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I see you have posted here to ask about potential updates, and that has traditionally been the primary Civilian Add On Pack for the NPC Mod over the past few versions.Is there anyone working on friendly human civilian NPC mod packs?
Would ask into same direction...is the former civilian NPC mod in need of an update? Somehow it still works, but not sure if in full...same counts for Darkz Girls, which also works despiute it's not updated, hence wondering whether can play with both mods...I see you have posted here to ask about potential updates, and that has traditionally been the primary Civilian Add On Pack for the NPC Mod over the past few versions.
Many thanks for feedback @arramus ! If you allow a different question, however also related to NPC mod packs. I experience a quite high number of spawns of spiders, soldiers and Rogues. I guess it's based upon the spawning xml, which i saw is set to maxcount="1". Is there a way to let them more rarely spawn? (If i start a new game and within eg first 30min without running too far I see already more than 5-10 of them each, which makes the NPC's predominant over zombies walking around.Ideally they are in need of an update to hook them up for V2 features, such as the ability to crouch through 1 block openings, and possibly a jumping over blocks feature. Some players have been using the V1 Add On Packs in V2 without reporting any issues, but it's very much at self discretion and risk. Darkstardragon and Oakraven have updated and released some of their content, and time will tell if it includes other Add On Packs.
<entitygroup name="npcHarleyGroupGS01">
npcHarleyAxe, .1
npcHarleyBat, .1
npcHarleyClub, .2
npcHarleyEmptyHand, .2
npcHarleyKnife, .2
npcHarleyMachete, .1
npcHarleySpear, .1
none, 99.0
</entitygroup>
Extremely valuable summary and detailed explanation @arramus! In fact, the soldiers have a probability down to 86, hence the reason of seeing them often, compared with a Harley of a probability up to 99 and being quite rare. Will adjust to own liking accordingly. Again many thanks!Based on testing with the default NPC Mod characters of the Baker, Nurse, Harley, and Dog, they would appear on average about once every 700 blocks. This is governed by both the maxcount in spawning.xml and the probability in the entitygroups.xml.
In the case of Harley in the Pine Forest over one biome passage.
Her spawning.xml is set to a maxcount of 1 for both Day and Night.
Her entitygroups.xml is set to have an entity called 'none' with a probability of 99.0 for day and 97.0 for night.
These are designed to add up to a total of 100 (although the game uses 1 but it all works itself out to that value and this makes it easier to calculate within the community).
XML:<entitygroup name="npcHarleyGroupGS01"> npcHarleyAxe, .1 npcHarleyBat, .1 npcHarleyClub, .2 npcHarleyEmptyHand, .2 npcHarleyKnife, .2 npcHarleyMachete, .1 npcHarleySpear, .1 none, 99.0 </entitygroup>
The Baker and Nurse have a pretty similar 'none' entity in their group as 97.0.
We are recommending that Add On Pack creators stick closer to the 'none' entity probability of 90.0 and above.
With 97.0 showing appearances at about an average of 700 blocks, 90.0 is considered to raise that to about once every 400-500 blocks depending on length of entity lists.
However, there are occasions where we'll see double spawns here and there, and excessive spawns in very new worlds with no opened up regions.
This has been noticed with any zombie mod, and even with zombies added to existing default groups. Things do not always match what their probability suggests in new worlds. It does start to balance as regions open up.
If you are seeing too many Add On Pack entities appearing, increase that 'none' value.
If it was 91.0, as with the spiders, increase it to 95.0 and recalculate the others in the list to keep the sum total at 100.
Once you find a balance which feels appropriate for your needs, that can serve as a baseline.
As the world opens up regions, things can start to settle down and spawns may seem less even in newly explored regions.
At that point, you can always restore the original default settings.
Didn't know the old version would work. Thanks for letting me know. I assumed they would be incompatible with the new NPC core.Would ask into same direction...is the former civilian NPC mod in need of an update? Somehow it still works, but not sure if in full...same counts for Darkz Girls, which also works despiute it's not updated, hence wondering whether can play with both mods...