• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

NPCMod and Addons

Updated stable version, bugfix: added hate relationship for zombieanimals to most factions.

 
I'm having issues specifically with SCore. I've tried a set of mods and some modpacks with SCore as a requirement and I always get the "Unexpected Data received. Server is either running an incompatible version or requires the client to install mods" message. However, if I remove SCore from both the client and dedicated server "mods" folders, the game launched without the above message just fine. I've tried the stable version and the experimental, both having the same issue. I am running 7 Days to die version Alpha 20.3 (b3).

I've tried the War of the Walkers modpack, the Fallout modpack, (both require SCore) as well as a few mods with the Skyrim Lockpicking mod (which also requires SCore to work). Both times, I got the above message when trying to join the server. If I remove SCore, and the mods also needing it, from the client and server files, the game no longer gives me this message and works as expected; allowing me to connect.

I don't know if I have missed something or installed it incorrectly, but best I could see is I should simply place the SCore uncompressed folder into the "mods" folder inside both the client and server files, like how most other mods require. I'm kind of stumped and feel like I must be doing something wrong here. Thanks in advance for any help!

 
Last edited by a moderator:
I'm having issues specifically with SCore. I've tried a set of mods and some modpacks with SCore as a requirement and I always get the "Unexpected Data received. Server is either running an incompatible version or requires the client to install mods" message. However, if I remove SCore from both the client and dedicated server "mods" folders, the game launched without the above message just fine. I've tried the stable version and the experimental, both having the same issue. I am running 7 Days to die version Alpha 20.3 (b3).

I've tried the War of the Walkers modpack, the Fallout modpack, (both require SCore) as well as a few mods with the Skyrim Lockpicking mod (which also requires SCore to work). Both times, I got the above message when trying to join the server. If I remove SCore, and the mods also needing it, from the client and server files, the game no longer gives me this message and works as expected; allowing me to connect.

I don't know if I have missed something or installed it incorrectly, but best I could see is I should simply place the SCore uncompressed folder into the "mods" folder inside both the client and server files, like how most other mods require. I'm kind of stumped and feel like I must be doing something wrong here. Thanks in advance for any help!


Both client and server must have the same SCore mod and NPCCore mod loaded into the Mods folder.  Only load the SCore folder, not its master folder.  

Stable updated to .12   Fixed the AI packages for animals and mechs, fixed fox neck issue, and minor xml cleanup.  Should be save safe.

 
Last edited by a moderator:
Both client and server must have the same SCore mod and NPCCore mod loaded into the Mods folder.  Only load the SCore folder, not its master folder.  
Does SCore need NPCCore to work? Would SCore work on its own without NPCCore (for the sake of trying to figure it out). I literally copy-pasted the SCore folder from the server mods folder to the client mods folder so I know both are using the same version. In the mods folder, I see the SCore folder, then nestled directly inside that is "config" folder, "documentation" folder, etc. I don't think I'm including the master folder in this (unless the SCore is the master folder and I shouldn't include that and have it nestled in anything). Here's a screenshot of my file explorer looking into the 7 Days to Die client mods folder, just to make sure I'm doing this right. It looks just the same in the 7 Days to Die Dedicated server. Thanks for the help so far!
 
64004a965fdc0114517cc10a07295268.png


 
Does SCore need NPCCore to work? Would SCore work on its own without NPCCore (for the sake of trying to figure it out). I literally copy-pasted the SCore folder from the server mods folder to the client mods folder so I know both are using the same version. In the mods folder, I see the SCore folder, then nestled directly inside that is "config" folder, "documentation" folder, etc. I don't think I'm including the master folder in this (unless the SCore is the master folder and I shouldn't include that and have it nestled in anything). Here's a screenshot of my file explorer looking into the 7 Days to Die client mods folder, just to make sure I'm doing this right. It looks just the same in the 7 Days to Die Dedicated server. Thanks for the help so far!
 
Make sure EAC is off for both the client and server.

 
Make sure EAC is off for both the client and server.
Okay, yeah. I'm an idiot. I turned EAC off for the server, but forgot to for the client. That's what I get for trying to set this up during a migraine. XD I can connect now at least. Now to make sure everything actually runs properly. Thanks for the assist!

 
Did something change that would affect 2-RaiderGurlzPack_Friendly?

