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A19 NPCs DMT Mod

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hi , i can run it on solo and on a dedicated server so i share my method (i bleed from eyes and ears during 3 days to find it, i'm not a modder  :)  )
 

1: download the tool and mods as shown 
*compile via DMT Tool
( https://github.com/.../v2.2.7569.../DMTv2.2.7569.26209.zip )
from " SphereII.ModsA19-master " :
( https://github.com/.../SphereII.ModsA19/archive/master.zip )
SphereII NPC Dialog Windows
_ 0-SphereIICore
_ 0-CreaturePackHumans (https://yehonal.github.io/DownGit/... )
and since A19DMTMods-master
( https://github.com/7D2D/A19DMTMods/archive/master.zip )
_ 1-NPCPackAnimals
_ 1-NPCPackHumans
_ 1-NPCPackMechs
_ 2-NPCFactions
_ Locks
(capture: https://www.mediafire.com/view/7zg4lj4xae498ph/Capture.JPG/file )
2: compile on the player side : the required NPC mods + the classic mods you use (vehicles, etc...)
3.compile on the server side, directly on the server machine : the NPC mods + the server side + the classic ones
4. then on the server machine (physical for my part, but I think feasible in a virtualized gamer environment) launch the game as for playing solo and generate a new map
5. quit when the map is done and you spawning
6. edit the server.cfg with the new map data (map name, game name) and launch a dedicated server

notes : the only errors on loading are about mecha npc, but I don't remember seeing them in solo either, it doesn't change anything in the server life nor in the gameplay on the player side, so everything is fine ; everything else works perfectly otherwise
(capture dedicated console 1 : https://www.mediafire.com/view/g8ca8ib5yo6usu5/1.PNG/file )
(capture dedicated console 2 : https://www.mediafire.com/view/qwmevpb1vazxf77/2.PNG/file )
(all other lines are green after capture 2 :)  )
 

Translated with www.DeepL.com/Translator (free version) (french to en/us)

 
link me the good folders please, i'm a bit lost with all that destructured folders (0 - 1 - 2 ) , i'll be glad :)  ;   i already have to search and search to finally find the good folders by myself for this result

 
I have 2 questions.

I tried to do it with the DMT and it gave me an error (

The type or namespace name 'StealthScreenOverlay' could not be found (are you missing a using directive or an assembly reference?)
process exited with error code -1
Failed to compile Harmony dll Harmony-SphereII Clear UI.dll
Build failed

)

so i just left this mod out, but now i had no grass textures and everything looked bad. I tried it multiple times but i dont know what i can do to fix that error.

And im not sure, i wandered around in the world for about 30 minutes but couldnt find any NPCs. Can you craft them or am i just unlucky?

Ty for answering 😛

 
This NPC mod has lots of new code that must be compiled either by the mod launcher, or by DMT.  I recommend you use the modlauncher to load these mods.  Otherwise just use the characterpack versions that dont use code.  The A20 version will not require either method, it will work just by dropping the mod into the Mods folder then.

 
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Is there a way to keep animal followers from disappearing when you log out in a single player game?  Human followers don't seem affected by this.

 
Interesting.  They are identical except for the model except for a few properties.   One is: <property name="IsChunkObserver" value="true"/> Try removing that from the animals.  another is <property name="IsEntityAnimal" value="true"/>  try setting that to false or removing it entirely.   My guess would be the second one is the issue.

 
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Interesting.  They are identical except for the model except for a few properties.   One is: <property name="IsChunkObserver" value="true"/> Try removing that from the animals.  another is <property name="IsEntityAnimal" value="true"/>  try setting that to false or removing it entirely.   My guess would be the second one is the issue.


Got it.  Setting the ChunkObserver to false did the trick. Now I don't have to worry about losing my pets when I log out.  Thanks. 😁

 
Thanks for debugging this. My guesses are often wrong but at least I know the possibilities!

 
Hi, how remove the non-hired NPC? Idk the xml here is and the names files from theses non-hired npcs. Because I think the game is generating a lot of non-hire npc, and I prefer a gameplay of just hired-npc x raid/bandits npc. Thanks.

 
If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod.  If you cant hire any character, it means you don't have faction with those characters.  You can only hire friendly ones.  Unfriendly ones are basically bandits or neutral to you.  If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver

 
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If you load the NPCHumans pack, it disables all "humans" that load in the CreaturepackHumans mod.  If you cant hire any character, it means you don't have faction with those characters.  You can only hire friendly ones.  Unfriendly ones are basically bandits or neutral to you.  If you want all to be friendly, edit the entityclasses.xml and change faction to whiteriver
I understand, is that formerly you can hired by giving 1000 casino tokens, looks like it has changed on the mod.

 
Its still 1000 coins for human npcs, but you can change that in xml.  Its meat for animals.

 
I started playing more 7 days to die lately and i tested the npc mod again. I guess you wait for alpha 20 to update it, so i would just like to give some improvable aspects:

- The NPC isnt hostile towards zombies anymore as soon as you choose him as follower (they will just attack zombies if they attack him first)

- The NPCs sometimes jump over fences with their smg to start a first fight with  zombie

- The Shooting rate with rifles is too slow --> it fits with shotguns and pistols

I saw some darkness falls streams and i really like the soldiers defending the trader bases, even tho they dont act very "human-like", more like automatic turrets.

But they are working pretty great with their set ups on the wall. Are the NPCs in Darkness falls based on your code?

Since alpha 20 wont add NPCs, your mod will be very important next patch again.

Keep up the good work! Cheers

 
The NPCs are overhauled for A20, with a new human AI used rather than the zombie AI used in A19.  All 3 concerns should be fixed in A20.  I will check on item 1, as that sounds like it broke in 19.5 which I havent tested.  Well, just tested and it seems even unhired ones no longer attack zombies, so the faction based targeting might have broke in 19.5.  Will look into that.

 
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Hello,

This mod looks great! Appreciate all of the hard work on it!

Trying to use this mod in Alpha 19.5 and have the same suggestions as Lostyouthkhat posted. Glad you have it covered for when Alpha 20 drops. I see you have verified that they no longer attack unless they are attacked first. Just wondering if you were able to figure out how to fix that issue with the faction based targeting in the meantime? or how I can edit the xml's to make it work where they will attack the zombies without being attacked first? I can find the lines in the entityclasses xml's where it shows the faction based targeting, just not sure how to edit it to make it work now. 

Any suggestions would be greatly appreciated

Thank you,

 
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