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

NPCMod and Addons

The Spider Colony Expansion Mod Pack has just been updated with a couple of Prefabs. One is an overhaul of Cave_04 from Vanilla game play at Tier 3. The second one is a Tier 5 Spider's Nest. Rather large and would benefit from 2+ NPC support depending on your level, etc.

It's a Wilderness tagged POI and will head into any Biome that supports it. The Pine Forest.

20220129021201_1.jpg

And desert.

20220129021436_1.jpg

Should spice up spider interactions.

20220129021400_1.jpg

 
these only appear when you are in debug mode, although for me, they persisted even after exiting dm, so i just dismissed and rehired the NPC and the wall of text was finally gone

can we keep them any closer when wandering? they just keep going, then find trouble and die without me there to help...which is probably what hapeened to Cora lol


Use the command interface.   In creative mode, type NPC and grab the 3 button icon, and place on tool bar.  There is a video on the original post that shows how to use.   You can then command them to follow you and not be distracted.

If you are the leader, they should not Wander more than 30 blocks away.

NPCs will heal themselves with a medicated bandage when the have 65% damage or more.  Healing will be enhanced in a later update

The debug information bubble over head is enabled only if you are in debug mod, and can be toggled on/off using numpad 0

 
Thank you all, so much.

I do play in DM 'cause I'm a freestyle builder. (That means I'm too impatient to craft everything.) I was hoping there was a toggle for that info. I had 4 followers, once, and the screen was just gibberish with all their info displayed.

I figured Cora's death was a bug. We were in the base. She was just standing near me and died. 

Check this out. My game was haunted!

After my first post, her 'ghost' showed up in another spot on the map. I could see her info. I teleported to the area. She was still in Follow mode, but wouldn't leave the area on foot. I dropped in a 4x4 and she "rode" back to the base, gunning everything along the way. When I exited the vehicle, she was gone from the game.  Eerie, huh? Like a ghost story quest.

What makes it weirder is, the first time we visited this area, she became possessed, firing continually at anything and everything. Somehow, she became tied to this area so the game resurrected her there.

I conclude, her 'kill crazy' persona was still active, in the game's calculations, even though she was with me, in the base. Eventually, the 'persona' died, killing the one with me. See ghost story quest above. I, literally, had to retrieve her killer ghost and deliver it to the place where she died, to put it to rest. The coolest accidental quest ever.

The other 4 fell through the map, in a strange glitch. The game seemed to pulse or throb 3 times (not a graphics stutter) and they were gone. I could see their name info way below ground. 

@xyth - Do I leave bandages in the inventory? I had put a first aid kit in Cora's, but didn't get the chance to see if she used it.

 
Right now bandages are not needed, they will magically heal once away from enemies and are below 65% health.  They use the player bandage arm animation.

Most of the teleporting/ghosting issues hopefully are fixed in the next version.  We need more testing, otherwise we are blind to these issues.

 
Right now bandages are not needed, they will magically heal once away from enemies and are below 65% health.  They use the player bandage arm animation.

Most of the teleporting/ghosting issues hopefully are fixed in the next version.  We need more testing, otherwise we are blind to these issues.


I hope those issues are fixed. I had a shower thought that maybe a good workaround would be that once you hire an npc, you get their bedroll in your inventory, and can place that in your base. So that way if they say, disappear or die you can respawn them there. 

 
I hope those issues are fixed. I had a shower thought that maybe a good workaround would be that once you hire an npc, you get their bedroll in your inventory, and can place that in your base. So that way if they say, disappear or die you can respawn them there. 


I have not seen NPCs fall through the world or disappear like you stated, at least not in the last few builds.  If you dont mind, test without other mods to confirm bugs you see.  Thanks.

 
I have not seen NPCs fall through the world or disappear like you stated, at least not in the last few builds.  If you dont mind, test without other mods to confirm bugs you see.  Thanks.


I will have to. I suspect it's on one profile i have set up, because not only do the npcs fall through, but i am in the process of using up my tuneeling dynamite to rescue a motorcycle that has been swalled by the earth, if it can be rescued. 

