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[A20] khzmusik's Modlets

dujinyuan said:
hey...eh..Can i ask you something?  I just want my water Spoilage too....Can i do that? what should i do....?


Sorry it took me so long to reply, I've been a bit MIA from these forums lately.

Yes, you can make water spoil. There are detailed instructions in the README for the modlet, which you can read online:

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Food_Spoilage#consumable-item-xml

I'm not sure which water you're asking about. The regular jar of boiled water is the "drinkJarBoiledWater" item. The purified mineral water is the "drinkJarPureMineralWater" item. Whichever item you want to spoil (or both), add the necessary property tags to the XML.

You can copy what I did for the other drinks, from my items.xml file:
https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/khzmusik_Food_Spoilage/Config/items.xml#L94

 
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Just pushed an update to the Civilians Pack for NPC Core. They are only XML changes, and only affect spawning rates.

Now that NPC Core is offering a version of entitygroups.xml that does not contain any NPC Core entities, I could no longer assume they were there. That meant I could not use the technique of placing my own NPCs into entity groups by targeting those entities and matching their probabilities, which I was doing for the entity groups used by sleeper volume spawners.

I also removed some XML files that were used during development but were supposed to be removed from the final modlet. Whoops.

These are not critical changes. Unless you have POIs that use "friendly" or Whiteriver sleeper volumes, you won't even notice - and I don't think any such POIs exist, yet. I wanted to get these changes out there before people started making those POIs.

I am working on other things as well, so stay tuned.

 
khzmusik said:
Since the whole idea of stacking item modifiers is severely bugged, I'm going to remove that entire feature from my modlet. It's a shame, but there really isn't another option. Perhaps someone can do it, but it would require a lot of C# code (making it both incompatible with EAC, and require client and server installs). That can't go into the QoL modlet, and it's not a feature that is important enough for me to spend lots of time on.
While dyes are not stackable for reasons, they could be bundled. This could be a workaround - if you wish to do so.

 
While dyes are not stackable for reasons, they could be bundled. This could be a workaround - if you wish to do so.


True, but I don't think it's really the same thing. Stackable dyes would be convenient so they would take up less space in your backpack. I can't see a case where creating bundles of dyes would be of any advantage with that.

A better option might be to just make dyes craftable, so you scrap them to paint (which does stack) and can later turn that paint back into whatever dye you want. But that goes beyond a simple quality of life change, and might be too "controversial" to put into that modlet.

But if everyone else thinks it's a good idea, I can do that.

 
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True, but I don't think it's really the same thing. Stackable dyes would be convenient so they would take up less space in your backpack. I can't see a case where creating bundles of dyes would be of any advantage with that.

A better option might be to just make dyes craftable, so you scrap them to paint (which does stack) and can later turn that paint back into whatever dye you want. But that goes beyond a simple quality of life change, and might be too "controversial" to put into that modlet.

But if everyone else thinks it's a good idea, I can do that.
when the bundle is stackable and can be crafted with one dye it is almost the same as stackable dyes but without losing all dye per accident

 
Greetings Khzmusik I wanted to ask months ago, but I forgot, do you plans to make a npc factions modlelts with alpha 20? in alpha 19 the mod was awesome! it just needed more prefabs and missions. 

 
Greetings Khzmusik I wanted to ask months ago, but I forgot, do you plans to make a npc factions modlelts with alpha 20? in alpha 19 the mod was awesome! it just needed more prefabs and missions. 
I'd imagine that creating something like that utilizing the new npc core's doodads and thingamajigs might take a bit, plus the new world gen, but I also hope that it is in the works eventually. It really spoiled me. I didn't start playing 7 Days until a19 and went modded nearly straight outta the gate. Really fell in love with how alive the world felt back then using khzmusik's suite of npc mods. Good times.

 
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when the bundle is stackable and can be crafted with one dye it is almost the same as stackable dyes but without losing all dye per accident


I meant to reply earlier, sorry about that.

I see now what you mean - you're not so much crafting a "stack of dyes" so much as a separate item that is stackable. It's not a bad idea, but it's probably a bit complicated.

I think I will simply make dyes craftable from paint. That's consistent with what the game already does for other items. Since scrapping items vs. smelting them loses 25% of the materials (I asked about this in a separate thread), I figured that it should take 25 paint to craft a dye, since scrapping a dye gives you 20 paint.

 
I'd imagine that creating something like that utilizing the new npc core's doodads and thingamajigs might take a bit, plus the new world gen, but I also hope that it is in the works eventually. It really spoiled me. I didn't start playing 7 Days until a19 and went modded nearly straight outta the gate. Really fell in love with how alive the world felt back then using khzmusik's suite of npc mods. Good times.


