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NPCMod and Addons

The newest versions won't work for 20.5. Well, SCore might, but you'll need to run a 20.5 version of NPCcore, or edit the changes into your 20.6 version. The main thing will be the onSelfRangedBurstShotStart which was changed in 20.6. You'd need to change those back to onSelfRangedBurstShot.

Any reason you aren't just running 20.6?

 
khzmusik said:
You should be able to hire my civilians. If you can't, that is a bug. But, if you also can't hire the Baker character, that also might be a bug.

When you try to hire the Baker, what exactly happens? If you don't have enough Dukes, you'll go through the whole hiring process (open the "Hire" dialog, click confirm) but at the end it will show a tooltip message saying "You cannot afford me. I want (X) Dukes." It's easy to miss the tooltip message.
Pretty sure the baker default character that spawns is the nonhireable survivor type.

 
The newest versions won't work for 20.5. Well, SCore might, but you'll need to run a 20.5 version of NPCcore, or edit the changes into your 20.6 version. The main thing will be the onSelfRangedBurstShotStart which was changed in 20.6. You'd need to change those back to onSelfRangedBurstShot.

Any reason you aren't just running 20.6?
We have some other mods that don't work in 20.6 that we don't want to drop.

Assuming I can find older versions, would I also need older versions of the packs as well?

 
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Assuming I can find older versions, would I also need older versions of the packs as well?


You probably do not need older versions of the packs. The new trigger is used in buffs.xml, and I don't think there are any NPC Packs that modify buffs. (Or not those buffs, anyway.)

Pretty sure the baker default character that spawns is the nonhireable survivor type.


Maybe he used to be, but I looked in the latest NPC Core, and the Baker descends from the "npcAdvanced" templates which should be hireable.

 
For 7dtd only and if you want the extra npc's and/or monsters in the addon packs you need it and npcore for that .

It's also needed for a few other mods.

 
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Its great to return after months away and see all the changes to the NPC mod.

Thanks to all of you who have not only continued work on it,but made it moons better. Had a few tests last night and was hugely impressed.

I like a few others also feel like the NPCs spawn too often,and changing the spawn probability in the group enteties xml for each NPC seemed like a days work,lol,i just removed group entetites xml entirely and spawn in a few NPCs to accompany me. Though i spent the time to tweak the bandits as i do ant them in the world roaming.

your doing the lords work guys.

edit: question, long time since i edited the files. But with Harley - Bat, i turned her to whiteriver faction,its fine,she wont attack me but iv no way to access dialogue with her. is there a way to fix that? Also wjile im here,how do i edit specific NPCs to have specific weapons. alot of the auto weapons are very powerful on standard settings

 
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Its great to return after months away and see all the changes to the NPC mod.

Thanks to all of you who have not only continued work on it,but made it moons better. Had a few tests last night and was hugely impressed.

I like a few others also feel like the NPCs spawn too often,and changing the spawn probability in the group enteties xml for each NPC seemed like a days work,lol,i just removed group entetites xml entirely and spawn in a few NPCs to accompany me. Though i spent the time to tweak the bandits as i do ant them in the world roaming.

your doing the lords work guys.

edit: question, long time since i edited the files. But with Harley - Bat, i turned her to whiteriver faction,its fine,she wont attack me but iv no way to access dialogue with her. is there a way to fix that? Also wjile im here,how do i edit specific NPCs to have specific weapons. alot of the auto weapons are very powerful on standard settings
yes, editing the groups was and can be nightmarish, for harley you would have to add the proper tag and ai to match the hireable npcs for her to have dialogs, try not to edit the weapons for individual entities as some do not have all weapons added rather remove those you do not want from spawning

 
yes, editing the groups was and can be nightmarish, for harley you would have to add the proper tag and ai to match the hireable npcs for her to have dialogs, try not to edit the weapons for individual entities as some do not have all weapons added rather remove those you do not want from spawning
I will get round to it someday,most likely when 7DTD is released.

Cheers i also left weapons untouched.

I had some feedback about a particular NPC from a sub mod if this is correct place to mention it.

The i believe,"survivor" npc sub mod,has a female tattoo girl , named Tgurl,i believe,she seems to always get stuck on the envoirnment,edges of stair cases etc,seems unique to here,frequent enough that i changed her for another NPC.

And a question/ feature request... would it ever be possible to enable the NPC to clear a POI? Such as "patrol here" but limit its radius to 10% of the size so they potentially enter POI rooms? would be nice to have a team of NPCs randomly clearing out a POI with me..currently i just "nudge" them into a room before i enter..

Good old Baker axe man takes it for the team superbly

 
New features in the A20 version are unlikely.  The team is mostly on break from developing the core, as A21 NPC will have new code that we can rebaseline around.  Hopefully this will allow us to focus on enhanced functionality beyond the vanilla bandits, perhaps we can expand the abilities of "friendly" NPCs as Bandits will likely be better than the current NPC bandits in the core.  

 
Hi, guys! looking for some advice. Been playing with this mod for a few years now, & I used to be able to edit certain aspects of the NPCs, but now, whenever I try to edit what they accept for hire, the game throws errors & the mod won't work. For example, I want to change some to accept boiled eggs & others to accept grilled meat, but it causes issues when I try. Wondering what I am doing wrong. Will appreciate any & all tips to try. Thanks!

