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NPCMod and Addons

I think the suggestion is to not include the template characters in spawning groups by default.  I do like the framework comment, as that's part of its development first principles, but this mod also serves as a Dev. standard.   The characters are known quantities, built to as close as TFP standards.   But they dont have to spawn by default, so I can make that change for the next stable release.

 
I haven't noticed this before, but that doesn't necessarily mean it's new, I just may not have run into Jayne(FriendlyRaider) / Pickpocket Samantha before...

She is forever stuck in a t-pose, although she seems to behave as expected otherwise. Other NPC's do not exhibit this behavior (so far).

Any idea for a fix?

t-pose.jpg

 
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I haven't noticed this before, but that doesn't necessarily mean it's new, I just may not have run into Jayne(FriendlyRaider) / Pickpocket Samantha before...

She is forever stuck in a t-pose, although she seems to behave as expected otherwise. Other NPC's do not exhibit this behavior (so far).

Any idea for a fix?


Likely needs to be fixed in Unity by the author, thanks for finding the bug.

Push a new experimental version, fixed Full Control not working as expected in some situations, general xml cleanup, added an optional entitygroups.xml file in the options folder to remove the core entities from spawning.

 
My group of friends and I were having issues with network play.  I put together a mod pack for us to use which runs fine for all of us in single player.  But when trying to connect to another person's game, it hangs on "Creating Player".

I tracked down the issue to this mod.  Specifically, an issue in 0-XNPCCore.  In entityclasses.xml, if I comment out line 125:

<property name="Buffs" value="buffNPCModSlowStatusCheck"/>


the issue goes away.

This is on 7DtD version 20.3, and 0-XNPCCore version 20.2.02.05

 
My group of friends and I were having issues with network play.  I put together a mod pack for us to use which runs fine for all of us in single player.  But when trying to connect to another person's game, it hangs on "Creating Player".

I tracked down the issue to this mod.  Specifically, an issue in 0-XNPCCore.  In entityclasses.xml, if I comment out line 125:

<property name="Buffs" value="buffNPCModSlowStatusCheck"/>


the issue goes away.

This is on 7DtD version 20.3, and 0-XNPCCore version 20.2.02.05
Looks like it's already fixed in the latest EXP.

 
Lastest EXP has a number of important bug fixes, and seems a good candidate for the next stable.

 
Hi there - is it possible to turn off various aspects of this mod please?

for example:  we don't want to 'hire' any NPCs (we just want bandits etc) and can we define what type of weapons they use (we want to remove any automatic weapons).

thanks in advance,

MistyBus

 
Sure.  Modify the EntityGroups.xml files to stop the spawning of whatever you don't want.   Just remove the characters you don't want in the game.

 
Is this mod compatible with the Darkness Falls mod? I see that DF contains the dependencies for the NPC mod already, and I know that mod has random survivors running around. But I’d like to add the hireable NPC’s and some bandits for flavour.

 
Is this mod compatible with the Darkness Falls mod? I see that DF contains the dependencies for the NPC mod already, and I know that mod has random survivors running around. But I’d like to add the hireable NPC’s and some bandits for flavour.
Likely is is not compatible without editing.

 
Is this mod compatible with the Darkness Falls mod? I see that DF contains the dependencies for the NPC mod already, and I know that mod has random survivors running around. But I’d like to add the hireable NPC’s and some bandits for flavour.
sounds like an interesting experiment, I will attempt it and report the results here

 
Namahagenader said:
Thanks for creating a very entertaining mod.
It would be great if the following features could be added
-Give equipment to NPCs to change equipment.
-Make it possible to specify the position when giving NPCs standby commands.
-Call all current members of the group to stand by or to gather at your position.

By the way, I can't give you a detailed report because I'm not sure how reproducible this is, but the two MODE icons on the left side of the screen are no longer visible and it is impossible to control NPCs with the buttons on the toolbar.(NPC mods are using the Stable Version: 20.2.02.07) At that time, even if an NPC or player is attacked, the NPC were unresponsive.  However, if I fired one of the NPCs and hired them back immediately, the MODE icon would appear again and I could control the NPC.


There is a stay command (stay there) and a guard command ( stay here )   Not sure what else would be needed.

Weapon swaping is something we might consider in the future, but it is difficult to make that stable based on earlier attempts.

The control buttons go into toolbelt slots, so perhaps you are using a toolbelt mod that is causing issues.

 
Is this mod compatible with the Darkness Falls mod? I see that DF contains the dependencies for the NPC mod already, and I know that mod has random survivors running around. But I’d like to add the hireable NPC’s and some bandits for flavour.


It was interesting, but mostly a failure unfortunately. Just too many things didn't want to play nice with each other and I gave up...

 
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New version of EXP uploaded (.07), many optimizations, rebaselined on EntityNPC, likely not savegame safe but YMMV.   ThreatControl was removed, as it offered very little and contributed to the inefficency.

 
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EXP .08 pushed, reverted EntityNPC back to EntityAliveSDX and added properties to set hiring and quest given off by default. 

 
updated most expansion packs from DarkStar and myself to add additional game stages groups used in pois.

 
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