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NPCMod and Addons

My companions pathfinding is very good btw, but they keep falling under the ground and permanently staying there. 
Is that a npc mod issue or a 7 days to die issue? i have witnessed this with the Age of oblivion turret clones. They just magically disappear. I have also watched a sledge turret get sucked beneath the ground too, and have fallen through the bedrock from time to time. It may be a npc mod issue? How often have you seen it happen and is there a detail: terrain, location, time of day; that sets this off? 

 
The falling into the ground is a vanilla issue which was recently acknowledged by TFP, and is being fixed.  In the meantime, in the next build we added the player unstuck code to attempt to unstick NPCs as they fall and place them a bit above ground.  Seems to be working well.  We are almost done with the must fix bugs on dedi servers so a new build should be coming soon.

 
Its really NOT SAFE to add to an existing save.  

We made a lot of progress on dedi, still some spawning bugs to resolve and a friendly fire issue, but we are getting close.
Ooooh, that is sad :(  I was hoping that it wouldn't be a problem since "Known issues" mensions only updating core files, but oh well... will there be ever possibility to add this mod to existing save or is it technically impossible? Really sorry if i'm annoying, I just love this mod, but I already play on dedi with friends and we are quite far in progress, so starting game again is out of question.

 
Ooooh, that is sad :(  I was hoping that it wouldn't be a problem since "Known issues" mensions only updating core files, but oh well... will there be ever possibility to add this mod to existing save or is it technically impossible? Really sorry if i'm annoying, I just love this mod, but I already play on dedi with friends and we are quite far in progress, so starting game again is out of question.


You can backup your save game and try it.  But since this mode, specifically the SCore, has so much code, its almost like adding new a game into 7 Days to Die.    That's likely to break any savegame since so much of the game is being changed.

 
You can backup your save game and try it.  But since this mode, specifically the SCore, has so much code, its almost like adding new a game into 7 Days to Die.    That's likely to break any savegame since so much of the game is being changed.
Thank you for explanation. I will probably wait for more stable dedi version and then try it and provide feedback. No matter what I love your work. Take care :)

 
Thats unexpected.  Are you sure you had 1000 coins on you so you actually completed the hiring? 

That is a setting in xml that can be adjusted but rapid despawning is needed right now as a work around for another issue. 

1 damage is the minimum the game code enforces.  There is no xml way to reduce that to zero yet.
Yes i hired them ..they follow me without any problem..but when i ask them to stay..everytime i get into my motorcycle and go to other place..they are with me lol

 
We are close to a new release which will fix that issue finally, as well as falling through the world and many other fixes.

 
Excellent job and my appreciation to everyone involved in this project, love the features and especially the modularity of adding more NPC's!

couple things in the picture i want to change but don't know how:

how do i change the name in the enemy health bar to something other than npcNursePistol?

how do i remove the wall of text displayed above her head?

and you can't see in this picture, but the compass indicator is off by a noticeable amount, which is probably due to my HUD changes...but where do i change the position of the compass indicator to match my HUD changes?

Thanks!

1.png

also as a test i killed her and looted her real fast before the corpse disappeared and got 500 First Aid Bandages!, is that supposed to happen?

 
500?  no, just 5 should drop in a separate drop bundle.  Our testers never saw this issue, and you cant loot npc corpses, so some mod you might have added is bugging it.

That info only shows if your in DM, debug mode.  Its debugging info

We added localization in the next release, so that should sort the name issue.

SMX provided the additional UI stuff, so look in the mods UI folder.

 
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Thanks for the info!

I will remove everything else and see if i can reproduce the 500 bandages...and if i was in DM which i don't believe i was for that screenshot

One more question and i swear that is all...how do i disable spawning the tutorialzombie?

 
Remove her from entitygroups, though that might break some other things, id need to check

.  She that bad?  😃  Shes the A19 version texture wise, needs a refresh.

