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NPCCore

NPCCore 2.1.2

No permission to download
Reasons could be a deleted 0_TFP_Harmony mod folder from the main directory, using V2.1 0-Score with V2.0 game version or opposite...
Sharing the game log can better help understand the reason.
 
The Spider Pack received a small update as follows:
- Expanding tracking from Skill Perk Level 2-3 to 2-5 to be compliant with V2 expansion.
- Added custom tracking icon.

Y44ALYP.jpeg
 
Oakraven has kindly shared a new NPC Mod Add On Pack that can be downloaded here.
It is bundled as 1-OaksBigFoot for NPC Mod compliance. I can't share any images at present as Imgur is down.
The download area shows enough.

Features include:
- Four kinds of Big Foot (Regular, Snow, Infernal, and Charged)
- Appear in all biomes thematically
- Higher density at night in all biomes
- Roam in all biomes using their own spawning rates to maintain default zombie volumes
- Knock Down primary melee and ranged secondary attack
 
Darkstardragon has kindly updated the 1-DarkzSoldierz Add On Pack for V2.
This is a helper Add On Pack. They can appear in the Biomes and NPC Mod POIs in Military Areas.
Download here.

This update has seen the Solders given a lot of polish with the new crouch and climb animations, holstering of weapons when interacting for better UI response, and compliance with the updated spawning. Rocket Launcher Soldiers will NOT appear in the biomes. However, they have a very small chance to be seen in the NPC Mod POIs and hired as helpers.

c9OwiXy.jpeg
 
Darkstardragon has updated 'Darks Cleanerz' to V2. It can be downloaded here.

Features include:
- Three kinds of Bandit
- 16 kinds of ranged or melee weapons
- Appear in all biomes
- Higher density at night and in more dangerous biomes
- Roam in all biomes using their own spawning rates to maintain default zombie volumes
- Appear in NPC Mod POIs with other Bandits
- Rocket Launcher Bandit and Unarmed Bandit do not appear in the biomes, but can appear in NPC Mod POIs

cF0U59F.jpeg
 
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.
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...
 
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.
 
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.
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.
 
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.
 
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.
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!
 
Oakraven has shared an additional NPC Mod Add On Pack called Oak's Cow Hands.
These are Helper NPCs with an Old West theme. They are fully compliant with the Wild West Mod for anyone interested in pairing them up.
For NPC Mod compliance, the folder loads as 1-OaksCowHands. Download here.

km0gkV2.jpeg
 
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...
Didn't know the old version would work. Thanks for letting me know. I assumed they would be incompatible with the new NPC core.
 
Here is a compatibility patch which allows Oak's Cow Hands along with the NPC Mod to work with the Wild West Mod.

It requires:
Wild West Mod
0-Score (already bundled in the Wild West Mod for V2)
NPC Core
Oak's Cow Hands

and this compatibility patch found here. All dependencies are added to this patch page and downloaded from the same location.

Features include:
- Removes default NPC Baker, Nurse, and Harley for immersion
- Adds custom Cow Hands loot for immersion
- Seven kinds of Old West helpers
- Custom weapons
- Appear in all biomes
- Higher density at night and in more dangerous biomes
- Roam in all biomes using their own spawning rates to maintain default zombie volumes

1PQlc29.jpeg
 
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