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NPCMod and Addons

I pretty much changed all entity groups to .25 and I honestly don't feel like it changed too much. Survivors I feel should be rare,  and there are in my opinion too many still.
Go a lot lower. Try like .05 and see how that is. .25 is pretty high still. Maybe even try .01.

 
I pretty much changed all entity groups to .25 and I honestly don't feel like it changed too much. Survivors I feel should be rare,  and there are in my opinion too many still.
Here are a few other things to consider:

- animal class and non animal class characters may well be on a different spawning system based on class and not the entitygroups.xml areas they are listed in. Since NPCs are incorporated into animal spawn groups, additional calibrating will help to find the sweet spot. Having an animal with a probability of 9 is unheard for the zombie lists where they are typically 0.1 to around the 1.0 mark which infers a different way of spawning.

- Maxed spawned zombies by default are 64 whereas animals are 50. However, zombies/NPC classes do not have that 'none' of 85 which is potentially an 8500% probability to spawn. It is possible they are overriding that 'none' based on their class.

- The size of the World and the amount of Open Regions will also have an impact. This is the reason the Snufkin Zombies have a default entitygroups.xml and a 'lite' version. On a new world with minimal regions unlocked, those 'Maxed spawned zombies' values will be much more noticeable until unlocking Regions thins things out a little. In addition, it appears a 6K World and 10K World distribute differently with 6K showing a much higher density of entities in one Region regardless of how many are opened.

The NPCMod Core is very much a base for creators to work from, and your feedback will certainly be noticed for future releases, where the template spawns are concerned. The same applies for individual NPCMod Pack Addon creators who will read the feedback to see how things are playing out. While Darkstardragon has also incorporated his 'Raiderz' into the wild animals spawn lists, their 0.1 probability has felt very balanced, and dropping to 0.05 or lower as bdubyah suggested will provide even greater balance where it may feel they are still a bit on the high side. This is a very subjective topic based on each host, and typically the reason for the option to change MaxSpawnedZombies and MaxSpawnedAnimals.

GansSpecialZombies Addon Pack is actually very sophisticated in its approach, by injecting the zombies directly into the default spawning, by using Boe as their feeder. While the NPCMod has been released for public use, there are things that couldn't be comprehensively checked for all areas, simply because each server has their own dynamics and requirements, and there is far too much to check. It will be very helpful if you can also post your findings once you test 0.1, 0.05, and other settings you may try as this will serve as a useful guide for others who may share your specific requirements.

 
New EXP version 20.2.02.03    New companion animal templates and UAI, giving better control over those guys.  Various fixes. 
Hi you forgot update it. The link/file is from 5 days ago xD. 

 
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Is there a way to make the nurses killable? They drive me nuts shooting around POIs when I am trying to explore them stealthily. I'd like to be able to silence them:) I am playing singleplayer and have the player kill setting on 3 "kill everything" so I'm not sure why I cannot simply shoot them, but I cannot. Is there a setting somewhere that I can tweak?

 
Hayran said:
Hi you forgot update it. The link/file is from 5 days ago xD. 
Fixed

Is there a way to make the nurses killable? They drive me nuts shooting around POIs when I am trying to explore them stealthily. I'd like to be able to silence them:) I am playing singleplayer and have the player kill setting on 3 "kill everything" so I'm not sure why I cannot simply shoot them, but I cannot. Is there a setting somewhere that I can tweak?


In the Entityclasses.xml file in this mod, you will find a commented out section around line 140, which I pasted below.  

        <!--  This effect group sets a cvar on the player called "DamageRelationship" which is the faction relationship at which the player can damage NPCs. 1001 means "everyone." 400 is the default, and what is in effect when this effect group is commented out.  This is only for faction targeting - it doesn't affect allies (hired NPCs), and other players and their NPCs are governed by the server's "Player Killing" setting. If you want to adjust the value: 800+ is "Love", 600+ is "Like", 400+ is "Neutral", 200+ is "Dislike", and 0+ is "Hate". -->
            <!--<effect_group name="Damage All NPCs">
                <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
                <triggered_effect trigger="onSelfEnteredGame" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
                <triggered_effect trigger="onSelfRespawn" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
            </effect_group>-->

Uncomment just the effect group, and make sure the values are set to 1001 like in the example above.  With that effect group commented out, the default relationship value is 400, so you cant harm Neutral characters, or those with even more positive faction relationships.  

 
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ok i had the server people to install this for me .. since i can not do it cause of the dill... i get errors. 

Code:
ould not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseDPistol'
2022-02-15T08:54:41 93.459 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNursePipeMG'
2022-02-15T08:54:41 93.461 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseAK47'
 
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So this might be me being stupid because I'm new with mods but I have a Mods folder and the mod does work but I only see the nurse, Harley, and the baker and yes it was the only mod downloaded when I could only see them and I did download the RaiderGurlzPack,  RaiderzPack, SoldierPack, RaiderGurlzPack-Friendly and khzmusik_Zombies and I put them in the Mods folder but do I have to put them somewhere else? Like in the npccore? I dont know and im sorry if im being stupid 😅

 
Are the Bakers supposed to be non-hireable?

