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NPCMod and Addons

14 hours ago, arramus said:

A small update for the NPC Mod Sample Prefabs.

This is a Road Block incorporating @Darkstardragon's 1-SoldierPack. It is build on the Trader Gateway Tile because this is a sure way to ensure the Road Block appears where it should. It is a static 'POI' that will appear at every Trader area. It is as much as a test as it is for function.

The soldiers will quite potentially get wiped out during the first Blood Moon but as they are built into Sleeper Volumes like in a regular POI, they should respawn every 5 days.

It is crude but demonstrates Pathing Cubes, Sleeper Volumes, and other NPCMod features. The POI for this feature is in the folder NPCMod_Military_rwg_tile_gateway_cap.

https://github.com/arramus/A20-NPCMod-Prefabs



This does look pretty cool. Though, if it's a trader tile, does that mean it replaces all trader tiles in the game?

From what I've heard from the Compo Pack folks, there can only be one trader tile used in the game, that's why I ask.

On a related subject - where is the best place to announce NPC Core POIs? I was going to announce them (and provide a download for them) in the Prefabs forum, since that's where most people go for custom POIs, and announcing it there might encourage POI designers to start creating NPC POIs.

But if the consensus is to release them in the same thread as your modlets, then that is what I'll do.

 
This does look pretty cool. Though, if it's a trader tile, does that mean it replaces all trader tiles in the game?

From what I've heard from the Compo Pack folks, there can only be one trader tile used in the game, that's why I ask.

On a related subject - where is the best place to announce NPC Core POIs? I was going to announce them (and provide a download for them) in the Prefabs forum, since that's where most people go for custom POIs, and announcing it there might encourage POI designers to start creating NPC POIs.

But if the consensus is to release them in the same thread as your modlets, then that is what I'll do.
It will replace all trader gateway tiles, even in areas that a Trader does not spawn (Old West and occasionally some other areas) as that is tagged to any Tile Set.
This push is somewhat in preparation for Teragon, or for creators to copy directly into a custom tile where applicable. It was also something Darkstardragon asked for from the outset and is a bit overdue.

I post any POI updates for this little 'bundle' directly into this thread simply to keep everything central. They haven't been added to the opening post as a download and are often out of sight out of mind soon enough. Some are being used in Overhauls as is or customised and this pack is also helpful to share as a guide for creators since it has a small readme explaining some of the basics.

 
I am not sure if this is a bug or a limitation on the mod, or a limitation on the game itself. But here is the situation. My friends and I just ventured to a city that was over 2km from our base (where we had NPCs stationed). When we returned they had all vanished, even those that were inside the structure. Nothing was damaged, all doors were closed, and so on. So we are sure they were not attacked and killed. So my question is, do NPCs vanish if you get to far away from them? Any help on this would be awesome. Thanks. ;)

 
I am not sure if this is a bug or a limitation on the mod, or a limitation on the game itself. But here is the situation. My friends and I just ventured to a city that was over 2km from our base (where we had NPCs stationed). When we returned they had all vanished, even those that were inside the structure. Nothing was damaged, all doors were closed, and so on. So we are sure they were not attacked and killed. So my question is, do NPCs vanish if you get to far away from them? Any help on this would be awesome. Thanks. ;)
This has been a troublesome issue that the team have attempted to resolve. Here is some background to what we have observed and attempted.

After the release of the NPC Mod, some players noticed that their hired NPCs would suddenly disappear for no apparent reason. There did not seem to be any pattern to it and it could happen very suddenly, take a long time to happen, or happen when logging out and back in. On some occasions though, the NPCs would magically reappear!

We tested this quite a lot and these are some of the observations:

1. To answer your question. Yes, NPCs can vanish when you get too far away from them. It is not a given certainty that it will happen and it may not necessarily happen to all of the NPCs you have hired. We placed 10 NPCs in a raised base. They were fine for about 7 hours or game play. We accelerated moving towards and away from the base over this period and all was just fine. At that 7 hour period we came back to base and 4 of the 10 NPCs had disappeared. We checked the logs and did see some chunk reloading warnings for that area. It also mentioned the default Trader being respawned/reset or something like that. It was at that time we lost 4 NPCs. We did not have the same safe guards in place to protect the NPCs that the trader seems to have. A current limitation.

