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NPCMod and Addons

Went to Unity Asset store. There's a lot of bird sets out there. There's a free animated small bird set with good reviews.

If I take the project on, I'll go to a modding forum after this. But allow me a couple of questions I'm sure y'all know the answer. Which is preferred, low or high resolution? What should use/license permit? Are Mechanim (sp?) animations compatible?

 
IMO, since the birds typically cannot be seen up close, id use the lowest resolution that looks decent.  We do not support using copy protected models unless you purchased them.  Mechanim is what the game uses for entities. 

 
Good evening yall! I'm still combing through this forum and many other sources, so my up-front apologies if these Q's were all ready answered. Any links or "fish" to those pages/topics greatly appreciated!

1. Is there a way to change the cost and item(s) to hire NPC's? I'd like to use food and other beneficial resources. Possibly have multiple hire options per NPC too?

2. Is there a way to swap around the models for 'goodies' and 'baddies'? I'd like to have some bad NG'ies, and good 'Cleaners', as well as good 'rogues' as a chance to spawn in.

3. Somewhat related to #2 above as a follow-up, how can I make 'cleaners' and 'rogues'  hirable? Not ALL of them, mind you - just the good/friendly ones.

Thanks in advance yall! Loving this and all the add-ons peeps are making!

 
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1. Yes  <property name="HireCurrency" value="STARSOrders" />
            <property name="HireCost" value="1" />

2/3. Yes   <entity_class name="HunkKnife" extends="npcAdvancedKnifeTemplate"> 
               <property name="UserSpawnType" value="Menu"/> 
               <property name="Tags" value="entity,male,npc,walker,ranged,DRMid,Knife,Pistol,DPistol,SMG,PShotgun"/>
               <property name="Faction" value="whiteriver"/> 

                OR

               <entity_class name="npcHarleyPipePistol" extends="npcPipePistolTemplate">
            <property name="UserSpawnType" value="Menu"/> 
             <property name="Tags"                 value="entity,female,npc,walker,ranged,voiceharley,bandit,DRMid,Knife,Machete,ClubWood,BatWood,Axe,Spear,SMG,PipePistol,PipeShotgun,PipeRifle,PipeMG,M60,Pistol,             DPistol,Ak47,TRifle,HRifle,SRifle,LBow,XBow,PShotgun,AShotgun,RocketL"/>
            <property name="Faction" value="bandits"/>

            the differences being either an advanced template for hireables or a basic template for bandits, if bandit then tags include bandit, and faction is either whiteriver for  hireables or bandit for well, bandits

 
2. Is there a way to swap around the models for 'goodies' and 'baddies'? I'd like to have some bad NG'ies, and good 'Cleaners', as well as good 'rogues' as a chance to spawn in.


Just FYI - I don't know if by "rogues" you were talking about my "Rogues and Psychos" pack. But if so, there are already "advanced" versions of the Rogues, and there is XML at the end of entityclasses.xml that will have them use the "whiteriver" faction (and thus be friendly). You just have to un-comment the code at the end of that file.

There is also commented-out code in entitygroups.xml that will add the "advanced" versions to the biome spawn groups. You can un-comment that code and the "friendly" versions will spawn in the game. (There is also commented-out code that will remove the "basic," non-friendly versions, if you don't want both in the game.)

 
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Hello, I had hired an NPC and she was happily gunning alongside me. When I logged out and then logged back in the next day, my NPC is gone (which is fine, it's a dangerous world) but I still have the (status effects? Buffs? - not sure what the correct word is) for the NPC actions.

Is there a way to remove these? 

Thanks!

 
Hello, I had hired an NPC and she was happily gunning alongside me. When I logged out and then logged back in the next day, my NPC is gone (which is fine, it's a dangerous world) but I still have the (status effects? Buffs? - not sure what the correct word is) for the NPC actions.

Is there a way to remove these? 

Thanks!
did you try to enter a vehicle or a bike then exit to see if you could restore it?  Did you look on the game menu to see if that character still is listed?

 
Is there a specific place to find animals and NPCs? I don't want to spawn them in, I would like to find them more naturally, just wanted to know if there is a specific place I might look.

 
There any guide about how to get this mod and/or expansions working correctly?

