You'll get to a result you're happy with in less time. Sorry that this isn't the most accessible way to configure these things, I haven't had a chance to make spawn rates easily accessible. I've also heard that there is a global spawn chance mod, that might also be a promising route to accomplish this.
anyway to decrease the outlaws spawnrate? its too high
oh alright thanks, yeah i see the heads
GuppyTheRat
There is currently no player-facing support for Outlaw Mod in creative.
If the items, Outlaw heads, heads on spears, etc are appearing in the handbook, the mod is loading properly.
You can also test in creative by typing "/entity spawn looter 1" into chat. If a looter appears, the mod is working.
what do i do if i cant spawn them in creative? does this means they dont spawn on survival mode either?
Yep, that fixed it
Thanks Grifthegnome
Snowfall94
Thanks for calling that out, it looks like it didn't upload properly the first time, try now.
Every time I click the 1 click install it crashes to desktop
And I can't download it manually to avoid that either
1.2.1 Is now Live!
Adding a new Outlaw Faction: Deserter patrols and warbands!
Please make sure you delete your mod config so that it reloads and you can see new options.
If you do not want to deal with Outlaws who can potentially raid your base, I recommend disabling deserter bannermen in the config.
As always bug reports, feedback, and ideas are greatly appreciated!
DarkThoughts
I do plan to add a faction system to outlaw mod in the future which would greatly diversify how and when the AI aggro. However, to your point, it is currently difficult for mods to have cross compatible AI interactions without explicit refrences that are actively maintained. A fire-and-forget faction system that specifies say, this AI is hostile to All Wildlife, or Predators, or Temporal Horrors, would go a long way to lending that flexibility when specific AI codes are not known. It would likely need to be a vanilla game system to truely be integrated to every AI mod out there and kill the problem dead.
AngryOscar
Hi there, so the Biones mod has a system that blocks the spawning of any creature that has not been added to a mod whitelist of some sort. I believe the Biome mod's mod page should provide details on how to add new creatures to that system. Without explicitly configuring biome mod to spawn outlaws, Biome mod breaks outlaw mod's spawning. Hope this helps solve your issue. :)
Played for 8 hours with this mod and didn't see any new enemy typ spawn. Is there a wait timer before they spawn? I do have other animal and critter mods along with bioms mod.
Back when I played on 1.18 I often encountered enemies and dogs. So far none on 1.19.3
Grifthegnome Fotsa replaces vanilla wolves (among other animals) with several of their own sub species, expanding their variety drastically. I don't think aggroing them wouldn't help either because the mod author recently disabled attacking back any mob because it caused issues with animals attacking their own. Been a while since I used VS Village (December or January if I had to guess) but back then the villagers ignored modded creatures from other mods. I think at the time I was testing the fantasy creatures mod with its goblins, orcs and dragons and I could spawn them all right next to even guards.
I think for proper cross mod creature compatibility we need some sort of API, either within VS itself or as a mod where modders can define various creature groups / types to determine to whom they're hostile to, instead of having to hardcode support for each and every single creature for each mod.
DarkThoughts
That makes sense, everyone has their own tastes. However, it sounds like a bug that outlaws and wolves are cohabiting. The outlaws are configured to fight wolves/bears and do so in my local tests. I can easily add aggro support for any mod creature to the outlaws, as I have already done for VS village villagers. I just need to know what mods people are intrested in having cross compatibility for.
I had the arrow stack issue too. As for the brain tanning, that's from Ancient Tools, not Primitive Survival though. DrBubba
As for the mod, I think I'll drop it for now after some survival based testing. It breaks a lot of my immersion to have so many people absolutely everywhere and since I use the Fotsa mods there's basically no human to animal culling unless there's vanilla bears spawning, since modded creatures of any kind do not actually interact with each other at all. So instead of animals and your NPCs balancing each other out, I end up with both. Having groups of bandits living peacefully on top of a wolf pack for example. And if I had to choose between them, then I rather have all the Fotsa animals instead, since they add generally to the immersion and integrate well with the base game experience.
DrBubba
I can look into that, I'll have to see what I would need to do to support cross-mod item crafting compatibility.
Thanks for reporting this! I need to find a good solution to this, but the diffrent stacks are cause by attack damage falloff of all things. I set damage on the arrows based on the AI's distance from their target, so players don't get absolutely destroyed by long-range shots. The problem with doing this is that items need perfectly matching stats to stack, as each stack only maintains one copy of the item data. I've added it to my bug tracking, I do plan to fix this at some point, because it's janky and annoying, but it likely won't be fixed next version just because I'm finalizing and bug fixing for a stable release and the change required to fix it has a chance of causing other bugs I don't catch before relase. Please keep calling this stuff out, I really appreaciate it. With a game this size, it's hard for me to find it all myself, and every report helps make the mod better!
Heya, boss...
Something is causing the arrows these guys fire to not want to stack with other arrows, even ones they fire. I can't quite tell what the difference is, but I have two stacks of arrows that refuse to go together and they're only from your outlaws (I haven't made any myself, in other words). Just wanted to pass this along.
I also wanted to ask if you'd consider having your boys' heads be "craftable" to have a chance to get a brain to use for brain tanning to mesh with Primitive Survival.
Thanks, Grifthegnome
Apocalypse_Andy
Glad you enjoy it! I'm hoping to have a new release ready soon!
I love being attacked at night by yeoman and brigands. This forces me to create and use battlements against them. This has to be my absoloute favorite thing about this mod. Thanks for continuing to work on this mod and I look forward to configurable spawn rates. Whatever the oposite of putting heads on spikes is to keep enemies away is, I would like to have that option.
TimSithis
Thanks for playing! These kinds of bugs that occur rarely under very specific conditions are always the most gnarly to catch. The only way I become aware of them if I play dozens of hours, or people report them, so thanks for bringing it to my attention!
Wonderful News, but again sorry to make your workload bigger, but Thank you again for making such a wonderful Mod ^^
TimSithis
Thanks for reporting it! I replied at length on ExpandedAitTasks, but TLDR, it's fixed for the next release of Outlaw Mod and ExpandedAiTasks.
Hey I send a note in The ExpandedAitTaks tool, but I only have this mod added. But Hope it's a quick fix. If even needed it.
Brucius
Outlaw mod uses complied .dlls. It doesn't ship with uncompiled .cs files, but those are publically viewable on my github.
If I recall, the src folder is for uncompiled loose .cs files that can be compiled at mod load time, but don't quote me on that. :P
I downloaded the zip file and opened it but I see no src folder which was outlined in the VS Wiki zip file structure. Why is this? Is it just a suggestion and not a strict requirement? I'm kinda new to modding and was kinda confused about this.
Yelb
Thanks for the feedback! I'll investigage what I can do about additional config options. Some are more straightforward than others. I have considered releasing a second expandAITasksMod that adds new macabre underground enemies such as zombies and ghouls, to do underground what outlaw mod does for the surface. I do also want to add mini-boss outlaws at some point, such as gang leaders, warlords, and bandit cheifs. I've been doing some cursory investigation into what it would take to do that well. I definately want to give people fights they can work up to and beat in the mid/late stages of the game progression, and mini-bosses may be one of the tools I use.
I'm glad you're enjoying the mod. I'll keep doing what I can to make it better with each release!
Hello,
Coud you add more options in ModConfig ? Such as, damage, hitpoints, etc ? Also, change of variation ? The idea would be to have several weak outlaws, or a couple of strong ones, or a band of zombie-like, or sometimes a mini-boss strong guy, etc. And with each type, settings to tune chance to spawn, as i don’t want to meat 15 mini-boss every day...
Other than that, i really like the mod, i have it on my solo world and another mod to make the rifters only undersground, and it’s a great "feel" to the universe IMO.
Thanks
No wonder I never saw any mobs. The mod version 1.1.9 doesn't load for me. It says it's trying to resolve some dependency issues and to go check the logs. I only got 1 dependency for my other mods called commonLib.
EDIT:
Well Oopsie I re-installed the wrong version. I was on 1.8.13.
Phoenicius
Glad that sorted it, enjoy!
Grifthegnome
I redownloaded it as you suggested and everything works now! Much appreciated.
Grifthegnome Thanks, I'll do some survival testing soon.
DarkThoughts
This sounds like intended behavior. So initial spawns in new world generated areas are more common than repopulated enemies, the mod is tuned so that once you leave the safe area (500 blocks around your starting spawn) you need to push the Outlaws off of the territory you intend to settle, and then use symbols of justice to lock it down. You will get occasional incursisions once an area is clear but they never repopulate to the same degree as initial spawns and they only repopulate in the darkest hours of the night. Their initial numbers are also usually thinned down naturally by infighting and attacks from wild animals. If you are flying around generating lots of new areas you are going to see groups of outlaws spawning in fairly pristine conditions, I would play it normally, and see how that feels, as they don't behave like normal Vintage Story AI.
Grifthegnome
DarkThoughts
That doesn't sound intended, outlaws can be fairly common in some regions of the world, particularly unexplored newly generated territoy, but everywhere sounds like something is off.
Just a few quick questions to help me get some context:
There are a lot of diffrent factors that could result in a lot of AI spawning, so I just need to narrow down some of the variables.
Are the high spawn rates intended? The humans & dogs are pretty much everywhere.
Jozhin_z_bazhin
So I haven't test the mod on the latest version, but yes, not all outlaws are friendy to each other and they will defend themselves if attacked and hounds will attack anything they can eat opportunistically. At some point I will likely make some changes to the logic, so they bias toward fighting when players are near so that people can see and participate in these multi-faction battles instead of just observing their aftermath. That being said, if it's crazy large numbers of outlaws, that might be a spawning issue occuring with the new version of Vintage Story, will have to look.
