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NPCMod and Addons

OMG I remember using this mod in A19, it was one of the best mod to enrich the gameplay! I'm so exited it is still worked on for A20! I have a question though already (duh). Where can I disable hiring NPC? I don't want to comment out too much from xmls, where should I look? I play with group of friends only so we agree we don't need friendly hired NPC, but also want to use all packs. Thanks in advance. Keep up the good work!

 
Hello community,

I'd like to share my first small add-on for this awesome mod. I apologize for delay, the mod and its download link were ready 2 days ago, but if and when it gets published on the main page here is not in my control, so while we wait for it to be added there, here's the basic info and download link.

2-RaiderGurlzPack_Friendly

This is an add-on for awesome RaiderGurlzPack from DarkStarDragon. This mod adds friendly versions of Raider Gurlz that are normally hostile, so that when you meet one of the friendly ones, you can hire them to work for you or to be your followers. Please note that for this mod to work, you absolutely NEED to have the base 1-RaiderGurlzPack from DarkStarDragon installed, because my mod relies on its resources, thanks for understanding!

Download here.

 
Can npcs level up or are they just static? 


There is some basic feature for that which seems to be a work in progress feature which may or may not improve in the future. In the meantime, I'm working on a mod that would further enhance your NPCs and really let them stand out from the others in different ways depending on their type, skills, etc. It just takes time and lot of testing and balancing, so stay tuned is all I can tell you at the moment. :D

 
JustBeDeadPLS said:
well I have a problem downloading these, maybe I missunderstand something but, I have downloaded the 2 cores to the mods folder but when I try to join the console pops  up and I got this. https://www.udrop.com/6fN0/konstig_saaaaaak.png


The error says the SCore is not loaded.

Can npcs level up or are they just static? 


They spawn with some random perks, but in this first release, beyond those perks, only damage increases as they get kills.  We want NPCs to otherwise level up, and be trained up using books placed in their backpacks, but this release is just about validating all the new features and AI we added for A20

DDzu said:
OMG I remember using this mod in A19, it was one of the best mod to enrich the gameplay! I'm so exited it is still worked on for A20! I have a question though already (duh). Where can I disable hiring NPC? I don't want to comment out too much from xmls, where should I look? I play with group of friends only so we agree we don't need friendly hired NPC, but also want to use all packs. Thanks in advance. Keep up the good work!


You can edit the xml to make the hiring cost very high so it cant be done.  That's the easiest solution

            <property name="HireCurrency" value="casinoCoin" />
            <property name="HireCost" value="1000" />

That is found in entitieclasses.xml, under the first NPCMelee template, top of file

Currency can be any item.   

 
Last edited by a moderator:
The error says the SCore is not loaded.

They spawn with some random perks, but in this first release, beyond those perks, only damage increases as they get kills.  We want NPCs to otherwise level up, and be trained up using books placed in their backpacks, but this release is just about validating all the new features and AI we added for A20

You can edit the xml to make the hiring cost very high so it cant be done.  That's the easiest solution

            <property name="HireCurrency" value="casinoCoin" />
            <property name="HireCost" value="1000" />

That is found in entitieclasses.xml, under the first NPCMelee template, top of file

Currency can be any item.   


Oh, well that works. 

 
This is awesome!

Are there any plans to limit NPC movement to say, within a land claim, and give them eating/drinking/sitting interactions when they wander around?

Even though it doesn't offer great gameplay I'd love to make sort of a 'lively settlement'

 
seems i may have found a bug, i am unsure though. but my new game just crashed. 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAliveSDX.SetDead () [0x00028] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:923 
  at EntityAlive.ClientKill (DamageResponse _dmResponse) [0x00012] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at EntityAlive.Kill (DamageResponse _dmResponse) [0x00049] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00762] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::ProcessDamageResponseLocal>(EntityTrader,DamageResponse)
  at EntityAliveSDX.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x0005a] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:1025 
  at EntityAlive.damageEntityLocal (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single impulseScale) [0x00566] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at (wrapper dynamic-method) EntityAlive.DMD<EntityAlive::DamageEntity>(EntityAlive,DamageSource,int,bool,single)
  at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::DamageEntity>(EntityTrader,DamageSource,int,bool,single)
  at EntityAliveSDX.DamageEntity (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single _impulseScale) [0x00074] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:887 
  at EntityAlive.OnUpdateEntity () [0x0009a] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntitiesFlush () [0x0000c] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.UpdateTick () [0x00033] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.gmUpdate () [0x002ee] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.Update () [0x00000] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 

I get this error and the server crashes. let me know if you want the log file.

 
ate0ate said:
Perfectly reasonable. Thank you for explaining, Xyth.

Thanks for the pics. Very nice work. That mech is crazy! Definitely puts the drone to shame lol.
Hi my friend, do you mind sharing with me how you successfully integrate this mod into your game?

