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NPCMod and Addons

Is the SmarterEntities property in SCore what allows (both hired & unhired) NPC's to open unlocked Base doors? I was playing solo before I had the tokens to hire anyone and was rather shocked/spooked when a random Joe opened my base door and took an unsanctioned tour. Is this a function Raiders, Whisperers, & Psychos also share?!?

I'd also like to ask if SCore supports 'leadership', IE where you make a 'Boss' and it's minions are tethered to follow the Boss around? Small squads of Soldiers, & groups of Marauders lead by a (slightly) tougher leader would be amazing if possible.


I'm pretty sure the "SmarterEntities" property is an attempt to have NPCs avoid traps. I don't think SphereII ever got that to work.

I'm fairly certain the thing that allows them to open doors is the "HumanTags" property, under "AdvancedNPCFeatures". If an entity has any one of the tags listed there, then it's considered "human" and (I believe) can open doors. But being "human" allows a lot of other behavior too, so I don't think that should be messed with.

It should apply to any NPCs, as far as I know, since all of them have the "npc" tag (at least) and that's always been a "human" tag.

If you don't like it, then you can always lock your doors. :)  

The notion of "leadership" has been talked about for quite a while (since at least A18, probably earlier). But there are a lot of technical challenges, for example with spawning "squads" from entity groups, and I don't think anyone got it even close to working.

 
We did wandering traders and they worked great in a17 but there was something causing them not to work properly so it hasnt been updated. Yes, keep your doors locked with npc mod installed and watch your back at the traders lol. Leadership was attempted in a17 didnt really work properly, although you could designate one the leader and the others would follow them around, and defend them if they were attacked.

 
Cool, Thank you both! For the prompt informative responses AND your wonderful NPCMod contributions. They have certainly raised the bar for my wife's and my own gaming experience with 7d2d.

If you don't like it, then you can always lock your doors. :)


Actually I do lock them after the scare, & it has increased my immersion immeasurably!

Would it be a workable 'thing' to give a Zed that same human trait and make a "Hawking" (ZL2-dbl tap reference AKA smart zombie) that strolls up opens your unlocked door and begins rooting for your liver?

 
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yes, again im going to refer you to rebirth mod by furious ramsay, hes added a number of features to his overhaul not included in npc mod(yet and possibly never will be), as the zombies get stronger in rebirth they can eventually open unlocked doors to get at you

 
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Are there any progression overhaul mods that are compatible with NPCmod? Something similar to Undead Legacy? I want the best of both worlds, (extra enemies + extra items/weapons + better progression) but all these mods seem to be incompatible with each other

 
Are there any progression overhaul mods that are compatible with NPCmod? Something similar to Undead Legacy? I want the best of both worlds, (extra enemies + extra items/weapons + better progression) but all these mods seem to be incompatible with each other
Im playing "the wasteland" overhaul with the npc mod and npc modpacks (listed on the npc page) and its working so far. I DID have to go into all the npc modpacks and drop the spawn rates of everything by about 1/10 of what they were as i had way too many survivors running around and killing all the zeds, and fewer zed spawns it seemed. Now i have more wandering zeds. Oh, i also added a 4x zed spawning mod, so that might be why its more balanced.

im not sure if that's what you mean by "progression", but the wastelands mod has extra enemies, and guns, and items/vehicles in it. Im not sure about workstations and such yet.

i played the ravenhearst mod, which i think might be more of what youre going for , progression wise, and i added the enNull zeds and it ran fine. I cant remember if i added the noc pack as it was awhile ago, but i usually add it in all games and try to get it to work.

also: the Sorcery mod seems to work (or have compatibility packs/tweaks) on almost everything i have tried it on, and it has more zeds/enemies/pois and more and is like a "big add on that feels like an overhaul". 

 
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Are there any progression overhaul mods that are compatible with NPCmod? Something similar to Undead Legacy? I want the best of both worlds, (extra enemies + extra items/weapons + better progression) but all these mods seem to be incompatible with each other


I don't know what you mean by "progression overhaul mod." If what you want is to adjust NPC spawning according to difficulty, then you can use my "Progression" series of modlets:

https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/

I have one for each of the NPC packs listed on the front page here, since I can't know which packs users install.

What they do is spawn more "difficult" NPCs (higher health, better weapons) in "harder" biome spawns. Biome spawning isn't gamestaged, so I chose difficulty according to biome (forest < desert < snow < wasteland), day vs. night, and cities vs. everywhere else. Also, in general, fewer NPCs spawn than they would without my modlets installed.

Those packs also (re)introduce difficulty progression for the entity groups used by NPC sleeper volumes in POIs. But there aren't very many of those POIs (yet), so that probably won't affect you.

 
Bumped for lack of an answer.

I have another question, has anyone experimented with making a 'grenadier' style NPC?


