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NPCMod and Addons

Well, he would have been right a couple alphas ago. And, he was mostly right about what properties to change. So I don't want to say his info is "wrong," just not completely correct.

Speaking of not entirely correct, there is another place to look that I forgot about. If you look in NPC Core's entityclasses.xml, you'll find an entity class called "npcMeleeTemplate". That is the template used by most non-hirable NPCs.

In that template, there is code to adjust the damage modifier according to number of kills, day/night cycle, and biome. (In my copy it starts on line 391.) You might want to also mess around with those values.

If you want a general reduction in damage for every non-hirable NPC (ranged or melee), there's also an effect group in that template called "ReduceDamageToPlayers". You could make the "DamageModifier" value be a larger negative number, so they will do less damage to players (and players only).
Ah, no harm done to anyone. Didn't know, thats all. I'll look into it! Thanks! I feel like with the old version I have of Raider Gurlz, the weapon damage is a little high to me. (My characters health from: Ex: 120- down to like 90-80 from like 5 shots even with pretty good armor). Lol.

 
Hello Everyone.
I have been here before but the site seems to have forgotten me so had to create a new profile.
Whilst I have modded (just XML) for 7DTD in the past, Im not a coder, Im a hardware guy mostly.

I came across your project and just had to give it a try.
Following tutorials and an awful lot of reading, I have today published my first ever mod containing 3D modelling and Unity, and what a steep learning curve it has been, Im mentally exhausted after just 2 weeks. Its published on nexusmods.com/7daystodie

I wanted to come and say "Thank You" to this community for all your previous posts which allowed me to follow along and complete this mod.
This is a great project and idea and it really opens up the game.

I look forward to getting more involved.

 
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can I pls have photos of the 1-darks zombies of every zombie and there group and name because they look awesome but some of them I don't like to much

 
can I pls have photos of the 1-darks zombies of every zombie and there group and name because they look awesome but some of them I don't like to much
You can do that yourself in game. Just enter dm in the console and then you can hit F6 and spawn them in to know which one is which. Can hit * once in DM mode to freeze the AI to make it easier.

 
Searched for PitMonk at nexus and didn't find anything new...

...I have today published my first ever mod containing 3D modelling and Unity, and what a steep learning curve it has been, Im mentally exhausted after just 2 weeks. Its published on nexusmods.com/7daystodie...
 
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Hello! The main problem with the mod is that the npc companions that follow the player at some point stop shooting zombies and just stand there watching them. Taking them as an item in inventory and placing them again sometimes solves the problem and they start shooting again, but it doesn't always help. Please fix this because this bug is very annoying as it happens quite often.

 
Hello! The main problem with the mod is that the npc companions that follow the player at some point stop shooting zombies and just stand there watching them. Taking them as an item in inventory and placing them again sometimes solves the problem and they start shooting again, but it doesn't always help. Please fix this because this bug is very annoying as it happens quite often.
I'm assuming you're speaking about the NPCmod as a whole an not just my addition?
If that is the case, I haven't seen this yet.
What I have noticed is that they tend to only engage if:
A, You are also fighting
B, The zombies are in their range of agro
C, If they themselves get hit.
These all seem to be by design.
Ive also noticed that there is about a 1 second delay as they recalculate or reloading. Also if a zombie is too close, they begin to fight in melee mode.

 
I'm assuming you're speaking about the NPCmod as a whole an not just my addition?If that is the case, I haven't seen this yet.What I have noticed is that they tend to only engage if:A, You are also fightingB, The zombies are in their range of agroC, If they themselves get hit.These all seem to be by design.Ive also noticed that there is about a 1 second delay as they recalculate or reloading. Also if a zombie is too close, they begin to fight in melee mode.

I specially recorded a video with this bug, which often happens inexplicably because of what, please watch it. Mode "hunting" and "resume". Npc was 4, they started running after me and shoot zombies, after about 10-15 minutes two npc stopped shooting, the other 2 npc prolonged normal behavior and shoot zombies. I removed the 2 normal npc in the inventory and left 2 npc that did not shoot at zombies and from this point recorded a video.

 
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NPCCore updated to .15 : Fixed Bandits healing the player when they healself.  Adjusted some UAI  distances to test SCore UAI changes (follow distances) to pre/post calculations.  

do the raiders and soldiers and what not roam the map simialr to zombies?
Yes they do, or maybe placed in custom POIs.

On 11/21/2023 at 4:56 PM, Keibl said:



I have not seen this bug in my testing, but maybe it takes as long as you say.  I also noticed you had a drone deployed, perhaps that is part of it, I've not tested with drones.  The NPCs you show are clearly task locked, but not sure why.  

 
I have not seen this bug in my testing, but maybe it takes as long as you say.  I also noticed you had a drone deployed, perhaps that is part of it, I've not tested with drones.  The NPCs you show are clearly task locked, but not sure why.  


I have seen this behavior too, and when I saw it, unfortunately it is not task locking. I'm pretty sure the task is always "MoveToAttackTargetSDX".

