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NPCMod and Addons

Hmm... It doesn't seem like the vanilla game likes XNPCCore creating blocks and buffs. The whole game would fail to place the player in the world due to all of the blocks being skipped from the game. I've tested it out with and without SCore. 

2023-08-29T20:46:13 31.591 WRN XML patch for "blocks.xml" from mod "0-XNPCCore" did not apply: <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='AllEntitiesUseFactionTargeting']/@value"  (line 3 at pos 3)
2023-08-29T20:46:28 47.178 ERR XML loader: Loading and parsing 'blocks.xml' failed
2023-08-29T20:46:28 47.181 EXC Could not find Extends block SpawnCube
  at BlocksFromXml.CreateProperties (System.String extendedBlockName, System.String excludedPropertiesList) [0x0001f] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml.ParseProperties (System.Xml.Linq.XElement elementBlock) [0x0000a] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml.ParseBlock (System.Boolean _bEditMode, System.Xml.Linq.XElement elementBlock) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x000c2] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <d7dcfa4979674f179c13273f8b30b551>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass52_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

What do you think went wrong here? EAC is off and it's a clean install. Or does the game need to have an Overhaul of the vanilla game?

 
Hmm... It doesn't seem like the vanilla game likes XNPCCore creating blocks and buffs. The whole game would fail to place the player in the world due to all of the blocks being skipped from the game. I've tested it out with and without SCore. 

2023-08-29T20:46:13 31.591 WRN XML patch for "blocks.xml" from mod "0-XNPCCore" did not apply: <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='AllEntitiesUseFactionTargeting']/@value"  (line 3 at pos 3)
2023-08-29T20:46:28 47.178 ERR XML loader: Loading and parsing 'blocks.xml' failed
2023-08-29T20:46:28 47.181 EXC Could not find Extends block SpawnCube
  at BlocksFromXml.CreateProperties (System.String extendedBlockName, System.String excludedPropertiesList) [0x0001f] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml.ParseProperties (System.Xml.Linq.XElement elementBlock) [0x0000a] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml.ParseBlock (System.Boolean _bEditMode, System.Xml.Linq.XElement elementBlock) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x000c2] in <d7dcfa4979674f179c13273f8b30b551>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <d7dcfa4979674f179c13273f8b30b551>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass52_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

What do you think went wrong here? EAC is off and it's a clean install. Or does the game need to have an Overhaul of the vanilla game?
NPCMod requires SCore. If it isn't working with SCore properly installed then post the log from that. But that error is due to SCore not being there.

And use pastebin or something similar and post the full log, not just a snippet. Will makes finding the issue easier.

 
Last edited by a moderator:
Edit the entitygroups.xml file of that addon pack.

You will see something like:

      <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
        npcGirlz01, 0.5
        npcGirlz02, 0.5

        etc...

Change the values you find to a value at least 1/2 as much, in this case 0.25, or even less until you get the spawn rates as you like.
Awesome, thanks.

 
Which value do I change? 

<configs>
    <append xpath="/items">
    
        <item name="DarksZombiezLoadHack01">
            <property name="CreativeMode" value="None"/>
            <property name="CustomIcon" value="missingIcon"/><property name="CustomIconTint" value="90ff90"/>
            <property name="HoldType" value="45"/>
            <property name="HoldingItemHidden" value="true"/>
            <property name="Meshfile" value="#@modfolder:Resources/DarksZombiez.unity3d?ParasiteZombieDark"/>
            <property name="DropMeshfile"  value="#@modfolder:Resources/DarksZombiez.unity3d?ParasiteZombieDark"/>
            <property name="Material" value="MresourceScrapIron"/>
            <property name="Weight" value="1"/>
            <property name="Stacknumber" value="1"/> <!-- STK resource -->
            <property name="EconomicValue" value="1"/>
            <property name="EconomicBundleSize" value="1000"/>
            <property name="Group" value="Resources"/>
        </item>
    </append>
</configs>

Think I had the wrong one... It's under the NPC Core correct? 

This one...

And I would change the "  <property name="DamageEntity" value="20"/>" to something like   <property name="DamageEntity" value="10"/> for example.. is that right?