Currently, I am in the process of adding a new faction: Deserters, they will be hostile to all other outlaws and the player, i'll look into making some pacing tweaks this version. While finding the aftermaths of fights can be neat, seeing the battles is way cooler, so I'll see what I can do about that.
If outlaws are consistently getting to close too your base for comfort, using symbols of justice like the Pillory and Heads on Spears can help keep them away.
Grifthegnome On latest 1.19 i constantly encounter massive outlaw vs outlaw vs hounds vs animals combat sites. Full of dead bodies. Is it intended behavior? It is frequently happens around my base, but, also, i always can found 4-5 battlefields, when travelling|
Phoenicius
Your first message is from the crash log yeah? Can you send me the full server-main log in VintagestoryData/Logs. I need to see what's leading up to that. Have you tested this with other mods to see if they boot? Finally, where the mod is installed would be useful to know. The error pertains to reading the ModInfo file inside the Zip file. This "ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory" makes me think that it might be where the file is located that is causing the issue. This is a remote server your are FTPing files to yeah? Taking a cursory look around the Vintage Story Discord, it appears the only other time that this specific error has occured is when an FTP upload of Primitive Survival to a remote server was corrupted by the uploader's internet connection briefly cutting out during the upload. They re-uploaded the file a second time and the issue went away. Would you be willing to re-upload a clean download of the file just to eliminate this possibility?
Grifthegnome
Hey thanks for the quick reply. I should have mentioned that we're running version 1.18.15, and that's still throwing the error. Is there anything I can provide that might help you when it comes to figuring this out?
Phoenicius
Hi there, so the most likely issue is that you are running Outlaw Mod 1.1.9, which does not support version 1.19x of Vintage Story. Try downloading and running Outlaw Mod 1.2.0 and see if the issue persists, as that is the version that functions with Vintage Story 1.19x. If the issue persists, let me know and I'll be happy to look into it.
I've encountered an issue trying to update from v1.1.8 to v.1.1.9 on my server:
[Server Error] [outlawmod_1.1.9.zip] An exception was thrown trying to to load the ModInfo:
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 254
The server continues to run, but the mod does not load. The issue persists in a single player world as well. I tried starting a world in v1.1.8 (with zero other mods installed). Saved it, reloaded it with v.1.1.9, and it throws the same error. The second time I tried loading it, it flat out crashed the game.
DeviousDoge
Sure thing! Enjoy!
Real one :) Thanks for this, homie.
Update 1.2.0 is now live!
For folks waiting for a 1.19x compatible version, your wait is over!
As always please send me bugs and feedback!
Yelb Aedis
Ah ! 1.1.9 ! I thought it was 1.19 ! Nooooooo ! Thanks for your hard work
For folks waiting on a 1.19x version, the conversion is going much faster than expected. I am hoping to have something out by tomorrow.
Update 1.1.9 is now live!
Featuring Looters Throwing Stones, Hounds that can smell you, Bugfixes, Backend Work for the Future, Quality of Life Changes and More!.
This is the last major release for 1.18x. Unless there are any major issues to hotfix, the next release will be for 1.19!
Please send me bugs and feedback!
Aedis
I'm currently in the process of finalizing my last 1.18 build. I'm hoping to release it either today or tomorrow. Barring any major issues, I'm then going to begin the port for 1.19x.
From a cursory investigation, I need to make some changes to how the backend of the mod interacts with Vintage Story's Animation System changes in 1.19, so just recompiling it won't work. As it appears some things have changed that I will need to refactor for.
Barring any major supprises, I'm hoping to have a 1.19x verson by late next week.
Grifthegnome
Hello, any plans to port it for 1.19? I can -probably- rebuild locally (and we can talk on discord if that makes more sense than comments here)
Copy that! This would explain why I wasn't getting consisted double-heads and was getting them from multiple sources. Sometimes it was the looters, sometimes the brigands, etc.
DrBubba
Ah Ha! I'm gonna keep digging, but my bet is that it's either a modded or native class setting. I can account for native class settings, but modded ones are a much tougher case to fix.
Grifthegnome
I'm using this mod and playing a Ranger with class restrictions turned off. I bet that would explain it!
HennySea
My current plan is to release one last 1.8x patch before begining the port to 1.19rc. I'm hoping I will have that underway sooner than later. :)
Hope to see a 1.19 rc version soon <3
DrBubba
It just occured to me, when you got the double outlaw heads drop. Are you playing a Hunter or one of the other classes that gets drop bonuses?
That all sounds fantastic! Excited to see where you take this, Grifthegnome. :)
TimSithis
So the camps will take time to get up and running when I do attempt to make them. Outlaw mod is an on-going long-term project I work on when I have time. As some folks may be aware, my last hiatus was a year and a half between updates, so I can't say for sure when I will get to camps. That said, I absolutely want them. The first version (possibly the only one depending on time) would be statically generated with world gen. I would love to do dynamic camps, but the fundamental issue I would need to solve is the world placement. It's a tricky problem because I have to be very careful not to place a camp down on part of a player base during runtime. When you get into the realm of modifying the world at runtime, especially areas the size of a camp or castle, you run the very real risk of accidently destroying things people have worked hard to make, and that would be tragic. If I do dynamic camps, I would need a bulletproof way of telling where players have built stuff vs where they haven't.
In the short-term, I'm working with the general assumption that players start in a totally lawless medieval world and work to slowly expand a territory of control that pushes the outlaws further and further out. What I'll likely try is world generated outlaw forts, and give individual bands the abiltiy to place things like campfires and beds to make mini "incursion camps." That way, their ability to actually modify the terrain and affect stuff players have built is limited but they have some feel of dynamic camps.
DrBubba
I do want to add additional symbols of justice, gallows, gibbets, and headsmans blocks. Wanted posters hadn't occured to me, but that's a great one, I'll definately have to look at that one.
The only other one in game right now, other than heads on spears, is the pillory. I haven't added more yet because I wanted to look at a system where you need to bring surrendered outlaws to them for them to function.
On the docket of (the many) things I want to add is the ability to have cornered outlaws who have failed morale cower and surrender. You can either spare them, or tell them to folllow you. You could then lead them to one of the symbols of justice and activate it by putting them in the pillory or gibbet and this would generate a large radius of outlaw spawn blocking for a certain number of days.
I might also look at using the room system that exists in the game to make a prison or dungon room that you can throw outlaws in to generate justice and block outlaw spawns.
I could use this same system of having outlaws follow you to add friendly followers to the mod.
That's amazing news, You think the Camps will maybe be Like temporaly so that It could maybe be Like a Suprice attack group?
Oh, oh, oh...I was looking at your symbols of justice and would love a gallows with a hangman's noose and some wanted posters would also be neat.
Cool news about the stacks. Also thanks for the insight about the hounds. The feral ones are the ones that weren't bothering me, but I was just jumped by some hunting hounds and they came right at me with no problem, but as you mentioned, I was wounded and they had a buddy with them, so that explains that! The feral ones are the ones I see piled up everywhere. I'll try to get a picture next time I see if and I'll look to see if it says what killed them.
Thanks for all the other details! I'm excited to see what all you add. Your mod is really adding some great facets to an already great game.
DrBubba
I'll change the head stack size to 2 for now and we can go higher playing it by ear.
Currently, they wouldn't know about the Fantasy Creatures or Feverstone creatures, but I can always change that. Right now, the only mod they interact with is VSVillage.
So the hounds have detailed attack behavior. They are opportunistic. If you are full health and there aren't many in the pack, they'll leave you alone. But if you are low health and they out number you, they will totally kill you. They are fundamentally motivated by easy food. So they will prioritize eating corpses over fighting, attacking wounded targets over strong ones, etc. They will only attack if they are hungry. So basically don't ever trust them not to turn on you suddenly. They will defend themselves if attacked. If you get caught in the open at night, wounded and surrounded by hounds, your best bet is a torch. They are afraid of lit torches and you can back them off. The hounds are attracted to anything dead, and the longer its been dead the farther away they can smell it. In the next patch this system will also take wind direction into account. Basically, expect hounds to show up anywhere large amounts of carrion are found.
If I recall, all outlaws are hostile to Wolves, Bears, and Hyenas. They will also aggro on anything that attacks them. (I had a problem for a while where they would get mad at eachother when they hit eachother with stones or arrows, and it would quickly turn into a Outlaw civilwar.)
I really want to add camps with Outlaw Lords that you can clear Farcry style, I'm slowly building up tech to do this stuff, but it will take time.
Factions are on my list as well, I want to add diffrent groups of outlaws who fight with each other as well as Royal units that would have patrolled in the medieval period like King's Foresters, Town Catchpoles, and Game Wardens who are not hostile to the player unless you routinely attack them.
I also want to look into traps and trap laying behaviors at some point, I figure it would be a good one to give to the poachers.
4 or even 2 would be fine. I'm a hoarder, so the only reason I'm wishing for more stacking is so I can keep more handy for....whatever? I think I saw you mention turning them in for bounties eventually, so I stashed a lot for that, but honestly, it's not like I can't get a load more, so don't stress over it, really. Now for some reason I'm wishing you could extract the skull and make a xylophone out of them. Ignore that. I'm strange and I just re-watched 8 Heads in a Duffelbag recently.
One thing I would LOVE is if they were a little more sneaky. Replaying the memory of that incident I mentioned in my head, I was thinking that it would have been wild if they snuck up behind me while I was working and then attacked without alerting me, or said, "Boo!" and started wailing on me. No idea how tough that would be, but just an idea. The times I've jumped the most were the times when I didn't see them and came around a corner and they just jumped out of the bushes. When they're just pacing around off in the distance, they're no real challegene at all with my javelins.
