• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

NPCMod and Addons

Hello everyone. First of all, thank you to all the creators and those who work for the mods, you are fantastic. 

I don't normally write on forums and I don't know if this is the right place, but I'm starting to get desperate. 

I've been playing with my girlfriend for a month and two days ago we decided to install mods, including NPC and 0SCore. Since we installed these mods in my game (I am the creator of the server we play on) I keep getting the command window with the following messages: 

2025-02-09T19:33:45 186.956 ERR GetBool: InvalidCastException FavoriteServersList

2025-02-09T19:33:45 186.957 EXC Specified cast is not valid.

  at GamePrefs.GetBool (EnumGamePrefs _eProperty) [0x0000a] in <e8e43063270440388d2e6b7642da1a62>:0 

UnityEngine.StackTraceUtility:ExtractStringFromException(Object)

Log:Exception(Exception)

GamePrefs:GetBool(EnumGamePrefs)

EntityZombieFlyingSDX:flockTasks() (at C:\Builds\7DaysToDie\Mods\0-SCore\Scripts\Entities\EntityZombieFlyingSDX.cs:708)

EntityZombieFlyingSDX:updateTasks() (at C:\Builds\7DaysToDie\Mods\0-SCore\Scripts\Entities\EntityZombieFlyingSDX.cs:344)

EntityAlive:DMD<System.Void EntityAlive:OnUpdateLive()>(EntityAlive)

MonoMod.Utils.DynamicMethodDefinition:SyncProxy<System.Void EntityAlive:OnUpdateLive()>(EntityAlive)

I've been searching the internet for a solution but can't find anything... 

I hope you can help me. The truth is that I don't understand anything about mods and until having installed these two mods we haven't had any problems. I have also tried to create another world and it won't let me.
This is interesting on two points.
The first I notice is your "ERR GetBool: InvalidCastException FavoriteServersList" - Something that pulls from that info... do you have a server mod or one that pulls info from something like that, for instance one of the zombie/mob naming mods that uses names from supporters and people on their servers?

The second may have something similar to mine... Seems an issue with "Entities\EntityZombieFlyingSDX." and I'm having something weird with my flying entities.
Mine may be a bit different but may have underlying origins... as any mods with flying entities usually uses NPCcore's 

<entity_class name="animalTemplateHostileFlying" extends="animalZombieVulture">


and the games vanilla template
 

<entity_class name="animalZombieVulture" extends="animalTemplateHostile">


Lately, mods using NPCcore's template gives me the mesh model of the mob  AND.... a vulture flying center and below it at the same time. It's like its reading the files and following the chain like normal, but when it gets to the prefabs, it adds both instead of the latest.

My current workaround is to edit the entityclasses.xml of the problem creatures and input the game's vanilla "animalZombieVulture" template and just change the name, then direct the problem entities to use that template in the "extends="newNameHere" section.  Seems to be working so far but a pain with a lot of creature mod packs.

I havent tried the "set" option for prefabs at the end of an entity class yet, but it could work, if it overrides whatever is keeping the vulture prefab being added too.

If it is a current problem with the "flying entities" in Score or NPCcore, hopefully it will get resolved soon.  Only noticed it pop up in the last couple of weeks.

 
Hello,  Im looking for help with the npc mod making it compatible with the Escape from Tarkov mod.  Issue im running into is that in order to hire NPC's your coding requires Casino coins.  The EFT mod changes the in game currency to Rubles.  is there a way for someone to make the currency change and if not how do i get permission to make the changes and where would i even begin to look to make the change.  Please help.

 
Hello,  Im looking for help with the npc mod making it compatible with the Escape from Tarkov mod.  Issue im running into is that in order to hire NPC's your coding requires Casino coins.  The EFT mod changes the in game currency to Rubles.  is there a way for someone to make the currency change and if not how do i get permission to make the changes and where would i even begin to look to make the change.  Please help.
Check the entityclasses.xml.
There should be a template they follow, so whatever entity you're looking at that has "hireable" = true, then there should be a section that has:
 

<property name="HireCurrency" value="casinoCoin" />
<property name="HireCost" value="3000" />


If that entity doesn't have those two properties.. then go to the header for that entity and see what the "extends="Name of Template Here">" value is and then go up the list and find that entity, follow the above until you finally find the source which has it.  Alternate way is you can search for those HireCurrency /HireCost tags in the document.
As long as the item is loaded into the game, you can put whatever... springs, apples, purified water, etc. Just make sure to use the proper coding term for the item and make reasonable adjustments to the cost (you probably don't want the cost to be 3,000 of something that does not stack, for example).

 
Check the entityclasses.xml.
There should be a template they follow, so whatever entity you're looking at that has "hireable" = true, then there should be a section that has:
 

<property name="HireCurrency" value="casinoCoin" />
<property name="HireCost" value="3000" />


If that entity doesn't have those two properties.. then go to the header for that entity and see what the "extends="Name of Template Here">" value is and then go up the list and find that entity, follow the above until you finally find the source which has it.  Alternate way is you can search for those HireCurrency /HireCost tags in the document.
As long as the item is loaded into the game, you can put whatever... springs, apples, purified water, etc. Just make sure to use the proper coding term for the item and make reasonable adjustments to the cost (you probably don't want the cost to be 3,000 of something that does not stack, for example).
Thank you so much this helped me to find the correct lines i needed to change.  Its working with the correct currency.

 
so who would i need to contact in order to get permission to share with the EFT community the NPC files i have in order to make it compatable with the EFT mod.