 
...I will remove everything else and see if i can reproduce the 500 bandages...and if i was in DM which i don't believe i was for that screenshot...
i was unable to reproduce looting 500 bandages, in fact i am unable to loot the corpse at all now, i presume that is the desired outcome...

also, i must have been in dm when i hired her to see the wall of text, but it didn't go away even after i was not in dm, is that normal?

overall, working VERY well, even in my dedicated servers, only real bug so far that ive seen is falling thru the world and i think thats a game bug and not from the mod

the follow pathing does seem a bit wonky tho, if im running they will teleport in front of me and then behind me repeatedly

also, just like the vanilla drone, they sometimes get in the way, can't we make it so we noclip thru them like other players?

is there going to be a limit on the number of hires or is it just based on having the coin to do it?

 
There are many fixes in this next build, which should be available later today.  No limit on hiring at this point although there probably is an upper limit to the number of NPCs active at once if your rig isn't strong enough.  We need more testing at this point to see how this engine runs under load.

 
Version 20.0.20.01 uploaded.    Lots of fixes and new features!

Fixes (Yea, its a complicated mod)


NPCMOD-SP-0001


Ranged NPCs do not have the normal get up animation like melee ones do


NPCMOD-SP-0002


Melee anims not synching with damage / damage being dealt without anims
(Note: more apparent when unarmed)


NPCMOD-SP-0003


Baker's head goes from left to right with biome spawn


NPCMOD-SP-0004


NPCs don't drop down holes right away when following (Boe does)


NPCMOD-SP-0006


NPCs do not jump over an empty block when following (Boe does)


NPCMOD-SP-0008


Hired NPC damage too low (identified as bandits when they aren't)


NPCMOD-SP-0009


NPCs being knocked down too easily


NPCMOD-SP-0011


Enhanced healing not working


NPCMOD-SP-0012


Ranged and melee weapon damage unbalanced, melee needs a boost. MaxRange should be adjusted per weapon type


NPCMOD-SP-0013


NPCs engaged in combat when player enters vehicle will disappear but zeds continue to attack the invisible NPC


NPCMOD-SP-0014


Junk Turrets do not target bandits


NPCMOD-SP-0015


NPCs of the same faction can unintentionally damage each other when in groups (more obvious with club NPCs)


NPCMOD-SP-0016


NPCs of the same faction will target each other as enemies if they accidentally damage each other


NPCMOD-SP-0017


NPCs in active sleeper volumes do not activate/move


NPCMOD-SP-0019


Hostile NPCs sometimes turn to face the player and "chat" - seems to score higher than the "move to enemy" task?


NPCMOD-SP-0020


Ranged NPCs don't "see" through blocks that they can shoot through (bars, etc.)


NPCMOD-SP-0022


NPCs get clipped at the hips (half underground) when fighting


NPCMOD-SP-0023


NPCs walk backwards fairly far when hit with a melee weapon


NPCMOD-SP-0024


NPCs will not heal themselves unless they are hired


NPCMOD-SP-0025


Bandits no longer consider the player to be an enemy


NPCMOD-SP-0026


Cannot interact with NPCs right after they have been fighting. At least 5 seconds


NPCMOD-SP-0027


Ranged NPCs cannot damage a Steve Crawler


NPCMOD-SP-0028


Ranged NPCs often crouch when targeting a crawler


NPCMOD-SP-0029


Ranged NPCs turn their heads to the left and back when crouched and attacking


NPCMOD-SP-0030


NPCs will not stay when you enter a vehicle and immediately exit when in sight (See notes)


NPCMOD-SP-0031


There is a significant delay between the time you damage a neutral faction standing melee NPC and the time they start attacking you (at least 3 seconds, sometimes more if action_delay is increased)


NPCMOD-SP-0033


NPCs spawned-in with the Quest Action SpawnEnemy, the Quest Action GameEvent and the GameEvent Trigger Action will be seen as a threat to the player by their hired NPC even if the spawned in NPC is of neutral (or non-hostile) faction standing


NPCMOD-SP-0035


Ranged NPCs can damage crawlers when they far but as they come closer they can no longer damage them (until they come in melee range)


NPCMOD-SP-0036


If you hire an NPC, crouch and then spawn in a crawler, they stay in the crouched position, shooting in the direction they were crouched in, up in the air, never hitting the crawler, no matter how far or close they are


NPCMOD-SP-0038


Friendly NPCs spawned in "attack" sleeper volumes, by the SpawnEnemy Quest Action, the Quest GameEvent Quest Action or GameEvent Trigger Action cannot be interacted with until they no longer consider you an enemy


NPCMOD-SP-0040


NPCs become very indecisive when there are many targets surrounding them


NPCMOD-SP-0041


Hired NPCs take a very long time to detect hostiles


NPCMOD-SP-0042


The Bow weapon had accuracy issues, would not damage entities when up close


NPCMOD-SP-0043


Bandit melee NPCs push WhiteRiver NPCs rather than attacking them


NPCMOD-SP-0045


Ranged NPCs keep firing while applying healing


NPCMOD-SP-0046


Hired NPC bodies do not despawn when they die and their map markers remain until you exit the current game session. The bodies only despawn if you die.