A couple of things I have noticed is that hounds don't seem to be attacking me unless I attack them first. I've walked right up to them before and they just keep walking around until I hit them. Also, I regularly run across groups of outlaws and lots of dead hounds, so I'm not sure if they're attacking each other or what. I also saw that the outlaws were attacking Drifters, which I thought was pretty great.
I had no idea you could throw heads at them to freak them out. That's fantastic. Do you know what your outlaws would do if I had the Fantasy Creatures mod installed as well? Would they fight the goblins and orks and such? Having said that, how DO they handle things like bears and wolves (and other critters like the cockatrices and stone golems from mods like Feverstone Wilds)?
As for more suggestions, I'd love to be able to find actual camps, with outlaws sitting around a fire like you mentioned. Thinking about exploring in the dark and seeing a campfire off in the woods and having to sneak up on them to take them out would be dope. Especially if they had hounds tied up to trees acting as an alarm system.Tribes would also be cool, with clothing and maybe even masks to ID them or tell them apart, or even shields or banners/flags with identifying marks on them. Red Hand clan, Black Axe clan, Blue Skull clan, etc. Booby traps, too! Having to worry about Pit traps and stuff while you're sneaking up on them would rock.
DrBubba
I can increase stack counts for heads, I'm always happy to look at stuff that isn't landing for folks. I've added it to my issue tracking. I wanted to discourage hoarding heads, since you can throw them at outlaws to scare them. Holding 'Q' and barfing a stack of heads at an approaching outlaw is funny, but can quickly start to trivialize the morale system. At the same time, I also don't want to make it abrasive or annoying to carry/manage them in your inventory.
If I did like 4 per stack, would that work better for you? I tend to halve/double things till it feels right, but I have a feeling in this case, two per slot won't feel much better than one per slot.
I'm glad the mod is landing for you! I definately have been designing and coding the AI for those kinds of moments. In the mid-to long-term, I am building out code infastructure to expedriment with AI being attracted by certain types of player activity mainly light, cookingfires, and garbage/compost.
In the next version, the hounds will be able to smell you based on wind direction and the looters will have an improved stone-throwing behavior. They had one originally, but I pulled it out because it was a native Vintage Story behavior that doesn't work with my stealth and awareness system.
I'm also looking at what it would take to add destracting the outlaws with thrown rocks.
It certainly could be worse. Personally, I just wish the heads stacked or that you could break them down farther into teeth or ears or something small and stackable. It's all terribly macabre, but definitely fun. Your guys have scared the bejeezus out of me on more than one occasion, not the least of which was last night when I was blacksmithing in my outdoor shop, minding my own business in a thunderstorm and High Rift activity when among all the groans and moans of the rifties, I suddenly hear, "I can see youuuu!" and almost shat myself. Good times, Grifthegnome
DrBubba
Good info to know, Thanks! I took cursory look at the jsons, and there is nothing immediately obvious about why it might be happening. There might be something with the drop rate variance occuring on the back end code that I'm not aware of. I'll dig into it. For now, we'll all have to live with the mythical of the two headed bandit. :P
Following up on the "two heads" thing, it seemed to be Looters last night. In between my initial comment and today, I installed a mod that makes mobs drop loot instead of forcing you to search, so the only way I can tell it's still happening now is that my inventory will sometimes have double heads and sometimes single heads, since the heads don't seem to stack UNLESS the mob drops two. Before that mod, I could get doubles when searching them.
Randwulf
No worries, lots of folks play with lots of mods, and it's always good to know about any compatability issues that arise. I'm glad you were able to sort out the issue. :)
Grifthegnome
I feel like an idiot: Biomes was installed and since entities that are not whitelisted doesn't appear, many entities from my list didn't show up. After I got it removed, hounds started to spawn along many other things. Sorry for the false alarm: I really ought to check my modlist more when I launch the game.
DrBubba
There are, drops have been dialed way back in recent version because I recieved feedback in earlier itterations that the loot was so good it broke progression.
Looters will drop food: Bread, Eggs, Turnips, Onions, Parsnips, Etc.
Brigands, will drop poltices, copper, silver, and gold ore, rusty-gears, and on rare occasions copper versions of their weapons (knives, axes, and spears)
Yeoman, will drop poltices, copper, silver, and gold ore, rusty-gears, copper arrows, and on rare occasions Longbows.
Poachers are the most generous because they are rare, guarded by hounds, and they are good at escaping. They drop an assortment of Meats, Hides, and Fats, on rare occasions they will drop good backpacks.
The Hounds don't drop much but can be havested for meat in a pinch.
In the long-term I want to get to a place where you can turn in outlaw heads to get bounty rewards and raid outlaw camps where they keep better loot in chests and stashes.
I am pretty sure it was Brigands, but I will check again tomorrow.
While I have you, other than heads and the occasional rye bread loaf, are there other loot/drops possible?
DrBubba
It is definately not! XD
Do you know which type of outlaw gave you two heads? I'll try to track it down in the next version.
Is it expected behaviour for certain mobs to give out 2 heads as loot? 🤣
Grifthegnome
I see!
I thought it was an AI enhancement MOD...!X)
Thank you for your explanation!
tsukaGJ
Good catch! It's likely that the Expanded Ai Tasks version and the Outlaw mod version were mismatched in this case. If you are running both Expanded Ai Tasks and Outlaw Mod, they need to be using the same version of ExpandAiTasks.dll, or they will conflict and Outlaw mod won't load. When I test builds of Outlaw mod and Expanded Ai, I run them at the same time for compatability testing. However if you are running Expanded Ai Tasks and Outlaw mod at the same time, they both need to be compatible releases. I will try to remember to include compatibility notes in future Expanded Ai task releases.
As a general rule of thumb, Outlaw Mod includes ExpandedAiTasks.dll natively, you only need Expanded Ai Tasks if you are a modder who wants to work with the ai behavior libary found in that dll.
Adding Expanded Ai seems to stop the mod from working...
PS: I found that it works by removing Expanded Ai and then adding it back to the generated world!
...This was also possible with existing save data!
Thank you all for 100 Follows on the Mod!
Randwulf
In Creative: Currently, Outlaws AI are not supported in the Creative Spawning Menu. If the items are loading in the creative menu (outlaw heads, heads on spears, etc.), then the mod is loading.
You can also use dev commands to spawn them (as a test). Try:
/entity spawn looter 1
/entity spawn yeoman-archer 1
/entity spawn bandit-axe 1
/entity spawn bandit-knife 1
/entity spawn bandit-spear 1
/entity spawn poacher-spear 1
/entity spawn poacher-archer 1
/entity spawn bandit-axe 1
/entity spawn hound-feral 1
/entity spawn hound-hunting 1
In Survival: If you are playing survival and not seeing Outlaws spawn, it may be that you are still inside your starting safe zone. 500 blocks around your world's start spawn is safe for 45 days from world start, by default. You can adjust all these values in the outlawmod config file in VintageStoryData.
If you travel beyond the starting area you should start seeing outlaws. They only spawn during the darkest hours of the night. They're dangerous, so I try to prevent them from spawn camping players. :)
If it appears your mod is not loading at all, please send my your server-main log and I can look at it and see if you are having a mod load conflict.
Strangely, with any versions for the 1.18.15, Outlaws mobs are not spawning nor showing in my Creative tab. My mod list is a bit too much of a kitchen sink, but maybe I've hit the max entity somehow (or Spawning Condition being in conflict) ?
@tntjperic
Is there any way you can check the mod folder to make sure 1.1.5 is actually gone using Filezilla? I have found G Portal's web uploader to not alway provide accurate information about folder state.
You can also send me the server-main log file via the Vintage Story Discord if you want and I can see if you are running into any loading errors or mod conflicts.
Grifthegnome
I use G portal for hosting.
I First turned off server, then deleted 1.1.5 then install 1.1.7, Restart server then get on to check (This is how i update all mods I have ever used so I assumed this is the only correct way). Its all placed in the Mods folder in the server hosting files. I do not need to use Filezilla to install mods as G Portal just has an "upload" icon in the mods folder.
And Normally when logging onto the server after installing a mod to the server I do not need to download it myself as the game tells me there is a mod to download and does so for me. I did try downloading the mod myself just to be sure and it still was no change on the server. And checked Gportal to be sure it didn't update to a new Vintage story.
Hotfix 1.1.8 is now live!
Please see the 1.1.7 Changelist for all the major goodies and news.
This is just a bug fix for a major aspect of the stealth system that should improve fighting Ai in dense foliage.
Bugfixes
tntjperic
Let's see if we can get that sorted.
Do you know what folder the mod is installed in?
Is the mod loaded/checked in the mod loader tab on the main Vintage Story screen, or does it say it had issues loading?
By any chance, did you remove the mod, run the server, then install an update to the mod, and then run the server again?
None of the block codes have changed between versions, so it sounds like the mod is either installed in the wrong folder, toggled off, or two conflicting versions exist in the same folder.
Not sure what I'm doing wrong here. Only mod I've updated the file and having this issue.
The server seems to not be initializing the zip. 1.1.5 works but 1.1.6 didnt so I waited for 1.1.7 and same thing it just isn't working. All blocks from 1.1.5 are there but as unknown blocks. I tried verifing, uninstall, delete config, reinstall, restart server etc. Not sure whats going on. I'm on version 1.18.15 of Vintage.
Vargur
Perfect! Love to hear it!
I also had the same issue as Netix, multiple packs of ferals spawning around me, when I first tried v.1.1.6. They don't seem to be 'spawn camping' anymore in .7, there have been none nearby when starting new worlds.
Update 1.1.7 is now live!
Featuring Bugfixes, an Ai Refactor, a Server Performance Pass, and a Multiplayer Spawn Scaling Fix.
Please send me bugs and feedback!
Hi all, I am still working on my next hotfix, however I wanted to share some information about spawn rates I discovered that is likely impacting multiplayer server hosts running the mod, it is a server setting that scales all mob spawning based on the number of players connected. If you are experiencing massive numbers of outlaws, please try the following.
