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[1.0] khzmusik's Mods (survival, NPCs, add-ons)

Hey @khzmusik, I wanted to ask if I could steal the part of your "Trader Progression" mod that prevents traders from spawning next to each other?

Background: I wrote a mod that modifies world generation, one part of which unlocks trader biomes - some users don't like that traders can spawn next to each other.


Yes, that's absolutely fine.

In fact, the change is so minor that I'm not sure the term "stealing" is appropriate. It's just a tag that you add to the "ThemeTags" property of the POI's XML. (I used "trader" but in theory it could be anything.)

I don't know why it's not in the vanilla game, it's such an obvious and minor thing.

 
I just updated the Zombies pack to version 1.0.1.1

That version fixes a couple of bugs, and adds an additional feature that I think everyone will like:

  • Added the proper Unity dismemberment objects to zombie female office worker. The missing objects could cause null reference exceptions on dedicated servers when that zombie was dismembered.
  • Added "LOD" tags to the bodies of some zombies that didn't have them. This could affect the "shock" effect when zombies were shocked with stun batons.
  • Fixed move speeds for walk type 2 zombies (female lumberjack and soldiers) to minimize an animation glitch where their knees suddenly bend backwards. (The glitch is a vanilla animation glitch, so it still happens occasionally, but not nearly as often.)
  • Updated health and regeneration values to match the buffed 1.0 levels.
  • New feature: burnt and female lumberjack use pre-1.0 zombie sounds removed from the game. (The female lumberjack sounds are pitched up to make them sound female.)

The sounds are in a new Unity package called "ZombieSounds_KHz.unity3d". Because they are TFP sounds, any other modder is free to use them.

This update should be safe to install on existing game saves. (I have tested it in SP.) You will need to restart the game, of course.

Enjoy!

Also: If you're curious, my current WIP is updating Rogues and Psychos for 1.x. I will update here when it is ready.

 
NPC Civilians Update

I just updated the Civilians NPC pack to version 1.2.1.0

This version is fully compatible with 7D2D version 1.2. It also removes the "FailOnDistanceToLeader" considerations in utilityai.xml (implementing the NPC Core fix of the same issue).

Please note, in order to use NPCs in 7D2D version 1.2, you must also update the SCore and NPC Core mods to their compatible 1.2 versions. Version 1.2 introduced some new requirements that made previous 1.0 versions incompatible.

I particularly recommend that you use SCore version 1.2.29.952 or higher. That version fixed an issue where NPCs named "Bob" would not show the character name, but would instead show the entity class name.

The updated versions of those mods should be linked in the first page of the NPC Core thread:




 
Good day Sir

I was wondering if you are planning to update the version numbers on " Trader Progression " .... I did it on the one I'm using because I got a caution message under F1 when I check the Mods for any errors ... I believe it only needs a version update and seems to be working just fine other than that.

Thank you, The OldGamer

 
Good day Sir

I was wondering if you are planning to update the version numbers on " Trader Progression " .... I did it on the one I'm using because I got a caution message under F1 when I check the Mods for any errors ... I believe it only needs a version update and seems to be working just fine other than that.

Thank you, The OldGamer


You shouldn't get any kind of warning merely because of that, I don't think the game compares the mod's version number with its own.

I'll look into it, but can you give me the "caution" message (I assume that means a yellow warning) that you are getting?

EDIT: I just tried it myself with version 1.2 b27. The mod worked fine. I generated a new world, got the first trader mission, and it was to a Trader Jen in the pine forest.

There were yellow warning messages, but nothing that I haven't seen in a fresh vanilla installation.

 
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NPC Probabilator v1.2.2.0

Hi, all. I have updated NPC Probabilator to version 1.2.2.0. Here are the updates:

  • Updated to add the IDs required for biome spawners in vanilla version 1.2
  • Added two optional command-line flags to generate custom wandering hordes and prefab (POI) spawn groups - see below for details
  • Numerous behind-the-scenes code changes and refactoring

While this version was developed for vanilla version 1.2, I have also tried it with version 1.3 and it runs without any issues. (It still runs on 1.0 as well if anyone is still using that.)

Here are the new command-line flags:

  • --customwanderinghordes: Generate custom wandering horde groups.
    These groups can be used to replace one or more of the groups referenced in the "WanderingHorde" spawner, located in gamestages.xml.
    This tool only generates the groups. It does not modify the spawner; this must be done manually.
  • --cwh: Alias of --customwanderinghordes.
  • --customprefabgroups: Generate custom prefab groups for POIs, parts, or tiles.
    These groups will show up in the Prefab Editor, and will allow prefab designers to specify sleeper volumes that will only spawn these NPCs.
  • --cpg: Alias of --customprefabgroups.



Flags are optional. If you don't want custom wandering hordes or prefab groups, then don't use the flags.

...On a separate note:

I want to apologize for not updating in a long time. Partly it was because life got in the way (day job and family mostly), and partly it was because I got a bit burned out on modding and needed to go back to just playing the game for a while.

