• Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.

    The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.

NPCCore

NPCCore 2.1.2

No permission to download
Testing...
I can confirm this in a dedicated server. They can make the first attack with damage. They are hostile and follow the player but do not attack.
The same is happening for the base game vulture in a dedicated server as well. It has been reported as a bug.
Post automatically merged:

 
This remains an issue in V2.3 (b9) for vultures on a dedicated server. I am not sure if there is a connection for the NPC Mod and the spiders.
EYB7VbS.jpeg
 
Here is a small update for the NPC Mod Prefabs Mod that can be downloaded here.

- Adding Classic Crack-a-Book HQ Bandits as a T5 Quest POI hooked up for Clear, Fetch and Infested.

This is the A19 Crack-a-Book HQ updated for V2 and populated by bandits. It was tested with Darks Cleanerz and Oak's Bandit Head Hunters.
For players not using Add On Packs for Bandits, Harley will appear as the base default entity.

xgCueeO.jpeg


WJdzcWO.jpeg
 
0-XNPCCore is released as the base mod which is not typically amended. Anything using the 0-XNPCCore to power it generally receives the type of changes you are talking about. As such, I won't share how to make the changes directly inside the 0-XNPCCore mod as it's not intended to be amended directly.

If you just want to make the Baker and Nurse hostile to start with, it's possible to make an Add On Pack (1-HostileBakerAndNurseAddOnPack) where there is a hostile version that can use the Bandit class just like Harley. Using Harley as your template helps as a guide.

If you are using an existing Add On Pack like Darks Soldierz and want those to be hostile, it's the same principal of using the templates in the NPC Mod from the Bandit Class. However, it's best to discuss such switchover directly with the original creator based on their use case intentions.

There is an optional mods folder inside the 0-XNPCCore Config folder which can stop the friendly Baker and Nurse from appearing, which would allow the Hostile Bandit type to take their place instead.

It's not really just a simple switch of faction allegiance in the base NPC Mod files, as it's intended to power other Add On packs. For more support on this, since it goes beyond general use of the NPC Mod, it'll help to look at existing Bandit Add On Packs or visit Guppy's Modding Discord to get to know more about the modding process.
https://discord.com/invite/WpVPJWj7Xk
 
Question how can i changed the xml to make it all the human npc are hostile?

There are a couple of options. (Only one is needed.)

1. In the vanilla npc.xml file, change the Whiteriver faction to hate everyone:
XML:
<faction name="whiteriver">
    <relationship name="*" value="hate"/>
</faction>

The "whiteriver" faction is the one that is considered friendly, so this will change all of those characters to hate everyone. But keep in mind that some custom trader NPCs might also use the "whiteriver" faction. (Vanilla does not, it uses the "trader" faction, but you never know with NPC packs.)

2. In the entityclasses.xml file for both NPC core and all the NPC packs you use, change all the characters' factions to "bandits":
XML:
<property name="Faction" value="bandits"/>
(If a specific character in an NPC pack doesn't have this value, it probably inherits it from one of the NPC Core entity class templates. They have "Template" in their names. Changing the factions on those templates should work.)

This option can also be used to change factions on a character-by-character basis. But keep in mind that if you play with NPC POIs, they will still be in the same POI spawn groups, and if they spawn next to characters who are still "whiteriver" they'll start fighting each other.

As long as this is for your private use (including use on a private server), then I don't think any NPC authors will have an issue with it.

Finally - if you are playing with my Civilians pack, there are options in that pack to add "bandit" versions of the Civilian characters. You can either add them in addition to the "whiteriver" versions, or replace the "whiteriver" versions entirely. Instructions are in the README.md file.
 
Back
Top