• 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 the XNPCCore to 20.6.  Removed compatibility patch.  Fixed bandits snow biome bonus, which was adding damage rather than reducing damage.  Thanks again to Arramus for the compatibility xml, and to bdubyah for finding the snow biome bug.   Way to go community partners!

 
SoldierPack

THE SOLDIER PACK THE MILITARY TROOPS USE ROCKET LAUNCHERS WITH HE AMMUNITION AND NOT THE NORMAL CONVENTIONAL ONE, THEREFORE AN EXPLOSION IS GENERATED AND LEAVES A HOLE IN THE FLOOR OF THE ENTIRE PARAMO COMPLETELY DESTROYING BUILDINGS AND THE ROADS WE NEED AS TRANSIT I DON'T THINK IT'S THE MORE SUBTLE WAY FOR THE TROOPS AND MERCENARIES OF THEIR PACKAGE TO BREAK OUR BASE WITH CANNONS OH WHEN WE USE THE MOTORCYCLE THE ROAD IS DESTROYED FULL OF HOLES BECAUSE SOMETIMES NPCS ARE GENERATED WITH MISSILE LAUNCHERS AND THEY FIGHT AGAINST MUTANT ZOMBIES OR NPCS LOOTERS LEAVING THE PLACE IN RUINS IN 5 MINUTES IN A FIELDS BATTLE DESTROYING ALL THE RESOURCES AND RAW MATERIALS AND CONTAINERS IN THE AREA

EL PAQUETE DE SOLDADO LAS TROPAS MILITARES USAN LANZACOHETES CON MUNICION HE.. HIG EXPLOSIVE.. Y NO LA CONVENCIONAL NORMAL POR TANTO SE GENERA UNA EXPLOSION Y DEJA UN BOQUETE EN EL SUELO DE TODO EL PARAMO DESTROZANDO POR COMPLETO EDIFICIOS Y LA CARRETERAS QUE NECESITAMOS COMO TRANSITO NO CREO QUE SEA LA FORMA MAS SUTIL DE QUE LAS TROPAS Y MERCENARIOS DE SU PAQUETE ROMPAN NUESTRA BASE A CAÑONAZOS OH CUANDO USAMOS LA MOTO LA CARRETERA ESTE DESTRUIDA LLENO DE AGUJEROS PUES AVECES SE GENERA NPCS CON LANZAMISILES Y LUCHAN CONTRA LOS ZOMBIES MUTANTES O SAQUEADORES NPCS DEJANDO EL LUGAR EN RUINAS EN 5 MINUTOS EN UNA BATALLA CAMPAL DESTRUYENDO TODO LOS RECURSOS Y MATERIAS PRIMAS Y CONTENEDORES DE LA ZONA 
 

 
Maybe someone can help me.
I find that the volume of the NPCs' weapons is way too loud and very annoying.
I turn the overall volume down so far that I have almost no more ambient noise.

Does anyone know in which config I can adjust the Sound ?

I was thinking maybe it could be here

\10-AOO_Weapons_Tools\Config\sounds.xml

There are the following entries

<SoundDataNode name="silencea">
<AudioSource name="Sounds/AudioSource_WeaponFire"/>
<NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="2" range="2" volume="5" time="3" heat_map_strength="0.005" heat_map_time="5"/>
<AudioClip ClipName="#@modfolder:Resources/Audio.unity3d?silencea"/>
<LocalCrouchVolumeScale value="0.75"/>
<CrouchNoiseScale value="0.5"/>
<NoiseScale value="0.2"/>
<MaxVoices value="10"/>
<MaxRepeatRate value="0.001"/>
</SoundDataNode>

Which value do I have to adjust, if I'm even correct here.
I would test it, but loading my saved game takes about 10 minutes each time.

I'm happy about help :)

Thanks Sixx

 
Last edited by a moderator:
There are no xml settings I'm aware of that will alter the decibels levels of an audio asset inside the unity bundle. That has to be done by the asset maker.

Given your post it's possible the sounds are Pipermacs or one of the NPCmod team's.

 
If they are using vanilla weapons then it's just the vanilla sounds. Not sure that sound you posted has anything to do with anything unless it is referenced by a weapon the NPCs are using.

 
I apologize if this has been answered previous in 23 pages of this post. I tried to do a search using the forum but it is not the greatest. Anyway I am in no way a modding expert but I have tweaked existing code for my own use as I play solo but can someone point me in a direction of a file and line I would go to for enabling the npc's, especially the enemy npc's to have a higher spawn rate? If any of you have played War3zuk's AIO Overhaul I would like to set it up something like that but maybe not as rough. LOL. Thank you in advance.