IMPORTANT NOTE FOR MULTIPLAYER SERVER HOSTS: If you are running this mod on a dedicated server with multiple players, I highly recomend you set "SpawnCapPlayerScaling" in serverconfig.json to a value much lower than the default of 0.75, as this will massively increase outlaw spawning while multiple players are connected to the server. This can lead to unintended negative performance and gameplay outcomes. This value is a per-player spawn rate increase and the default value increases the spawn rate of all mobs by 75% per player connected.
Netix
Feral hounds were not being blocked by the starting safe-zone. I will add this in the next hotfix.
TimSithis Netix
I will look into both of these issues, thanks for bringing them to my attention.
Might have found a bug, The Yeoman Archer hunts both Bandits and dogs, but they don't attack him..Seems a bit unfair but Otherwise Love ya mod
Hi, haven't had the oportunity to try this mod out cause whenever i start a new game i have like 5 packs of feral hounds spawning around me.
changed the spawnrate from 0.07 to 0.02 and a pack of 2 spawned near me on game start.
Hotfix 1.1.6 is now live!
Please send me bugs and feedback!
Wow! 100 downloads in under 24 hours, Yall are fantastic!
Any and all feedback is greatly appreciated!
I will take a look, there is a good chance it is members of an existing group regrouping at a rally point. I'll double check, but currently Outlaws do not spawn during daylight hours.
imgur.com/a/3DjLPZ5
maybe you could adjust the spawn behavior again a bit if you kill the new ones are there within 2 minutes. and they always spawn in the same place.
Netix
The Expanded Ai Tasks Code Library and Loader Mod is strictly for other modders to use. A copy of ExpandedAiTasks.dll is included with the Outlaw mod download and no additional files are need to run the mod.
Cpt_C0nfus3d
No worries, I'm just trying to get any reported bugs sorted so I know the 1.18 version is solid before I move on to making a version compatible with 1.19rc. Want to make sure the mod is future proofed should I become busy again.
@Grifthegnome Thank you very much, it's not that urgent now, it's just that the error is there... You don't have to stress about it...
@Netix I have loaded it in, I don't think it can do any harm...
Hi, do i need the or is that only for other modders to use?
Expanded Ai Tasks Code Library and Loader Mod
Cpt_C0nfus3d
I was able to reproduce your crash by trapping a hound and causing its path to fail while the server was doing its initilization load. I will have a fix for you in the hotfix, ideally later today.
I will take a look, thanks!
Because of the loot, everyone should have a knife in their pocket... and if you fill the 4 slots sensibly with everything there is, you can get inspiration from the Better Ruins Loot Changes mod, I think that's very balanced... and something for everyone.
Cpt_C0nfus3d
Crashing on connect is still valuable info, so thank for sharing!
The Outlaws do drop loot, it is just far more scarce that it used to be, they drop them from their bodies on death instead of when you harvest them, so that people who don't have knives can still get loot.
Reading through feedback from previous versions, people were expressing concerns that the loot dropped by outlaws was too generous and was breaking their game progression. They scan still drop some really good stuff on occasion, but there is the very real possibility it is over-tuned in the stingy direction. I tune aggressively in one direction or the other because you learn much more quickly what is too much and you can dial in on something that works.
I am less familiar with 1.18/1.19 vs 1.16 in terms of new items, gameplay, etc. So if anyone has suggestions on useful loot drops that don't break progression, I'm happy to hear about them. :)
@Grifthegnome I did nothing at all, joined the server, joined the dogs and then the error appeared... do the qutlaws have loot in the version? I had 4 except the one that only had their heads... nothing more.
Cpt_C0nfus3d
I'll take a look for a hotfix. If you are running into it a bunch, use the mod config file to disable hunting hounds for the time being. Do you have any additional information about what you were doing when this occured?
BraniyaKz
I haven't added support for VS Villages yet but I should be able to in a hotfix. That shouldn't take long.
Thanks for the suggestions, bugs, and feedback, it is all greatly appreciated!
[Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Essentials.WaypointsTraverser.get_CurrentTarget() in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\Pathfinding\Astar\WaypointsTraverser.cs:line 32
at ExpandedAiTasks.AiTaskGuard.ContinueExecute(Single dt)
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 116
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 326
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 165
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
[13:05]
[Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Essentials.WaypointsTraverser.get_CurrentTarget() in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\Pathfinding\Astar\WaypointsTraverser.cs:line 32
at ExpandedAiTasks.AiTaskGuard.ContinueExecute(Single dt)
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 174
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 116
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\Entity.cs:line 852
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Entity\EntityAgent.cs:line 528
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 326
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 165
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
Fantastic that you're back and working on the mod! It's been a while indeed, playing with this mod kept me on my toes in past VS worlds! Just checking tho, did you happen to include compat for VS Villages? Make sure the npc's from each mod tend to attack one another?
Wow~! Grifthegnome returns.
Hello folks! It's been a while, but there is a new version of Outlaw Mod for Vintage Story 1.18. Included is a total overhaul of the Outlaw Ai, a full stealth system including sneak attacks, and much more! See the change logs for more details!
This mod looks cool, shame it seems out of date.
The base library ExpandedAiTasks also needs updating for 1.18.2, and will likely crash games until that is done, unfortunately
Is Grifthegnome still around at all? Would be cool to see this being updated.
@ladyblakehammer It will break it. Don't use in 1.17 till its updated.
Hey hi hello, I was wondering if there was anyone who was able to see if the mod still works with 1.17, as there are a few comments below- signalling that it does not, but another just below that one, gives me the idea, that it just might, but I do not want to break my server with it.
Not compatible with 1.17.0-rc.5:
22:35:37 [Server Fatal] System.MissingMethodException: Method not found: void Vintagestory.GameContent.EntityPartitioning.WalkEntityPartitions(Vintagestory.API.MathTools.Vec3d,double,System.Action`1<Vintagestory.API.Common.Entities.Entity>)
at ExpandedAiTasks.AiTaskPursueAndEngageEntity.ShouldExecute () [0x00186] in <8b670e31f1644250956675b245a7394f>:0
at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x0003a] in <a7faca6f0db647b0b73e6a0eca7923f8>:0
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00076] in <a7faca6f0db647b0b73e6a0eca7923f8>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in <dd02eb3223a5453a83e1fa3625df3e8b>:0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in <dd02eb3223a5453a83e1fa3625df3e8b>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <f5f10b0f67c94dd6a5c07b0c00e2f868>:0
Awesome mod, I really like the different outlaw types & its definately a fun & interesting take.
I would however like to make a strong recommendation since I noticed an issue on my private server, please let us modify spawn rates in the config, they appear way to often in my opinion, so allowing us to change the spawn rates in the mod config file would be great for those that want to change the spawn rates of different enemies.
Looks really good! Is a new save required or is it safe to drop in and out of a current one?
I recently hat a quick chat with Grifthegnome. He told me that he has moved onto other things and wont continue the mod but would not mind people continuing his legacy. He was so kind to upload everything to github too. I thought I would share this info here: https://github.com/Grifthegnome/OutlawMod
"Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items. "
Now here's a thought: If your friend is capable of making mobs, an additional incentive to cleaning up/harvesting the dead bodies - a stand in for burying them - would be to have them decay and then turn into zombies, ghouls or skeletons. It would also add to the horror aesthetic. Depending on the bandit initial strength, it determines what they turn into. Looters into zombies, and the other bandits into skeleton warriors or archers. Perhaps the poachers turning into fast moving ghouls.
I have to agree with Zelascelar.There are just too many hunter with dogs. I'm tripping over bodies of animals. I really do love the idea and it adds such fun to the game, but I can't just ignore the bodies. I started a new world and day three I have more meat and leather than I can process. There are 8 animal bodies very close to me that I have no interest in doing anything with. The should have an internal cooldown.
Мод, действительно, хорош! Добавляет отличный Экшн! Авторам уважение. Если ставить вместе с модом на деревню, то мир ставновиться очень живым!
You should look into this mod, it could help as an idea on how to set up the trader defence content too!
https://mods.vintagestory.at/tradercamps
Pls add translation
Some feedback! Tried it with two friends and loved it, I'm looking forward to the Planned additions. The worlds feels more immersive now, the hunters adds more competition for the food!
Other than the loot pool issue mentioned earlier, a big problem is the skeletons of the corpses; even if you add bone looting compatibility to them it still adds up way too quick and will lag the server, or make the world look like a warzone. I feel like some kind of decay system would be nice, making them automatically disappear after some time, or have only 1/5 of the enemies drop their skeleton, even if it doesn't make sense. This will be changed in 1.15 but only if you disable it, I wish there would be some default solution but maybe there isn't.
One mention is that my friends felt that the enemies homed in on them, the enemies spawning and attacking them directly while adventuring. This is before we discovered the Symbolds of Justice, but even so they felt the enemies were just too much, too many, and we disabled the mod. It's maybe more of a personal opinion, it's impossible to make an AI in the game where they act naturally everywhere since game loads in chunks, and in my experience the outlaws attacked each others too.
It just felt that everytime they spawned 3 different cults of bandits spawned and fought each other, then us if we got in the way. It could have been bad spawns though, and again we should have used those symbols.
Suggestions: Not that I can think of outside the Planned list, sure the dream of a perfect AI mod is there but you can only do so much with the limitation of the game. In the future I expect a minor army to come at you with siege weapons. :)
Maybe some teamwork with the VS Village mod, made by Gerste, can result in something nice? I dream of a mod that works like a survival/strategy mix, where you can hire villagers to soldiers, make them follow you and attack by your orders.
Also the Bounties/reward system cna work well with the Trade'o'mat mod, which adds coins to the game?