But, I'm back in the saddle again. I'm still updating Rogues and Psychos, but it's proving to be a lot more time-consuming than I anticipated. I'm also working on a couple random modlets that I wanted to do, and I will release those when they're good enough for public release.

Anyone who is really, really curious can see my GitLab issue board here:
https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/boards 

 
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I just added the Rogues and Psychos NPC packs to my repo.

(The edit is being held for moderation, though I don't know why.)

Unlike previous alphas, they are now separate packs. I probably should have made them separate packs in the beginning, because they're so different, but better late than never.

These are the links to the GitLab source. You can download them from there.

Psychos: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Psychos

Rogues: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Rogues 

There is also a minor update to the NPC Probabilator mod. While developing the Rogues pack, I noticed that the format for the prefab groups have changed in 1.0, so I updated both the Probabilator and the NPC packs to reflect that.

Unfortunately, that means Rogue or Psycho specific prefabs from previous alphas will not work with 1.0. (This does not apply to the prefab groups in NPC Core.)

I don't know if anyone is surprised by this, or indeed if anyone else made Rogue or Psycho specific prefabs/POIs, but I thought I should mention it.

 
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So questions about the civilians npc mods. can I change the hirer Prices, if so how? also does this mod mess with other mods that make spawning different? I was using dangerous cities and it didnt seem to work? thnks :)

 
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lordneg said:
So questions about the civilians npc mods. can I change the hirer Prices, if so how? also does this mod mess with other mods that make spawning different? I was using dangerous cities and it didnt seem to work? thnks :)


The hire cost is determined by this property in the entity class:

<property name="HireCost" value="1000" />




That property is defined in the NPC Core templates, I don't override that property for my own characters. So one option would be to change the hire costs in the NPC Core templates, and that will affect any characters (mine or others') that extend them.

If you only want to modify my characters, then you'll have to add that property via XPath, since that's now how I add all properties to my entity classes. (It makes debugging much easier, and ensures consistency among the different characters.)

I do this at the bottom of the entityclasses.xml file, and that should give you an idea of how to target my entities. Let me know if you want more details.

EDIT: Also, my packs only add new biome spawns, the same way NPC Core does. If there's a pack that loads after mine, that pack might wipe out the additional biome spawn groups, if it simply replaces all those groups. You could try renaming my packs so they load after the other mod, and see if that helps.

EDIT 2: Yeah, I just looked at Dangerous Cities, and Khaine does in fact wipe out all of the biome spawns. Rename mine so it loads after his, or his so it loads before mine.

Souhank said:
Hello khzmusik how i disable the hire option of npc civilians?


One thing you could do is change this property:

<property name="Hirable" value="true" />




Changing it to "false" will make the NPCs not able to be hired.

Again, this property is added in the NPC Core templates - specifically, the "advanced" templates. I do not override it in my own characters. Setting it to "false" in the templates will mean no NPCs can be hired, unless the other authors' NPCs specify this property themselves.

Another option is to make them extend the "non-advanced" templates. For example, pipe pistol wielders currently extend "npcAdvancedPipePistolTemplate". They could extend "npcPipePistolTemplate" or, if you want to spawn them into hordes, "npcBMPipePistolTemplate".

If you do either of those things, you'll still be using the "advanced" UAI. That shouldn't cause issues, but it's less efficient - even though you won't be using the UAI for hired characters, the game will still spend cycles on it when calculating the best action to take.

I didn't make custom "basic" UAI for Civilians. But, I have specialized UAI for Rogues or Psychos that you could use, if you're already using those packs. You can also use the NPC Core UAI, but that doesn't do a couple of things that I added (like preventing NPCs from attacking while they're on fire).

Hope that helps!

 
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Thanks, I think the easiest solution is increase the hire costs.


I happen to agree with you. Every NPC is at least as useful as a drone, so hiring them should cost roughly the same as buying a drone IMHO.

But, that's not my decision to make.

 
Hi, love your mods. I played with the Whisperers like 2 years ago now I think, do you think you'll be re-adding them for the newest version of the game? They were so spooky and fun!!

 
Hi, love your mods. I played with the Whisperers like 2 years ago now I think, do you think you'll be re-adding them for the newest version of the game? They were so spooky and fun!!


Yes, it's what I'm working on right now.

I am going to rename them to something else, to not risk action from TWD if it ever gets into Steam Workshop. I was thinking probably "Shepherds," for the religious analogy where the dead are their "flock," but I'm open to other ideas.

 
Yes, it's what I'm working on right now.

I am going to rename them to something else, to not risk action from TWD if it ever gets into Steam Workshop. I was thinking probably "Shepherds," for the religious analogy where the dead are their "flock," but I'm open to other ideas.
Omg i'm so happy to hear that!!!

I do love the idea of calling them Shepherds, that makes sense. Some others along that line of thinking could be like Acolytes orrr like The Warden(s) or something like that? Disciples of the dead, brotherhood of something, the enlightened

Idk, either way, good luck and thank you for all your hard work :D

 
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