Thank you both for asking. It does mean a lot to me.

If you don't know, in A20 I was part of the NPC Core team. While it was good at first, it ended up being a very bad experience for me, largely due to one other team member. (It's not Xyth or anyone else on the forums.) In essence, any time I brought up stuff I wanted to do - like dynamic factions, or a "reputation" mechanic - the guy basically said "I know what players want, and nobody wants that" and insisted I make changes that very nearly made these things impossible. (These same changes ended up causing major bugs which I spent weeks fixing.) Unfortunately he became the major driving force for NPC Core.

It really soured me on not just modding, but the game in general, and it also made me act like an ass. I had to step away, and in fact I quit Guppy's Discord entirely.

But, I am still working on all of that. I just am not working as hard as I was before, and you're right, it is a whole lot of work.

My current project is to make Whisperer NPCs, complete with custom sounds and whatnot. Once that is done, then there should be NPC packs for all the factions we had in A19. I was going to move on to POIs next, and I still hope that with the stuff I did that is now in Core, more people will be making NPC POIs.

The quests are probably the last thing that will happen. To work as it did in A19, we need a drop-in replacement for the "Goto" quest objective, so quests can target POIs with certain tags (and so vanilla quests won't target those POIs). A20 changed the way that the game chooses POIs, and it's a lot more complicated now (especially in multiplayer).

The fact that you guys showed interest is really good for me. I can feel justified putting more time into this now.

 
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I'm sorry to hear about your experience. I was aware that you were involved in the development of NPC Core and I may not have said anything but I was quite excited to see that. I kind of had these most likely unrealistic hopes that the faction system would be essentially built in from the start and likely improved. The only thing that even bothered me at all in a19 was how turrets and sledges targeted npc's regardless of your relationship. Everything else was absolutely amazing. I honestly have not enjoyed my experiences thus far with a20 and npcs. The spawns are terrible in their current state and it just feels like a bunch of random things running around the wilderness regions. I'm sure it'll get better, but its rough to enjoy as it stands now. So much potential though. Personally I don't think that their really is any one way to play this game. I don't really like the streamer beloved horde night every night or even the separate horde night base building. I usually turn horde night off entirely and ramp up the roaming hordes to focus on immersion and exploration. To each their own I suppose. Take your time and make what you enjoy. Theirs plenty of us that will love playing it waiting patiently.

 
I still hope that with the stuff I did that is now in Core, more people will be making NPC POIs.
Yes, indeed. Another 100 x 100 Bandit Settlement was added this week incorporating the GS01-800 base groups you created and Dark's creations are nicely setup for those. And the spiders are back with the arachnid setup in their own GS01-800 steps. I opted to set no probability at all for the base entities, and use its 1.0 default, and will promote that as the default value to creators so every Addon gets an identical chance to spawn. And naturally, lowering for 'feral'/'infected'/'heavy ranged' types, but with ever increasing values over GS will be easy, and adheres to vanilla format. Yes, setting up the GS for groups will serve the NPCMod and Addon creators well into the future and is much appreciated. The gains will certainly be cumulative as more content is shared.

 
I just added a series of modlets that restore gamestage progression to the NPCs that spawn into POIs.

A recent update to the NPC Packs for NPC Core removed all the probabilities from the entities which are spawned into sleeper volume groups. As a result, players will encounter the same NPCs at gamestage 400 as they do at gamestage 1; and at all gamestages, they have an equal probability to encounter an NPC with an M60 as they do an NPC with a club.

This is obviously not balanced. So if you are playing with - or designing - POIs that use human NPCs, I highly recommend that you download these modlets for a better gameplay experience.

The probabilities were generated by scripts (one script per NPC pack), and the scripts are in the modlets. Feel free to modify them for you own use. You will need to know JavaScript (but nowadays, who doesn't).

Now that those are out of the way, I will get back to creating Whisperer NPCs. After that, there should be NPC packs for all the different factions, so I will finally be able to start porting over (or redoing entirely) the NPC POIs I created in A19.

 
Whisperers.jpg


I am very pleased to announce that I finally finished the Whisperers pack!

It includes characters that can be either "basic" (standard enemies) or "advanced" (if using mods/modlets that change faction alignment, you can talk with them, or even hire them, once your standing with the Whisperers faction is good enough).

Also included are Whisperer voices that I recorded myself, and came out pretty creepy, I think.

The link to the repo is in the first post, but here it is if you don't want to hunt it down:

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Whisperers

 
Hi, sorry I feel lost.

Do I need to also have "0-XNPCCore" in my Mods folder if I want to try the mod below?

2-XNPCCore_khzmusik_Progression

What other mods do I need to have in my Mods folder if I want to try "2-RaiderzPack_khzmusik_Progression"?