 
I have not seen NPCs fall through the world or disappear like you stated, at least not in the last few builds.  If you dont mind, test without other mods to confirm bugs you see.  Thanks.
Play without mods?!😬 JK - as long as I can DM. It'd just take too long, in vanilla, b4 I could hire 4 of them to test. We'd be in A21. I'm assuming that playing with DM on won't change anything in Gurlz behavior.  Plus, it'd be a truer re-creation of the circumstances. 

The Gurlz falling thru might have just been victims of the weird glitch. I've seen a few glitches. I've even fallen thru. (I got an achievement for it.) But I've never seen that before.

I'll set up a new game with just Gurlz and see if I can re-create anything.

Also, there's another Gurl, same avatar as Cora but different name, running around the same area, gunning everything in sight. Something about this area makes em trigger happy. I'm gonna hire her and see what happens b4 starting anew. I'll check back in.

 
Play without mods?!😬 JK - as long as I can DM. It'd just take too long, in vanilla, b4 I could hire 4 of them to test. We'd be in A21. I'm assuming that playing with DM on won't change anything in Gurlz behavior.  Plus, it'd be a truer re-creation of the circumstances. 

The Gurlz falling thru might have just been victims of the weird glitch. I've seen a few glitches. I've even fallen thru. (I got an achievement for it.) But I've never seen that before.

I'll set up a new game with just Gurlz and see if I can re-create anything.

Also, there's another Gurl, same avatar as Cora but different name, running around the same area, gunning everything in sight. Something about this area makes em trigger happy. I'm gonna hire her and see what happens b4 starting anew. I'll check back in.


It's a weird one. I suspect everyone is flaling through, but i am just seeing the npcs because they have names? It may be because the particular overhaul i was playing with is not finished, and is mp only and i tried playing it in single player because who reads the description of software before they install it? anyway it allows crouching and crawling through one block high openings, so i have had weird glitch teleports when doing this. when xyth said "i am not seeing this" it clicked that i am playing an incomplete overhaul. 

The problem is all the overhauls i really like, are not compatible with the npcs yet. I see that red "duplicate physics body" line in the startup console and i know that hitboxes will be broken so it's not compatible. That's the downside with early access games: updates break all your favorite mods" 

 
Many of the major overhauls are actively working on adding the NPCCore engine to their mods.  This mod with the SCore is more of a NPC feature engine than a mod itself, as we don't put much effort into the overall gameplay experience, we focus on functionality and scalability.  Each of these major mods will use this engine to add NPCs to custom POIs, custom quests, etc.   That's where the real magic will happen.  

 
I see that red "duplicate physics body" line in the startup console
I've been trying to add as many "new zeds" and the NPC packs as I can.  My guess is that a lot of modders have been copy-pasting XML from some older? "physicsbodies.xml" mods so they're all using the same "physics bodies" in some places. 

My suggestion: Everyone? needs to update their physicsbodies.xml file so every entry is unique for their mod. For example, several mods outside the NPC packs have this physicsbody entry:

<body name="guppyCreatureSlug">




I'm not sure how easy it would be to change this in the NPC mod to "NPCguppyCreatureSlug" or similar for the NPC mods, but if nothing else I feel all the other non-NPC mods need to make sure their physicsbodies are uniquely named.  If this can't be done (I'm really unfamiliar with entities and how these are linked), then the "solution" I've used is to leave the NPC mod's physicsbodies entries alone (as it generally loads first and tehr's a lot of these mods), and then to remove all of the same named entries in other mods physicsbodies.xml.  For example: If another mod was using the "guppyCreatureSlug" physics body in their mod, I simply delete the entire entry as its already being loaded by the NPC mod since it usually loads first

FYI; doing this (and a little bit of finagling with some things), I'm able to get all these mods to all load together. I'm not sure what physicsbodies files I had to change though! but the load order is a bit important so I had to rename some toplevel mod folders

- *All* the current NPC mods, and secondary/expansion mods. No renaming of mod names needed

- "Zulk" entity (renamed the mod 0-Zulk so it loads right after the 0- NPC mods)

- errNulls zeds, + the errNulls snufkins add on (all renamed 0-a-[modname] so they load BEFORE the 0- NPC mods).  Because this mod changes a lot of entity groups (removes and puts them back) it has to load first.