 
Hello everyone. First of all, thank you to all the creators and those who work for the mods, you are fantastic. 

I don't normally write on forums and I don't know if this is the right place, but I'm starting to get desperate. 

I've been playing with my girlfriend for a month and two days ago we decided to install mods, including NPC and 0SCore. Since we installed these mods in my game (I am the creator of the server we play on) I keep getting the command window with the following messages: 

2025-02-09T19:33:45 186.956 ERR GetBool: InvalidCastException FavoriteServersList

2025-02-09T19:33:45 186.957 EXC Specified cast is not valid.

  at GamePrefs.GetBool (EnumGamePrefs _eProperty) [0x0000a] in <e8e43063270440388d2e6b7642da1a62>:0 

UnityEngine.StackTraceUtility:ExtractStringFromException(Object)

Log:Exception(Exception)

GamePrefs:GetBool(EnumGamePrefs)

EntityZombieFlyingSDX:flockTasks() (at C:\Builds\7DaysToDie\Mods\0-SCore\Scripts\Entities\EntityZombieFlyingSDX.cs:708)

EntityZombieFlyingSDX:updateTasks() (at C:\Builds\7DaysToDie\Mods\0-SCore\Scripts\Entities\EntityZombieFlyingSDX.cs:344)

EntityAlive:DMD<System.Void EntityAlive:OnUpdateLive()>(EntityAlive)

MonoMod.Utils.DynamicMethodDefinition:SyncProxy<System.Void EntityAlive:OnUpdateLive()>(EntityAlive)

I've been searching the internet for a solution but can't find anything... 

I hope you can help me. The truth is that I don't understand anything about mods and until having installed these two mods we haven't had any problems. I have also tried to create another world and it won't let me.


Late to reply - but my hunch is that you're using a version of SCore that doesn't match the vanilla 7D2D version. They have to match, e.g. 7D2D version 1.2 should use a version of SCore that begins with 1.2.

If you want the technical reasons for this hunch:

I just looked in EntityZombieFlyingSDX, and it doesn't try to use the FavoriteServersList game preference. The only Boolean game preference that it tries to get, is DebugStopEnemiesMoving.

My guess is that TFP changed the EnumGamePrefs enumeration in a recent update, such that what was the DebugStopEnemiesMoving enum value is now FavoriteServersList, which doesn't represent a Boolean value.

I could be wrong though. If you update SCore and it still happens, then it's probably a bug with SCore and should be reported to @sphereii.

 
Hi, I have two questions. The first one concerns the Gore bones. Does their rotation along the XYZ axes matter or does only the intersection point matter? In the tutorial, the bone axes are rotated in a certain way (the Y axis is up). In my case, on my Gore skeleton, the bones are rotated anyhow. And the second question, when I launch the game, red warnings appear in the log (game version 1.2 (b27)). But the mod seems to work. It's normal ? 

KneeGore.jpg
?

 
Last edited by a moderator:
Hello! Thanks for answering me. The truth is that I have not understood much of what you have told me. 

I tried removing the The Walkind Dead POI mod that I had (since that's what it was like), and at first it went well until birds and other birds began to appear from the mod. I think it is possible that it is a problem of that type, as the colleague explains (although I have not been able to understand the reason). 

On the other hand, maybe it's the wrong version. Which would be correct? I have 1.1.b14.

 
Hello, I'm VIRAL, and I'm currently facing a very tricky issue where sometimes NPCs can't hit anything when using guns. I haven't been able to figure out the reason for this problem yet. On one occasion, the NPCs in the Unity asset package I exported worked perfectly fine, but when someone else exported their asset package, the NPCs in it couldn't hit any zombies at all. I'm not sure if this is an issue with the XML files or the models themselves.

 
On the other hand, maybe it's the wrong version. Which would be correct? I have 1.1.b14.


If the vanilla game version is 1.1b14, then you will need a version of SCore that starts with 1.1. You can try using a later version, but since later versions are built against later versions of 7D2D, there's no guarantee any of them will work.

I believe the last 1.1 version is 1.1.62.918:
https://github.com/SphereII/SphereII.Mods/releases/tag/1.1.62.918 

If you are using a later version, then you need to use a later version of 7D2D as well. The latest stable version of 7D2D is version 1.3b9.

 
Last edited by a moderator:
Hello, I'm VIRAL, and I'm currently facing a very tricky issue where sometimes NPCs can't hit anything when using guns. I haven't been able to figure out the reason for this problem yet. On one occasion, the NPCs in the Unity asset package I exported worked perfectly fine, but when someone else exported their asset package, the NPCs in it couldn't hit any zombies at all. I'm not sure if this is an issue with the XML files or the models themselves.
Use the xml that works on the other then retest.  If it still has issues, its the model.  Could be the shot is hitting the characters arm collider.  in my xml i added a penetration factor of 1 as an example incase that's an issue.  

