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NPCMod and Addons

Here's an Australian Entity Pack for the NPC Mod from the EndZ team. May Red took the lead on this, and the NPC Mod team send many regards for providing this to the community. Thee Legion hooked them up for their entityclasses, and I simply ensured they were compliant for the NPC Mod and spawning locations.

Here is a direct download link.
https://github.com/arramus/A21-NPCMod/blob/main/1-EndZ-AustralianEntityPack.zip

or you can visit the main area directly to manually download here.
https://github.com/arramus/A21-NPCMod

Here is what the pack contains:
Hostile Kangaroo
Hostile Cassowary Bird (the big colorful one)
Hostile Tasmanian Devil (this is extinct from 'mainland' Australia but remains extant in Tasmania. However, it was released back into mainland Australia in 2020 as part of a re-population effort)
Hostile Koala (Don't be trying to cuddle this one)
Hostile Frill-Neck Lizard (Small and fast)
Hostile Platypus (They can come onto land to aggro players)
Hostile Maypie (Pretty territorial)

All of these animals appear in the desert/outback.

The Magpie will also appear in the Pine Forest in the Day and Night, Snow in the day, and Burnt Forest in the day for Worlds that use it.

xyaUfB1.png
xyaUfB1.png


This was requested by SpecBytes.
https://www.youtube.com/@specbytes

And kindly brought to reality by the EndZ dev team.

 
Hi there. I'm still running A20.7.  just have a quick question. I just found yesterday a white wolf/fox friendly NPC named Sally (which I hired too as a helper). I don't recall seeing Sally in the npc mod list. Is Sally from A21? Or was she in the list the whole time, and maybe I never paid attention to the name?

Waiting on anyone's answer.

 
Hi there. I'm still running A20.7.  just have a quick question. I just found yesterday a white wolf/fox friendly NPC named Sally (which I hired too as a helper). I don't recall seeing Sally in the npc mod list. Is Sally from A21? Or was she in the list the whole time, and maybe I never paid attention to the name?

Waiting on anyone's answer.
The white fox NPC has been around a while.  It is the template NPC animal.  

Is there anyway to edit the health for the npc followers, i had a look through the files but couldnt find anything.  Thanks.
That is set in the NPCCOres entityclasses.xml.  The entry: `<entity_class name="npcMeleeTemplate"> ` is the default settings for all NPCs unless those defaults are overridden on specific characters.  `<passive_effect name="HealthMax" operation="base_set" value="300"/>` is the default hitpoints.

 
The white fox NPC has been around a while.  It is the template NPC animal.  

That is set in the NPCCOres entityclasses.xml.  The entry: `<entity_class name="npcMeleeTemplate"> ` is the default settings for all NPCs unless those defaults are overridden on specific characters.  `<passive_effect name="HealthMax" operation="base_set" value="300"/>` is the default hitpoints.
Ok, thanks!

 
The white fox NPC has been around a while.  It is the template NPC animal.  

That is set in the NPCCOres entityclasses.xml.  The entry: `<entity_class name="npcMeleeTemplate"> ` is the default settings for all NPCs unless those defaults are overridden on specific characters.  `<passive_effect name="HealthMax" operation="base_set" value="300"/>` is the default hitpoints.


Nice one thanks.  What was throwing me is the value you put in isnt what reads in game.  For example if the npc health is set to 300 in game it shows up as 225.  Thanks for the help there!

 
Nice one thanks.  What was throwing me is the value you put in isnt what reads in game.  For example if the npc health is set to 300 in game it shows up as 225.  Thanks for the help there!
300 is the base setting.  Then it is modified later by properties.  If its a bandit, the health is lowered, as is the damage the bandit does to the player.

 
Is there a reason most of the npcs are named "King Moneybags" when you look at them?  It does show their name in their inventory menu. It wasn't like that in old versions.

 
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Is there a reason most of the npcs are named "King Moneybags" when you look at them?  It does show their name in their inventory menu. It wasn't like that in old versions.


In previous versions of SCore, there was a bug so that the character names in the "Names" property wouldn't show. Instead you would always get their entry in Localization.txt for the entity class. So you would see things like "Raider" for raiders, "Black Ops" for all the cleaners, or "Betty" for all the raider girls with the "betty" character model.

But that was never the desired behavior. NPCs were always supposed to have a comma-separated list of names in their "Names" property, and SCore was supposed to randomly choose one. (This is also how it worked in A20 and previous alphas.)

It seems that Darkstar Dragon just put "King Moneybags" in the "Names" property of most of his entities. If you want the old behavior, remove that "Names" property in entityclasses.xml, and it should go back to using the localization of the entity class name.

Or, you could also put in your own names. (For example, Guns Nerds and Steel puts in the names of his supporters.) Whatever you prefer.

 
In previous versions of SCore, there was a bug so that the character names in the "Names" property wouldn't show. Instead you would always get their entry in Localization.txt for the entity class. So you would see things like "Raider" for raiders, "Black Ops" for all the cleaners, or "Betty" for all the raider girls with the "betty" character model.

But that was never the desired behavior. NPCs were always supposed to have a comma-separated list of names in their "Names" property, and SCore was supposed to randomly choose one. (This is also how it worked in A20 and previous alphas.)

It seems that Darkstar Dragon just put "King Moneybags" in the "Names" property of most of his entities. If you want the old behavior, remove that "Names" property in entityclasses.xml, and it should go back to using the localization of the entity class name.