I have a bunch wandering around town (there must have been a baker's convention when the apocalypse hit) and I'm not able to interact with any of them

 
So this might be me being stupid because I'm new with mods but I have a Mods folder and the mod does work but I only see the nurse, Harley, and the baker and yes it was the only mod downloaded when I could only see them and I did download the RaiderGurlzPack,  RaiderzPack, SoldierPack, RaiderGurlzPack-Friendly and khzmusik_Zombies and I put them in the Mods folder but do I have to put them somewhere else? Like in the npccore? I dont know and im sorry if im being stupid 😅
The core Mods beginning with 0-, the Addon Mods beginning with 1-, and the Addon Expansions beginning with 2-, can all be placed in the Mods folder as they are so the end result will be 2 with 0-, and a collection of 1-'s and possibly 2-'s, that may need a 1- as a prerequisite such as the spiders.

Nothing needs to be placed within another folder beyond the Mods folder, as the creators have already taken care of that.

Are the Bakers supposed to be non-hireable?

I have a bunch wandering around town (there must have been a baker's convention when the apocalypse hit) and I'm not able to interact with any of them
Some of them are Hireable and some of them are Non-hireable wandering survivors from what I've experienced. Things may have changed since I observed that but I believe it's still that way. The same applies for the Addon Packs such as the Soldiers with some getting on with their own thing and others ready to team up.

 
Bakers are Hirable in the Exp version.  That version will be pushed to stable soon.

ok i had the server people to install this for me .. since i can not do it cause of the dill... i get errors. 

ould not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseDPistol'
2022-02-15T08:54:41 93.459 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNursePipeMG'
2022-02-15T08:54:41 93.461 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseAK47'

Looks like the 0-SCore mod didnt get loaded

 
The core Mods beginning with 0-, the Addon Mods beginning with 1-, and the Addon Expansions beginning with 2-, can all be placed in the Mods folder as they are so the end result will be 2 with 0-, and a collection of 1-'s and possibly 2-'s, that may need a 1- as a prerequisite such as the spiders.

Nothing needs to be placed within another folder beyond the Mods folder, as the creators have already taken care of that.

Some of them are Hireable and some of them are Non-hireable wandering survivors from what I've experienced. Things may have changed since I observed that but I believe it's still that way. The same applies for the Addon Packs such as the Soldiers with some getting on with their own thing and others ready to team up.


Okay so I have them all in the mods folder, but when I load a new game it says

2022-02-16T15:12:54 70.560 ERR XML loader: Loading and parsing 'entityclasses.xml' failed

2022-02-16T15:12:54 70.567 EXC Did not find 'extends' entity 'RaiderJayneClub' 

2022-02-16T15:12:58 74.717 ERR XML loader: Loading and parsing 'entityclasses.xml' failed

2022-02-16T15:12:58 74.717 EXC Entity with name 'npcRaiderJayneClub' not found

22-02-16T15:13:08 84.951 ERR XML loader: Loading and parsing 'spawning.xml' failed

22-02-16T15:13:08 84.951 EXC Entity spawner 'Dog_Sm-Territorial' contains invalid group ZombieDogGroup 

How do I fix that? Also zombies dont spawn in as much 

 
Okay so I have them all in the mods folder, but when I load a new game it says

2022-02-16T15:12:54 70.560 ERR XML loader: Loading and parsing 'entityclasses.xml' failed

2022-02-16T15:12:54 70.567 EXC Did not find 'extends' entity 'RaiderJayneClub' 

2022-02-16T15:12:58 74.717 ERR XML loader: Loading and parsing 'entityclasses.xml' failed

2022-02-16T15:12:58 74.717 EXC Entity with name 'npcRaiderJayneClub' not found

22-02-16T15:13:08 84.951 ERR XML loader: Loading and parsing 'spawning.xml' failed

22-02-16T15:13:08 84.951 EXC Entity spawner 'Dog_Sm-Territorial' contains invalid group ZombieDogGroup 

How do I fix that? Also zombies dont spawn in as much 
That's a lot of critical files which are being seen but not loading. And naturally you already have EAC set to off\false, so something else is at play here.
Best to share your Mod list to look for any conflicts.

 
I don't know if this has been suggested already, but would it  be possible to add factions? For example, the raiders hate everybody, but survivors and soldiers like each other and so forth? Just might be a fun way to add some life to the world and maybe even pave the way for the play to gain or lose rep with factions and enable faction quests and such.

Thanks for a great mod!

 
I m loving it! A few questions are coming up:

Are they getting better over time (EXP), can I give them armor or weapons and will they use it?

Would be great to equip them and train them...

🙂 

 
EXP version just promoted to stable 20.2.02.03

No new exp version is currently available.  We need more testers, but so far this build seems stable enough.  Need new save game as several changes are not save safe.

As always, please let us know if you find new issues.  SCore is currently undergoing many changes so please use the latest public release, which is linked on the first post.

 
You mentioned that there are fraction...

And that they have a relation to the player from 0-1000. Is this ralationship influence in the game and if yes by what actions?

How can I remove the soldier with the rocket launcher - he is blowing up the whole territory when he is hunting Z's 😞 

 
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