By the way I do love this mod and the packs associated with it. Brings some freshness to the game for me.

 
Last edited by a moderator:
Entitygroups.xml

I apologize if this has been answered previous in 23 pages of this post. I tried to do a search using the forum but it is not the greatest. Anyway I am in no way a modding expert but I have tweaked existing code for my own use as I play solo but can someone point me in a direction of a file and line I would go to for enabling the npc's, especially the enemy npc's to have a higher spawn rate? If any of you have played War3zuk's AIO Overhaul I would like to set it up something like that but maybe not as rough. LOL. Thank you in advance.

By the way I do love this mod and the packs associated with it. Brings some freshness to the game for me.

 
SoldierPack

THE SOLDIER PACK THE MILITARY TROOPS USE ROCKET LAUNCHERS WITH HE AMMUNITION AND NOT THE NORMAL CONVENTIONAL ONE, THEREFORE AN EXPLOSION IS GENERATED AND LEAVES A HOLE IN THE FLOOR OF THE ENTIRE PARAMO COMPLETELY DESTROYING BUILDINGS AND THE ROADS WE NEED AS TRANSIT I DON'T THINK IT'S THE MORE SUBTLE WAY FOR THE TROOPS AND MERCENARIES OF THEIR PACKAGE TO BREAK OUR BASE WITH CANNONS OH WHEN WE USE THE MOTORCYCLE THE ROAD IS DESTROYED FULL OF HOLES BECAUSE SOMETIMES NPCS ARE GENERATED WITH MISSILE LAUNCHERS AND THEY FIGHT AGAINST MUTANT ZOMBIES OR NPCS LOOTERS LEAVING THE PLACE IN RUINS IN 5 MINUTES IN A FIELDS BATTLE DESTROYING ALL THE RESOURCES AND RAW MATERIALS AND CONTAINERS IN THE AREA

EL PAQUETE DE SOLDADO LAS TROPAS MILITARES USAN LANZACOHETES CON MUNICION HE.. HIG EXPLOSIVE.. Y NO LA CONVENCIONAL NORMAL POR TANTO SE GENERA UNA EXPLOSION Y DEJA UN BOQUETE EN EL SUELO DE TODO EL PARAMO DESTROZANDO POR COMPLETO EDIFICIOS Y LA CARRETERAS QUE NECESITAMOS COMO TRANSITO NO CREO QUE SEA LA FORMA MAS SUTIL DE QUE LAS TROPAS Y MERCENARIOS DE SU PAQUETE ROMPAN NUESTRA BASE A CAÑONAZOS OH CUANDO USAMOS LA MOTO LA CARRETERA ESTE DESTRUIDA LLENO DE AGUJEROS PUES AVECES SE GENERA NPCS CON LANZAMISILES Y LUCHAN CONTRA LOS ZOMBIES MUTANTES O SAQUEADORES NPCS DEJANDO EL LUGAR EN RUINAS EN 5 MINUTOS EN UNA BATALLA CAMPAL DESTRUYENDO TODO LOS RECURSOS Y MATERIAS PRIMAS Y CONTENEDORES DE LA ZONA 
 
You can edit the packs so that the rocket launcher npcs do not spawn. Remove them from the entity groups xml in the appropriate pack.

Maybe someone can help me.
I find that the volume of the NPCs' weapons is way too loud and very annoying.
I turn the overall volume down so far that I have almost no more ambient noise.

Does anyone know in which config I can adjust the Sound ?

I was thinking maybe it could be here

\10-AOO_Weapons_Tools\Config\sounds.xml

There are the following entries

<SoundDataNode name="silencea">
<AudioSource name="Sounds/AudioSource_WeaponFire"/>
<NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
<Noise ID="2" range="2" volume="5" time="3" heat_map_strength="0.005" heat_map_time="5"/>
<AudioClip ClipName="#@modfolder:Resources/Audio.unity3d?silencea"/>
<LocalCrouchVolumeScale value="0.75"/>
<CrouchNoiseScale value="0.5"/>
<NoiseScale value="0.2"/>
<MaxVoices value="10"/>
<MaxRepeatRate value="0.001"/>
</SoundDataNode>

Which value do I have to adjust, if I'm even correct here.
I would test it, but loading my saved game takes about 10 minutes each time.

I'm happy about help :)

Thanks Sixx
As bdub said, the sounds for the npc weapons are vanilla game weapon sounds and are not edited in any way to make them louder.