Not the prio 1 change needed, the mod can only improve from here. Will wait with patience!
Question: Do the bandits not spawn in arid/hot environments? I'm walking in my desert and I've yet to find a single bandit. Just want to confirm.
Feedback - AI very smooth and clever. Thumb up
Hello,Is it possible to Increase the spawnrate of those mobs? i did add the mods which removes surface drifters of yours aswell and the surface feels a little bit empty now but i want a surface full of bandits
Something I just noticed on the latest version, there are comments in the .json files. Technically comments are not valid syntax in .json files so this could lead to some bugs. This can help get around the syntax issue if you need comments in your .json files www.freecodecamp.org/news/json-comment-example-how-to-comment-in-json-files/
Hello, just a bit of general feedback. Overall, I think NPCs drop way too much loot. I never had to set up a garden since I kept running into at least one band of Looters daily who would net me 8-12 food items. I also think it breaks progression to have bandits drop entire linen cloths. I got full Gambeson armor without crafting a single spool of string. I think they should only drop flax fibers at most, given how often we will face these enemies. However, do keep in mind that all this has been experienced with the Hunter trait, so harvests are a little more boosted.
I think Yeoman Archers spawn a bit too much as well, there always seems to be a few that pop up anywhere I go lol
Thanks all for the kind words! I really appreciate the feedback and config feature requests.
I want to make sure people have the power to configure the mod to suit their needs. I try to add a few config options every major release and meet request as they arise. However, diffrent config settings take diffrent amounts of time to implement and some have a permanant upkeep time costs to maintain their functionality as I add new features and the mod expands. I have to be strategic about how and when I add new config options so I can keep giving folks new content at a reasonable cadence. Each release, I have to strike a good balance between time spent adding new config options, maintaining and testing old config options to ensure continued functionality, and adding new features and content that improves the Outlaw Mod experience. Sadly, more time spent testing an maintaining old stuff translates into less new stuff per release.
That being said, by knowning what people want to configure, I know where my limited config work time is best spent. Everyone's requests are greatly appreciated and I will do what I can to fulfill them. :)
@Kara
I've added a disable skeletons config option to my task list. This is straightforward feature and I should be able to get it in for 1.1.5.
For a short term fix, you can do the following:
Just as a quick side note, a close friend of mine and a great modder, has a companion mod for outlaw mod in the works, and in that mod the skeletons are a harvestable resource you can use to make unique items.
@AVeryDandyLad
The ability to configure spawn frequency and group size is the single most requested config feature and is on the to do list for 1.1.5. For full transparency, doing this well is a larger feature, and it's going to take a bit of time to get right, but the work is absolutely worth it. The main issue is making it so that people can easily say "give me less/more dudes in my world" without them having to dive into the technical backend of the spawning system. Spawning in Vintage Story is a powerful, but very opaque system. You have two diffrent times where creatures spawn, World Generation and Runtime. They can have diffrent spawn rates one of which is expressed as "TriesPerChunk" (a cube of 32 x 32 blocks) the other is "Chance." Which is according to the wiki and some napkin math I did, is an inverse scalar on 4 second time intervals and may not actually be a percentile chance, but an interval timer. The total max number of creatures of a type allowed are not a hard world limit, but max per chunk. Min and Max group size is a little more straight forward but how often each group size appears depends how you configure the random number generator. All of these settings are exposed in the json, and anyone could edit them to suit their needs right now, so just exposing these values in the config wouldn't be doing anyone any favors. What I probably need to build is config options that makes changing spawn rates easier. As a first attempt at making this configurable, I may offer difficulty presets or gamemode options, that allow people to specify whether they want an experience that is Vintage Story with occasional outlaw encounters or they want an experience where building castle towns and retaking the world from outlaws is the main experience. Further thoughts on this and what people want would be greatly appreciated!
In the short-term, if anyone is curious about where to find outlaw mod spawn settings so they can look at them/change them to meet their needs, just let me know. I'm always happy to help.
@Iphour @Belarrius
If I do add loot, health, and damage settings to the config file, it likely won't be comming for serveral releases, as I need to figure out a good way to implement it, and configurable spawning will be taking up most of my config work time in the near future. Loot, health, and damage fall into a very similar problem space to configurable spawning: everything needed to configure loot, health, and damage is currently exposed in the json and anyone can edit them to suit their needs. If I do add these to the config, it would likely be presets. My main hesitance to add this to the config is that it adds a large amount of upkeep and testing per release that has the potential to slow down the development of new Ai Types by a large margin.
However, I am more than happy to show people where loot, health, and damage values are stored in outlaw mod so people can customize them however they want. :)
Thanks Agian!
Any chance we could get a config, to diable the outlaws from spawning skeletons when they die? have them maybe break down like drifters do? i would do it myself, but i havnt gotten past learning Css yet. anyways, our server is building up a rather large problem of players not cleaning up after themselves and a LOT of skeletons layering the ground. We love the Hell out of this mod, just the skeletons they leave behind are well annoying to say the least. (they just poof when in water, so its do-able) Edit: oh, that also pile up cause they tend to kill one another and the players dont find the dead ones.
On top of all the other configurable options everyone else is suggesting-
May we eventually be allowed to configure the frequency that each outlaw types spawn?
I would like to second the ability to configure loot drops. I love this mod. So excited to see more!
Hi!
I like this mod! So, can we have a config file for lood drop? Health, damage etc of NPC?
Best regards,
Outlaw Mod 1.1.4 (Hotfix) is now live.
This is a fix for a client networking issue that was causing client crashes when poachers spawned their hunting hounds in certain cases. Reported by DasPrinzip. Thanks!
Thanks TheLoneTec! I always appreciate feedback. I'll keep working to make it the best experience I can. :)
Just wanted to say, this is an AMAZING mod. It adds so much to the wilderness. Sure wolfs are scary, but when its a person or group of people chasing you down with bows and arrows. its even more scary haha.
Outlaw Mod 1.1.3 (Hotfix) is now live.
This is a fix for an Ai State crash reported by PeterSanderson. Thanks Peter!
A Second Hot Fix with Additional stability fixes will be out in a few hours.
Outlaw Mod 1.1.2 (Hotfix) is now live. (See Changelist for Details)
This fixes several crashes, some spawn issues, feedback, and some tuning based on aditional focus testing.
As always feedback, suggestions, and bug reports are greatly apprectiated!
@DasPrinzip Thanks for posting these callstacks, these are super useful. I'll include fixes for these crashes in the hot fix
@Ryker Sorry to hear you encountered a Yeoman death squad. So Outlaws aren't spawning in larger groups, they just aren't wandering away from their groups anymore, it's definately the new Ai. I'm going to be lowering Yeoman accuracy for the hot fix because once they're on target they definately laser people to death. As for group size, I need to find a good long-term solution for balancing the game between solo, multiplayer where players play as individuals, and multiplayer where players play in coordinated groups. The outlaws are currently tuned and tested for multiplayer coordinated groups. Any information people can send me about how they play, the types of groups they're encountering, how many they'd expect to encounter and so forth is super useful. Thanks!
Server (1.16.5) Crash with Version 1.1.1 :
Apr 30 14:10:24 115754E VSSRV[1308]: 14:10:24 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.GetItemStackSourceOfFearWeight (Vintagestory.API.Common.ItemStack itemStack) [0x00006] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.IsValidMoraleTarget (Vintagestory.API.Common.Entities.Entity ent, System.Single range, System.Boolean ignoreEntityCode) [0x000b1] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.<ShouldExecute>b__37_0 (Vintagestory.API.Common.Entities.Entity e) [0x00000] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning+<>c__DisplayClass19_0.<GetNearestEntity>b__0 (Vintagestory.API.Common.Entities.Entity e) [0x0001b] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning.WalkEntities (Vintagestory.API.MathTools.Vec3d centerPos, System.Double radius, Vintagestory.API.Common.ActionConsumable`1[T] callback) [0x001f6] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityPartitioning.GetNearestEntity (Vintagestory.API.MathTools.Vec3d position, System.Double radius, Vintagestory.API.Common.ActionConsumable`1[T] matches) [0x0002a] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at ExpandedAiTasks.AiTaskMorale.ShouldExecute () [0x0010e] in <3c76ef9f6b7b422ab7f5c929b1ea8a9e>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x00059] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00041] in <af43e2d6e4674fe9a27f54555eddfffd>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x000bf] in <0e4a7b5cab644d0da9e4f27ccd6e0015>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x0076b] in <0e4a7b5cab644d0da9e4f27ccd6e0015>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at OutlawMod.EntityOutlaw.OnGameTick (System.Single dt) [0x00000] in <96f3517908194fa8874a12f2995102b6>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00025] in <8316c93e98ed421da4237893dc4beacf>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <8316c93e98ed421da4237893dc4beacf>:0
Apr 30 14:10:24 115754E VSSRV[1308]: at Vintagestory.Server.ServerMain.Process () [0x001ba] in <8316c93e98ed421da4237893dc4beacf>:0
Alot of times players getting Crash:
Running on 64 bit Windows with 16 GB RAM Game Version: v1.16.5 (Stable) Loaded Mods: tradeomat@1.6.0, game@1.16.5, carrycapacity@0.6.5, medievalexpansion@3.7.1, outlawmod@1.1.1, playercorpse@1.3.1, creative@1.16.5, survival@1.16.5, workbenchexpansion@1.4.1 30.04.2022 11:12:39: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei OutlawMod.EntityOutlawPoacher.AttemptSpawnHuntingHound(Single dt) bei OutlawMod.EntityOutlawPoacher.OnEntitySpawn() bei Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerEntitySpawn(Entity entity) bei Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(_m4CVIcO3UJPLI62MuOxE8163nQH serverpacket) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
...we removed it till a Bugfix is there =(
Not just the hounds sadly, upon going into a forest, I was assaulted by a litteral Yeoman firing squad of constant arrows! The spawns in general seem rather whack, hopefully it's not the new AI causing them to group up into these ruthless kill squads/hunting parties!
