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[A21] khzmusik's Modlets

Can you use any of your zombie packs without NPCCore? 'Just wondering :D  


Actually, I'd like to follow up on this. What is the reason you don't want to use NPC Core? Is it just that you don't want to install a separate modlet, or that NPC Core requires SCore and its C# code, or some other reason?

 
Actually, I'd like to follow up on this. What is the reason you don't want to use NPC Core? Is it just that you don't want to install a separate modlet, or that NPC Core requires SCore and its C# code, or some other reason?
I think since with a mod I must be using or not on the latest version of 7 days. Some reason when I have NPCCore installed it makes vultures in the game invulnerable. So currently not able to have that installed until I update to the latest experimental or check which mod is causing the issue. Which haven't had a chance yet. 

 
I think since with a mod I must be using or not on the latest version of 7 days. Some reason when I have NPCCore installed it makes vultures in the game invulnerable. So currently not able to have that installed until I update to the latest experimental or check which mod is causing the issue. Which haven't had a chance yet. 


If you install NPC Core into an existing game, stuff like that can happen. I'm pretty sure it's the added factions, and their IDs are now in whatever faction ID the player was using when the game was started.

That is a good reason to try to make zombies independent though, a better chance that they're safe to add to existing games. There is talk of trying this in the NPC Core Discord channel, so hopefully it will happen (no promises though).

 
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If you install NPC Core into an existing game, stuff like that can happen. I'm pretty sure it's the added factions, and their IDs are now in whatever faction ID the player was using when the game was started.

That is a good reason to try to make zombies independent though, a better chance that they're safe to add to existing games. There is talk of trying this in the NPC Core Discord channel, so hopefully it will happen (no promises though).
Understand, and even on a new save with NPCCore. It was happening with the vultures. 

I was unable to rectify the issue. 

When I do have more time I will go through my Mods and see if I can figure out what is causing the issue. 

I will retry alsonin the future on 21.1 and a new save to make sure there was no conflict. 

Sounds good though! 

 
Reset Character On Death  thinking of renting a server this will work ok on a dedicated server? i want to play on a multiplayer europian server where all players will play like permadeath.....any other tips i should know the other mods you have was better for permadeath but i want to keep eac on really thanks for this mod...

 
Reset Character On Death  thinking of renting a server this will work ok on a dedicated server? i want to play on a multiplayer europian server where all players will play like permadeath.....any other tips i should know the other mods you have was better for permadeath but i want to keep eac on really thanks for this mod...


If you want EAC to be on, and/or to not require clients to install the mod locally, then this is probably your best bet.

If anyone else has made a mod like this, I don't know about it. Khaine had one but it also used C#, and I don't think he updated it for A20 or A21.

I did see some things in the vanilla gameevents.xml file that are new for A21 and can be used for "permadeath." But I was told on Discord that some if it is broken, and I haven't had time to test any of it. It's on my list of things to do, but I am already a couple months backed up with NPC stuff.

If you know XML and want to try it out yourself, look in that file for the "game_player_reset" action sequence. (I'm not sure how it would be triggered, which is part of what I was going to look at later.)

 
If you want EAC to be on, and/or to not require clients to install the mod locally, then this is probably your best bet.

If anyone else has made a mod like this, I don't know about it. Khaine had one but it also used C#, and I don't think he updated it for A20 or A21.

I did see some things in the vanilla gameevents.xml file that are new for A21 and can be used for "permadeath." But I was told on Discord that some if it is broken, and I haven't had time to test any of it. It's on my list of things to do, but I am already a couple months backed up with NPC stuff.

If you know XML and want to try it out yourself, look in that file for the "game_player_reset" action sequence. (I'm not sure how it would be triggered, which is part of what I was going to look at later.)
ty for your great work and your time answering i have no idea about making mods or programming in general but since i cant find a server wih permadeath i may start 1 in future with your mod for now i will gather information and see if that possible and your mod almost is perfect for that job  really thanks again

 
Hey I posted this question in the NPCCore thread as well. Not sure where I should ask it. 

So I like your NPC removal mod. 

But i want to keep all Ememy NPC's and remove just the Baker and the Nurse from Spawning. 

Is that possible? 

Would removing all Bakers and all Nurses from the ZombiesAll enititygroup in NPCCore - remove them from spawning in the world?

 
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Hey I posted this question in the NPCCore thread as well. Not sure where I should ask it. 

So I like your NPC removal mod. 

But i want to keep all Ememy NPC's and remove just the Baker and the Nurse from Spawning. 

Is that possible? 

Would removing all Bakers and all Nurses from the ZombiesAll enititygroup in NPCCore - remove them from spawning in the world?


If you want to keep Harley, then just comment out this line in my modlet:
 

<csv xpath="//entitygroup/text()" delim="\n" op="remove">npcHarley*</csv>




Removing the Bakers and Nurses from the "ZombiesAll" group would stop some spawning, but not all. They're also added to the "ZombiesNight" and "SnowZombies" entity groups.

