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NPCMod and Addons

2-GoblinzPack added, requires 1-OrczPack and 1-KnightzNPeasantzPack, these MUST also be loaded, thanks to arramus for the goblin shaman effects

8AB0A27AF5089DCC1060C9A51DBFAD9754486710


 
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Started a Nazgane world, here's the log.   log

Unfortunately it's that time for me..."come sweet Mopheus, enshroud me in thine purple cloak"

Speak tomorrow guys- cheers


I see two possible avenues to examine, but I can't tell if either one will bear fruit.

The immediate error is caused by the Faction Manager not being able to load a faction. I think you probably did this, but you absolutely must start a new game after installing any mods that add additional factions. Game saves have faction information in them, and if you add or remove factions, that information points to the wrong faction (or to null).

The other avenue is what Xyth said: it could be due to putting the modlets in AppData. I notice in the log that the game is still trying to load some files from the Mods folder in the Program Files location. (See e.g. line 84 in your latest log file.) It might be that 7D2D hasn't yet migrated everything over and is still trying to load Harmony patches from the Program Files location; or it could be something specific to SCore. Or it could be a red herring.

When you have time tomorrow, try one or both of those things, and see if the problem persists.

 
Noticed another glitch with the mechs. 

When i shot this spider mech with a crossbow it enlarged the bolt that was stuck in it.

I'm about 15 blocks up in the air.

A20.4_2022-05-02_17-47-15.jpg

 
Noticed another glitch with the mechs.
Ouchies. 

My understanding is is that this a Vanilla bug where the arrow/bolt scales up from time to time and appears to be more prevalent with non Vanilla entities. 

8E561C92-8BB5-49A7-8935-F26B0C9F5834.jpeg

 
Yeah, it takes on the scale of the entity it hits. And that can vary wildly from one to another. Keep hoping TFP fixes that at some point as that would be a lot of work to sort out on my end.

 
Edit entitygroups and rename those entries to a valid one that you like.


You can also just remove them altogether. Xyth added the "none" entity to all the custom entity groups, which spawns at a very low probability, so there won't be any empty entity groups if you do remove them (empty entity groups cause issues).

If you want to create your own modlet, all you need is a Config/entitygroups.xml file that contains this:

Code:
<config>
    <remove xpath="//entity[starts-with(@name, 'npcBaker')]" />
    <remove xpath="//entity[starts-with(@name, 'npcNurse')]" />
    <remove xpath="//entity[starts-with(@name, 'npcHarley')]" />
</config>
 
The options folder has a entitygroups file that does what you ask. 


You're right. The file that will do this is the "Config/Options/entitygroups_nocorespawn.xml" file - rename it to "entitygroups.xml" and move it into the "Config" folder (replacing the existing file). Sorry for not mentioning this.

 
Ты прав. Для этого используется файл «Config/Options/entitygroups_nocorespawn.xml». Переименуйте его в «entitygroups.xml» и переместите в папку «Config» (заменив существующий файл). Извините, что не упомянул об этом.
Thank you!

 
got a dumb question about mod installation... it says only move the score file to mod folder, do the expansions not need to be in the mod folder and if not where do they get placed?  Also i am having an issue where the robots are not lootable. it has the loot option but i just cant access the robots to loot them.

Also am i correct in assuming that all mods need to be in the server and connecting client?

 
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got a dumb question about mod installation... it says only move the score file to mod folder, do the expansions not need to be in the mod folder and if not where do they get placed?  Also i am having an issue where the robots are not lootable. it has the loot option but i just cant access the robots to loot them.

Also am i correct in assuming that all mods need to be in the server and connecting client?
S core and NPC core need to be in the mods folder along with any expansions that you want as well.

Unzip the compressed folders and open that folder and there should be the folder that contains all the configs and other files and put those in your mods folder.

I asked about the mechs not being lootable awhile back and I don't think that function was implemented ( I might wrong on that ).

 
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I'm still noticing invisible archers after installing the latest npc core and s core too.


The KnightsandPeasants pack was updated to fix the invisible characters.   Be sure to download the latest version of that pack.

I asked about the mechs not being lootable awhile back and I don't think that function was implemented ( I might wrong on that ).


The mech bodies are not intended to be lootable.  I will upload the fix for the E prompt shortly.

 
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Just discovered this mod recently and I'm seriously impressed, my thanks to everyone who took the time to implement this labor of love.  I do have a question though, I'd like to know if it's possible to use this mod with the Prefab Editor, to guarantee a specific NPC will spawn at a POI?  If I can make sense of it I'm hoping to create a custom NPC that you can always find at a given POI.  Thanks much!

 
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