<item name="gunNPCAk47">
            <property name="Extends" value="gunNPCSMG5"/> 
            <property name="RightHandJointName" value="AK47" />
            <property name="Tags" value="weapon,ranged,medRange,gun,barrelAttachments,reloadPenalty2,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,attachmentsIncluded,canHaveCosmetic"/>
            <property name="CreativeMode" value="None"/>
            <property name="Meshfile" value="@:Other/Items/Weapons/Ranged/AK47/ak47Prefab.prefab"/>
            <property name="Material" value="MMachineGunParts"/> <property name="Weight" value="4"/>
            <property name="CustomIcon" value="gunAK47"/>
            <property name="HoldType" value="32"/>
            <property name="SoundUnholster" value="weapon_unholster"/>
            <property name="SoundHolster" value="weapon_holster"/>
            <property class="Action0">
                <property name="Class" value="Melee"/>
                <property name="DamageEntity" value="20"/>
                <property name="DamageBlock" value="20"/>
                <property name="Range" value="1.65"/>
                <property name="Sphere" value="1.2"/>
                <property name="Delay" value=".8" /> 
                <property name="Sound_start" value="swoosh"/>
                <property name="Block_range" value="1.65"/>
            </property>
            <property class="Action1">
                <property name="Class" value="Ranged" />
                <property name="Range" value="25" />
                <property name="Auto_fire" value="true" /> 
                <property name="Magazine_items" value="ammoNPC762mmBulletBall" />
                <property name="Reload_time" value="0" /> 
                <property name="Infinite_ammo" value="true" />
                <property name="Single_magazine_usage" value="false"/>
                <property name="Bullet_icon" value="uzi" />
                <property name="Sound_start" value="ak47_fire"/>
                <property name="Sound_loop" value="ak47_fire"/>
                <property name="Sound_empty" value="dryfire"/>
                <property name="Sound_reload" value="ak47_reload"/>
                <property name="Sound_end" value="ak47_fire_end"/>
                <property name="Particles_muzzle_fire" value="nozzleflash_ak" />
                <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
                <property name="DamageEntity" value="13"/> <!--  This is base damage per ray that hits) -->
                <property name="DamageBlock" value="13"/>                 
            </property>
yes, edit the DamageEntity in Action0 and Action1, 0 being melee damage and 1 being ranged damage, for each type of weapon

 
Last edited by a moderator:
So, not sure if this has happened to anyone else. 

I have not changed any mods I have installed since I started a new playthrough. 

I logged out last night, came on today. Now I am unable to interact with the trader? Worked fine when I started the playthrough yesterday and during the playthrough. 

This same thing has only ever happened when I tried to update NPCCore during a playthrough. I have not changed NPCCore at all with this playthrough. So confused why this would be happening?

I want to use NPCCore but issue and not being able to interact with traders keeps happening for some reason. 

Is there a bug or something that is happening causing this to occur, seems like the dialog box or something doesn't trigger :(  

NPC Core version -- <Version value="21.1.0.6"/>

SCore version -- <Version value="21.1.12.1115" />

___________EDIT_______

So I updated to the latest SCore. Didn't make a difference. 

....

What worked is...I few away to the other side of the map, came back, and was able to interact with the trader. 

Not sure this helps fix the issue. But something resets where you can talk again if you fly miles away and come back. 

So strange, not sure what is causing this bug, but it is really odd. 

If anyone can help to figure out the cause or what to do to stop it, that would be greatly appreciated.

 
Last edited by a moderator:
yes, edit the DamageEntity in Action0 and Action1, 0 being melee damage and 1 being ranged damage, for each type of weapon
<property class="Action1">
                <property name="Class" value="Ranged"/>
                <property name="Range" value="10" />

so I would change it to 

<property class="Action1">
                <property name="Class" value="Ranged"/>
                <property name="Range" value="5" />

for example?

 
<property class="Action1">
                <property name="Class" value="Ranged"/>
                <property name="Range" value="10" />

so I would change it to 

<property class="Action1">
                <property name="Class" value="Ranged"/>
                <property name="Range" value="5" />

for example?
Depends on exactly what you want to be the result of any change.  There may be better ways to effect that desired change.

 
Depends on exactly what you want to be the result of any change.  There may be better ways to effect that desired change.
Just looking for a change to decrease the damage of the NPC's with guns. Because, especially early game, you basically get mowed down in a second and can't really react since sometimes they come around corners to fast and shoot without even looking at you. 

So think decreasing the damage across the board for all ranged NPC's in half would be a good start. 