And perhaps a more in-depth explanation regarding how, when, and where the various NPCs will spawn?

I haven't read all 54 pages, but it seems once upon a time it required expansions to spawn any NPCs, but perhaps core NPCs will now spawn without that?

I set the beta to alpha21.1 assuming that was why I kept crashing (since the front page states it needs to be version 21.1.0.20). Is there any way to verify that my game version on alpha21.1 is 21.1.0.20? And if it's not, how do I set it to that version?

I'm getting a NullException where "object reference not set to an instance of an object". And that's happening for a TON of references, which isn't allowing the world (default: Navazgene, I'm not RNG'ing a world yet) to properly create so I can't even tell whether or not the mod is working. However, I know it was working on the "current" build (21.2 I believe) earlier prior to installing the mod. Needless to say, I'd rather play with the mod, but I'm somewhat at my wit's end as I can't make heads or tails. Especially as I'm loading just the core mods.

EAC is disabled, and I cleaned my game using the launcher. Please help!

 
The NPC Mod requires A21.2. It contains the Baker, Nurse, Fox (friendly helpers), and Harley (Bandit). They will appear at a reduced rate out in the biomes.

As for the accompanying Add On Packs or Overhauls which use the NPC Mod to power their own creations, it is very much up to the creators to detail how their packs will work.

One thing you can do though is look at the entitygroups.xml file within the Config folder for any pack you opt to download. The places they are added to, plus their names, will be in the lists. It will use their xml code names but is pretty self explanatory.

As for the NPC Mod specifically,

The Baker, Nurse, Fox, Harley, and a few NPC Mod zombies appear in a group called ZombiesAll. That is practically everywhere in the biomes.

The Baker, Nurse, Fox, and Harley appear in a group called ZombiesNight. This is the night version of ZombiesAll from that '22:00' time slot until morning.

There are others for SnowZombies, ZombiesWasteland, and ZombiesWastelandNight.

These default NPCs and zombies have been set to appear at a pretty low rate. This is so they don't overly compete with those added in the Add On Packs. They will still appear readily enough though as is being seen in the Outback Roadies Mod. Just having the Baker and Nurse as NPC human type helpers is in context with the theme and working out well.

As a guide:

1. Get 7D2D fully up to date on A21.2 (b37)
2. Add the NPC Mod of 0-Score and 0-XNPCCore as the primary dependencies to power the NPC Mod.

3. Look at just the first post on the front page for a list of all the Add On Packs available. Since each Add On Pack does thing differently, it requires individual guides on each one to how they are doing things. The NPC Mod offers guidance inside it specifically for the Add On Pack creators. It sets a suggested location and spawning rate. This helps them keep parity so they share the biomes, instead of having one Add On Pack overwhelm it. However, it is optional and testing them really is the only way to see how they perform.

 
2024-04-14T18:42:01 1296.056 ERR XML loader: Loading and parsing '' failed
2024-04-14T18:42:01 1296.056 EXC Did not find 'extends' entity 'animalSpider01'
  at EntityClassesFromXml+<LoadEntityClasses>d0.MoveNext () [0x0015d] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d51.MoveNext () [0x00044] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>cDisplayClass59_0:<handleReceivedConfigs>b0(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 
2024-04-14T18:42:01 1296.056 ERR XML loader: Loading and parsing '' failed
2024-04-14T18:42:01 1296.056 EXC Did not find 'extends' entity 'animalSpider01'
  at EntityClassesFromXml+<LoadEntityClasses>d0.MoveNext () [0x0015d] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d51.MoveNext () [0x00044] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>cDisplayClass59_0:<handleReceivedConfigs>b0(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Please post or link to the entire log. Snippets of it are not really that useful.

 
This issue shows a failing for something connected to animalSpider01. Unfortunately, it provides no other information.

At a guess, I'd say the 2-Spider Pack Expansion is installed but not the 1-Spider Pack.

Please check none of the folders are nested, and 2-Spider is not added without 1-Spider Add On Pack, because 1-Spider pack is necessary and it won't run without it.

Share you log following the instructions in the regular bug post if needed.

https://community.7daystodie.com/a21-bugs-main/bug-pool/how-to-report-bugs-found-in-a21-r4/

 
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