NPCs visit me now in my bungalow to get their fix. Is that from this mod or vanilla? It seems kinda broken although I changed the settings so it appears way rarer (in theory) :D
This is most likely from the mod. If you want to tweak them to not visit you I think the following configuration should achieve it: { "maxFeensStack": 3, "feeningTreshold": 60, "feensClearThreshold": 1440, "feeningRadius": 15, "randomEffects": true, "increaseEconomy": true, "economyMultiplier": 10, "ignoreExistingDeals": true }
You have to Decrease the Feening Radius from 30 -> 15 or lower This way the nearby NPCs (that live inside your neighboring buildings), they wont be feening because their distance to you is too high.
Of course this wont always work, because the NPC might walk by the street and therefore be in a valid distance and then they will just feen at your door :D
But yeah the point of the mod is "to be broken" in a way that your gameplay does NOT rely on customers asking for product over the phone -> Encourages more Street Deals and "feeny" behavior
Bro i think it's a bug from your mod bc i recently updated it and Peter File asked me for x15 from a weed that sells from x1, x2 or x3 to the high spenders. Btw it doesn't affect me but i wanted you to know bc exploiting it can give you a big advantage, imagine it was with a high value meth or a high value coke it can be like $45k and $90k in one delivery respectively haha
I made some changes to how the feens behave and one of the changes is that each customer gets also a random effect on them whenever they start feening.
These effects can: Increase weekly spending Increase Aggression Ragdoll Attack player
I haven't properly tweaked the variables yet so the customer behaviour might be a bit extreme for this v1.2 patch.
if you would like to have the previous spending habits, then you should modify the config.json like this:
I've been playing these days with the odds as you set them and it's not as "op" as I thought it would be, only in a new game because with an order of "10x OGKUSH" you already won around $1200 in a single delivery on the first or second day, maybe you could make the probability increase later in the game as a kind of progression bc in late game they only spend around 5k max
Yes its possible to gather more than the "maxFeensStack" amount
The maxFeensStack amount only sets how many can be selected in one go to ask product. If you dont sell those customers anything and the function runs again u get 3 more and so on. They can stack up like that!
random effect has random chance to do ONE of these for the feen when they run to u
Customer falls down right infroont of you Customer punches you Set the Customer skin Sick color Set the Aggression to 50% Set the Aggression to 100% SEt the call Police chance to 50% Set the call police chance to 100% Set the customer angry face and play very hurt voiceline
Increase Economy: Random chance to INCREASE one of these when they start feening (stacks up)
Increase Maximum orders per week by 1 - caps at 24 (or more if customer has bigger stat) Increase minimum orders per week by 1 - caps at 12 (or more if customer has bigger stat) Increase Maximum weekly spending by 1% - caps at 30k (or more if customer has bigger stat) Increase Minimum weekly spending by 1% - caps at 10k (or more if customer has bigger stat)
like the comment from the guy below, It also happened to me while in singleplayer, which makes the mod not work ingame at all
[20:00:40.796] [FeeningNPCs-IL2Cpp] Unhandled exception in coroutine. It will not continue executing. System.NullReferenceException: Object reference not set to an instance of an object. at FeeningNPCs.FeeningNPCs.ChangeBehv()+MoveNext() at MelonLoader.Support.MonoEnumeratorWrapper.MoveNext() in D:\a\MelonLoader\MelonLoader\Dependencies\SupportModules\Il2Cpp\MonoEnumeratorWrapper.cs:line 51
I'll test the IL2CPP version thoroughly today and build the dll file against the latest assemblies for beta version...
Considering it happened to you too I suggest trying the following configuration until a permanent fix is released: { "maxFeensStack": 3, "feeningTreshold": 60, "feensClearThreshold": 1440, "feeningRadius": 30, "randomEffects": false }
This should keep the error from occuring and still have the customers feen. The random effects is just extra features and might be source of the bug.
The latest 1.2.2 version should address the recent issues in the comments and additionally I made sure to remove anything problematic. Here is the new default configuration config.json file contents. If the errors still appear, try turning the randomEffects off and report any findings
This error appears when using the mod in multiplayer. (I'm not the host; the error shows up for me, but nothing appears in the host's console. Should I just ignore it?)
[02:41:10.610] [FeeningNPCs-IL2Cpp] Unhandled exception in coroutine. It will not continue executing. System.NullReferenceException: Object reference not set to an instance of an object. at FeeningNPCs.FeeningNPCs.ChangeBehv()+MoveNext() at MelonLoader.Support.MonoEnumeratorWrapper.MoveNext() in D:\a\MelonLoader\MelonLoader\Dependencies\SupportModules\Il2Cpp\MonoEnumeratorWrapper.cs:line 51
Hard to say because of il2cpp error outputs dont tell the whole story...
Since you were in a client setting it leads me to believe that the code should not use the networking objects and functions when running as a client since sending that data upstream to host might be problematic and host should maybe handle all the functionality of the mod.
I'm still unsure because I haven't thoroughly tested the mod in multiplayer.
I'll apply some defensive programming to the mod for next update so it can handle the errors with care and perhaps change functionality based on client - host states
Test out if this resolves the issue: { "maxFeensStack": 3, "feeningTreshold": 60, "feensClearThreshold": 1440, "feeningRadius": 30, "randomEffects": false }
This should keep the error from occuring and still have the customers feen. I will update u on next patch
The latest 1.2.2 version should address the recent issues in the comments and additionally I made sure to remove anything problematic. Here is the new default configuration config.json file contents. If the errors still appear, try turning the randomEffects off and report any findings
Go to Main Menu -> Open the config.json file and change a variable! Then after you have changed it press CTRL + S to Save the file <-- Important!
