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NPCMod and Addons

This fixes the exceptions but now nothing happens when I try to interact with the NPC's...I press E and there is no dialog popup

 
I tested the NPC Mod at its base level, since this was a little more than configuration updates and here are the results:

This test consists of:

- 0-Score Version: 1.0.94.1447

- 0-XNPCCore Version: 1.0.13

- Navezgane World

This test is on a fresh Game Save just to confirm it is a viable combination on a new start.

As with a previous test to check the new spawning method for NPCs, I began in the Pine Forest and traveled East to the border. At that point I traveled South through the Burnt and down to the Desert.

The total distance was 4.29KM.

I saw 8 helper NPCs in that journey and hired 7 of them, with 4 Bakers, 2 Nurses, and Sally.

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Hiring of each kind occurred appropriately and they responded as normal.

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This test showed no warnings or errors in the console or log. Based on past experience, everything I tested worked appropriately and as expected.

This was a necessary update for the NPC Mod as TFP had implemented a change to entities which will be reaching Stable build soon enough.

- Updated persistent electricity effect when dismembering electrocuted zombie

This required a visit to Unity to ensure NPC Mod entities are compliant, and this update reflects that.

This is also something that NPC Mod Add On creators, and overhauls will also have to consider. The Wild West Mod is in final stage development and had to update 3 entities to be compliant with this change. Testing of Oakraven's Head Hunters showed they already check out just fine with initial testing, although they'll need to be monitored for a while for all use cases.

Updating from past builds can incur risks depending on what we have installed and how it all interacts. The developers and community have always encouraged sticking to a current play through without updating until the start of the next play through. In this case though, for players updating to b14 this is an essential update.

In summary, everything checked out just fine at the base level. With other mods, Add On Packs, and an existing save, the risks are always there.

 
I noticed with the latest updates that friendly npcs can no longer be killed, even with an admin gun.  I tested this on a new save with no other mods installed.

using game version 1.0

- 0-Score Version: 1.0.94.1447

- 0-XNPCCore Version: 1.0.13

-edit: They can be killed by zombies and such, just not by players

 
Last edited by a moderator:
Thank you for reporting.

I could test the same scenario, with an M60 and explosives, and verify the same findings.

The only damage they take from a player is passive type from molotovs.
Grenades and explosives, ranged, and other types of attack have no impact on non hired friendly base NPCs.

 
I noticed with the latest updates that friendly npcs can no longer be killed, even with an admin gun.  I tested this on a new save with no other mods installed.

using game version 1.0

- 0-Score Version: 1.0.94.1447

- 0-XNPCCore Version: 1.0.13

-edit: They can be killed by zombies and such, just not by players
That's working as intended, although we are trying to halt passive damage as well.  

 
i don't know where to get support for this issue, so here ill put it. Ive been using the war3zuk modpack but only the zombies are spawning none of the npcs are spawning. The modpack has:

the darks soldiers addon

spider addon

darks zombies

doubleg zombies

guppycur zombies

gans zombies

serverside zombies

None of the addons are built into the overhaul, I've tried editing the registry for max zombies and animals but that's not helping.

any help is appreciated

 
That's working as intended, although we are trying to halt passive damage as well.  
I'd wondered if that was an intentional change possibly rather than a bug.  While I did like being able to just shoot them when they got tangled in my barbed wire and couldn't get out,  I can see where it  could be useful to have it to where players can't damage them.  On a different subject, is it possible to have a mod reference a mesh model from another mod?  For example, I wanted to make a friendly Harley using it's own entityclasses xml in a separate mod rather than altering the original mod files.  I haven't had any luck getting it to work when changing where it says #@modfolder.  The game always tries to access it through the game installaations main data folder rather than where I try to direct it to.  I know I can just have it extend from npcHarleyClub and then referencing the model isn't an issue, for example, but then it still uses the info from npcBanditClubTemplate.  I'd like it to use npcAdvancedClubTemplate instead but haven't yet figured out how or where to change it for that so I've had to settle for just adding a new harley entry to the original mod entityclasses xml.  That works fine for my friend and I other than I have to send her a copy of the edited xml and walk her through installing it as she isn't very computer literate.  Being able to have it in it's own mod would be much easier but my xpath knowledge apparently isn't good enough to figure out how to do it so far 🙂

 
i don't know where to get support for this issue, so here ill put it. Ive been using the war3zuk modpack but only the zombies are spawning none of the npcs are spawning. The modpack has:

the darks soldiers addon

spider addon

darks zombies

doubleg zombies

guppycur zombies

gans zombies

serverside zombies

None of the addons are built into the overhaul, I've tried editing the registry for max zombies and animals but that's not helping.

any help is appreciated
I'm no expert on such things but my guess would be that the spawn xml and/or entitygroups xml from one of the addons is possibly overwriting the files for spawning the npcs.  Not long ago I saw where someone was having a similar issue and that turned out to be the problem.  I don't remember the exact mod combination they were using but it turned out one of them conflicted with the npc mod.  You could try removing them one at a time and testing to see if one of them is causing the issue.

 
i don't know where to get support for this issue, so here ill put it. Ive been using the war3zuk modpack but only the zombies are spawning none of the npcs are spawning. The modpack has:

the darks soldiers addon

spider addon

darks zombies

doubleg zombies

guppycur zombies

gans zombies

serverside zombies

None of the addons are built into the overhaul, I've tried editing the registry for max zombies and animals but that's not helping.

any help is appreciated
The War3zUK Modpack is overwriting all of the spawning.xml features that the NPC Mod is attempting to do.

This can be seen here.

https://dev.azure.com/war3zuk/_git/War3zuk-AIO-Mod-Launcher-v1.0-B333-Stable?path=/Mods/War3zuk AIO Overhaul/Config/spawning.xml

Since these changes come after the NPC Mod and Add On Packs in load order, a lot of the NPC Mod features will not function.