2. The game loads and unloads chunks of the World at a time. It appears to be 100 blocks. If you move past 100 blocks away from your base/NPCs they typically disappear as that area is unloaded. Once you return to a distance of less than 100 blocks they should return again.

3. Here is what may be happening. As a player returns to the area and it reloads, the NPCs may get loaded before the blocks and terrain. This can cause them to fall 'inside' the base. At times we have seen some that were standing on top of 1 block pillars become 'merged' inside the block at the bottom of the pillar. It seems:

a) The World chunk reloaded the terrain.
b) The NPC reloaded before the blocks and landed on the terrain.
c) The blocks reloaded with the NPC inside them.

We could see the NPC inside the bottom block because the barrel of their weapon was poking out and they were able to pivot in a circle. This was also seen in the Oakraven Guards and Pets mod which also uses NPCs. This was also an issue in A19.

An alternative to this is:

a) The World chunk reloads but the NPC is loading faster than the terrain.

b) The NPC falls under the World to an 'ether' region.

In this scenario it seems the NPC loads out too early and sinks. However, they do not always appear to fall into oblivion and sometimes reappear. It's likely they are stored in that chunk area as an asset in the Saves Games files and have the chance to reappear if things work in their favor.

The team tried a number of ways to ensure the NPC could be reloaded more reliably and stably. However, it has not been successful so far. There is hardcoding at play here which is not always accessible/visible.

Posts continue to come about NPCs disappearing. It happens more than the posts suggest in this thread as I visit community Discords and it is a topic of discussion. Communities handle it in their own ways such as reimbursing players for the loss or telling them it is just part of the game (NPCs will feel they did their money's worth and move along ^^).

This can be a real pain and frustration for everyone. The traders seem to have more safe guards in place to ensure this issue doesn't happen and that is something which would benefit the NPCs. Saying that, there are occasions where a player moves back into the chunk where the Trader is and finds them at ground level where they were originally standing on raised areas (both default and custom Trader POIs).

We had similar sinking or disappearing issues for the vehicles which I rarely see posted about these days.
A20 then had issues for the Turret Sledge where it would sink inside a block.

It seems Voxel/Chunk rendering type Worlds can be troublesome. If you've ever played the Unreal Engine Voxel based Astroneer, we do see similar technical issues with terrain interaction.

Yes, this is potentially a bug, a current limitation of the NPC Mod, and possibly something the game may need to delve into more as well. That's about all we can say on that so far.

 
This has been a troublesome issue that the team have attempted to resolve.




This issue will likely remain until TFP introduces Bandits in A21.  Hopefully the new bandit class will have new code to prevent these disappearances.   Until then, there is little we can do to fix this.

 
Hello Guys,

I have a dedicated server and play with friends...one of them hired a lot of NPC`s....He decided to stop playing this game...how can i change the owner from his npc´s ?he wont join back bc no time for this,

Greetings Madara

Hello Guys,

I have a dedicated server and play with friends...one of them hired a lot of NPC`s....He decided to stop playing this game...how can i change the owner from his npc´s ?he wont join back bc no time for this,

Greetings Madara

 
Redarmy45 said:
Make your own door and lock it. Didnt used to work,but new version of the NPC mod seems that NPCs adhere to not opening locked doors. Maybe someone can confirm but in my tests that seemed to work
Sorry it took me so long to reply. Life has been hectic. I have since realized it is only roll up doors they are opening, both modded ones & vanilla ones.

 
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are there any more mod packs coming out at all like animals or famous horror npcs like michael or jason or bountyhunters or even more normal type zombies  it seems quite at the moment on here

 
Maybe but who knows.  Currently, most NPC work is being done specifically for the larger custom mods.

 
yeah i seen the monsters but not my sort of thing i just love zombies not monsters or demons i do like the giant spiders thou i used to love starvation as they had a few animal ones on there alligators and rhinos i miss that mod

 
I am using the NPC mod on my single player game, along with most of the mod packs. It seems to work great and I'm having a great time! Thanks for that.

My issue is with my dedi server (through HostHavoc). I installed the score and the game starts fine. So I stop the server and install the NPC mod. Opening the in-game  console I see the lobby created and entered, but nothing else ever happens. I let it sit for over 15 minutes, but nothing.

No red errors, no yellow warnings, no other mods used.

Any insight?

 
I am using the NPC mod on my single player game, along with most of the mod packs. It seems to work great and I'm having a great time! Thanks for that.