Or, you could also put in your own names. (For example, Guns Nerds and Steel puts in the names of his supporters.) Whatever you prefer.
Thanks for the explanation and information on a fix.  It was very helpful.

 
NPCCore updated to .19 :    Bandits using EAI are braver now, much less likely to run away when damaged.   Removed duplicate Lockpicking window entry.

 
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Question, 

I loaded the NPC mod witch is awesome by the way, (Thanks for all the hard work) I also play Rebirth.  Why do the NPC in rebirth respond differently. Meaning when using this mod with vanilla the NPC rarely fire. The rate of fire is much higher in the rebirth mod. Did I possibly install something wrong?

 
the npc mod keeps crashing game , i even tried it with taking out all my other mods out of the mod folder . i cant get past initalizing game at loading screen. i have the other core with it too . what else do i have to do to get it to work?

 
the npc mod keeps crashing game , i even tried it with taking out all my other mods out of the mod folder . i cant get past initalizing game at loading screen. i have the other core with it too . what else do i have to do to get it to work?


Just to make sure, are you running the game with EAC off? You need to do that for any mods that have C# changes, and SCore is mostly C# changes.

 
Question, 

I loaded the NPC mod witch is awesome by the way, (Thanks for all the hard work) I also play Rebirth.  Why do the NPC in rebirth respond differently. Meaning when using this mod with vanilla the NPC rarely fire. The rate of fire is much higher in the rebirth mod. Did I possibly install something wrong?
I'm not familiar with Rebirths changes to the NPCCore, so no idea if its intended or not.   The NPCs in the core fire often enough that folks complain about getting killed by bandits all the time so balancing damage output on them isn't 1 setting fits all.

 
Here is a small update for the NPC Mod Prefabs pack:

https://github.com/arramus/A21-NPCMod-Prefabs

This Prefabs pack offers a limited amount of POIs that can be used during World Generation. They are mostly populated with NPC Mod Bandits for Questing, but there are samples for NPC Mod Helpers and Animals (Spider Pack being a good example). This update adds some NPC Mod helpers who are hooked into the Military Sleeper Volume Groups.

- rwg_tile_gateway_intersection2
This is a default tile with customisation that will overwrite the original when used. It maximises variety based on the A21 update where it can place a trader, and a variety of additional POIs, at an intersection.

In this random load out, the armed nurses are 'supervising' a road block in the middle of the intersection. Their military tent is a permanent fixture in the background on the left. All other surrounding POIs will appear randomly. There is also the chance for random additions in the road itself.

49SSTWh.jpg


This load out compounds the road block theme with the random road block just before meeting the nurse 'militia'.

8XECTRB.jpg


An alternative Wasteland load out places the nurses close to Trader Jen and on that occasion matches the context for the Trader Jen Compound.

ojY2fnV.jpg


Naturally, any Add On Pack which hooks up the helpers into the Military Group will appear at this location.

Testing with Darks Soldiers who perfectly fit the context.

dDWti7N.jpg


In A20, this feature would be the same for all Gateway Tiles leading to the Trader Compound. Much appreciation to the TFP dev(s) who worked on adding this random feature to the road network for the benefit of regular and modded NPC Mod gameplay.

 
Love this mod! Can someone edit it so theres only Soldiers to be hired? i hate the Medic and the Cook...

Also some peeps get stuck even when im inside vehicle.

 
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Paste this in the top of the entitygroups.xml for the Soldiers Add On Pack.

Courtesy of bdubyah from The Wasteland Mod.

<csv xpath="//entitygroup[contains(@name, 'Zombie') or (contains(@name, 'npc'))]/text()" delim="\n" op="remove" >npcBaker*</csv>
<csv xpath="//entitygroup[contains(@name, 'Zombie') or (contains(@name, 'npc'))]/text()" delim="\n" op="remove" >npcNurse*</csv>


This will remove the Nurse and Cook. It will leave the Fox and Bandit Harley.

If you want them all gone, including the Fox and Bandit Harley, go to this pathway for the 0-XNPCore mod.

0-XNPCCore\Config\Options\entitygroups_nocorespawn.xml

That entitygroups_nocorespawn.xml can be renamed to entitygroups.xml and placed in the Config folder to replace the existing one.

Peeps getting stuck is a Known Issue and not much can be done about it as that's just the way the game handles things at the moment. Being able to pick them up is a helpful workaround for a lot of issues.

 
I dont use the the addons, how would i replace the npcBaker and npcNurse to standrad zombie soldier?

Btw why are just bandits in wasteland? in forest i only found 2 recruitable npc, while on snow theres like every 2 minutes one lol

 
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Bringing in a standard zombie soldier as an NPC Helper will require making a new Add On Pack. That has already been made as an Add On Pack with a few of the zombies acting as helper NPCs. If you don't use Add On Packs, it's not going to be what you want. The 0-XNPCCore is there as the core file to support Add On Packs and not intended to be modded any further.

Adding NPCs and Bandits into the Wasteland where the zombies already appear a lot more regularly than elsewhere makes caused performance issues on dedicated servers. It was reduced to just bandits and zombies thrashing it out since players could bring their own helpers. The bandits and helpers join the lumberjack group which have their own chance of appearing beyond the regular zombies. There is a progressive element with Pine to Desert and then Snow and finally Wasteland where everything is hostile to the player and no helper support beyond what we bring. It worked out to help server performance and increase the challenge.

 
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