Now when I hire one of them I no longer have the companion indicator, and they don't follow the same, but they will stay where i am standing

 
Namahagenader said:
Is there any way to revert the behavior of NPCs that follow when moving in a vehicle back to previous specifications?

In the stable version 20.3.01.10, when traveling in an aircraft such as a gyrocopter, the invisible NPCs frequently collide with the aircraft, making it difficult to control the aircraft as desired when multiple NPCs are following.
Also, when moving long distances, the NPCs collide with the aircraft, causing the aircraft's durability value to decrease considerably.
Is there any way to change the XML file settings, etc., so that only the behavior of NPCs following the vehicle is restored to the previous specifications (stable 20.2.02.07)?


The teleporting is a function of the SCore.  Do you have the latest version?  Nothing in the NPCCore would effect this.  If this is occurring in the latest SCore I will let the team know to test.

 
Hey, first off I wanted to say that this is an excellent mod. And as a new 7D2D player, this added another layer of enjoyment that I didn't know was needed. However I would like to figure out how to make the Harley npc able to be hired. I changed her faction in the "entityclasses" xml to whiteriver. Now she's chill when I spawn her in, I just can't interact and hire her. I know I'm missing a step, just gotta know what to change. Keep up the work and thanks in advance!

 
any chance you bring back some more friendly animals besides the fox?

(Wolfhound, german shephard etc..)


I almost have a pack done, but its Spring here and I'm not at PC often while the weather is so nice.  Soon.

Hey, first off I wanted to say that this is an excellent mod. And as a new 7D2D player, this added another layer of enjoyment that I didn't know was needed. However I would like to figure out how to make the Harley npc able to be hired. I changed her faction in the "entityclasses" xml to whiteriver. Now she's chill when I spawn her in, I just can't interact and hire her. I know I'm missing a step, just gotta know what to change. Keep up the work and thanks in advance!


Look at the Nurse's xml.   Basically Harley would need to extend off of an advanced template, not the basic template.  Advanced templates allow hiring.  Might also want to remove the bandit tag from her tags too.  

 
Last edited by a moderator:
I almost have a pack done, but its Spring here and I'm not at PC often while the weather is so nice.  Soon.

Look at the Nurse's xml.   Basically Harley would need to extend off of an advanced template, not the basic template.  Advanced templates allow hiring.  Might also want to remove the bandit tag from her tags too.  
Awesome, That did the trick. Appreciate the help my dude👍🏼

 
Namahagenader said:
Nothing has changed in RaiderGurlzPack_Friendly.
This seems to be mainly due to stricter property value checks in the latest version of the NPC Mod and a change of the AI package name.
Please wait until the creator of RaiderGurlzPack_Friendly updates it.
 
May I ask for some clarification please on what exactly has changed that broke the RaiderGurlzPack_Friendly?

If it's just an xml edit to the RaiderGurlzPack_Friendly files, please give details on what it will take to fix I will do it myself...

As an aside, in the future can we NOT break existing working packs with updates? Or alternatively release an update to the packsa when core updates require it?

Or at least let us know that such and such will not work until updated?

I was banging my head against the wall thinking I had broken something...

 
Likely the mod author will edit his expansion pack soon.  However, his mod should have those girls extend from the advanced templates (designed to be hireable) rather than the basic, high performance templates used for bandits.   His mode need the new AIPackages added rather than the old packages listed, and he needs to add the hireable property thats part of the advanced template if he doesnt want to extend from the advanced templates.

 
You can use one of the hireable females from the survivorz pack as a template to change the raider gurlz over to being friendly.

Npc airforce or tattoogurl, just dont add their voice lines if you dont want em.

 
Last edited by a moderator:
Quick question, me and my son use this to play together and they are only spawning in with hordes it seems like. Were not really seeing hardly any NPCs we can hire, actually haven't seen any and on day 25 so far. I know its installed correctly because the spider expansion and some of the other ones are working correctly. Any help would be great.

 
Quick question, me and my son use this to play together and they are only spawning in with hordes it seems like. Were not really seeing hardly any NPCs we can hire, actually haven't seen any and on day 25 so far. I know its installed correctly because the spider expansion and some of the other ones are working correctly. Any help would be great.


Balance of the number of NPCs that spawn is difficult as it varies depending on which expansion packs and how many expansion packs you load.  I use the civialians pack and I see a lot of those.  Soldiers and bandits also spawn a lot.  You can edit the spawn rates directly in each mods entitygroups.xml.  

 
Back
Top