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NPCMod and Addons

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.
Oh. Looking at their qualifications and hore cost, I thought they are going to be superior in some sense.

 
They will do more damage than default.

For example, a sniper rifle on an NPC Helper is 20 damage, but the Prepper sniper rifle is 35.

entityclasses.xml can reduce or increase their HireCost as you prefer.

John Smith is 1000 7.62 and Riley Roo is 50 acid. I wouldn't mind paying more than 1000 7.62, but 50 acid can be very hard to come by...
Although in Preppocalypse, you can craft 1 battery into 1 acid for the Scavengers.... but there is room to amend that as you like.

 
That is something done in The Wasteland Mod as an Add On Pack type feature. There has been nothing discussed that I'm aware of for it being a default feature, but it is well within the means of Add On Pack and overhaul creators to implement.

 
The Soldier NPC cant hit anything, they are useless. Cook and Nurse like almost never appear.

F it. Uninstalled, day 7 horde night just started and i can nomore run or jump, restarted game now all trees are gone and same problem and not any zombie comin.

Iron sights are invisible and so on. This game is now a bugged mess.

I guess i can uninstall this game now and my forum account.

 
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Sharing a log will provide a wealth of information about the play through environment and a possible cause ... if you reconsider your 7DTD status and remain.

 
The Soldier NPC cant hit anything, they are useless. Cook and Nurse like almost never appear.

F it. Uninstalled, day 7 horde night just started and i can nomore run or jump, restarted game now all trees are gone and same problem and not any zombie comin.

Iron sights are invisible and so on. This game is now a bugged mess.

I guess i can uninstall this game now and my forum account.
Random tangents are fun.

 
The Soldier NPC cant hit anything, they are useless. Cook and Nurse like almost never appear.

F it. Uninstalled, day 7 horde night just started and i can nomore run or jump, restarted game now all trees are gone and same problem and not any zombie comin.

Iron sights are invisible and so on. This game is now a bugged mess.

I guess i can uninstall this game now and my forum account.
You've done nothing but complain about this mod for months, not sure why you still use it.

But yeah, if you had this installed along with SCore and uninstalled it mid-game, that save is pretty much toast. You can't remove mods like that once you've started a save.

 
Oof, it has been awhile since I looked at this mod.  I wonder if anything is new...

THEY ADDED DINOSAURS???

I don't suppose there is a mod that removes the zombies and replaces them with dinosaurs and the spiders pack?

 
Oof, it has been awhile since I looked at this mod.  I wonder if anything is new...

THEY ADDED DINOSAURS???

I don't suppose there is a mod that removes the zombies and replaces them with dinosaurs and the spiders pack?
Hmmm not that I've seen... but I have seen similar.
You could probably use something like FPS Murder Chickens (can consider murder chickens mini-dinos too, lol) and kind of do what they did to suppress mobs and replace them with the murder chickens and just use the entity lists and entity groups for the dino packs (Dark's Dinos and OAK's Cold Ones) as well as any other packs that may have prehistoric style critters from dragons to actual dinosaurs.

 
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Hey, love the mod and have a few questions.

Does Charismatic Nature work with hired NPCs? The effects from the first 3 points look like they could be useful.

The hired NPCs seem pretty survivable in most cases, but they are getting absolutely destroyed by a certain zombie from another mod I'm using.(Fire Devils from DoubleBlundy's Server Side Zombies and Bosses) Any way I can reduce the amount of burn damage they take? They get set on fire once and they are literally toast.

Finally, anyone know if there are any Japanese, etc. modders making NPC mods? They usually do some crazy stuff.(Yes, I want anime girl companions) Or any place where there are NPC mods not listed in the OP.

 
Should be some more packs incoming soon, stuff i did but never released, was for a mod that is currently on hold. Also, there are likely some on nexus from various authors. Check out khz page here on forums too.

 
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Awesome, Brigands and more undead!
Thanks DarkStarDragon and team.

Just wondering, has anyone gotten the orcs and goblins to work with v1.1? I've tried updating myself and I think it's a rigging issue with the models, at least from what I see.
I was adding the old gob pack to my game and making a few of them "Loot Goblins" like in various other RPG games, with highlighted colors and increased drops, but I had to settle for making mini-fat cops and hawaiians until I can figure out how.

Would be also nice to figure out a way to them to trigger dropping coins (or junk) or at least a "coin drop" particle effect like how damaged machinery does when hitting them, just for fun. Im still learning and trying.

 
The orcs and goblins were for not medieval mod alpha 20, i wont be updating them any time soon as the project lead for Medieval Mod 2

is busy atm and it is on hold for the time being.

Awesome, Brigands and more undead!
Thanks DarkStarDragon and team.

Just wondering, has anyone gotten the orcs and goblins to work with v1.1? I've tried updating myself and I think it's a rigging issue with the models, at least from what I see.
I was adding the old gob pack to my game and making a few of them "Loot Goblins" like in various other RPG games, with highlighted colors and increased drops, but I had to settle for making mini-fat cops and hawaiians until I can figure out how.

Would be also nice to figure out a way to them to trigger dropping coins (or junk) or at least a "coin drop" particle effect like how damaged machinery does when hitting them, just for fun. Im still learning and trying.
you can substitute coin piles for the zombie loot bags

 
The orcs and goblins were for not medieval mod alpha 20, i wont be updating them any time soon as the project lead for Medieval Mod 2

is busy atm and it is on hold for the time being.

you can substitute coin piles for the zombie loot bags
That's true and maybe another option instead the standard reg/strong/boss etc loot bag for the final kill.  Was looking for something that gave that same animation and trail to follow leading to the loot gob or showing you were hitting it (it dropping loot and coin as it ran away) so if you don't get a kill, the lil piles are the booby prize.

Working on some quick entitygroup.xmls and spawning.xmls for your MM bandit & undead packs for personal use.  Think it may need to be added or at least told to ppl on frontpage that you'll need to edit your own (or add some).

 
whats the link for the NPC discord? I'd like to learn more about npcs and what not, Arramus mentioned it in his response to one of my previous queeries.

 
So, none of my NPCs are taking any ranged weapons but pistols.  Tried Shotgun, SMG, Rifles, Assault Rifles.  They didn't want any of them.  I give them the guns, go into the weapon menu in the dialogue, and all I get is the "Weapon Menu" button.  I'm not running any mods that touch weapons... I think.  Mostly just stuff that adds building pieces.  Am I just being dumb here?  That is a very real possibility for me.

 
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