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A19 NPCs DMT Mod

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I was testing putting in sounds for some npcs for fantasy mod and yea, it seems they can get annoying lol

i think ill be putting a decent gap of time between random sounds and adding alot of different comments so they dont get stale fast

 
How do the npcs level? perhaps that should be a dialogue option where they tell you how they level? That is a neat idea actually, have the npcs tell you how they operate, so that way instead of having to search around forums you can just ask them.

for leveling, why not a wellness system? for every 500 stamina from food they gain a perk point that you can allocate for them? This would represent them thriving and getting stronger in the waste land.

Is it possible to manage their equipment? that might be the answer to them dying so quickly: allow the player to equip them with better clothing and armor.

But yeah, with Harley the big problem was not so much that she was annoying, it was that she was LOUD, much louder than the base settings.

 
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I was testing putting in sounds for some npcs for fantasy mod and yea, it seems they can get annoying lol
Can they be triggered by the environment instead of time? Like "there is an enemy x meters to the left" or "these have not been searched yet"?

 
They have pretty much the same set of sounds as zombies do. Attack, hurt, sense etc. So you can plug different sets of sounds in for each of those. The npcs dont level, they have as many hp as you want to give em.

 
Is it possible to manage their equipment? that might be the answer to them dying so quickly: allow the player to equip them with better clothing and armor.
I think the idea of equipping them is great but most likely very hard/impossible to impliment.However a good idea that may be possible would be for the NPCs to have 2 modes,ranged and melee.

Entering dialogue and telling them you want them to use a specific behaviour would be invaluble for certain situations and could help with friendly fire.The only thing is the NPC in question would have to have two hand items and be able to switch them after they have spawned and i dont know if it can be done.

 
I think the idea of equipping them is great but most likely very hard/impossible to impliment.However a good idea that may be possible would be for the NPCs to have 2 modes,ranged and melee.
Entering dialogue and telling them you want them to use a specific behaviour would be invaluble for certain situations and could help with friendly fire.The only thing is the NPC in question would have to have two hand items and be able to switch them after they have spawned and i dont know if it can be done.
It can be done but requires a more complex controller and more work lol. Also, not all models come with multiple animations.

 
It can be done but requires a more complex controller and more work lol. Also, not all models come with multiple animations.
I know the war of the walkers mod had uma zombies that wore the same equipment the players do, but those were umas....

Speaking of which, what the hell is UMA an acronym for?

But anyway, crazy thought here: why not put mod slots in for he npcs? the equip them with "mods" that up their stats? So the equipment does not show up on the model, but it does give them some sort of buff.

 
from hal himself, how to install mods with dmt tool
Watched it, good to know I did everything right at least. Guess I'll never know what the problem was, still never worked. Thanks for all the help though guys.

 
Using the Mod Launcher, I just tried updating this mod to the latest version, and I'm getting an "svn checkout error":

"'C:\7D2D\Alpha18\My_Mods\Xyth NPCs' is already a working copy for a different URL"

Deleting and re-downloading the mods in the Mod Launcher fixed the issue (unsurprisingly) so it's not a breaking bug. But, I thought you should know about it.

Also - remember a while ago, when I said the Mod Launcher (and DMT) didn't catch that the mod was dependent upon SphereIICore and SphereII NPC Dialog Windows? I might have found the cause.

In the mod.xml file, there are spaces around the names of the dependencies:

Code:
 <dependencies>
   <dependency> 0-SphereIICore </dependency>
   <dependency> SphereII NPC Dialog Windows </dependency>
  </dependencies>
It's just a hunch though.

 
Using the Mod Launcher, I just tried updating this mod to the latest version, and I'm getting an "svn checkout error":
"'C:\7D2D\Alpha18\My_Mods\Xyth NPCs' is already a working copy for a different URL"

Deleting and re-downloading the mods in the Mod Launcher fixed the issue (unsurprisingly) so it's not a breaking bug. But, I thought you should know about it.

Also - remember a while ago, when I said the Mod Launcher (and DMT) didn't catch that the mod was dependent upon SphereIICore and SphereII NPC Dialog Windows? I might have found the cause.

In the mod.xml file, there are spaces around the names of the dependencies:

Code:
 <dependencies>
   <dependency> 0-SphereIICore </dependency>
   <dependency> SphereII NPC Dialog Windows </dependency>
  </dependencies>
It's just a hunch though.
Removed the leading and traiming spaces, and pushed the update. Thanks.

 
I´d donwload yesterday the update (1.81) and every thing goes fine but the auto tourret keep shooting at them even I allready hired them, it see them als enemig

 
Some questions about modifying this modlet...

Is there any way to turn off tracking the NPCs on the map? Or, better yet, only track those NPCs that you hired?

How much of a resource drain are the NPCs? I'd like to make a private mod that dramatically increases the number of NPCs in the world (like, hundreds) and I'm wondering if that's practical with my older gaming PC.

