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NPCMod and Addons

Pushed another small update that rebaselines the NPCCore's NPC character spawn rate to facilitate standardizing the spawn rate settings of expansion packs.  Thanks again to Arramus for the edits!

Also pushed updates to DarkStar's expansions with arramus's spawn rate edits.

 
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This update was primarily for the POI spawning. If the problem you are having is for how they are spawning out in the Biomes, it is probably because the Addon packs all use different spawning rates. Typically, the one with the highest will appear most frequently and the lowest may be incredibly rare, if at all. I'm going to start with Darkstardragon's Addon Packs and make them all spawn at identical rates when they are out in the Biome so they all have a fair chance to appear. The odd one or two, such as the Rocket NPCs, can be lower so they are a rarer exception. For other Addon Pack creators, guidance can be shared on best practices to help keep the Biomes fairly populated but it will require some level of compliance across all packs. We'll just have to see how it goes. On an individual level though, feel free to share what you're using and it will allow us to share a few changes that may balance things out. This comment is a common one for sure and tweaking is going on in the background.
I uploaded a picture of my mod list so if you have any suggestions or maybe some config edits that I can do that would be awesome because it definitely seems like they are all fighting over which one spawns first/more.

modlist.jpg

 
I uploaded a picture of my mod list so if you have any suggestions or maybe some config edits that I can do that would be awesome because it definitely seems like they are all fighting over which one spawns first/more.

View attachment 24518
Now that it a very nice assortment of NPCMod Addons and additional community offerings. I expect your server is a lot of fun.

I shall send you a bundle by Direct Message with some edited entitygroups.xml files for the NPCMod Addons for the Orcs, RaiderGurlz, and Raiderz, and an alternative for the XNPCCore. This will regulate the spawning of the NPCs.

This is what this should achieve. Your zombie spawning will be as follows:

- Vanilla Zombies spawn the most.
- NPCMod Addon Packs for Vanilla Zombies will spawn at the same amount as Vanilla Zombies and this is very acceptable because they are similar strength and designed to match Vanilla Zombies.

- enZombies are also setup to spawn at about the same amount as Vanilla Zombies and this is appropriate.

- NPCMod Addon Packs for hostile and friendly NPCS will spawn with the same chance and less that the Vanilla Zombie types.

- Snufkin Zombies will be similar to and less than the NPCMod Addon Packs for hostile and friendly NPCs if you are using the 'lite' version.

The spider packs are spawning with the animals and at a low amount so they will be fine and not compete with all of the other zombie packs or types.

I may have forgotten, but I believe the Special Zombies are the glowing ones. If so they are set up to spawn at quite a low rate.

Guppycur's Random Zombie Getter Upper governs their get up time after being knocked down and will have no impact on spawning. That should cover it all.

 
Oh yes, I mustn't forget the Survivorz Pack. ^^
Direct Message sent with a link for a bundle to try out.

In addition, the Sleeper Volume Groups for the 2-NPCXSpiderPack-ColonyExpansion was updated to add them to all Game Stages (GS01 - GS800) for the buildings they live in around the towns and cities. Updating to the most recent build just needs the new entitygroups.xml uploaded.

https://github.com/arramus/A20-NPCMod/blob/main/2-NPCXSpiderPack-ColonyExpansion.zip

Feel free to share your server IP address if appropriate so we can visit and see how things balance out.

 
Awesome didn't actually see the update for the spider expansion so that will help and the special zombies folder in there is the one from the OP, not sure if you thought it was a different mod or not. Really excited to try all these changes in the morning though so I will get back to everyone with the results soon.

EDIT: Also the server I have is ran off a spare gaming computer just for hosting and im not too sure how well it would run for people not connected to it directly. I'll actually invite a friend or two into the server tomorrow and see how it does  and if it holds up well then I have no problem sharing the IP with the community. 

Code:
1-GansSpecialZombies:   https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip
 
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Awesome didn't actually see the update for the spider expansion so that will help and the special zombies folder in there is the one from the OP, not sure if you thought it was a different mod or not. Really excited to try all these changes in the morning though so I will get back to everyone with the results soon.

EDIT: Also the server I have is ran off a spare gaming computer just for hosting and im not too sure how well it would run for people not connected to it directly. I'll actually invite a friend or two into the server tomorrow and see how it does  and if it holds up well then I have no problem sharing the IP with the community. 

