Modding questions
Hi, my name is Karl. I've been a lurker her for quite some time, but created an account so I could ask about this.
As background: I also play State of Decay, and I love the whole "community building" aspect of the game, but I dislike everything else. I would love it if I could make a mod that brought some of those NPC mechanics into 7D2D. Obviously that is not what TFP are after, and I do not expect them to implement this stuff themselves. But it would be nice if they would allow modders to do so, so kindred souls would have a game that satisfied both itches.
So, these questions are "asks" about what will be possible in A17 through modding the XML files. Most of this is inspired by Kinyajuu's posts about the new modding system (which looks awesome), so my guess is that he's the one to answer them. If they are not possible now, or on the A17 roadmap, then I'm happy to make these feature requests and move this to the "Pimp Dreams" section of the forum.
On to the asks:
Ability for CVars, skills, perks or buffs to hook into NPC AI
This is the most fundamental ask, and it would make most of the other asks possible. Examples of how this could be used:
- Rotten meat suit: wearing it grants a buff that makes players less likely to be sensed by zombies (think of that scene in TWD where they smother themselves in zombie guts)
- Killing White River NPCs makes bandits less likely to attack you, and White River NPCs more likely (and vice versa)
- At higher game levels, NPCs are more likely to run away from you than fight
- Weapons (e.g. blow darts) that "drug" animals (or other humans), so they temporarily ragdoll and/or don't attack
Variable alignment to factions
I would love it if it were possible to have some "degrees" of faction alignment. If faction alignment could be represented by a CVar instead, that would be OK with me.
Here are some examples of what modders could do with that:
- Bandit and White River NPCs become less likely to attack you if you have a higher alignment to their faction
- Custom trader NPCs grant "hidden stash" items to different factions, based on alignment level
- Traders only grant certain quests if you have a sufficient alignment level (e.g. "Go kill some bandits" won't activate if your alignment to "bandits" is high)
NPC vehicles (or NPCs riding in vehicles)
Mad Max here we come!
The ability for NPCs to be containers
So, friendly NPCs can carry stuff for you when your backpack has no more room.
The ability to mod in "permadeath," probably through onOtherKilledSelf, onBlockKilledSelf, onSelfKilledSelf
Examples of things I'd like to be able to do:
- Dying makes you lose all skills (but not XP/skill points), so you have to re-spec your character
- On death, you have to go through "character customization" screen again (this one is probably a lot to ask)
- Custom variables (faction alignment...?) are reset on death. This already seems possible with CVar Actions (if I understand it right).
Custom traders, with custom quests and rewards
For example, a "cooking" trader gives you a quest to gather eggs, and the reward is some kind of egg-related recipe.
These next asks deal with control over random-generated worlds (mainly through biomes.xml and rwgmixer.xml).
More control over city generation
Some examples of what I'd like to be able to do:
[*]Specify that cities should be generated next to large bodies of water (like they usually are in the real world)
[*]Cities over a certain size can spawn a "Chinatown" district, next to downtown, with the Asian-inspired custom POIs from compopack
[*]Cities can be "Las Vegas" or "tourist trap" types which include the "unusual" POIs from compopack, like the Sphinx
Specify which biomes can spawn next to other biomes
So, for example, deserts can't spawn next to snow biomes.
Lastly: Can anyone go into specifics about the POI editor? "POI Editor accessible in main menu" is in feature list, but I can't find any post where it is talked about.
Thanks very much, and apologies for the long post.