Hi Hershey, I am actively working on a hot fix for hound spawning. I've had several players report similar issues and I'm gonna try to get a hotfix out ASAP. Thanks for the feedback!
Hello, the new additions are really nice, however I think feral hounds spawn too close to the player. I can regularly see them pop into existence only half a dozen blocks away.
Just a quick PSA: If you encounter any issues loading a world that was running a previous version of Outlaw Mod when you run 1.1.1. Please disable Outlaw Mod, load the world, run around for a short bit, and then save and exit. The 1.1.0 Outlaws need to be cleared from the world before loading 1.1.1, as certain enemies like the poacher have changed too drastically to allow a direct load from 1.1.0 to 1.1.1.
Thanks to PeterSanderson for finding and reporting this issue.
Also, please check your configs as they may have changed. I recomend deleting the old config and letting the game make a new default, as default settings have been changed based on several weeks of playtesting.
@Bardock Thanks, I'll look into it. You many want to see if this occurs on 1.1.1 which came out yesterday. The Ai has been totally overhauled.
@Grifthegnome
It was a brand new world like with in 300 blocks of spawn in less then or around an hour. Thats all the info we can give as thats all we know of their spawns building into a death ball as they moved through killing all the animals and drifters in their path.
Hey Grifter - thanks for the tip. The person who did the 1.16 patch of XSkills did an additional patch to include the outlaws up to 1.10.0 and it works. I will try your hint however with the two new mobs and thanks again.
That's a good point Ryker! I'll have put some thought into biome specific outlaws. I'd like to get to a place where Outlaws in diffrent biomes don't just look diffrent, but they also have unique gameplay, and use weapons and tactics drawn from a wide variety of world cultures.
New idea for ya already, from playing last night in multiple biomes!
It's kinda odd to see the same shirtless Looters and other ill-equipted people in an icy, frozen enviroment, while seeing European-attire guys in the jungles and savanna plains is a bit silly, so how about biome-specific models eventually? Would be a nice immersive touch that also adds more character to the world as you reach exotic new lands in your travels!
Bardock PeterSanderson
Hi Bardock, sorry to hear you had to remove the mod. Currently, there is no way to alter the spawn rates on the user end. That is something that I am going to prioritized in 1.1.2 after the release of the next version of Outlaw Mod 1.1.1. Do you know how long you were playing when you encountered the 30 - 40 Outlaws? The mod shouldn't be spawning groups that large, and any information you can give me to help me reproduce the situation so I can debug it would be very helpful. Thanks!
Peter, I took another look at the json you posted and I realized something I missed, the outlaw enemy jsons are not in the "land" folder, they are in the "mobs" folder. Give the following entries a try and see if it solves your issue. We'll get to the bottom of this little mystery.
{
"file": "game:entities/mobs/looter",
"op": "add",
"path": "/server/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},
{
"file": "game:entities/mobs/looter",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},
Hello, am new to the game and have ben enjoying it with a couple friend adding mods along the way to enhance the experience. I was wondering if we can alter the spawn rate of the enemies in your mod pack, Had to remove it earlier because there was like 30-40+ spawned and still spawning camping some of our dead bodies making it impossible to get the gear back.
Sadly, neither worked. The individual who patched XSkills is attempting to add them.
Another suggestion: Can you make the range on symbols of justice configurable?
Hi Peter, you should try changing the domain for the outlaw mod files from the outlawmod domain to the game domain. Give "file": "game:entities/land/looter" a try. If that doesn't work try "file": "entities/land/looter"
Let me know if that sorts your issue.
1.1.1 Should be out soon!
Hey Grifter,
I don't know if you use the patched version of XSkills alongside the Outlaw mod (or if any other server admins or players do). They are not currently listed in the combat.json. I tried adding them by just copying existing entries and tweaking them to the correct names but it didn't work. I don't really know what I am doing, so I probably didn't point the mod in the right direction:
{
"file": "medievalexpansion:entities/land/aurochs-lamb",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 0.0
}
},
{
"file": "outlawmod:entities/land/looter",
"op": "add",
"path": "/server/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},
{
"file": "outlawmod:entities/land/looter",
"op": "add",
"path": "/client/behaviors/-",
"value": {
"code": "XSkillsEntity",
"xp": 1.0
},
}
]
Any thoughts on how to get it working? Considering the prolific number of bandits it would be worthwhile. I am using this XSkills 1.16.4 Patches
Any help appreciated
Thanks Ryker! I've added these to my bug tracking software.
Hey there, been a long while of playing and testing, and I've found two bugs that need to be squashed.
Poacher and Yeoman Archer heads can't be used with flint spears like the other bandits can.
The Hunter class is able to sometimes harvest two heads from bandits, might want to see if that can be tweaked so only one head is ever able to be harvested.
Otherwise it's looking good, balance-wise the loot is getting more reasonable, at least as far as I can tell!
I'm closing in on a release canidate for 1.1.1. All features are officially done. Just doing final round testing and making sure everything is buttoned up for the release!
Outlaws do not need line of sight of symbols of justice. It's just a hard radial exclusion zone. As for lighting, it depends, looters will spawn in natural daylight the same way wolves do, but most of the other Outlaws repopulate at populate as the sun sets at night. They also need a certain amount of shrub/forestation to spawn, aside from looters who will show up just about anywhere.
Yeah I like the idea of fortified settlements as well. The target I'm aiming for in the long-term is that you can create areas that are outlaw-free around your settlements, but traveling will take you through Outlaw territory and that's dangerous. In 1.1.1 Outlaws will also have a basic siege behavior. If you climb up somewhere they can't reach, they'll try to surround the position and wait for you to come down. They'll only withdraw if they start taking damage from ranged weapons.
I also agree that the Outlaw raids and decaying heads would be very cool. I was talking to a friend of mine who also mods about this, and how we could use custom blocks, like "The Town Bell" to announce raids. So if you hear the town bell ring, you know you're in trouble. We could potentially even give people the tools to build watch towers that act as an early warning system for raids.
To your point about the AI, friendly defenders are definately a possiblity for a future update. I've considered making defenders a companion mod, so if people want to use them without Outlaws they have that option too. Ai and new Ai features will continue to be the backbone of Outlaw mod. In 1.1.1, almost every behavior the Outlaws use has either been totally rewritten or written from scratch. With the additional behavior from 1.1.1 it would be possible to add things in the future like hireling bodyguards that follow you around.
I'm very excited by all the possibilities/suggestions!
Do the outlaws currently need to see the symbols of justice with line of sight? What if, aside of a few for decoration, you buried the rest just under the soil to take advantage of the no-spawn areas? I know this would not be as effective whn the morale system is implemented and I am looking forward to that. And does lighting matter for spawning outlaws?
The fact that they can move across the map does provide incentive for people to wall homes and settlements and I definitely like that, and the road map ahead of ideas like traps
Maxilos' idea of a bandit raid and boss are fantastic, as are the decaying heads.
I would add that there should be a way to create other "safe" zones. Town centers.
And here's a thought. Since the AI seems to work for bandits, what about friendly defenders? That might be going beyond the scope of this mod, but it seems like it would be a natural fit. You could have a craftable "banners" as points for them to defend and the ability to (hire) create guard NPC's and designate who they are friendly to.
I just decimated a few companies worth of outlaws, but I was well armored and had a beefed up bow and arrows. I can see they might be very dangerous, even discouragingly so, to a new player in vanilla. It does give a lot of motivation for RP servers to have guides, bandit hunters, armed
"In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it.escorts, etc."
This would definitely encourage gibbets along the town walls...grim indeed :) especially if it can be attached to a vertical surface like a wall, or a post.
You could have an even more powerful one being a gallows or headsman's block on a pavillion.
Keep up the good work
Sounds like a very cool base! I do agree with you that players need to be able to tune spawns on their session to meet their specific needs, for both coop and solo. I'm hoping I can get to a place where the defaults feel pretty good, but that's gonna take time to get right. I do like the idea of having raids that occur from time to time, or even sieges. In my current plans, the next heavy hitting symbol of justice would be the Gibbet, which is a metal cage where you place an Outlaw corpse. The higher the elevation you place the Gibbet, the greater the spawn blocking effect. It would probably range between 150 and 250 blocks in range, depending on how high above sea level you place it. I do want to have Outlaw leaders at some point. I'd like to get to a place where every Outlaw type has a leader who bolsters group moral and can form warbands. For the looters specifically, I love the idea of their leader just being a looter with a tin pan on his head. Having the heads on spears decay into skulls is definately on the docket. The mod is only going to get more grim and medieval from here. At some point, I also need to look into traps, defenses, and alarm systems people can use to detect and passively kill Outlaws so they can garden in peace. I appreciate all the feedback and sugestions, and thanks for the kind words! This gives me good info on what to think about and prioritize for planning 1.1.2.
Well I host a small server for me and my friends, we are 5 people. we have set up a VERY optimized perimeter of staked heads around our base. im talking manually counting blocks with planned redundancy and we have made a huge double circle. we still cannot really go out and even garden around without being bothered by yeoman archers. the mod is great, it adds a lot of life to the barren lands, however currently they are really really annoying. If you want to scale their spawns with players, please make it customizeable. also a suggestion: with symbols of justice soon scaring away outlaws, what about a world event of a raid? basically make symbols of justice very effective, however with the same mechanic like a temporal storm a raid could happen, where outlaws try raiding your home and are accompanied by a chieftain that boosts their morale? that would give players safety from everyday outlaws but still put pressure on a very well prepared player in case of a raid. oh also a spontaneous albeit rather silly idea. how about the ability to crucify a warlord after defeating them? making a huge lets say 200 blocks radius immune to raids and all of outlaw movement. oh and another idea, the heads on the spears should decay into just skulls after a time, would in my opinion be great for the looks and also atmospheric factor. anyways, again, amazing mod. keep up the good work!