It's infuriating because it's sporadic, there are no errors or warnings in the logs, and I can't find anything that would cause this in the SCore code. (My final guess was some kind of miscommunication between the C# code and the Unity controller but that's probably just my ignorance talking.)

But I've never seen it as bad as it is in the video, so maybe this is a different issue.

If anyone here sees it, this might help triage the issue:

  1. Hit <esc> as soon as you see it, so the game and AI don't change while you're doing the next steps.
  2. Hit <F1> to open the console.
  3. Type "dm" to go into debug mode.
  4. Hit <esc> twice (to get out of the console and to resume the game), and immediately hit "0" on your number pad. This will show an "info panel" above each entity's head, including the heads of NPCs, which will tell you a bunch of information about the current AI state.
  5. For NPCs that use UAI (which is all of the friendlies), pay special attention to the "Active Action" entry. If it is rapidly flickering between two or more actions, then those actions are fighting against each other so rapidly that neither one has the chance to do anything. I'm pretty sure that's what Xyth meant by "task locked."
  6. It's possible the "Active Task" or "Active Target" entries could also flicker, but I've never seen that (NPC Core only uses one UAI task per action, and if it's the same task and action then the C# code should stick with the same target). If for some reason you see that, then that's probably also "task locking" and is an issue worth reporting.
Even if you don't see the flickering that I mentioned, it will probably help you all understand what is going on behind the scenes. So if you see something that doesn't make sense while an issue is occurring, that might lead us to the solution.

 
Hello guys !
First of all, congratulations to the creators of NPC, you have done an incredible job!

And I thank you because it’s very cool to play!😃
But I have a question !
Is it possible that NPCs are bad?
For example a group of NPCs attacking your base with weapons?
This could be cool and intense in addition to zombie attacks!
If this is possible it would be incredible! :)
Thank you in advance and congratulations AGAIN to the creator, you are the best! ❤️

 
Is it possible that NPCs are bad?
For example a group of NPCs attacking your base with weapons?


Some of that is possible, some of it isn't. For instance:

  • It is possible to add NPCs to hordes, but they have to use a specific SCore class that isn't as widely used nor as widely tested. They also need custom AI to "wander" appropriately.
  • For NPCs that spawn into hordes - which hordes? You could replace an entire stage of wandering hordes, no problem. But NPCs shouldn't spawn into blood moon hordes because they'd just fight the zombies. It's the same for screamer hordes - and unfortunately you can't have more than one type of screamer (e.g. a "bandit screamer" that summons bandits).
  • It is not possible for NPCs (or anything else) to target "your base." The game cannot tell if a block was placed by a player. It is possible to make NPCs break blocks in general, but NPCs also spawn into their own POIs, and you don't want NPCs to destroy their own homes.


My Whisperers pack spawns with zombies in wandering hordes, and when I release my Rogues and Psychos pack, it will be possible (with modifications) to spawn those into wandering hordes too. But that's about the extent of what I intend to do, and other pack authors probably aren't going to bother with anything more than biome spawns and NPC POI spawns.

 
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Hi there.  I'm wondering if anyone can point me in the right direction on this:  I've been playing The Wasteland mod lately, but the constant profanity when using hirelings or encountering raiders (via this mod) has become annoying, especially since lately I often have family hanging out watching me play. 

I poked around in the Sounds.xml (both in the Wasteland mod folder as well as the NPCmod one) and tried commenting out the sections for the VO sounds included under "GuyAttack" (and all of the 'Guy' sections, even), and/or subbing in a 'silence sound' instead, but have seen zero change in-game. 

I have a fairly decent amount of modding/tinkering experience, and have successfully made or tweaked a number of other mods to my liking, however the solution to this particular issue has eluded me so far.  I've even tried renaming the source file for the humanoid VO with no change (except errors in the console, of course).  Seems like maybe disabling the specific voice lines in The Wasteland's sounds.xml just causes NPCmod to default to it's own source files for the same VO (but I didn't find an XML file to tweak those)?
I realize that Fallout had a ton of foul-mouthed raiders, etc... it's all thematic and everything. I get it, but for my ongoing personal playthrough (and often not alone) I'd like to shut them up if possible.

Any insight would be greatly appreciated, thanks!

 
Here's the thread specifically for the Wasteland Mod. While it uses the NPC Mod to power the NPCs, things like that are very much a feature of that overhaul.
The creator is very active and will certainly respond and offer assistance.




 
Here's the thread specifically for the Wasteland Mod. While it uses the NPC Mod to power the NPCs, things like that are very much a feature of that overhaul.
The creator is very active and will certainly respond and offer assistance.


Thanks.  I've posted my request there as well.  It wasn't clear to me which mod provided the VO source material, or which governed the specific sounds I'm looking for.

 

Recorded this video according to the instructions offered earlier "khzmusik". 3 npc follower ran and shot, everything was normal. After a while 1 npc continued to shoot, the other 2 stopped shooting.

 
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