By Grenadier I mean a NPC character who uses a Thrown weapon? (IE Molotov, Pipe Bomb, Grenade, etc...) or is this an ability NOT available to NPCMod NPC's?

 
Im playing "the wasteland" overhaul with the npc mod and npc modpacks (listed on the npc page) and its working so far. I DID have to go into all the npc modpacks and drop the spawn rates of everything by about 1/10 of what they were as i had way too many survivors running around and killing all the zeds, and fewer zed spawns it seemed. Now i have more wandering zeds. Oh, i also added a 4x zed spawning mod, so that might be why its more balanced.

im not sure if that's what you mean by "progression", but the wastelands mod has extra enemies, and guns, and items/vehicles in it. Im not sure about workstations and such yet.

i played the ravenhearst mod, which i think might be more of what youre going for , progression wise, and i added the enNull zeds and it ran fine. I cant remember if i added the noc pack as it was awhile ago, but i usually add it in all games and try to get it to work.

also: the Sorcery mod seems to work (or have compatibility packs/tweaks) on almost everything i have tried it on, and it has more zeds/enemies/pois and more and is like a "big add on that feels like an overhaul". 


@doughphunghus

Hi, If you are recording and posting, kindly share the link. 

Thanks.

 
Guys, just a random thought. Please dont mind, saying sorry in advance.

In line with the Zombie screamers, we can also have one for whisperers, rogues and psychos, screaming or blowing a horn of their own like there used to be in earlier days. Can we  have them ? It will be a lot of fun. 

 
Are there any progression overhaul mods that are compatible with NPCmod? Something similar to Undead Legacy? I want the best of both worlds, (extra enemies + extra items/weapons + better progression) but all these mods seem to be incompatible with each other
Maybe try out Rebirth.

Custom events and progressions, together with NPCs (bandits mellee and ranged, survivors,animal companions, custom traders).

Take a look




If you are interested grab the latest version at

https://discord.gg/cXHsmnFf 

from #rebirth-changelog

 
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@Canute

Unable to find any youtube series on Rebirth. Briston did a few episodes. Also requested a few people to make one. Any reference or suggestions ?

(Found one after I wrote this msg.. Furious Ramsey has made a 60 episode series.)

 
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I can recommend Rebirth as well, it has worked well with NPC Mod for me.  (Its also given me a lot of modding insight under the hood)

On a side note, khzmusik had mentioned a way to summon an NPC for a quest reward, as shown further below.  But if anyone's interested, there's another way to do it that kind of surprised me but works well, by using "SpawnEnemy."   The good news is these civilians and soldiers spawn, but not as actual enemies to the player.  They ARE hostile to zombies, and I'm guessing raider/ bandits as well:

Here's an example of spawning 5 NPC civilians into the middle of a quest:


        <action type="SpawnEnemy" id="npcTestFemaleKhzAxe" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcFemaleScrubsKhzAShotgun" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleCowboyKhzDPistol" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleYoung1KhzMachete" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleJKhzClub" value="1" phase="3"/>






And how to summon a non-recruitable survivor soldier (that is friendly to you, but hostile to Zombies as far as i can tell).  This could be a fun way to setup a battle between the army and zombies nearby that the player can join etc.


<action type="SpawnEnemy" id="survivorSoldier1TRifle" value="1" phase="3"/>




and the way to quest reward one of the NPC's per khzmusik's helpful comments earlier in the thread:

image.png

And lastly, a sample of a "Rescue some civilian survivors nearby" type quest:


<quest id="quest_Rescue">
 

        <property name="name_key" value="quest_Rescue"/>
        <property name="subtitle_key" value="quest_Rescue_subtitle"/>
        <property name="description_key" value="quest_Rescue_offer"/>
        <property name="icon" value="ui_game_symbol_zombie"/>
        <property name="repeatable" value="false"/>
        <property name="category_key" value="quest"/>
        <property name="offer_key" value="quest_Rescue_offer"/>
        <property name="difficulty" value="medium"/>
       
 

        <objective type="RandomGoto" value="100-200" phase="1">
            <property name="completion_distance" value="50"/>
            <property name="nav_object" value="quest" />
        </objective>
 

        <objective type="RallyPoint">
            <property name="start_mode" value="Create"/>
            <property name="phase" value="2"/>
            <property name="nav_object" value="rally" />
        </objective>
 

        <action type="SpawnEnemy" id="zombieFatHawaiian" value="15" phase="3"/>
        <objective type="ZombieKill" id="zombieFatHawaiian" value="15" phase="3"/>
 

        <action type="SpawnEnemy" id="npcTestFemaleKhzAxe" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcFemaleScrubsKhzAShotgun" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleCowboyKhzDPistol" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleYoung1KhzMachete" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleJKhzClub" value="1" phase="3"/>
 

        <action type="ShowTip" value="You rescued the civilian survivors!" phase="3"/>
 

        <property name="chainquest" value="false"/>
 

        <reward type="Exp" value="500"/>
       
    </quest>







 
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That is the video i posted.