It is certainly not intended, and it never used to be that way. It is possible War3zuk is not even aware of the update which moved NPC Mod spawning from entitygroups and default biome spawning, to the updated spawning.xml method.

Let him know in his Discord and you'll be doing his community a huge service.

https://discord.gg/FcDrGvMHeT

 
arramus said:
I tested the NPC Mod at its base level, since this was a little more than configuration updates and here are the results:

This test consists of:

- 0-Score Version: 1.0.94.1447

- 0-XNPCCore Version: 1.0.13

- Navezgane World

This test is on a fresh Game Save just to confirm it is a viable combination on a new start.

As with a previous test to check the new spawning method for NPCs, I began in the Pine Forest and traveled East to the border. At that point I traveled South through the Burnt and down to the Desert.

The total distance was 4.29KM.

I saw 8 helper NPCs in that journey and hired 7 of them, with 4 Bakers, 2 Nurses, and Sally.



Hiring of each kind occurred appropriately and they responded as normal.







This test showed no warnings or errors in the console or log. Based on past experience, everything I tested worked appropriately and as expected.

This was a necessary update for the NPC Mod as TFP had implemented a change to entities which will be reaching Stable build soon enough.

- Updated persistent electricity effect when dismembering electrocuted zombie

This required a visit to Unity to ensure NPC Mod entities are compliant, and this update reflects that.

This is also something that NPC Mod Add On creators, and overhauls will also have to consider. The Wild West Mod is in final stage development and had to update 3 entities to be compliant with this change. Testing of Oakraven's Head Hunters showed they already check out just fine with initial testing, although they'll need to be monitored for a while for all use cases.

Updating from past builds can incur risks depending on what we have installed and how it all interacts. The developers and community have always encouraged sticking to a current play through without updating until the start of the next play through. In this case though, for players updating to b14 this is an essential update.

In summary, everything checked out just fine at the base level. With other mods, Add On Packs, and an existing save, the risks are always there.




image.png

These are the mods i am running, and so far pretty stable. On the flip side, i have not seen a single prepper, a coldblood, or a cowboy npc. it's mostly soldiers, nurses, gangster girls, dinos that break my arm despite wearing raider armor, and the occasional baker. 

Waiting for the fun pimps to dial down the updates so that my mods can catch up. Reminds me of minecraft from a decade ago.... 

 
DarksPrepperz only appear in their own custom POIs added during RWG. If they were added after RWG, their POIs will not be present, and they will not appear.
This was Darkstardragon's choice on these. I've had a lot of fun tracking them down in a World, and appreciate Darkstardragon's choice of how they can be found, but it requires that initial RWG preparation and background knowledge of what to expect. The Cold Bloods are the dinosaurs, so those dinos breaking arms should be from that pack. As long as it's stable in there, all good.

 
DarksPrepperz only appear in their own custom POIs added during RWG. If they were added after RWG, their POIs will not be present, and they will not appear.
This was Darkstardragon's choice on these. I've had a lot of fun tracking them down in a World, and appreciate Darkstardragon's choice of how they can be found, but it requires that initial RWG preparation and background knowledge of what to expect. The Cold Bloods are the dinosaurs, so those dinos breaking arms should be from that pack. As long as it's stable in there, all good.


DOH! 

Thanks for the explanation! Where do i get those poi's to add to RNG? I just needed to download prepocolpyse? whoops Unfortunately i found a critical problem with the game: the end game missions suck. Despite permanently clearing out each poi i STILL get only tier 6 infestations at different versions of the same poi. Experienced players know this, but if i bought the game at 1.0 thinking it was finished i would probably be somewhat angry... 

 
Last edited by a moderator:
The NPC Mod is compatible with Preppocalypse, and already integrated with something like War3zUK and Outback Roadies. Additional POI packs can be added for sure, with the RWG being made once they are all ready and waiting in the Mods folder as the last task. DarksPrepperz already contain the required POIs built into the Add On and can be used stand alone with just the NPC Mod.

 
The NPC Mod is compatible with Preppocalypse, and already integrated with something like War3zUK and Outback Roadies. Additional POI packs can be added for sure, with the RWG being made once they are all ready and waiting in the Mods folder as the last task. DarksPrepperz already contain the required POIs built into the Add On and can be used stand alone with just the NPC Mod.


Hold up! Darkprepperz added the pois? 

I did not see them in the rng world i was playing. I don't remember if i added it in before i created the world or not. I am going to assume i did not. I will keep this in mind if i start a new rwg without prepacolypse. Are these friendly pois or hostile ones?

Now that i think about it, there were empty pois like phillip powers house and the hangman's hideaway that were completely empty, nice looking, but had no one in them. Are those the ones added? i found it strange that some had corpses tied up in the back. 

 
There are two POIs associated with this pack with one for each of the Prepper Helper NPCs. These POIs only spawn one of each of these helper Prepper entities. They will not spawn zombies. They are found somewhere in the Wilderness. This was a short intro for them and shows some of their POI structure to see what to look for.

https://www.nexusmods.com/7daystodie/articles/788

 
There are two POIs associated with this pack with one for each of the Prepper Helper NPCs. These POIs only spawn one of each of these helper Prepper entities. They will not spawn zombies. They are found somewhere in the Wilderness. This was a short intro for them and shows some of their POI structure to see what to look for.

https://www.nexusmods.com/7daystodie/articles/788
These NPCs, are they going to be different behaviour wise after hiring ? Or they will behave just like the other hired NPCs ? 

 
Since they are powered by the NPC Mod, they are fully regulated by it. Darkstardragon changed the hire cost compared to default, and they only have a single weapon that can't be changed, but all else is the same.

 
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