1-GansSpecialZombies: https://dev.azure.com/pouellette25/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip

Ahh yes, thanks. That Special Zombies feeds directly into the regular zombies and works perfectly, as do all of the zombie types. I expect you will see a much more diverse Biomes with the collection of Darkstardragon's you have installed.

I tested them fully for the NPCMod Prefabs pack and it was a very nice mix up. The feedback we've received has often been much more about wanting to see a mix and this should do it. The other feedback was about easing up on the Rocket Launcher characters and they have been toned down a lot (a quarter chance compared to NPCs and with more packs installed even less).

As for your home based server, that's very understandable if the specs are best suited for a few close buds.

 
I uploaded a picture of my mod list so if you have any suggestions or maybe some config edits that I can do that would be awesome because it definitely seems like they are all fighting over which one spawns first/more.

View attachment 24518
Be very careful loading mods before the 2 cores.   They are designed to be loaded first, as they are the engine for NPCs.   It is very likely they can break any mod loaded before them.

 
.16 minor update, edited aggressiveanimalwalking template:   Changed faction to aggressivelargeanimals for default, changed view angle to 360 to improve targeting, and added NPC class to targets.

 
Not sure if it's a bug but I've noticed these npc soldiers walking around and I can't talk to them like the other npc's . (with the E key)

Also will I have to restart the game for the newest npccore update?

A20.3_2022-04-24_22-36-34.jpg

A20.3_2022-04-24_22-36-16.jpg

 
Not sure if it's a bug but I've noticed these npc soldiers walking around and I can't talk to them like the other npc's . (with the E key)

Also will I have to restart the game for the newest npccore update?
There are two kinds of NPCs. The Hireable kind we can interact with, and a Survivor kind which are getting on with their own thing and we can only cross paths.

This is a Survivor Peasant from Darkstardragon's newest NPC Addon Pack for the medieval theme. He's battling a Wasteland Mod mutant hound and pays no attention to players. He will be on his way depending on the outcome.

20220426180508_1.jpg

In the entitygroups.xml we can often see npcPeasant or survivorPeasant or PeasantS type naming to describe what will spawn and these can be removed based on your preference. This allows many more NPCs to appear in a World with lower performance hits on the server/client with a mix of these survivor types thrown in the mix. I like the suspense it adds not always knowing which way the interaction will turn out, especially when I see one of them toting a very heavy weapon.

 
Thanks for the info arramus!

When I played that mod before that was one of the main things I hated most was those dogs next to the supermutants especially just starting out.

Since he changed the mod to include a backpack mod (which I don't know what all to remove ) I haven't played it.

 
Screenshot_2022-04-26_064242.png


can someone explain to me why this would happen

 


can someone explain to me why this would happen
When A20.4 was first released as experimental, this didn't happen. I needed to perform a full reinstall just before A20.4 went stable and I experienced the same warning. Not only did this warning appear, but the start up screen received a lot more introductory warnings about 7D2D being an Alpha build and what to expect. This is unrelated to the NPCMod, and seems to be a general update warning from the developers. Sometimes the Anti Cheat software and the 7D2D build are not 'shaking hands' as their may be a version mismatch. This happened a few months ago and we saw a roll back for 7D2D. All part and parcel of updates where mismatches can sometimes occur.

 
When A20.4 was first released as experimental, this didn't happen. I needed to perform a full reinstall just before A20.4 went stable and I experienced the same warning. Not only did this warning appear, but the start up screen received a lot more introductory warnings about 7D2D being an Alpha build and what to expect. This is unrelated to the NPCMod, and seems to be a general update warning from the developers. Sometimes the Anti Cheat software and the 7D2D build are not 'shaking hands' as their may be a version mismatch. This happened a few months ago and we saw a roll back for 7D2D. All part and parcel of updates where mismatches can sometimes occur.

 
Just a few images to showcase Darkstardragon's 1-KnightzNPeasantzPackAlpha Addon Pack.

As they will ultimately be included in a future overhaul, they will also need a variety of locations. Here is the TFP church_01 fully restored and fit for Royalty. ^^

20220427233244_1.jpg

These characters are not all unique, and some are duplicated just to fill up the room.

20220427235621_1.jpg

The Power's that be.

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Archers and Crossbows.

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Monks, Friars, and Abbots.

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The Knights are battling it out with a band of Chaos Marauder.

20220428000813_1.jpg

 
Small update to the KnightsandPeasants  pack, peasant women are now timid and have era appropriate names.    😉 

 
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