 
SoldierPack

THE SOLDIER PACK THE MILITARY TROOPS USE ROCKET LAUNCHERS WITH HE AMMUNITION AND NOT THE NORMAL CONVENTIONAL ONE, THEREFORE AN EXPLOSION IS GENERATED AND LEAVES A HOLE IN THE FLOOR OF THE ENTIRE PARAMO COMPLETELY DESTROYING BUILDINGS AND THE ROADS WE NEED AS TRANSIT I DON'T THINK IT'S THE MORE SUBTLE WAY FOR THE TROOPS AND MERCENARIES OF THEIR PACKAGE TO BREAK OUR BASE WITH CANNONS OH WHEN WE USE THE MOTORCYCLE THE ROAD IS DESTROYED FULL OF HOLES BECAUSE SOMETIMES NPCS ARE GENERATED WITH MISSILE LAUNCHERS AND THEY FIGHT AGAINST MUTANT ZOMBIES OR NPCS LOOTERS LEAVING THE PLACE IN RUINS IN 5 MINUTES IN A FIELDS BATTLE DESTROYING ALL THE RESOURCES AND RAW MATERIALS AND CONTAINERS IN THE AREA

EL PAQUETE DE SOLDADO LAS TROPAS MILITARES USAN LANZACOHETES CON MUNICION HE.. HIG EXPLOSIVE.. Y NO LA CONVENCIONAL NORMAL POR TANTO SE GENERA UNA EXPLOSION Y DEJA UN BOQUETE EN EL SUELO DE TODO EL PARAMO DESTROZANDO POR COMPLETO EDIFICIOS Y LA CARRETERAS QUE NECESITAMOS COMO TRANSITO NO CREO QUE SEA LA FORMA MAS SUTIL DE QUE LAS TROPAS Y MERCENARIOS DE SU PAQUETE ROMPAN NUESTRA BASE A CAÑONAZOS OH CUANDO USAMOS LA MOTO LA CARRETERA ESTE DESTRUIDA LLENO DE AGUJEROS PUES AVECES SE GENERA NPCS CON LANZAMISILES Y LUCHAN CONTRA LOS ZOMBIES MUTANTES O SAQUEADORES NPCS DEJANDO EL LUGAR EN RUINAS EN 5 MINUTOS EN UNA BATALLA CAMPAL DESTRUYENDO TODO LOS RECURSOS Y MATERIAS PRIMAS Y CONTENEDORES DE LA ZONA 
 
If you don't want to edit it yourself, I wrote a modlet to remove rocket launching NPCs from spawning. You can grab it here:

https://github.com/magejosh/a20NPCmodAdditions

It's the one called 3-No RocketL NPCmod settings. 

 
Entitygroups.xml
MageJosh,

Thank you but I have a question. Doesn't that only modify the probability of a certain NPC/Zombie being chosen to spawn but not an overall increase in the amount of zombies/NPC's? What I am wanting is an overall increase in number and then also not having to wait too long after they are killed to spawn again. Sorry if I am being dense and not understanding.

 
not having to wait too long after they are killed to spawn again.
Overall probability to spawn compared to other entities is governed by entitygroups.xml

Overall decrease in respawn time or amount allowed to respawn in the same area is governed by spawning.xml values.

Comparing the default spawning.xml values, which the NPC are governed by unless specifically customised in their Add-On pack, against War3zuk's AIO Overhaul values, may help to find that middle ground for the intensity you are looking for.

 
You can edit the packs so that the rocket launcher npcs do not spawn. Remove them from the entity groups xml in the appropriate pack.

As bdub said, the sounds for the npc weapons are vanilla game weapon sounds and are not edited in any way to make them louder.


There are no xml settings I'm aware of that will alter the decibels levels of an audio asset inside the unity bundle. That has to be done by the asset maker.

Given your post it's possible the sounds are Pipermacs or one of the NPCmod team's.


If they are using vanilla weapons then it's just the vanilla sounds. Not sure that sound you posted has anything to do with anything unless it is referenced by a weapon the NPCs are using.


Thanks for your answer :)

That's stupid. Perhaps I never noticed the use and volume of my own weapon. But now with the NPCs

constantly shooting around, it's so exhausting. I also use these NPC buttons. But the boys shoot anyway 😁

I sometimes close my windows so as not to annoy the neighbors.

Is there a mod for something like that? Can this be changed with a mod? I've searched but found nothing.

 
Overall probability to spawn compared to other entities is governed by entitygroups.xml

Overall decrease in respawn time or amount allowed to respawn in the same area is governed by spawning.xml values.