 
I has been following tutorials and all steps to make my own zombie, i spent like 1 week doing it trying to make it works but im stuck and i need help to continue.. Well i saw all tutorials about how to make you own 3d character, in this case i create a zombie character, i followed all steps 1 by 1 being careful to don't make mistakes. Using file A21TutorialProject i made a zombie with all things that needs to works this include (All tags correctly, Ragdoll, colliders, Controller, Avatar etc) And after it using the current mod  0-XNPCCore and 0-SCore to make it works.  Also being sure i configurate the xml files to be able to spawn my zombie. So i create a new world i wrote dm in console and i have searched my zombie, well I found it and i spawned, but for some reason when i spawn him, he looks like Stuck, he doesn't move, he make sounds like a normal zombie, but doesn't make any animations just T pose. if i come near to him he can hit me but but you can't see how he hit the player. Just static. I check the model to see if the problem is the building unity3d, i check the code to see if i did wrong mass, even check collider to see if thats causing the problem. But i couldn't find any solution. Also check console searching some errors and i found one repeating everytime: EXC NullReferenceException: Object reference not set to an instance of an object. The only thing can do the zombie is rotate on its own axis. Please help me to fix this error i would like make my own zombies and personalize them. 

 
I has been following tutorials and all steps to make my own zombie, i spent like 1 week doing it trying to make it works but im stuck and i need help to continue.. Well i saw all tutorials about how to make you own 3d character, in this case i create a zombie character, i followed all steps 1 by 1 being careful to don't make mistakes. Using file A21TutorialProject i made a zombie with all things that needs to works this include (All tags correctly, Ragdoll, colliders, Controller, Avatar etc) And after it using the current mod  0-XNPCCore and 0-SCore to make it works.  Also being sure i configurate the xml files to be able to spawn my zombie. So i create a new world i wrote dm in console and i have searched my zombie, well I found it and i spawned, but for some reason when i spawn him, he looks like Stuck, he doesn't move, he make sounds like a normal zombie, but doesn't make any animations just T pose. if i come near to him he can hit me but but you can't see how he hit the player. Just static. I check the model to see if the problem is the building unity3d, i check the code to see if i did wrong mass, even check collider to see if thats causing the problem. But i couldn't find any solution. Also check console searching some errors and i found one repeating everytime: EXC NullReferenceException: Object reference not set to an instance of an object. The only thing can do the zombie is rotate on its own axis. Please help me to fix this error i would like make my own zombies and personalize them. 
There are a few reasons this can happen, but the main 2 are the name used when exporting the character or the avatar.  First, make sure the exported name of the character is NOT the same as the original name of the .fbx file.  second, make sure your using the avatar from the the version you got when you used the .fbx export step, and not the avatar in the original .fbx file. 

 
There are a few reasons this can happen, but the main 2 are the name used when exporting the character or the avatar.  First, make sure the exported name of the character is NOT the same as the original name of the .fbx file.  second, make sure your using the avatar from the the version you got when you used the .fbx export step, and not the avatar in the original .fbx file. 
Well. i swapped names of prefab, and everything to be sure is not that, and it worked Thanks so much it fix all problems about animation, now i have my own zombie thanks so much!!

 
(sorry for my english translate) :

Code:
Hello I have an error here,
everything is good but in the game when using stone hammer or bare hands I can only hit 1 shot and can't hit the 2nd shot. 
I tried pressing Tab and then exiting, it would work again but it was still the same and if I kept clicking the left mouse button, 
after a while it would hit continuously like that. Is there any way to solve this? Thank you very much.
 
(sorry for my english translate) :

Hello I have an error here,
everything is good but in the game when using stone hammer or bare hands I can only hit 1 shot and can't hit the 2nd shot.
I tried pressing Tab and then exiting, it would work again but it was still the same and if I kept clicking the left mouse button,
after a while it would hit continuously like that. Is there any way to solve this? Thank you very much.

I do not think that is an issue with the NPC mod.  Sorry.

 
Couple of quick questions - I don't see the Vault Dwellers pack listed on page 1, and the 5 hits I got doing a search of the topic didn't pull up a link either.  Soooo...

#1 - Will the earlier Vault Dwellers pack work with the current NPCCore?  I'm using bdubyah's A21 update of The Wasteland, and you know I have to have my Vault Dwellers.

#2 - What about the older Mechs/robots packs as well?

 
Last edited by a moderator:
Pushed 20.1.0.8 -  changes:

- UAI tweaked to help prevent pausing to fire on ranged due to range settings.

- Targeting of bandit class changed to include all EntityAlive classes.

and thanks to Karl (KHZmusik) for adding custom lootgroups for NPCs.

  • loot.xml now has custom loot groups for weapons, ammo, and general items like food or medical, and loot containers that use them.
  • entityclasses.xml now has custom loot drop entity classes for the weapon-specific loot containers.
  • Existing NPC Core EntityLootContainerNPC class (which the other loot drop entity classes extend) now uses backpack model rather than zombie pack.
  • NPC templates in entityclasses.xml updated to drop the appropriate loot drop entity class. Harley no longer overrides the templates.
 
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