 
New features in the A20 version are unlikely.  The team is mostly on break from developing the core, as A21 NPC will have new code that we can rebaseline around.  Hopefully this will allow us to focus on enhanced functionality beyond the vanilla bandits, perhaps we can expand the abilities of "friendly" NPCs as Bandits will likely be better than the current NPC bandits in the core.  
Sounds sweet. seems the only reason i have to update this game anymore is because the features this mod will bring.

Its nice to know the possibilities can potentially expand. Currently ,iv sunk 20 hours into the NPC mods,last time i used it it was creatures pack and npc mod,all the changes have been great,especially the "stop,mode,help" , really cool.  

 
Hi, guys! looking for some advice. Been playing with this mod for a few years now, & I used to be able to edit certain aspects of the NPCs, but now, whenever I try to edit what they accept for hire, the game throws errors & the mod won't work. For example, I want to change some to accept boiled eggs & others to accept grilled meat, but it causes issues when I try. Wondering what I am doing wrong. Will appreciate any & all tips to try. Thanks!
Please share what property you have added that is being rejected.

In the NMM mod, Darkstardragon wanted some of the special characters to be hired using custom weapons/items and used:

<property name="HireCurrency" value="SkullSword" />
<property name="HireCost" value="1" />

These match the item in the mod and hiring is successful with that Skull Sword.

 
I will get round to it someday,most likely when 7DTD is released.

Cheers i also left weapons untouched.

I had some feedback about a particular NPC from a sub mod if this is correct place to mention it.

The i believe,"survivor" npc sub mod,has a female tattoo girl , named Tgurl,i believe,she seems to always get stuck on the envoirnment,edges of stair cases etc,seems unique to here,frequent enough that i changed her for another NPC.

And a question/ feature request... would it ever be possible to enable the NPC to clear a POI? Such as "patrol here" but limit its radius to 10% of the size so they potentially enter POI rooms? would be nice to have a team of NPCs randomly clearing out a POI with me..currently i just "nudge" them into a room before i enter..

Good old Baker axe man takes it for the team superbly
If it's the that talks a lot to you that's one of dkstardragon's npc's .

For me a lot of them get caught on stuff like trees and cars , it's just a bug that hopefully get fixed .

 
Please share what property you have added that is being rejected.

In the NMM mod, Darkstardragon wanted some of the special characters to be hired using custom weapons/items and used:

<property name="HireCurrency" value="SkullSword" />
<property name="HireCost" value="1" />

These match the item in the mod and hiring is successful with that Skull Sword.
I was just coming in to edit my post & let y'all know I had figured it out. Lol. Thanks though! It was a silly mistake on my end. There is one thing I can't figure out though. The friendly NPCs are moving very slow when they are just walking, however, once in combat they move normally. So, it isn't really affecting gameplay, just looks a little strange, & for the life of me, I can't figure out what slowed them down.

 
@xyth@sphereii@Darkstardragon@arramus@GanTheGrey@khzmusik@stallionsden May I have permission to use your NPCs/mods in a pack I am working on? I originally put it together for myself & my husband, but people who have been watching us play it have been asking for it so thought I would tweak it a little, add a list to credit everyone properly, & put it out. It will be called CMS World Restoration, & the whole point is to restore the world, build settlements, & add back in some of the best parts of A16. I just want everyone's permission before I include their work in it. Thanks!

 
@xyth@sphereii@Darkstardragon@arramus@GanTheGrey@khzmusik@stallionsden May I have permission to use your NPCs/mods in a pack I am working on? I originally put it together for myself & my husband, but people who have been watching us play it have been asking for it so thought I would tweak it a little, add a list to credit everyone properly, & put it out. It will be called CMS World Restoration, & the whole point is to restore the world, build settlements, & add back in some of the best parts of A16. I just want everyone's permission before I include their work in it. Thanks!
I dont have any npcs. 

I only have pets which is really just xml edits. 

 
@xyth@sphereii@Darkstardragon@arramus@GanTheGrey@khzmusik@stallionsden May I have permission to use your NPCs/mods in a pack I am working on? I originally put it together for myself & my husband, but people who have been watching us play it have been asking for it so thought I would tweak it a little, add a list to credit everyone properly, & put it out. It will be called CMS World Restoration, & the whole point is to restore the world, build settlements, & add back in some of the best parts of A16. I just want everyone's permission before I include their work in it. Thanks!
For the NPC Mod, the limited things I have submitted were dependent on another creators' additions. Feel free to include in a modpack.

 
@xyth@sphereii@Darkstardragon@arramus@GanTheGrey@khzmusik@stallionsden May I have permission to use your NPCs/mods in a pack I am working on? I originally put it together for myself & my husband, but people who have been watching us play it have been asking for it so thought I would tweak it a little, add a list to credit everyone properly, & put it out. It will be called CMS World Restoration, & the whole point is to restore the world, build settlements, & add back in some of the best parts of A16. I just want everyone's permission before I include their work in it. Thanks!


These mods are intended to be used in packs and other mods, so have at it and enjoy.

 
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