Comparing the default spawning.xml values, which the NPC are governed by unless specifically customised in their Add-On pack, against War3zuk's AIO Overhaul values, may help to find that middle ground for the intensity you are looking for.
Arramus,

Thank you for the explanation and response. I will compare and try to figure out the numbers. I read about respawndelay and how it utilized in game days. So one of the things I figured out that I didn't know previously is that the respawn is based on in game day and length. So when I decided on this play through to extend my day length I didn't realize that affected the respawn rate. So I plan to change that and tweak the xml you mentioned and try to find a happy setting. Thank you again.

 
Thanks for your answer :)

That's stupid. Perhaps I never noticed the use and volume of my own weapon. But now with the NPCs

constantly shooting around, it's so exhausting. I also use these NPC buttons. But the boys shoot anyway 😁

I sometimes close my windows so as not to annoy the neighbors.

Is there a mod for something like that? Can this be changed with a mod? I've searched but found nothing.
Don't think there is a mod anywhere. Only thing you could do fairly easily is to change all the NPC's guns firing sounds to the silenced versions if that would work for you.

 
Overall probability to spawn compared to other entities is governed by entitygroups.xml

Overall decrease in respawn time or amount allowed to respawn in the same area is governed by spawning.xml values.

Comparing the default spawning.xml values, which the NPC are governed by unless specifically customised in their Add-On pack, against War3zuk's AIO Overhaul values, may help to find that middle ground for the intensity you are looking for.
Arramus or anyone.

With this explanation would I be correct in assuming that if I wanted fewer Friendly NPC's that I would edit the entitygroups.xml in NPCCore/Packs and add the maxcount to each friendly NPC entry like how in spawning.xml maxcount is used for overall zombie count but not the randomness of the zombies as that is decided by entitygroups.xml. Like for an example below:

<entity name="npcBakerEmptyHand" prob="0.05" /> and change to <entity name="npcBakerEmptyHand" prob="0.05" maxcount="1"/>

I just feel I am flooded with too many friendlies and they kill the zombie more then me. LOL

 
if I wanted fewer Friendly NPC's that I would edit the entitygroups.xml in NPCCore/Packs
Based on where the Friendly NPCs have been added to, typically the same groups as regular zombies, the orthodox method used by TFP to balanced spawning rate is shared as the most appropriate suggestion.

Simply reduce the prob value of each entity.

For example, the SoldierPack. There are two kinds of 'NPC'; a hireable version such as npcSoldier4TRifle with a probability of 0.1, and a non hireable survivor version such as survivorSoldier4TRifle also at 0.1. Drop these values to 0.065. This will be higher than the Baker and other NPCs bundled into the NPCMod but decrease their chance of appearing related to other entities they are competing with.

The default entitygroups.xml values do not use maxcount value. Based on using a custom spawning.xml group, the connected entitygroups.xml spawning appears to be considered based on a distance of about 40 blocks or so. And the maxcount is governed by the overall World spawning such as the one set by Server Admin: <property name="MaxSpawnedZombies" value="64" />.

For example, zombie/NPC spawning in the Forest Biome in the day time is governed by an entity group called ZombiesAll.

In the default entitygroups.xml, Zombie Boe has no probability added, and for the sake of calculating appearance, we can consider that to be a 100% chance. We have been informed the calculation is based on the combination of all entities added to the list, but sometimes real game play does not totally match due to double spawning or other inconsistencies. But using that base value helps to consider proportional appearances.

Against Zombie Boe, <entity name="npcBakerEmptyHand" prob="0.05" /> at 0.05 will only have a 5% / 1 in 20 chance of spawning in relation to Zombie Boe. In practice, we do not see a great deal of this Baker entity these days. As there are a few types of the Baker, it can give the appearance he appears more than the 5% based as he is in the list a lot more under his various roles.

For the friendly NPCs, such as the soldiers, since there are so many types of them and since they double with a Hireable kind and a non hireable Survivor kind, their chance to appear is much more noticeable. See how that 0.065 impacts the Biomes. And if you only wanted the hireable kind, reduce the Survivor kind to only 0.05 or less, or even remove them from the list so they no longer appear.

And yes, the NPCs can gradually wipe out the zombies in their spawn region which further gives the impression there are more. The moment one of those zombies is replaced by the next NPC, their strength can double. Balancing the NPC spawns can be tricky depending on how many packs are added and what their individual prob chance is. It's very delicate out there but going low (0.065) to start seems prudent.

 
Arramus,

Thank you for the indepth breakdown. Damn you are going to make me go back to my cryptology days in the military with that math. LOL I will definitely look at removing the non-hiring NPC's and try the percentages you stated. I might even look at removing certain variations of the NPC's that I am okay with not seeing. I have downloaded I think just about every pack that is on the front page. Thanks again!

 
Last edited by a moderator:
Back
Top