NPCMOD-SP-0047


After you hire an NPC that follows you and enter a vehicle you get the following warning once or multiple times:
Cannot play a disabled audio source




NPCMOD-DEDI-0001


NPCs sometime will keep standing up when dead until their body despawns


NPCMOD-DEDI-0002


NPCs still have health when they die


NPCMOD-DEDI-0003


On rare occasions, dead NPCs regenerate life and their remains cannot be hit


NPCMOD-DEDI-0005


NPCs have no hit reaction to ranged damage


NPCMOD-DEDI-0007


NPCs hired by different players will shoot or aggro on each other all the time


NPCMOD-DEDI-0009


If the leader crouches but another player comes close they stand up as if they need to talk (must be that they are waiting to be hired although they already are - likely related to issue NPCMOD-DEDI-0008)


NPCMOD-DEDI-0010


NPCs will sometimes stop fighting each other


NPCMOD-DEDI-0011


Synchronizing on NPCs battling each other seems off. They can hit each other from really far and then they come back to each other. Sometimes they will have their backs to a target and somehow are still able to hit them


NPCMOD-DEDI-0012


Dead NPCs can still be interacted with (ex: Hiring them)


NPCMOD-DEDI-0013


NPCs cannot be despawned after you hire them


NPCMOD-DEDI-0014


NPCs are frozen after you spawn them in, disconnect and reconnect.
Entities spawned in using the following methods do not despawn when you disconnect:
- Dynamic spawner
- Quest SpawnEnemy action
- Quest GameEvent action
- GameEvent Trigger


NPCMOD-DEDI-0017


Cannot dismiss an NPC. They still follow you and then appear as hired again


NPCMOD-DEDI-0018


Hired NPCs cannot damage Allied Player NPCs but can damage the allied player


NPCMOD-DEDI-0019


Hired NPCs will not attack a player if that player hurt their leader


NPCMOD-DEDI-0020


Hired NPCs will not friendly fire non-allied players if Kill Strangers is on (possibly Kill All as well)



New Features

These are the new features in this build:
NPCMOD-FT-0004    "Configure damage prevention from other players' hired NPCs as per server's settings"

The NPCs now follow the server setting related to killing other, allies, etc.  By default, kill strangers only is active, but this can be changed in the game settings.

NPCMOD-FT-0006    Have hired NPCs automatically follow me on dedicated servers

The NPCs will default to following you once hired

NPCMOD-FT-0017    Have my hired NPCs teleport next to me when I die

There is a new setting which needs more testing, to control what happens to the hired NPCs when the hiring player dies.

<triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" cvar="respawn" operation="set" value="1"/>  

Adding (or uncommenting it in the default NPCMelee template) will enable hired NPCs to respawn with player on the players bedroll , highly experimental 

NPCMOD-FT-0021    Prevent NPCs from damaging vehicles

Yea, that was happening, NPCs were damaging their owners vehicles

And the best for last!

New command interface that gives you more control over your hired NPCs.  This feature is in testing now, so let us know what you think.  Here is an older (to be updated) demonstration of the features and how to enable the commands.




More in the works, stay tuned!

 
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Hi,

First time using your mod and I'm running into a strange issue; I feel like it's probably me but I downloaded all of the mod files, put them in the Mods folder, and when I load a new game I get a bunch of errors that flood by fast than I can read them then repeating errors saying "EXC NullRefernceExceptoin: Object not set to an instance of an object."

Game never loads. Sits on "Creating Player"

Any idea what I'm doing wrong? It's a new map and a new save.

Also tried to load this onto a server with a fresh map and save and the server itself loads but I get stuck connecting with an error pulling configs.

Thanks for the help

 
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