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NPCMod and Addons

I downloaded the a21 version from the repo, and the dialogs.xml threw an error about a journal entry minevent not found. Was one line so I commented it out and it seems to load fine. Not sure what that breaks though. I assume not much of consequence if it's just a journal entry though.
I think its this line ` <!-- <action type="AddJournalEntry" id="questTip" /> -->`

 
What version of SCore are you using? I tried the latest but too many errors with SCore and I can't enter the world at all.
So when you go to the github repo you will see a button that says master. This is the branch that you are viewing of the repository. If you click it, you will see an option for 1.0e, which is the version you want to be running with. 
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I think its this line ` <!-- <action type="AddJournalEntry" id="questTip" /> -->`
That was indeed the culprit. Haven't messed with NPCs yet, as I just needed a version so i could load a guppy mod that extends from it to check it out. Let me know when you are ready for stress testing on a low end pc.

 
Pushed Experimental 1.0 to a new repo.  See first post for links.  

Things of note: 

1.  .Unity3d exported bundles used in A21 still work in V1.0.  I do not (yet) see a requirement to reexport those from the new Unity game version.  

2.  Based on the above, the A21 tutorial project is still valid, and currently I have no plans to make a v1.0 version unless someone finds a good reason why the A21 project has issues.

3.  Many A21 expansion packs may still work in V1.0, but some xml edits might be needed to remove warnings that might effect gameplay.  

Let me know what you discover in testing.  Thanks !

 
Thank you, so we're thinking most all the NPC packs should still be working okay? 

I got this yellow error/. 

2024-07-02T15:22:50 300.797 WRN XML patch for "entitygroups.xml" from mod "1-NPCXBirdPack" did not apply: <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsBurntForest']/text()" delim="\n" op="add"  (line 5 at pos 3)
2024-07-02T15:22:52 302.413 INF Loaded (local): entitygroups in 0.04

 
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Thank you, so we're thinking most all the NPC packs should still be working okay? 

I got this yellow error/. 

2024-07-02T15:22:50 300.797 WRN XML patch for "entitygroups.xml" from mod "1-NPCXBirdPack" did not apply: <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsBurntForest']/text()" delim="\n" op="add"  (line 5 at pos 3)
2024-07-02T15:22:52 302.413 INF Loaded (local): entitygroups in 0.04
Are you using version 1.0.0 or the old A21 version?

 
Are you using version 1.0.0 or the old A21 version?
I was using the 1.0. 

Also one other question. 

<property name="RandomWalk" value="true" />

Does this mean some zombies with walk, sprint, run, nightmare? Or what does turning this to true mean? 

 
FYI im getting some  WRN physics errors. I think the others are okay. Will update if I see any more issues. 

2024-07-03T04:02:28 53.617 WRN PhysicsBodies EntityZombie, E_BP_RLowerArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm
2024-07-03T04:02:28 53.617 WRN PhysicsBodies EntityZombie, E_BP_Head, path not found Hips/Spine/Spine1/Spine2/Neck/Head
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_LArm, path not found Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_LLowerArm, path not found Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm/LeftForeArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_RArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_RLowerArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm

I haven't been able to pinpoint which one it is yet. 

I think it's one of the EndZ packs or 1-DarksZombiez. 

Got this 

WRN XML patch for "entityclasses.xml" from mod "0-XNPCCore" did not apply: <set xpath="/entity_classes/entity_class[@name='animalDireWolf']/property[@name='AITask']/@value"  (line 80 at pos 4)
2024-07-03T03:58:54 9.606 INF Loaded (local): entityclasses in 0.33 

and this one 

WRN XML patch for "gameevents.xml" from mod "GansSpecialZombies" did not apply: <csv xpath="/gameevents/action_sequence[@name='vote_minor_grey_random']/variable[@name='zombiename']/@value" delim="," op="add"  (line 7 at pos 3)

 
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FYI im getting some  WRN physics errors. I think the others are okay. Will update if I see any more issues. 

2024-07-03T04:02:28 53.617 WRN PhysicsBodies EntityZombie, E_BP_RLowerArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm
2024-07-03T04:02:28 53.617 WRN PhysicsBodies EntityZombie, E_BP_Head, path not found Hips/Spine/Spine1/Spine2/Neck/Head
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_LArm, path not found Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_LLowerArm, path not found Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm/LeftForeArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_RArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm
2024-07-03T04:02:28 53.618 WRN PhysicsBodies EntityZombie, E_BP_RLowerArm, path not found Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm

I haven't been able to pinpoint which one it is yet. 

I think it's one of the EndZ packs or 1-DarksZombiez. 

Got this 

WRN XML patch for "entityclasses.xml" from mod "0-XNPCCore" did not apply: <set xpath="/entity_classes/entity_class[@name='animalDireWolf']/property[@name='AITask']/@value"  (line 80 at pos 4)
2024-07-03T03:58:54 9.606 INF Loaded (local): entityclasses in 0.33 

and this one 

WRN XML patch for "gameevents.xml" from mod "GansSpecialZombies" did not apply: <csv xpath="/gameevents/action_sequence[@name='vote_minor_grey_random']/variable[@name='zombiename']/@value" delim="," op="add"  (line 7 at pos 3)
You are having issues because you are using A21 versions of expansion packs on a V1.0 base NPCCore.  Only expansion packs that are updated so far are spiders, birds and soldiers.

 
I am experimenting with this mod. Am able to spawn the NPCs but must, of course, enable debug mode to do it. Barring that, do NPCs spawn naturally otherwise?

 
I am experimenting with this mod. Am able to spawn the NPCs but must, of course, enable debug mode to do it. Barring that, do NPCs spawn naturally otherwise?
Yes they will spawn, just not anywhere as often as zombies.  This allows for additional character packs to be loaded and still there wont be too many NPCs around at once.

 
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And are there adversarial NPCs as well? Perhaps in an addon? Starting to sound like "raiders" right there. 😉

 
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You are having issues because you are using A21 versions of expansion packs on a V1.0 base NPCCore.  Only expansion packs that are updated so far are spiders, birds and soldiers.
Understood, sorry when I read the update, I thought you thought most would still work. All good!

 
Just wanted to point out "<property name="ReadFromContainers" value="true"/>" doesn't seem to work. The broadcast button is there but it doesn't light up or read from it. 

 
Just wanted to point out "<property name="ReadFromContainers" value="true"/>" doesn't seem to work. The broadcast button is there but it doesn't light up or read from it. 
That's not an NPCCore function.  Maybe report that in the SCore thread.

 
Ive sent my updated soldiers, raider gurlz and zombies packs to xyth, along with a new dinosaur pack with TRex/Carno/Spino/Raptor/Parasaur. Should be links posted at some point today depending on how busy xyth is.

 
Thanks for the update for v1.0 exp 🙂
Im just starting to look at what I need to do to get my character set add-on ready and working.
Do I need to rebuild my characters?
Im just about to start testing it out but thought I'd ask here first.

 
Thanks for the update for v1.0 exp 🙂
Im just starting to look at what I need to do to get my character set add-on ready and working.
Do I need to rebuild my characters?
Im just about to start testing it out but thought I'd ask here first.
No rebuild needed, so far the A21 exported .unity3d files work fine as is.

 
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