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NPCMod and Addons

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!
This is a possibility in 3 ways that I'm currently familiar with and see used on a daily basis and 1 I have seen used to good effect.

- They can be added to a Sleeper Volume in the same way as a regular zombie by using a custom entitygroup and associated gamestages. I can confirm this works for hireable NPCs and have tested it quite comprehensively and will be using it in an upcoming mod. The 2-Spiders Expansion Colony uses this method for custom POIs. This is the easiest method and allows for respawn after a time delay should they not be locked into place. By looking at 2-Spiders Expansion Colony or a mod such as The Wasteland where I initially learned from, you will see how it is set up in the entitygroups.xml and gamestages.xml for custom NPCs/entities.

- They can be added using a spawn cube which is incorporated into the 0-Score. This has also been used in The Wasteland mod for a very specific POI 'Big Rocket'.

- They can be made into Traders. I had fun with making a Baker Trader using the core Baker from 0-XNPCCore. It has some custom quests which add to the fun.

Another way that @magejosh has used is with triggers whereby a player 'stepping on' a certain item such as at the only door way can spawn a specific NPC/entity for a timely interaction. I was fortunate to experience this in a very interesting mod which triggered spiders the size of buildings. There are potentially other ways but these are all possibilities.

 
In fairness, my method guarantees that what is spawning is not friendly and wants to attack you. This is because I utilize the twitch spawning mechanic. If you or anyone knows how to make them friendly using that method I'd love to see it. I have a goblin market poi in mind.

 
So there I was happily killing zombies when these two showed up and I nearly messed myself.A20.4_2022-05-06_00-32-29.jpgA20.4_2022-05-06_00-34-21.jpgA20.4_2022-05-06_00-45-51.jpgThese are really great looking by the way! 

And then this guy paid me a visit.A20.4_2022-05-06_04-14-37.jpg

 
9000 hit points and the best I had was a level 3 pipe machinegun that I just as well threw rocks at it! LMAO

 
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 ).
Yeah i got it all sorted out tyvm for the response. awesome mod hope they keep it updated as the pimps keep screwin the modders over with new builds...haha

 
Anyone know why i'm not seeing any of the CreaturePack zombies spawn? it says that the old creaturepack and npc mod were combined to this, but none of the creaturepack zombies are showing, only the secondary packs to like ganes and darkstar.

 
Anyone know why i'm not seeing any of the CreaturePack zombies spawn? it says that the old creaturepack and npc mod were combined to this, but none of the creaturepack zombies are showing, only the secondary packs to like ganes and darkstar.
the old creaturepack zombies is not a default part of a20 npc mod, the only zombie additions are in the add on packs

other than the one zombie xyth added, there are 3 packs with added zombies from myself, khz and gan the grey, not counting the medieval zombies and skeletons pack i added

 
the old creaturepack zombies is not a default part of a20 npc mod, the only zombie additions are in the add on packs

other than the one zombie xyth added, there are 3 packs with added zombies from myself, khz and gan the grey, not counting the medieval zombies and skeletons pack i added
Thank you, so i still need to use the old creaturepack itself? i really like those zombies. Also btw wife and i been using your knights/pesents, orcs/goblins, beasts and skeles, dude great work, we love it.

 
Thank you, so i still need to use the old creaturepack itself? i really like those zombies. Also btw wife and i been using your knights/pesents, orcs/goblins, beasts and skeles, dude great work, we love it.
I'm not a 100% but I don't think he (xyth) ever updated that pack to alpha 20 but I wish he did as it added some more critters to the game.

 
Those were 3 of the best looking models I've seen in a long time .

Question though does the harpy just use the screamers voice or is she a screamer also? 

At least it sounded like one.
Oh that's a good idea.

<insertAfter xpath="//entity[starts-with(@name, 'zombieScreamer')]"><entity name="Harpy" prob="0.5" /></insertAfter>

 
I may still have some of the zombie models from A19, though most were made by Guppy and others.  After my break I will look into putting a pack of them together.

 
Enjoy your break dude we can all use one from time to time! 

you would think thats a great idea, a flying screamer ahahhahaaha
Yeah a flying screamer fluttering around all over the place would not be a lot of fun .

Then you could have them throw fireballs (like the succubus from darkness falls) or poisonous spit (like cops) or just flat out stun you from it's screeching.

Have a sound attack that stuns and then a screamer scream as the other.

If you do that come up with some helmet mods like a sound suppressor or poison and fire resistant armor mods to counter it's attacks.

 
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Yeah a flying screamer fluttering around all over the place would not be a lot of fun .

Then you could have them throw fireballs (like the succubus from darkness falls) or poisonous spit (like cops) or just flat out stun you from it's screeching.

Have a sound attack that stuns and then a screamer scream as the other.

If you do that come up with some helmet mods like a sound suppressor or poison and fire resistant armor mods to counter it's attacks.
Hahaha, sounds like you've encountered the Banshee from snuffkins custom zombies. Yeah, i need a new particle effect if i give it a special ability like that. Tired of reusing the same ones. 

 
Anyone know why i'm not seeing any of the CreaturePack zombies spawn? it says that the old creaturepack and npc mod were combined to this, but none of the creaturepack zombies are showing, only the secondary packs to like ganes and darkstar.


The NPC Core is designed to be a base that other modders work off of. The only NPCs that you get are meant to be used as tutorials as much as anything else. The only zombie in Core itself that will spawn is called "zombieFemaleTutorial."

Having said that, there are a whole bunch of zombie packs out there. I have one that is updated to A20. Most of them (including mine) are linked in the first post. Or if you want mine specifically you can also grab them from my thread:
https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/

Trying to use the CP zombies from A19 will work, but just barely. You'll almost certainly have to make some XML tweaks to not get console warnings. They also will probably have other issues (weird fire particles, etc). Personally I'd stick with the various A20 packs.

Also, if you don't mind UMA, then you can always grab Error Null's zombies. There is quite a variety, but that modlet also makes significant changes to entity groups and spawning, so might not play nice with other modlets. It's here if you want to check it out:
https://community.7daystodie.com/topic/24594-enzombies-more-zombie-variations/ 

 
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