We been trying but faced with countless of errors as shown in our PC console command screen...

(I think this is like kind of an advanced mod that requires advanced setup) Do you mind guiding me starting from download?

xyth said:
Added 2 new expansion packs from DarkStarDragon:  Vault dwellers (The Wasteland mod has Vault POIs, so expect these to live there eventually)  , and a Robots pack.  
Hi Xyth, do you guys provide any step by step guide on how to integrate your NPC mod successfully?

We been trying hard to follow the steps provided but it seems quite vague to us (perhaps we arent advance enough to understand it).

We been installing other mods with no issues faced except NPCmod, seems a little more advanced than the rest...

Will be super grateful if there is any further tech guidance we can get from you? So looking forward to add your mod please

 
xyth said:
This wasn't clear in the install instructions? 

"Option 1:  Download using the links below then just drop the 2 Core modlets into your MODS folder.  Then load as many expansion packs as desired.  If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder.  So copies in both the client side Mods folder and also on the server Mods folder."

So you need to load 3 mods, SCore, NPCCore and then the soldiers.   Load all 3 on BOTH the server and every client.
Hi Guru, sorry if my qus is silly, do we need to install "Visual Studio 2019 Community" in order to play your mod?

And also when you refer 2 core modlets, are you referring to
1) "0-SCore" and "0-XNPCCore"
OR
2) "SphereII.Mods-master" and "0-XNPCCore"?

So we just simply copy and paste these 2 folders into our mod folder and that's it? 

 
Hi Guru, sorry if my qus is silly, do we need to install "Visual Studio 2019 Community" in order to play your mod?

And also when you refer 2 core modlets, are you referring to
1) "0-SCore" and "0-XNPCCore"
OR
2) "SphereII.Mods-master" and "0-XNPCCore"?

So we just simply copy and paste these 2 folders into our mod folder and that's it? 
I have inserted "2) "SphereII.Mods-master" and "0-XNPCCore" into our main mod folder and the game loads forever as shown as the screenshot below:

loadsforever.png


 
I updated the link to the SCore. 

You only place the SCore mod, not his entire repository, into the Mods folder.

npc fell off the world and the trader disappeared perhaps fell off the world too.....😔


The mod does not add traders, so maybe you are spawning vanilla traders

seems i may have found a bug, i am unsure though. but my new game just crashed. 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAliveSDX.SetDead () [0x00028] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:923 
  at EntityAlive.ClientKill (DamageResponse _dmResponse) [0x00012] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at EntityAlive.Kill (DamageResponse _dmResponse) [0x00049] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00762] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::ProcessDamageResponseLocal>(EntityTrader,DamageResponse)
  at EntityAliveSDX.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x0005a] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:1025 
  at EntityAlive.damageEntityLocal (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single impulseScale) [0x00566] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at (wrapper dynamic-method) EntityAlive.DMD<EntityAlive::DamageEntity>(EntityAlive,DamageSource,int,bool,single)
  at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::DamageEntity>(EntityTrader,DamageSource,int,bool,single)
  at EntityAliveSDX.DamageEntity (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single _impulseScale) [0x00074] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:887 
  at EntityAlive.OnUpdateEntity () [0x0009a] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at World.TickEntitiesFlush () [0x0000c] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.UpdateTick () [0x00033] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.gmUpdate () [0x002ee] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
  at GameManager.Update () [0x00000] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 

I get this error and the server crashes. let me know if you want the log file.


Update your SCore, should be fixed.

 
This simple Bond connection has been getting me through the first postings to ensure I remember the dependencies.

007.png

What has been seen cannot be unseen. Well, it gets me through, anyways.

 
Bug: Robotic Sledge Targeting Priority

Game Version: A20 - b238

Platform: PC

Video Settings: High/Custom

Game mode: SP

New Game: Yes

Validated Files: Yes

Tested without other Mods: Yes

EAC: Off
 

Bug Description:  After attacking, Robotic Sledges don't quickly disengage combat to re-target nearby entities. -- Furthermore, they visually "track the engaged enemy" well beyond their reach, seemingly fixated on them.
 

Steps to reproduce:  Create an obstacle course where Robotic Sledges can force zombies off the path, forcing them to run their way back. (Basically an AFK Base of any sort)

Actual result:  The first zombie (maybe even the second) will be launched off, afterwards the Sledge will remain engaged with the target until it dies, ignoring new threats.

Expected result:  Sledge should quickly reset position and discard what's beyond it's reach, dispassionately hitting anything that comes close to them.


Bonus 'fun' Bug: Using NPCMod on an existing save (you shouldn't, start a new game!) Sledges will consider pre-existing Robotic Drones as hostile and hit them until you grab them and place them down again.

 
Just a reminder to all, there are way too many bugs on dedicated server right now, so avoid loading on dedi until further notice.

 
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