Thanks for the feedback Maxilos! I definately agree with you. I want to both allow players to scale how many Outlaws spawn in their world and also dynamically scale Outlaw counts based on number of connected players in a multiplayer context. This is something that I'm actively investigating and want to get right. While this kind of encounter scaling won't be a feature present in 1.1.1, the new morale system will give your symbols of justice more power in that they will actively scare Outlaws in the vicinity instead of only blocking Outlaw spawns in a radius. The more symbols of justice you have, the greater the morale effect. These 1.1.1 change should stop the Outlaws from swarming your house in the short term, until I can get a more robust solution online. Thanks again!
Amazing mod, however it REALLY needs a config option for the density of the outlaws. despite having a lot of symbols of justice my house still gets swarmed by them. having the option to turn their spawns down in the config would be really good.
Hey all just another quick update on 1.1.1! Things are progressing nicely, this week I wrapped up work on all the coding for the Feral Hounds, completely overhauled the Outlaw combat Ai with all custom behaviors around fighting as a group, withdrawing from ranged fire when they can't reach you, avoiding friendly fire, and a detailed morale system so you can scare groups of Outlaws into running away. I also started work on the hunting hounds, which compared to the Feral Hounds should be up and running much more quickly.
Today I wanted to highlight the new morale system and what you can expect from it in 1.1.1:
I'm very excited to share 1.1.1 soon. Thanks to all for the downloads, feedback, suggestions, questions, bug reports, and intrest!
Hi Peter, Thanks for the feedback! So I'll look into the issue to see if anything's going on on the back end, but it sounds like it's working as currently implemented. The safe zone and symbols of justice only block Outlaws from spawning within the region, they don't block their movement. What is likely happening is that the Outlaws are either wandering into your territory or following others into the area. All other Outlaws hate looters, for example. When looters flee, during a fight, they can kite other Outlaws into your territory if that's the direction they run. The main issue sounds like 250 blocks isn't large enough to keep them from wandering in and bothering you. RIght now, it sounds like the best course of action would be to expand your safe zone in the config file:
This should push the outlaw spawns way out into the boonies for a good while. They'll still wander into your territory, but 1000 blocks is a long way to travel.
Please let me know if this improves the situation, I double check to make sure that the spawn blocking is functioning on the back end as intended. If there are any issues, I will release a fix with 1.1.1 when it comes out.
Thanks again!
Hey Grifthegnome - So, brand new MP server world and the outlaws seem to have no issue coming within 250 blocks of spawn on the 2nd day. They also seem to be ignoring the heads on spears. Not sure how to troubleshoot it.
Hey All! While there won't be a new release of Outlaw Mod this weekend, I just wanted to say cool stuff is in the works! We're closing in on 1000 downloads and I wanted to thank everyone for their input, bug reports, and intrest. Thanks so much!
The next version of Outlaw Mod will feature a New Enemy Type: Hounds and New Custom Ai Behaviors for existing enemy types, among other things.
There are two Hound types at the moment, Hunting Hounds who protect the poachers and Feral Hounds who roam the lands in packs scrounging for scraps of food. These two Ai will feature some unique Ai Behaviors.
Hunting Hounds
Feral Hounds
Outlaw Combat Will Be Tuned with Custom Ai Behaviors
While this is just some of the stuff I'm working on, I wanted to give folks a quick update!
As always, feedback, bugs, and suggestions are greatly appreciated!
Hey there, great question! So ExpandedAiTasks.dll comes packaged with Outlaw Mod. The ExpandedAiTasksMod refrenced in this message is a seperate thing for modders who want to use the Outlaw Mod AI Behaviors in their own mods. There's a diffrence between the ExpandedAiTasks.dll that Outlaw Mod includes and the ExpandedAiTasksMod, which is an independent loader for ExpandedAiTasks.dll so mods can share a common registration call for ease of use. This message is saying that Outlaw Mod is loading and registering ExpandedAiTasks.dll itself since the loader mod is not installed. If you just want to play Outlaw Mod, all you need to do is download and play the mod. No additional steps are needed. If you want to make a Mod that uses Outlaw Mod's aiTasks, then you'll want to look at the loader mod and the documentation. Both mods come with a copy of ExpandedAiTasks.dll, but the ExpandedAiTasksMod also incudes documentation on how to use the dll for your own mods. It can be found here: https://mods.vintagestory.at/expandedaitasks
The AiTasks Library comes with Outlaws mod, correct? Or do we need to download and add it?
Outlaw Mod 1.1.0 is now Out!
That's a very cool idea. I'll have to look into that at some point!
New Bandit type idea: Steppe Bandits, straight from Mount & Blade: Warband! Would have to be compatible with that one horses mod for obvious reasons, but could offer an interesting form of mounted combat. Of course, they would be out in far warmer climates, so most players won't see them early on with vanilla starts due to starting in more temperate climates, but perhaps this could balance their difficulty to fight against more?
HersheysWaffles Thanks for the bugs and feedback, I'm glad the balance feels improved! I'm gonna keep itterating on it over time. Next Update will have a decently robust config file so people can tune things like the size of the start zone safe area, whether it shrinks and goes away as the game progresses, and how fast it does so, etc. That should allow people to further tune the early game to fit their needs. I'll definately look into the hit box thing, it makes harvesting painful. The two head Yeoman's pretty funny, I'll look into it. I added both to my bug tracker.
Chuckles I just wrapped up adding support for Outlaws uing Classic Vintage Story Voices in addition to the current Outlaw VO lines. People will be able to turn on the Classic Voice Setting in the config file. Will be out with the next release.
@Ryker I'm gonna start looking at disabling Outlaw types in the config file, that way if I add any lemons in the future people can turn them off :P Ideally, will be out with the next release.
Minni6in I just finished up splitting the ranged attack ai task I wrote for the archers into it's own .dll, I'm gonna release it and a mod that supports the shared registration of its aiTasks along side the next version of outlaw mod. Mods will be able to either piggyback of the shared loader mod for easy cross-compatability with other mods using the aiTasks or they can register the ai tasks themselves (so they can be self contained), but will need to handle cross compatibility themselves. You should be able to use it for your alpacas and camels. Any additional aiTasks I implement in the future will also be part of that .dll so people can use them however they want.
Hey, just got a couple small bugs to report, I killed a Yeoman Archer and when I harvested their corpse they had two head items in their inventory. Also, the hitboxes for the outlaws stay upright, even when they're dead, which makes harvesting a tad bit annoying. Overall though, I really like the balance, it feels a lot more fair and manageable now.
Hey there! This is becomming a popular request! I need to look at what it will take to make the Outlaw audio configurable. I'm planning to do a full audio pass at some point, since the voice lines the Outlaws currently use are from the COB_Bandits mod and I want to replace them. Ideally, I want to support both language voice lines, and Vintage Story style voices. I just added this request to my issue tracking software, so it's on the to do list now. Thanks!
For your config, can we have an option to enable/disable the voice on the bandits and only use the VS style voices/sounds?
Hey, thanks for the feedback! I'm hoping to release a config soon that will let player adjust the mods settings to suit their needs. There's a few factors that effect Outlaw spawns. Are you playing singleplayer or multiplayer and how far are you from the start spawn when you run into these large groups of bad guys? I'll add this to my issue tracking software so I can address it in the next version. Any additional information would be super helpful as it gives me more context to work with when solving these kinds of issues. Thanks!
Is there a way to turn the amount of enemy lower? I seem to always have 3-5 on me at a time and all i'm doing is running away only to run into more.
1.0.9 Is Now Out: See Change List for Details!
Ryker I definately need to get the config up and running here sooner than later. I want the mod to be fully configurable so people can have whatever experience they want. I also need to finish splitting out the ranged attack .dll so that other modders can use it.
It all sounds rather quite interesting for sure! One quick note/idea for config settings: Being able to disable certain Outlaw types if players find them too annoying to deal with, or only want certain types around as maybe a running world theme of sorts.
I'm glad the changes are helping in the early game! So, I do want to make Outlaws interact with the merchants at some point, I like the idea of them holding up merchants for loot and players stumbling across that. For the next version of the mod, I'm working on a new symbol of justice: the outlaw head on a spear. You'll be able to behead dead outlaws and display their heads on spears to block more Outlaws from spawning in your territory. The tougher the Outlaw whose head you display, the larger the blocking radius. This is intended to be an early game symbol of justice that you can build before you have access to the saw. Unlike the Pillary, it requires you to fight Outlaws if you want to establish an Outlaw-free zone. In the longer term, to your question about bounties, the Outlaw Heads will serve as a bounty item. You'll be able to turn them in for rewards.
Mid Term Plans:
I'm gonna be investingating what it will take to get temporary outlaw camps up and running. They would pop up, stick around for a few nights, then despawn. These camps would have stashes with the best loot provided by the mod. I'm thinking about tracking which areas of the map have the highest player traffic and selecting camp spawn locations along those routes.
I'm looking at giving the Poacher a new companion, the Hunting Hound. These hounds would run interference for fleeing poachers by charging the player when the poacher is attacked. It would also pave the way for Outlaw camps having guard dogs.
Long Term Concepts:
I'm kicking around the idea of Three new enemy types:
The Theif: An Outlaw who can scale walls and actively tries to enter areas that are artificially lit by the player.
The Ram Brigand: A brigand with a battering ram who can knock open doors so he and his buddies can say hello.
The Deserters: Soldiers who have abandoned their posts and have turned to pillaging. These would be the most dangerous Outlaws yet, they would have armor, possibly crossbows, and some would even wear plate armor.