Another series (but not at engl.)

https://www.youtube.com/@tkg-kamper6796


Thanks for sharing the link 

I can recommend Rebirth as well, it has worked well with NPC Mod for me.  (Its also given me a lot of modding insight under the hood)

On a side note, khzmusik had mentioned a way to summon an NPC for a quest reward, as shown further below.  But if anyone's interested, there's another way to do it that kind of surprised me but works well, by using "SpawnEnemy."   The good news is these civilians and soldiers spawn, but not as actual enemies to the player.  They ARE hostile to zombies, and I'm guessing raider/ bandits as well:

Here's an example of spawning 5 NPC civilians into the middle of a quest:


        <action type="SpawnEnemy" id="npcTestFemaleKhzAxe" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcFemaleScrubsKhzAShotgun" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleCowboyKhzDPistol" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleYoung1KhzMachete" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleJKhzClub" value="1" phase="3"/>






And how to summon a non-recruitable survivor soldier (that is friendly to you, but hostile to Zombies as far as i can tell).  This could be a fun way to setup a battle between the army and zombies nearby that the player can join etc.


<action type="SpawnEnemy" id="survivorSoldier1TRifle" value="1" phase="3"/>




and the way to quest reward one of the NPC's per khzmusik's helpful comments earlier in the thread:

View attachment 27260

And lastly, a sample of a "Rescue some civilian survivors nearby" type quest:


<quest id="quest_Rescue">
 

        <property name="name_key" value="quest_Rescue"/>
        <property name="subtitle_key" value="quest_Rescue_subtitle"/>
        <property name="description_key" value="quest_Rescue_offer"/>
        <property name="icon" value="ui_game_symbol_zombie"/>
        <property name="repeatable" value="false"/>
        <property name="category_key" value="quest"/>
        <property name="offer_key" value="quest_Rescue_offer"/>
        <property name="difficulty" value="medium"/>
       
 

        <objective type="RandomGoto" value="100-200" phase="1">
            <property name="completion_distance" value="50"/>
            <property name="nav_object" value="quest" />
        </objective>
 

        <objective type="RallyPoint">
            <property name="start_mode" value="Create"/>
            <property name="phase" value="2"/>
            <property name="nav_object" value="rally" />
        </objective>
 

        <action type="SpawnEnemy" id="zombieFatHawaiian" value="15" phase="3"/>
        <objective type="ZombieKill" id="zombieFatHawaiian" value="15" phase="3"/>
 

        <action type="SpawnEnemy" id="npcTestFemaleKhzAxe" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcFemaleScrubsKhzAShotgun" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleCowboyKhzDPistol" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleYoung1KhzMachete" value="1" phase="3"/>
        <action type="SpawnEnemy" id="npcMaleJKhzClub" value="1" phase="3"/>
 

        <action type="ShowTip" value="You rescued the civilian survivors!" phase="3"/>
 

        <property name="chainquest" value="false"/>
 

        <reward type="Exp" value="500"/>
       
    </quest>
Hoping to see an exciting mod soon. 

 
Almost done, just testing a few more things and wondering how hard to make it in terms of collecting resources-- like stock an ER at your base with 10, or 20 antibiotics?  Near the end of the questline, get a 4x4 truck and a gyrocopter, or just a gyrocopter?  That kind of thing.  The idea being to use the NPC Mod's excellent features to make the world and story quests come more alive.  

 
Hey y'all, I went through the comments trying to find an answer that I haven't already tried but I've come up short. I downloaded the mods and they all run fine on my computer, but cause my server to crash. I have anti-cheat turned off and I've done a clean restart of the server (including wiping the world and starting over). I've also made sure I don't have any other mods installed on my computer or the server. Any ideas?

EDIT: I removed all mods except for 0-SCore and 0XNPCCore from the server and from my local Mods folder. Still crashes as soon as I see my character's hands. If that helps clear anything up.

 
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Hey y'all, I went through the comments trying to find an answer that I haven't already tried but I've come up short. I downloaded the mods and they all run fine on my computer, but cause my server to crash. I have anti-cheat turned off and I've done a clean restart of the server (including wiping the world and starting over). I've also made sure I don't have any other mods installed on my computer or the server. Any ideas?

EDIT: I removed all mods except for 0-SCore and 0XNPCCore from the server and from my local Mods folder. Still crashes as soon as I see my character's hands. If that helps clear anything up.
Find your log file. Server and local would help. They are installed correctly on both, right? And EAC is off for both the server and client?

 
Thanks for the recs bros, another question: If you add the NPCmod addon creature packs, do you also have to edit the XML files in the overhaul mod to make them spawn? Or is simply dropping them into the Mods folder enough?

 
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