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NPCMod and Addons

Pushed an update to the Spiders Mod as there was a NullRef when you collided with them in a vehicle.  

 
Do I have to be within a certain distance of the NPCs. Are they like turrets? I have found them not fighting back unless I get close. Also do the perks charismatic nature work on the NPcs. Thanks 😊 

 
Where is my german shephard? :(
Have you tried looking around the Red Rocket outside Sanctuary Hills?

Also:

Not sure if this is an NPCCore issue, a mod conflict glitch, or what.  Using bdub's The Wasteland overhaul with the Friendly Raider Girlz and KHZ Civilians NPC packs.

When using the "Show me your inventory" command to have hirelings/employees/followers/whateveryouwanttocallthem (I swear I hear Lydia saying "I am sworn to carry your burdens" every time I use it 🤣 ) to carry stuff, I have discovered that hirelings (at least some of them) repair items if they were at less than 100% durability. I have recreated this with weapons and armor items.
 

HOWEVER! If you put mods on the items before giving the items to the follower to carry, the item will be returned without the mods installed. I lost a reflex sight and extended magazine on a 10mm SMG that way.  Not gonna complain at all about the auto-repair feature at all!  LOL  And now that I know about the mods disappearing off of items, I can deal with that as well.  I used creative and got my mods back.

No error messages thrown but maybe someone will be able to duplicate the issue and see what's going on.

 
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I cam here to see if I can figure this out also. I would like them to walk around. thanks :)
i do know (for me anyways) the ai pathing is a bit buggy so i've taken to using the "guard and return to where i am standing" command for semi reliable base defense, but i never use them as companions because i lose them to the disappearing glitch in  the game. i'm trying to learn about this block i found known as the "pathing cube" and the "patrol coded route" command. 

edit: if anyone would know the coding you make patrols with those that would be a game changer for me thank you!

 
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Hi all,

Major issue.  Somehow I found a perk book in one of my storage boxes called "Master of disguise" that was described as letting you join the bandit faction.  I read the book, and now the following happens:

1) Bandits don't attack me, but attack my companion

2) I can't damage bandits who are attacking my companion

3) Civilians attack me, and I can't talk to or recruit them

4) I also can't talk to or recruit bandits

Searched everywhere for how to un-do reading this book, came up empty.  Please advise.
That sucks. can you hire the raiders?

i do know (for me anyways) the ai pathing is a bit buggy so i've taken to using the "guard and return to where i am standing" command for semi reliable base defense, but i never use them as companions because i lose them to the disappearing glitch in  the game. i'm trying to learn about this block i found known as the "pathing cube" and the "patrol coded route" command. 

edit: if anyone would know the coding you make patrols with those that would be a game changer for me thank you!
I mostly do have them just stand where you are standing.  I worry about them defending themselves when I am not close.  I have found a few of them dead. idk.

 
what u on about see above i asked if there was a creature mod yet i know u have the spiders and a fox but was hopeing for a lot more im not into monsters or demons or aliens i just want more earth creatures

 
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Problem.  In a downtown Wasteland area, there are HUGE numbers of NPC's spawning in and it's creating a downtown warzone.  Like 20+ friendly and bandit NPC's in a TDM match, and it's destroying my framerate.  Happened multiple times, and is only happening in a Wasteland city area.

Help appreciated!  Maybe  how to turn down NPC spawn rate?

Doubt it makes a difference, but I'm running a *slightly* older version of SCore (21.1.50.839) and/or XNPCCore (21.1.0.6) because I got this mod in September and the intro post said to not update unless you start a new game save.

 
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I recently got the Wasteland overhaul mod that uses S Core and Npc Core and I haven't had a single spawn yet of ANYTHING. I am on day two. My game stage is only 2 because I am not leveling at all yet.

Is there anything special I need to do to enable spawn? It feels like it's broken. When I use "spawnw h" I can get it to register a horde should spawn but none have shown up. When I use "spawnw b" for bandits it says that is an unknown entity.

Hmmm...

 
Is there anything special I need to do to enable spawn? It feels like it's broken. When I use "spawnw h" I can get it to register a horde should spawn but none have shown up. When I use "spawnw b" for bandits it says that is an unknown entity.

Hmmm...
You should not have to do anything to enable spawns.  Are you sure you have the mods unzipped properly, and installed in the correct folder?  Can't really diagnose what else is going on without a log file, or the config dump to see what mod changes have been applied.

 
You should not have to do anything to enable spawns.  Are you sure you have the mods unzipped properly, and installed in the correct folder?  Can't really diagnose what else is going on without a log file, or the config dump to see what mod changes have been applied.
I think I know what the issue is. I was using the GitHub file linked in the Wasteland Overhaul mod. That is very out of date. I just saw the most current link at the beginning of this thread.

Yep that was 100% my issue, the link in the wasteland overhaul takes you to A20 version. The link at the beginning of this thread worked perfectly.

 
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Have you tried looking around the Red Rocket outside Sanctuary Hills?

Also:

Not sure if this is an NPCCore issue, a mod conflict glitch, or what.  Using bdub's The Wasteland overhaul with the Friendly Raider Girlz and KHZ Civilians NPC packs.

When using the "Show me your inventory" command to have hirelings/employees/followers/whateveryouwanttocallthem (I swear I hear Lydia saying "I am sworn to carry your burdens" every time I use it 🤣 ) to carry stuff, I have discovered that hirelings (at least some of them) repair items if they were at less than 100% durability. I have recreated this with weapons and armor items.
 

HOWEVER! If you put mods on the items before giving the items to the follower to carry, the item will be returned without the mods installed. I lost a reflex sight and extended magazine on a 10mm SMG that way.  Not gonna complain at all about the auto-repair feature at all!  LOL  And now that I know about the mods disappearing off of items, I can deal with that as well.  I used creative and got my mods back.

No error messages thrown but maybe someone will be able to duplicate the issue and see what's going on.
I confirmed the free repair and the mods theft bugs when picking up and placing down NPCs.  Its working as expected, as the code recreates the NPC and its contents when you place it back down, and quality and mods are not saved due to limitations of the Items meta data.  Mods shouldnt be on NPC weapons, as they cant benefit from mods.  Lets just say that the NPC takes any mods you put on items in their inventory as payment for free repairs 🙂

 
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Hi all,

Major issue.  Somehow I found a perk book in one of my storage boxes called "Master of disguise" that was described as letting you join the bandit faction.  I read the book, and now the following happens:

1) Bandits don't attack me, but attack my companion

2) I can't damage bandits who are attacking my companion

3) Civilians attack me, and I can't talk to or recruit them

4) I also can't talk to or recruit bandits

Searched everywhere for how to un-do reading this book, came up empty.  Please advise.
There should be a Whiteriver faction book you can cheat in.

That book is for faction testing and not intended for use in loot or gameplay, for the reasons you discovered.  It could all work as expected, but all that isnt coded yet.

 
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