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NPCMod and Addons

Or you can try some overhauls which use this.
Not Medival Mod
War of the Walker
Rebirth

just came into my mind.

 
Guns, Germs. and Steel is doing a WotW playthrough with these characters. Sorry, don't have a link, but it might be in the Channels forum. Or just search for him on YouTube.

 
Hi there! I've been on and off playing. It's a fun mod. The only thing that's sort of time consuming is in case my other family members join; I have to make them "mod" and explain to them how to do things since they're not always on. Lol. (Speaking of which, I should write it and tape the instructions on my laptop on a space somewhere). 

Anyway, what I'm really posting for is I have a question with the mod. For example, when I want to go somewhere, and I want to leave my "NPC friendly" behind at my area, few minutes later or so he/she dies. I see that on the left where all the texts, and notifications are. Anyone know if this is really what happens, is it a glitch, or am I missing a code or something? Waiting on any1's reply.

P.S.: I would like to show a screenshot, but I'm currently not on at the moment.

 
when I want to go somewhere, and I want to leave my "NPC friendly" behind at my area, few minutes later or so he/she dies. I see that on the left where all the texts, and notifications are.


This was a recurring problem when I was still on the team. There was a lot of work done to solve it, but there were always edge cases that seemed to crop up. I believe that when it happens now, it's due to vanilla bugs that the NPC Core team can't do much about.

@arramus You're still on the team and were trying hard to understand and explain this when I left. Do you have any details that I don't have?

 
The disappearing hired NPC issue still stands. It appears to be linked to chunk loading/unloading where the NPC is potentially falling under the World. They are either totally disappearing for good with all hire status removed or get trapped in the chunk to reappear at a later date. The hire status can remain or be removed in that instance. This is a Vanilla thing. The traders also appear to have this issue, but have a safeguard in place to respawn them. This shows up in the server log periodically.

There has been much testing and attempts to find a workaround. Attempts come and go in phases depending on what other priorities exist. In fact, there is some testing going on right now that considers the trader safeguard. If anything comes of it, it'll naturally be pushed to the community as this has been a long standing issue from the outset.

 
Ok, thank you guys! At least I'm not the only one. 👍 Maybe I'll just have to live with it and bring npc(s) with me wherever I go. I like that too! More protection😁

 
Ha ha, actually, his channel name is a parody of a book called Guns, Germs, and Steel. It's a good book. That's why I was confused.

And yeah, his videos have great editing. Pretty good music too.


I visited his channel and started watching WOTW Series.

Nice play style and editing like you said.

Thanks.

 
I installed the NPC mod but I do not get a dialog box when I talk to the NPC's. I assume there is a fix I just cannot figure it out. has anyone run into this and been able to get it to work? I am installing on Undead Legacy if that's what is creating the issues. Thank you.

 
I installed the NPC mod but I do not get a dialog box when I talk to the NPC's. I assume there is a fix I just cannot figure it out. has anyone run into this and been able to get it to work? I am installing on Undead Legacy if that's what is creating the issues. Thank you.
Not every NPC is hireable.

 
This could be a dumb question but i was just curious is there a way to have the raiders to not have such perfect aim or something. we have tried just getting to the trader on fresh game and have died like 20 times between the 2 of us in a very short distance.

 
This could be a dumb question but i was just curious is there a way to have the raiders to not have such perfect aim or something. we have tried just getting to the trader on fresh game and have died like 20 times between the 2 of us in a very short distance.


The accuracy is adjustable in xml per weapon.  By default we use the player default xml values for the most part.  Increasing the passive variance setting for each weapon should help make them miss more.  <passive_effect name="SpreadDegreesVertical" operation="base_set" value="2" tags="perkGunslinger"/>
                <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2" tags="perkGunslinger"/>   Try doubling those values 2 -> 4 , and do the other weapons as well.  

 
Updated mod to 20.6.1.3     Requires very latest SCore, due to code dependencies..  Added a new UAI AITask created by Khzmusik, Guard and Return.  He will detail its function and limits in the next post.

 
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As promised, here are details about the new guard functionality.

Guard and return

This command shows as "Guard and return to where I am standing" in the NPC dialog (or "Guard and return here" for companion animals like the fox). When the command is issued, the NPC will initially go to where you were standing and will face the same direction you were facing (like the "Stay where I am standing" command).

But unlike the "Stay" commands, the NPC will leave its post to attack enemies. If it doesn't die from the fight, the NPC will return to its guard position and resume watch.

Be forewarned, NPCs can have a tendency to jump off of high places when they are going after enemies. This might leave them unable to get back to their guard positions. So if you want things like guard towers, the existing "Stay" commands are probably a better choice. But the "guard and return" is a good choice for guard dogs, melee NPCs, or just NPCs that are in places they can easily return to.

For POI designers, you can issue that command to NPCs that spawn into sleeper volumes, using the SCore pathing cube. Just put "task=guard" as the text of the pathing cube.

This requires the very latest versions of both SCore (20.6.381.1359) and NPC Core (20.6.01.03).

The latest version of SCore also fixes an NPC-related bug with the vanilla drone code. A drone that was shot by a ranged NPC would cause an exception, and afterwards the NPC would become invulnerable. This has been reported by a few people who installed the GNS WarMod (from the Guns, Nerds, and Steel series), so if you're one of those people, you definitely will want that version.

 
What happens if the NPC goes "Where I am standing" and no enemy shows up. For how long he/she will remain at that position ?

 
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