 
I noticed some of @sphereii's mods have been updated over the past few days, & I was wondering if these updates are for 1.2 or 1.3. Thanks!
SCore has been updated for 1.3, though it wasn't really necessary as 1.3 was a pretty small update that hasn't seemed to break anything. NPCCore doesn't really need an update at the current 1.2 version should work fine on 1.3 as should any add-on pack AFAIK.

 
SCore has been updated for 1.3, though it wasn't really necessary as 1.3 was a pretty small update that hasn't seemed to break anything. NPCCore doesn't really need an update at the current 1.2 version should work fine on 1.3 as should any add-on pack AFAIK.
Thank you!!!

 
Helloo all, I need guidance. I'm playing with DarksSoldierz npcs mod and I want to give them guns from Escape from Tarkov overhaul mod. I know how to add weapons to their list in Entityclasses.xml at line <property name="Tags" value="entity,male,npc,walker,melee,DRMid,Knife etc etc. But I don't know where to find the naming of Tarkov guns... what file should I look into?

 
This may already be something being worked on, but just thought I would say it here.
I've noticed some issues with NPCcore and mods that call upon templates from it.
Not sure if its a recent change in the game, SCore, or NPCcore, or the combination not being in synch atm with the changes... but every single modlet, creature modlet, that I use that calls upon (extends="WhateverNPCcoreTemplate") winds up causing red errors and basically throws off the vanilla spawning and entity system.  I've been going crazy wondering what it could be as I don't really see a major difference in the basic .xml, so I was thinking it has to be something deeper in the code for SCore or NPCcore.

I had to go back and redo the game from scratch and reverify and have it at bare minimums for using the packs (tfp's harmony, SCore, NPCcore, + the mob pack). I only add extra if a pack has a prerequisite for something (like material modifier) to test them out and see what isnt working atm.

As it stands, any pack of mobs that calls upon vanilla templates or extends pre-existing vanilla mobs... its fine.  Anything that calls upon the same for NPCcore, its throwing errors atm.

I am using 1.3 atm, but most was working in 1.1 and, at least I thought, 1.2. But if I was testing mods and they were calling vanilla templates, then I may have missed that issue.
I was under the impression that 1.3 didn't change much that would affect this.  Anyone else notice this?

 
Updated mod to 1.3.  No major changes.  Commented out the guns smoke particles due to a reported memory leak when using those particles. Will restore if TFP concurs and fixes. 

LordSoth01 said:
This may already be something being worked on, but just thought I would say it here.
I've noticed some issues with NPCcore and mods that call upon templates from it.
Not sure if its a recent change in the game, SCore, or NPCcore, or the combination not being in synch atm with the changes... but every single modlet, creature modlet, that I use that calls upon (extends="WhateverNPCcoreTemplate") winds up causing red errors and basically throws off the vanilla spawning and entity system.  I've been going crazy wondering what it could be as I don't really see a major difference in the basic .xml, so I was thinking it has to be something deeper in the code for SCore or NPCcore.

I had to go back and redo the game from scratch and reverify and have it at bare minimums for using the packs (tfp's harmony, SCore, NPCcore, + the mob pack). I only add extra if a pack has a prerequisite for something (like material modifier) to test them out and see what isnt working atm.

As it stands, any pack of mobs that calls upon vanilla templates or extends pre-existing vanilla mobs... its fine.  Anything that calls upon the same for NPCcore, its throwing errors atm.

I am using 1.3 atm, but most was working in 1.1 and, at least I thought, 1.2. But if I was testing mods and they were calling vanilla templates, then I may have missed that issue.
I was under the impression that 1.3 didn't change much that would affect this.  Anyone else notice this?
What are the error exactly.   If it cant find the templates in the NPCCore, then the core isnt loading or something overwrote its xml. 

 
What are the error exactly.   If it cant find the templates in the NPCCore, then the core isnt loading or something overwrote its xml. 
Other than what was posted in discord, a few things found so far but are typo and copy/pasta errors so far, like missing syntax, or an entityclass with TWO class id's like, enemyanimal and vulture for example. Nothing on your end though.  I had swapped back to 1.2 stuff and was testing them one at a time and working out kinks and seeing what was doing what with base game, SCore and NPCcore.

I saw you updated to 1.3 and I swapped the game back to v1.3 and going through them now to see. Before it was when it called upon a template it would act like it didn't exist.
I kept trying to find anything in the xmls that might do that.  That's when I clean reinstalled and reverified and started re-downloading the packs from scratch to verify each one and notice discrepancies (I was fully aware the spawning.xmls would throw an error without the updated spawn IDs now, but at least they would load and could use the SE/Spawn Entity commands to check the mobs.

Going through them again now.  If I see something that's directly kicking it back from a template, I'll put up the log, here or in discord.
Thanks for the update!

 
Planning on doing a few A20 "throwback" streams & I have my A21 versions of all files, but I can't find my A20 versions at all. Is there somewhere I can download them? Thanks!

 
Back
Top