 
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Hi, sorry I feel lost.

Do I need to also have "0-XNPCCore" in my Mods folder if I want to try the mod below?

2-XNPCCore_khzmusik_Progression

What other mods do I need to have in my Mods folder if I want to try "2-RaiderzPack_khzmusik_Progression"?


Those "progression" modlets are designed to work with the various NPC packs. Since there's no way for me to know which packs a user has installed, I had to make one modlet per NPC pack.

They're named after the pack that they work with, except they start with a higher number, and have a "_khzmusik_Progression" suffix. So, "2-XNPCCore_khzmusik_Progression" is designed to work with "0-XNPCCore", and "2-RaiderzPack_khzmusik_Progression" is designed to work with "1-RaiderzPack", and so forth.

That's the recommended way to name modlets that are designed to work with other modlets. (For example, the "2-NPCXSpiderPack-ColonyExpansion" by Arramus is designed to work with/extend "1-NPCXSpiderPack".) I thought this was either obvious or common knowledge, so I didn't explain it in the post itself. Obviously I was wrong, so I'll update the post.

EDIT: The list also says which modlet it was designed to work with. So the link to "2-RaiderzPack_khzmusik_Progression" says explicitly that it is "for 1-RaiderzPack".

EDIT 2: Maybe the installation procedure, as opposed to the modlet relationship, isn't clear? In general, if a modlet is designed to work with another modlet, it doesn't include that other modlet. They need to be downloaded and installed separately. That's true of all modlets in general. And, yes, they should all be installed into the "Mods" folder.

 
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I took a small break from the game so I thought I'd check in today to see what changed in that time and was I ever pleasantly surprised to find the progression system I've missed since a19. Thank you so much @khzmusik! Those Whisperers look absolutely amazing. Can't wait to see them in action. Looking at the repo it seems that you've added progression for, well, only every single add on NPC group that I am aware of. That leaves me with just one question then; do you sleep?? But seriously, thank you for the work here. It really does make the game infinitely more enjoyable to me.

 
Quick update: I am in the process of updating the "Trader Lore" modlet for A20.

The A19 version works fine if it's installed into a vanilla game, but not if it's installed into a game with SCore/NPCCore installed. Those modlets (forget which) modify the trader dialog window, and if you install the Trader Lore modlet, the responses don't show up for some reason.

As soon as I figure that out, and fix it, I will release it here.

 
Quick update: I am in the process of updating the "Trader Lore" modlet for A20.

The A19 version works fine if it's installed into a vanilla game, but not if it's installed into a game with SCore/NPCCore installed. Those modlets (forget which) modify the trader dialog window, and if you install the Trader Lore modlet, the responses don't show up for some reason.

As soon as I figure that out, and fix it, I will release it here.


Thanks khzmusik!  I'm closer to vanilla, so I'm going to give the A19 version a try.  I appreciate you looking at it and, of course, you creating it!  :)

 
Thanks khzmusik!  I'm closer to vanilla, so I'm going to give the A19 version a try.  I appreciate you looking at it and, of course, you creating it!  :)


You're very welcome.

I just uploaded the A20 version. This version will work with modlets (like NPC core) that change the dialog windows. Unfortunately, in this case, you'll get warnings in the console about XPath not applying, but those can be ignored (it's intentional behavior).

I also just uploaded another modlet, that changes the behavior of NPCs spawned into sleeper volumes in POIs. The NPC Core defaults have them waking up immediately when they're spawned in, which can make it difficult if you're designing a "dungeon crawl" style POI with NPCs in it. The modlet uses SCore feature flags to make NPCs behave a bit more like zombies. It's mainly for POI designers, but you might find it useful if you're playing a mod with NPCs in it.

I also figured out how to get links to automatically-generated .zip files on GitLab, so I added those links to all the modlets. It should make life easier. But make sure you put the directory inside the top-level directory in your Mods folder.

I'm still working on other things (POIs, more NPCs) so stay tuned.

 
Just added another modlet: Human Faction Reputation and Quests.

This adds a "reputation" system to the game, where the player can gain or lose reputation with the human NPC factions. The two ways a player can change their reputation is by killing NPCs, or by doing faction-specific quests that you get from the traders.

There are quests that require human POIs, but those aren't added to the trader quest list yet. There aren't enough POIs to support them. I'm hoping that will change in the near future.

@bdubyah I know you were curious about doing something like this. Feel free to use this modlet, it should hopefully save you a lot of work. (You might even have enough human POIs to support the POI quests.)

Details about all of this are in the first post, or for technical details, here is link to the README:

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_Human_Factions_Reputation_Quests/README.md

 
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