They're also added to the groups that spawn into friendly NPC POIs, but I only know of one such POI (the one in Stallionsden's NPC Prefab Pack). So I don't think you have to worry about those. (I will be creating some in the future though.)

 
I just released the first human NPC pack updated to A21.

 Civilians Pack for NPC Core

Adds "Civilian" human NPCs to the game.

All of them are in the Whiteriver faction, and can be hired.

Every character can wield all supported NPC weapons.

All characters were created by me, using assets that are either free for re-use or CC-BY.

New for A21: The pack includes XML that will create bandit versions of the civilian characters, and add them to the proper entity groups. This XML is in separate files, and is disabled by default. It must be enabled by either deleting the pack's original files and renaming the bandit files, or by cutting-and-pasting the bandit XML into the pack's original files. Detailed instructions are in the README.

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Civilians 

 
I just released the first human NPC pack updated to A21.

 Civilians Pack for NPC Core

Adds "Civilian" human NPCs to the game.

All of them are in the Whiteriver faction, and can be hired.

Every character can wield all supported NPC weapons.

All characters were created by me, using assets that are either free for re-use or CC-BY.

New for A21: The pack includes XML that will create bandit versions of the civilian characters, and add them to the proper entity groups. This XML is in separate files, and is disabled by default. It must be enabled by either deleting the pack's original files and renaming the bandit files, or by cutting-and-pasting the bandit XML into the pack's original files. Detailed instructions are in the README.

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Civilians 
Sounds awesome! 

How do these compare to the baker and the nurse in NPCCore and the hire able raiders? 

 
Awesome! I've been waiting for this to start a new game. I guess I know what I'm doing tomorrow.


Well, the good news is if you already started a game with SCore and NPC Core, then I believe you can add NPC packs without starting a new game. But I've only tested this briefly, so I can't guarantee it.

It's also good news since I'm updating more NPC packs now. I will do Whisperers, if I can get the improvements done quickly; otherwise I'll do Rogues and Psychos. Not having to start a new game when those come out would be nice.

Sounds awesome! 

How do these compare to the baker and the nurse in NPCCore and the hire able raiders? 


Nothing major, other than the character models of course.

The spawn probabilities are different (and IMHO far superior) to the other packs. Spawning is staged by biome difficulty (so you won't encounter a rocket launcher NPC in the forest but might in the wasteland). The spawn rates are lower, so they don't overwhelm zombies; you will probably encounter only one or two per day.

Each character supports all the NPC Core weapon types, so there's a lot of variety. (For better or worse, depending upon whether you think a teenager should ever be armed with a rocket launcher. :)  )

I also tweaked some of the sounds. No new audio clips, but new sounds using the vanilla audio clips, so they're more appropriate and less repetitive.

But other than that, what you see with the Nurse or Baker is basically what you will see with these characters. They have the same dialog options, hiring costs, etc.

I do plan to add "flavor" dialog options with backstory, but that's for a later update, when I know what the backstories are going to be.

 
I can't upgrade anything.  When I try to use a stone axe to upgrade a block all that happens is it shows the up arrow but it doesnt swing.  Just trying to upgrade a frame and I have plenty of wood.  Playing in a21.1.  The only mods I have are score for a211, npc core, raider gurlz friendly, npc civilians, murkey dew, and rain collector.  I downloaded everything today to make sure they are all current versions.

Any idea what could be causing this?

edit: up arrow only appears if the block is damage.  Nothing at all happens if the block is not.

 
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Never mind i figured it out.  I removed all mods except just the current score for a211 and npccore and it happens.

edit: I switched to a21 stable and a21 score and I did not have the problem.

 
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Never mind i figured it out.  I removed all mods except just the current score for a211 and npccore and it happens.


You're sure you got SCore from the A21.1e branch?

https://github.com/SphereII/SphereII.Mods/tree/Alpha21.1e/0-SCore

From Guppy's Discord:

21.1b14 broke the score that worked on 21.0 thru 21.1b14, so use the version linked on the branch above for b14+


(It was actually A21.1b15, not b14, but the release notes had the wrong build number. Confused me too.)

A21.1 isn't out of experimental yet, so I'd stick with A21.0 for now. Once it's out of experimental, I'm sure SphereII will merge the experimental branch to the master branch so people won't have to search for it.

 
Thanks.  I will stick with a21 stable for now.  Seems like a lot of changes on the experimental that could keep breaking score.

 
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And of course a21.1 goes stable today.

So hopefully a21.1 score will be released soon.  It should be save game compatible right?

 
I updated to a21.1 stable and downloaded the latest score for a21.1 from the git.  The block upgrade bug is gone and the save for a21 stable seems to be compatible.  It loaded without error at least. :)

 
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