Finally - and this is a pie-in-the-sky question - but way back in A16 you could create NPCs purely in XML, using UMA with the 7D2D native player animations:

https://7daystodie.com/forums/showthread.php?73594-How-to-make-and-use-your-own-uma-npcs-in-7dtd(wip)

From what I understand, this still halfway functions, but the resulting NPCs don't move - I guess because they can no longer hook into the native 7D2D AI.

Would it even be possible to port this over to A18+ and use the SphereII Core NPC AI hooks instead?

I'm asking merely because I would like vastly more varieties of NPCs in the game, without having to create models, animations, etc. in Unity.

 
Some questions about modifying this modlet...
Is there any way to turn off tracking the NPCs on the map? Or, better yet, only track those NPCs that you hired?

How much of a resource drain are the NPCs? I'd like to make a private mod that dramatically increases the number of NPCs in the world (like, hundreds) and I'm wondering if that's practical with my older gaming PC.

Finally - and this is a pie-in-the-sky question - but way back in A16 you could create NPCs purely in XML, using UMA with the 7D2D native player animations:

https://7daystodie.com/forums/showthread.php?73594-How-to-make-and-use-your-own-uma-npcs-in-7dtd(wip)

From what I understand, this still halfway functions, but the resulting NPCs don't move - I guess because they can no longer hook into the native 7D2D AI.

Would it even be possible to port this over to A18+ and use the SphereII Core NPC AI hooks instead?

I'm asking merely because I would like vastly more varieties of NPCs in the game, without having to create models, animations, etc. in Unity.

1. Tracking turns of in the entitiyClasses.xml, comment out this: <property name="MapIcon" value="ui_game_symbol_bullet_point"/>

It would take a bit of code to make that hired only.

2. Never tried so many at once, try it and let us know.

3. Vanilla NPCs wont work as you said, at this time you cant do what you ask.

 
1. Tracking turns of in the entitiyClasses.xml, comment out this: <property name="MapIcon" value="ui_game_symbol_bullet_point"/>
It would take a bit of code to make that hired only.

2. Never tried so many at once, try it and let us know.

3. Vanilla NPCs wont work as you said, at this time you cant do what you ask.
1. That's good, it means turning off tracking should be easily done via a modlet. Point taken about the code needed to only track hired NPCs.

2. Well, I tried this, with mixed results.

First, it seems that NPCs de-spawn when you leave the chunk. That's actually not a big deal to me personally, and it actually might make NPC-heavy worlds not consume a huge amount of resources.

Second, I tested this by adding them to many of the vanilla spawn groups. This worked somewhat, but not quite as intended.

Part of my plan was to have NPCs spawn inside POIs along with the zombies. The idea was that you would go to loot a POI, only to find one or more survivors who are already fighting for their lives, and you could help them or not.

They did spawn in these cases, but the NPCs didn't do anything. They just stood there, and didn't fight any woken zombies, or wander around, or anything like that. (They did work if you hire them after they spawn.)

I'm pretty sure this is because POI spawns are sleeper volumes, and the NPCs (zombies in vanilla) spawn in a sleeping state. In this state all AI is shut off. Waking zombies probably involves calling some kind of method that your NPCs simply aren't programmed to respond to.

Zombies would also not wake in their presence, I'm guessing because 7D2D codes them to only wake up to players. That could be OK if the NPCs did spawn in a woken state, because then they could target the sleepers, which I'm guessing would wake them.

So, I think they will only work if they are spawned into groups that aren't initially sleeping. Friendly/hostile animals are in this category, which is why your modlet works as is.

(I'm not expecting you to add the "wake up" code, just letting you know what I found.)

3. That is a pity, but it was a long shot anyway. C'est la vie.

 
NPCs should not despawn if they entered the world using the games biome spawner. Also, if you are using F6, make sure you don't use the default dynamic spawner, change to biome spawner. The dynamic spawner wont maintain them outside of the current chunk.

Once we get the A18 version of the Winter Project shipped we can look at NPC sleepers.

 
NPCs should not despawn if they entered the world using the games biome spawner. Also, if you are using F6, make sure you don't use the default dynamic spawner, change to biome spawner. The dynamic spawner wont maintain them outside of the current chunk.
Once we get the A18 version of the Winter Project shipped we can look at NPC sleepers.
Actually, during test play, I did spawn in the first few NPCs using F6 (I hadn't seen Pest or Ghost before and wanted to get a feel for which zombies they should spawn with). I thought more had spawned in from sleeper hordes, but I could easily have been wrong about that. That probably explains why they de-spawned.

Don't knock yourself out trying to support NPC sleepers. I'd be very happy if you did, but I'm not expecting it, especially since I have no idea if anyone else wants them.

Also, if you need some help let me know, I'm not a game developer but do work with C# professionally.

 
Interesting, now that you mention it we only biome spawned the npcs from this mod in a17 fantasy mod. We were going to add them to pois this time around, so should be interesting to see whats up with that. We can use custom spawners instead if its an issue, but im curious to see if they do spawn and why they arent moving around when in sleeper groups. The custom bandits and monsters we had in a17 version spawned fine in sleeper groups.

 
One thing I also noticed: The "Pest" NPC attacks all the other NPCs (but not the player, unless attacked). Is this intentional?

 
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