Then you can load your world and the changes should be applied. Of course if I made a mistake while coding then there might be an Error or a Bug preventing the config from loading after the world has been loaded...
I had coded a save function to the config logic beforehand to allow future compatibility through an UI which I planned on doing but didnt do it yet so currently there is a redundant save function.
The load function loads the config.json file after your in game world loading is complete...
Heya bud! I've been bouncing around the Nexus and other places asking if anyone has the knowledge to enable the loading docks as a route at the barn and warehouse via a mod. Is that something you could do? It would be a big hitter on the Nexus for sure. A lot of players are looking for a mod that covers it.
Thanks for the comment! Loading docks as a route at the barn and warehouse could you specify? Like a teleport to the warehouse - barn axis so you dont have to walk? Or Do you mean that the Orders in Loading Docks of both locations Barn and Warehouse are interconnected somehow with the Deliveries?
77 comments
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 15,
"randomEffects": true,
"increaseEconomy": true,
"economyMultiplier": 10,
"ignoreExistingDeals": true
}
You have to Decrease the Feening Radius from 30 -> 15 or lower
This way the nearby NPCs (that live inside your neighboring buildings), they wont be feening because their distance to you is too high.
Of course this wont always work, because the NPC might walk by the street and therefore be in a valid distance and then they will just feen at your door :D
But yeah the point of the mod is "to be broken" in a way that your gameplay does NOT rely on customers asking for product over the phone -> Encourages more Street Deals and "feeny" behavior
These effects can:
Increase weekly spending
Increase Aggression
Ragdoll
Attack player
I haven't properly tweaked the variables yet so the customer behaviour might be a bit extreme for this v1.2 patch.
if you would like to have the previous spending habits, then you should modify the config.json like this:
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 30,
"randomEffects": false
}
The config file is at the Mods/FeeningNPCs/config.json
Set the randomEffects to false and the bug will be gone!
The maxFeensStack amount only sets how many can be selected in one go to ask product. If you dont sell those customers anything and the function runs again u get 3 more and so on. They can stack up like that!
Customer falls down right infroont of you
Customer punches you
Set the Customer skin Sick color
Set the Aggression to 50%
Set the Aggression to 100%
SEt the call Police chance to 50%
Set the call police chance to 100%
Set the customer angry face and play very hurt voiceline
Increase Economy:
Random chance to INCREASE one of these when they start feening (stacks up)
Increase Maximum orders per week by 1 - caps at 24 (or more if customer has bigger stat)
Increase minimum orders per week by 1 - caps at 12 (or more if customer has bigger stat)
Increase Maximum weekly spending by 1% - caps at 30k (or more if customer has bigger stat)
Increase Minimum weekly spending by 1% - caps at 10k (or more if customer has bigger stat)
lmfaooo
[20:00:40.796] [FeeningNPCs-IL2Cpp] Unhandled exception in coroutine. It will not continue executing.
System.NullReferenceException: Object reference not set to an instance of an object.
at FeeningNPCs.FeeningNPCs.ChangeBehv()+MoveNext()
at MelonLoader.Support.MonoEnumeratorWrapper.MoveNext() in D:\a\MelonLoader\MelonLoader\Dependencies\SupportModules\Il2Cpp\MonoEnumeratorWrapper.cs:line 51
Considering it happened to you too I suggest trying the following configuration until a permanent fix is released:
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 30,
"randomEffects": false
}
This should keep the error from occuring and still have the customers feen.
The random effects is just extra features and might be source of the bug.
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 30,
"randomEffects": true,
"increaseEconomy": true
}
[02:41:10.610] [FeeningNPCs-IL2Cpp] Unhandled exception in coroutine. It will not continue executing.
System.NullReferenceException: Object reference not set to an instance of an object.
at FeeningNPCs.FeeningNPCs.ChangeBehv()+MoveNext()
at MelonLoader.Support.MonoEnumeratorWrapper.MoveNext() in D:\a\MelonLoader\MelonLoader\Dependencies\SupportModules\Il2Cpp\MonoEnumeratorWrapper.cs:line 51
Since you were in a client setting it leads me to believe that the code should not use the networking objects and functions when running as a client since sending that data upstream to host might be problematic and host should maybe handle all the functionality of the mod.
I'm still unsure because I haven't thoroughly tested the mod in multiplayer.
I'll apply some defensive programming to the mod for next update so it can handle the errors with care and perhaps change functionality based on client - host states
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 30,
"randomEffects": false
}
This should keep the error from occuring and still have the customers feen. I will update u on next patch
{
"maxFeensStack": 3,
"feeningTreshold": 60,
"feensClearThreshold": 1440,
"feeningRadius": 30,
"randomEffects": true,
"increaseEconomy": true
}
Go to Main Menu -> Open the config.json file and change a variable!
Then after you have changed it press CTRL + S to Save the file <-- Important!
Then you can load your world and the changes should be applied. Of course if I made a mistake while coding then there might be an Error or a Bug preventing the config from loading after the world has been loaded...
The load function loads the config.json file after your in game world loading is complete...
C:\Program Files (x86)\Steam\steamapps\common\Schedule I\Mods\FeeningNPCs\config.json