My issue is with my dedi server (through HostHavoc). I installed the score and the game starts fine. So I stop the server and install the NPC mod. Opening the in-game  console I see the lobby created and entered, but nothing else ever happens. I let it sit for over 15 minutes, but nothing.

No red errors, no yellow warnings, no other mods used.

Any insight?
I am also using Host Havoc. It is currently running the Wasteland Mod which uses Score, NPCCore, a multitude of NPCs which take things beyond the NPCCore base due to a custom class for melee types. It has loaded up first time every time so far without issue. Please share the server logs to show what is happening. If you were also able to share what you have installed and your IP address, we can attempt to pay a visit and experience the situation.

 
Hi, I'm a big fan of the npc mod.  I used to play on a different system and it really added a lot to the game.  Now I'm on a linux system and I can't seem to get score or npc mod to work.  I get just past world creation and then the game freezes just at launch of the first person view, have to reboot to get out of it.  I may not have searched for other similar posts, its a long forum topic here. LMK if this has already been discussed.  Could do any troubleshooting or provide more information if directed, tia.

OS: ubunto 20 lts

7d2d: 20.6 b6

tested with only score and npc mods. 

No errors thrown, just freeze up after map generation.  

 
Please post a link to your log, and that should show where the error happens.  Make sure you have the latest version of SCore (Version 20.6.297.1109) , as its unlikely anything in the NPCCore would lock up Linux.  

 
Thanks for the quick response.

Fun facts:

Currently installed and tested on my system version: 20.6.229.1021

So no surprise that there are errors then, what is surprising is that this is the version you download at the only place I know to download it:

https://7daystodiemods.com/npcmod-a-community-project/

Odd also searching this site for 0-SCore there are no hits, also at nexus mods. 

Where are you downloading this newest version from?  May want to poke someone at the 7daystodiemods.com site to get the latest version there. Also at https://github.com/7D2D/A20Mods/

I would expect to see some branches or updates there but that is still just the same old version. 

I will see about logs once I find this sweet newer version.

 
So no surprise that there are errors then, what is surprising is that this is the version you download at the only place I know to download it:

https://7daystodiemods.com/npcmod-a-community-project/

Odd also searching this site for 0-SCore there are no hits, also at nexus mods. 

Where are you downloading this newest version from?  May want to poke someone at the 7daystodiemods.com site to get the latest version there. Also at https://github.com/7D2D/A20Mods/

I would expect to see some branches or updates there but that is still just the same old version. 

I will see about logs once I find this sweet newer version.


I do not recommend using 7daystodiemods.com for that exact reason. I believe it is run by one person who updates everything manually. (Mod authors have no involvement with that site.)

The repo for SCore is here:
https://github.com/SphereII/SphereII.Mods/tree/master/0-SCore

I don't believe there is any way to download only a subdirectory in a GitHub repo (his repo contains many mods and modlets). However, he has a mirror at GitLab, and you can download just SCore from that:

https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore

EDIT: Or you could just use the Mod Launcher, which is what I do:

http://7d2dmodlauncher.org/ 

(There is a version for Linux too, but I've never used it.)

 
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So trying the new version now, it is promising so far.  However I run an offline box, I don't online game for reasons.  I recall now my main annoyance with npc mod and score last time I had it running, it requires you phone home to epic games to even run the game and provide some 'auth id' or it hangs. 

I find this ridiculous and arguably evil, I don't see why any game or mod should require reporting in to some company if I'm not using any online features. 

So I do some grep and I find that the word epic only appears in some .unity3d files, and I can't open those without guessing its encoding(utf-whatever)

Any ideas how I can hack out what is essentially 'can i please run this mod epic games' and any other connections it makes?  Or provide some reasoning whatsoever why i need to provide them with some kind of metadata of my game? 

Otherwise the only mod I tried that did not work was behemoth, sad face.  FPS boost, improved hordes, better cement, better spears etc all seem to cause no issue. 

The game seems to call for more wtf moments, like some tentacle spider horde on a foggy night event like The Mist, an uncanny valley giant(was idea with behemoth), some kind of hive with a queen youd find at the bottom of the military bunker, etc.  I have considered contributing to this mod because it is so awesome and there is so much to be done, but like I said above, I do not like data farming and unity and unreal engine do exactly that.  And so does discord and so does every site that has the 'f' button, including this. 

Frankly I find zombies far less creepy than the entities that seem obsessed with logging every single computerized activity.

 
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