- Khains behemoth (renamed 0-[modname] so its loads BEFORE the 0- NPC mods)

- Khains Hornet (no renaming of the mod)

- Sorcery (no renaming of the mod)

- Spherii A Better Life (no renaming of the mod)

- Stalliondens Pets (no renaming of the mod)

- IceBurg animal overhaul (no renaming of the mod)

- my "Rabbit of Cerbannog" (no renaming of the mod)

I wanted to get Robeletos zeds in, but I'm seeing seeing some discussion about maybe getting it integrated/compatible into errNulls zed pack so I'm waiting.

I also wanted to see if i could cram "The Wasteland" in there but usually there's a lot of other changes to consider.

In theory, since Darkness Falls is compatible with Sorcery, I could cram DF in there too.

But honestly, much like the "Vehicle Madness" mod, I AM FOREVER loading all NPC mods *no matter what* and any mod not compatible with it that I can't easily figure out how to change to work, gets quickly removed from my games as I'm not dropping NPC packs as they're awesome.

 
I've been trying to add as many "new zeds" and the NPC packs as I can.  My guess is that a lot of modders have been copy-pasting XML from some older? "physicsbodies.xml" mods so they're all using the same "physics bodies" in some places. 

My suggestion: Everyone? needs to update their physicsbodies.xml file so every entry is unique for their mod. For example, several mods outside the NPC packs have this physicsbody entry:

<body name="guppyCreatureSlug">



I will cleanup the NPCCore Physicsbodies.xml and remove the unused guppyslug and a few others that were just in there for testing.   If folks are going to copyPasta stuff out of the core then they should rename whatever they remove to avoid conflicts.

 
Pushed an Experimental version of the NPCCore, link is below the stable release link on the first page.

This version has many stability patches, as well as several new features.

  • Adds new UI features, including a showing your NPCs like party members so you can track their health when they are distant.
  • Hired NPCs now drop a player like backpack on death, so if you have your followers carry stuff for you you wont lose all that on death.
  • Deployable turrets now target hostile animals
  • Added a "Guard Here" command, which commands the NPC to assume your exact position and direction when assigned.   Great for setting ranged NPCs on POI walls.  If they move from this position they should return to it.
  • Many engine features added, like controlling dialog and command options based on available AI packages
  • NPCs will try to avoid traps and mines, and will not be damaged by those.
  • NPCs wont be damaged if they walk onto campfires
  • Ranged package was given further optimizations
  • Reloading and burst firing improved
  • NPCs no longer get stuck in swimming animation when leaving water.  Only fixed on the NPCCore models until expansion packs update its Unity Controller.
  • NPCs now turn and face properly in most if not all situations.
  • General stability fixes
Probably even more but those are some of the highlights.  This requires the very latest SCore, so be sure to update that as well.

 
A small update to the 2-NPCXSpiderPack-ColonyExpansion to bring them into pretty much all areas. They have been added to a few selective 'abandoned' vanilla POIs (renamed to keep vanilla ones safe) which can't be quested, a couple of questable versions, and one sample version which serves as a spider monument. This ensures they can be encountered all over the world at various degrees.

spiderPOI.png

 
That is intended.   The Baker is currently set up using the default "no chat" template.   Since that is causing confusion, I might need to make him interactable.
The baker is good guy, then need back lol.

Bug: If you dismiss a contracted NPC, he continues show for you the healtbat/life and gps/map position of the last dismiss NPC.

PS: The SwatCaptain don't looks like a zombie hehe (it`s from 1-ZombiezPack) it`s possible disable?

Screenshot_1.png

 
Last edited by a moderator:
I will update the EXP version soon, fixes the party screen and as always, it has tons of other bug fixes and new features.

 
PS: The SwatCaptain don't looks like a zombie hehe (it`s from 1-ZombiezPack) it`s possible disable?


It's a matter of narrative. He may not look like a zombie, but he's infected, he just haven't fully turned into a zombie yet, but he's still dangerous.

If you really want to, you can disable it by either removing or commenting out its line in entitygroups.xml, but I would advise to avoid that method, and instead create your custom patch that will apply after this mod, because every update to the said mod will overwrite your changes that you've made manually...

 
Back
Top