There's a lot more I'm thinking about at various stages of the project, but these are a few I thought I would share.
As always, Suggestions, Feedback, and Bug Reports are greatly appreciated!
I have to say, the balance changes really have made it a lot more managable in the early game, especially when playing either as a Hunter or Blackguard. Beyond that, I actually wanted to hunt them down for the gear drops, as it made Merchants more useful overall, but that got me thinking...
Any planned interactions with the vanilla game's Merchants? Could be cool to come across a captured one and rescue them, or save a wagon that was under attack, and later have the Merchant react in some special way if possible! Maybe they could offer bounties in some way? I'm sure the guild of their's the game keeps referencing (in the merchant clothing), would be eager to reward those who are protecting their assets!
1.0.8 Hotfix is out with fixes for 1.0.7.
PSA: Harvesting Outlaws with a knife will cause a client crash on 1.0.7
Will hotfix ASAP.
Hey thanks for the shoutout in the Changelog!
I'll be able to start testing the changes once I get my new desktop rig up and running hopefully next week, but these changes already look good!
Thanks for the mod. Im using this great mod with the Village mod, a potent combination that brings the world to life.
Wanted to recommend the combo and suggest that they be considered for balance and integration.
Otherwise would love a stealth hunting system to exist for animals and mobs, in case any modder has that talent.
1.0.7 Is now out with Two New Mechanics: Symbols of Justice and Cause of Death Evidence for Outlaw Hunting.
See Change Log for full details. I tried to hit a few feedback items this update as well.
As always Feedback/Sugestions are always welcomed!
1.0.7 Should be comming out later today.
All good notes! I'll take some time to revisit the loot drops. I need to give it some careful thought, because I want to strike a balance between not breaking the balance in the early game, but also making it desireable to hunt Outlaws throughout the entire game meta. I may have future outlaw types spawn in mines and drop ore. I've been kicking around this idea that all outlaws drop bounty contracts that you can turn in at a sheriff npc to get rewards or gears. I'm starting to think that the mod might need a bit of it's own meta that runs parallel to the main game so that it's not too disruptive to progression, but still accomplishes the goals I have for the mod. That's all long-term though, so I'll figure out something that works in the short-term. Thanks again for the feedback!
Sounds like a good plan! I would like to also note, that the drops the Bandits have, in regards to Copper, can badly break the balance early game as well. I'd suggest making their weapons scrap metal only, while any archers only have flint arrows, just so players can't cheese the early copper hunt with their drops, while those copper nuggets get replaced maybe with only rare gem/rusty gear drops? (Especially when using metal recovery mods from broken tools/arrowheads.)
For sure! I'm gonna try to get the Outlaw starting area spawn exclusion in for the next version of the mod. I'm gonna hardcode the distance in the first version and then make it part of the config file when I get that up and running. I'd be curious how many blocks (In a radius) people would expect outlaws to spawn away from the starting area by default. Currently, I'm testing 250, but I don't know how far people other than myself tend to wander early game.
I'll also look at other methods of ramping up outlaw populations in future versions so they don't steam roll folks in the early game. Eventually, I want the mod to give people a good experience at all stages of the game meta. I'll look into worldwide spawning grace periods, and possibly a slightly more wonky method that looks at the average level of tools in all connected player's inventories and decides what tier of Outlaws should spawn based on the "age" the players are currently in.
Great to hear about those balance changes! And yeah, hopefully that all can be worked in eventually, as stumbling into a forest on a fresh character from spawn gives me Rust flashbacks with just how many Looters descend upon my location! XD
Just a quick update for those curious about the "shootanyprojectile.dll". I'm currently adding projectile break chance/gaurenteed destroy on impact logic that is controllable from json so that people can control the percentage of projectles that persist in the world after an enemy fires them. This logic will be used in the next version of Outlaw mod to control the number of arrows spawned by archer enemies. I want to make sure I knock these kinds of kinks out of the system before I hand it off for wider use.
Hey, good catch, and thanks for posting! I take it you updated from an eariler version of the mod? That's just the remapper on your server telling you that the old poacher enemy, which has now been split into two variants poacher-spear and poacher-archer, can't be found anymore and won't be loaded in the new version of the mod. This will have zero impact on your game. Your server will automatically remove the old poacher entities, and the new version of the mod will populate the new poacher variants, nothing to worry about. :) Stuff like this is always worth posting though and I'm always happy to run down issues people encounter. The more feedback and bug reports I recieve, the better I can make the mod.
This appeared in the console on my MP server
That's a great point! I'll look into early game balancing. The goal is to make it feel like you're wandering into the hinterlands of the settled world. Having outlaws dunk on people who are just starting out isn't great, so I'll look into min spawn distances, grace periods, etc. I'll also be tuning spawn densities and encouter frequencies, as the outlaws need to co-exist with other parts of the game. I'll also likely look into a companion mod that spawns guards, catchpoles, and foresters who spawn around well lit areas and keep the outlaws in check and are friendly to the player. The next few patches will likely be focused on fixes that crop up from playtesting/feedback.
To answer your question about animals, the outlaws aggro against agressive animals in the vanilla game. The animals don't currently aggro against them, but will defend themselves if attacked. I'm still trying to decide if it's worth patching the animal's json files to have them preemtively aggro on outlaws, as that may effect compatibility with other mods. However, there is already interaction between the two groups and finding dead animals / outlaws is a good indication that there are other enemies in the area.
Thanks again for the intrest. As always, any and all feedback is greatly appreciated.
Great to see a new release so soon! I'll be enabling this once I've fully entered the bronze age in my current world, as I do find some of the Bandits a bit oppresive for the Pottery Age. As another suggestion, perhaps there should be a grace period for when then they start spawning near the world spawn? Maybe a cool way to explain it is that they noticed signs of more intelligent activity in the area and decided to set up territory to try and score easy loot? Also, will animals that hunt Players be able to be coded to also do the same to these guys too? Just a nice consistency tweak I'd suppose.
The new ranged enemy types are in and existing outlaws have new animations and visual variety in 1.0.5.
1.0.6 is a Hotfix for bandit skeletons not despawning the way animal skeletons do after about 360 game hours.
Update 1.0.5 should be coming out later today. New Outlaw Type: The Yeoman Archer.
I will look into releasing the projectile dll as a seperate file in the near future.
yes do the shoot any projectile dll, I'll use it for my alpacas and my upcoming camels 😄
Good idea, I'll get some screenshots up with the next release. I will also look at those refrences for camps and outlaw types and start investigating the idea of camps. In the next version, I'll be adding poachers and yeoman archers with bows, skin variants for the existing outlaws so they don't look so uniform, and take a first pass at themed loot drops per outlaw type/ difficulty level. The bowmen will be using custom ai task functionality, so if anyone is generally intrested in a generic "shoot any projectile" behavior for ai that is configurable in the ai Json files, let me know and I'll look at making it a seperate .dll so people can use it for their own mods. Thanks again for all the input!
Some pictures in the description would be nice, but it sounds cool from the text
No Prob, I'm happy to see more content like this to help reduce that "last man on Earth" vibe that the game has currently, (minus the static merchants I guess?) so mods like this are really cool to see! As for those hideouts I mentioned earlier, if you want a source of inspiration for certain outlaw structures, while it is an odd source... I'd look at some of those old Lego sets, the Forestmen theme they had for their castle line, plenty of cool builds that could help the outlaws blend into forests more, and use old ruins as well.
Also, will there be cross-compatibility with mods like Lichen and Tameable wolves? Could be cool to seen Brigand groups use trained dogs to fight with them, and a lot of the tent content from Lichen could help in making temporary campsites too! And speaking of other mods, when it comes to those factions and caves, maybe some sort of "tech scavs" group could exist, looking to get as much loot from the Temporal Tinkerer mod's content that's added in? They could even used hacked Locusts to fight alongside with them too!
Thanks! I appreciate the sugestions. I'll definately look into that. When I have time, I plan to look at biome/cave specific outlaws. Such as a Hermit, who doesn't want you in his cave. I'm excited by the idea of expanding the content to include adding camps you can raid, but that would likely be down the road, as I have to learn more about the world generation logic. I really like your idea about temperary camps too, what I've experienced from playing the mod myself is that when bandits leave behind evidence of their presence (such as when a poacher kills a bunch of game in an area), you start to expect the combat encounter ahead of time, and that's more exciting than always getting ambushed. To that end, making it clear that an NPC was killed by bandits in the death description text is one of my short-list todo items.
In the short-term, I'm hoping to get themed loot drops up and running for the diffrent Outlaws, continue to polish/itterate the current combat behaviors, and add new types of Outlaws to establish a strong foundation I can build from. I'm also intending to read up on the VS code base and see what I would need to do to expand the "throw object" behavor into broader "shoot projectile" behavior. I really want to add yeoman archers you can have bow fights with into the mod. I may also add a "Shire-Reeve" or "Sheriff," this would be a trader who will sell you items in exchange for bounty items dropped by the Outlaws.
I'm super open to sugestions and any and all feedback on Outlaw combat behaviors and spawning are super appreciated. Thanks Agian!
This looks like a really promising mod! One feauture suggestion to add both a bit of immersion, content to discover, and possibly extra challenge too? Bandit campsites/towers! They could either be basic temporary campsites to stumble across, ruins coverted into makeshift hideouts, while maybe some could be more camoflauged into forests, or maybe even found in caves? All ideas to consider to help bring more life to worlds while adding more things for singleplayer people to enjoy!
Added a New Outlaw: The Poacher
Outlaw spawning and combat tuning should be incomming later today.
Will do, sorry about that.
Please remove the website link inside the modinfo.json, since it's not an official CoB mod. Thank you. Grifthegnome