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NPCMod and Addons

Hopefully i will get an reply to my comment up there soon. I have been waiting to countine my playthrough.


You need to create a patch modlet to get all the mods to work together correctly (from what you described).  Removing the XUI folder from the mod broke the mod, which is why you can't hire friendly NPCs anymore.

 
You need to create a patch modlet to get all the mods to work together correctly (from what you described).  Removing the XUI folder from the mod broke the mod, which is why you can't hire friendly NPCs anymore.
I understand. I know how to edit .xml files of the mods to tweak settings etc. But i dont have any experience with modding or codding. Probly i will try to fix the issue by removing some codes or just accept and enjoy as it is.

 
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I'm unsure if I'm doing something wrong or not.

I am running a War of the Walkers server with the full suite of SCore and NPCCore mods.  We're about 60 days into the server, and while I have seen all the expected "bad" NPC models (GansSpecialZombies, FantasticBeasts, Spiderz, Whisperers, Harley, etc...), I'm having much less luck with the friendly NPCs.

In the entire time, all I've seen are Nurses and Bakers.  I've spent a few in-game days driving around various biomes, but haven't found a single Soldier.  I don't know if the spawn rate is just that bad, or if I've messed something up.  I've searched this thread for other issues with soldiers, and I've seen references to changing the spawn rate by tweaking the entitygroups.xml file for the expansion pack, but none of my expansion packs have that.  They have entityclasses.xml, but from what I can see/understand that defines various properties, but not spawn.  The only entitygroups.xml I've found is in the NPCCore folder, and I can see where probabilities are defined there, but it only contains the same "vanilla" NPCs; Nurse, Baker, and Harley.

Am I supposed to manually add "<entity name=" fields to the NPCCore entitygroups.xml file and then set probabilities?  That doesn't feel right, because none of those hostile models (like the White Clown Zombie from Gans) required that, and I'm seeing them ALL THE TIME on my server.

Is something wrong, or are my expectations just off and I just need to keep looking/trying to find what I want?

 
Last edited by a moderator:
I'm unsure if I'm doing something wrong or not.

I am running a War of the Walkers server with the full suite of SCore and NPCCore mods.  We're about 60 days into the server, and while I have seen all the expected "bad" NPC models (GansSpecialZombies, FantasticBeasts, Spiderz, Whisperers, Harley, etc...), I'm having much less luck with the friendly NPCs.

In the entire time, all I've seen are Nurses and Bakers.  I've spent a few in-game days driving around various biomes, but haven't found a single Soldier.  I don't know if the spawn rate is just that bad, or if I've messed something up.  I've searched this thread for other issues with soldiers, and I've seen references to changing the spawn rate by tweaking the entitygroups.xml file for the expansion pack, but none of my expansion packs have that.  They have entityclasses.xml, but from what I can see/understand that defines various properties, but not spawn.  The only entitygroups.xml I've found is in the NPCCore folder, and I can see where probabilities are defined there, but it only contains the same "vanilla" NPCs; Nurse, Baker, and Harley.

Am I supposed to manually add "<entity name=" fields to the NPCCore entitygroups.xml file and then set probabilities?  That doesn't feel right, because none of those hostile models (like the White Clown Zombie from Gans) required that, and I'm seeing them ALL THE TIME on my server.

Is something wrong, or are my expectations just off and I just need to keep looking/trying to find what I want?
There is a fan made tweaks remove all unecessary npcs and leaves only soldiers, bandits. Check here. https://drive.google.com/file/d/1mb7TBbNkxRRNCWUlUorVbsmcSWZE6y3B/view

(GNS WARMOD: ►Adds Khzmusik's Rogues, Physchos, and Whisperers ►Removes all NPCs besides Soldiers ►Creates Bandit-Only wandering hordes)

I find it here. 




 
I actually watch all of GNS' stuff, and it is based on his videos that I was questioning my spawn rates, as (even factoring in editing) he seems to run into NPC Soldiers all the time.

I started with his "Mod Downloads" links on his vid as my baseline, then added some more on top of that.  I COMPLETELY missed the GNS WARMOD section below that.  I'll snag it now and check it out.  On top of just "fixing" my concern, I would still like a better understanding of how NPCCore determines when to spawn stuff from the expansion packs.  Maybe reviewing this GNS add-on will clear things up for me.

Thanks for so quickly pointing out my dumbness.  ;)

 
Am I supposed to manually add "<entity name=" fields to the NPCCore entitygroups.xml file and then set probabilities?  That doesn't feel right, because none of those hostile models (like the White Clown Zombie from Gans) required that, and I'm seeing them ALL THE TIME on my server.
I see...  This was actually correct.  I just didn't understand yet that it wasn't the NPCCore mode entitygroups.xml file.  There is an entitygroups.xml in the War of the Walkers mod that either overrules or extends the NPCCore file, and that is where the spawn probabilities for all the new models - friendly and hostile alike - are set.

 
I see...  This was actually correct.  I just didn't understand yet that it wasn't the NPCCore mode entitygroups.xml file.  There is an entitygroups.xml in the War of the Walkers mod that either overrules or extends the NPCCore file, and that is where the spawn probabilities for all the new models - friendly and hostile alike - are set.


That will generally be true of all overhaul mods (Darkness Falls, War of the Walkers, Undead Legacy...) and also some non-overhaul mods as well (ErrorNull's zombies).

These mod authors often create their own entity groups for spawning. When they do, they sometimes get rid of the vanilla spawn groups altogether. This is what WotW does.

So if you want to spawn NPCs that aren't in the mod already, it's not enough to simply add the NPC pack. You have to also make a "patch" that adds those NPCs into the spawn groups used by the specific mod. And, each mod/overhaul is different.

In general, overhauls are not meant to be modded. Part of this is because it would conflict with the overhaul author's vision, the work they did balancing things, etc. But a practical reason is stuff like this. If either overhaul authors or modlet authors tried to support everyone who said "hey, I just tried dropping random modlet X into overhaul Y and it didn't work", they'd do nothing else, forever.

So you have to either do it yourself, or find some other third party (like GNS) that has already done the work for you.

 
Heyho :) i try to install this mod to replace all zombiemodels, cause a friend have mental problems with the vanilla models.
so i download orcs, peasantz and goblins and they will spawn, but the vanilla zombies to...
how can i replace all zombies? i only need to replaces the models. all other can be the same. 😛

 
Heyho :) i try to install this mod to replace all zombiemodels, cause a friend have mental problems with the vanilla models.
so i download orcs, peasantz and goblins and they will spawn, but the vanilla zombies to...
how can i replace all zombies? i only need to replaces the models. all other can be the same. 😛
It can be a long and arduous process because the vanilla zombie entities are so embedded into everything...

Since you are already using the Orcs, Peasants, and Goblins, consider playing the Not Medieval Mod as it will not use the vanilla models.
https://www.moddb.com/company/not-medieval-mod-developers/downloads
It is possible your friend may not like some things like the skeletons but they are more cartoony than realistic.

 
That will generally be true of all overhaul mods (Darkness Falls, War of the Walkers, Undead Legacy...) and also some non-overhaul mods as well (ErrorNull's zombies).

These mod authors often create their own entity groups for spawning. When they do, they sometimes get rid of the vanilla spawn groups altogether. This is what WotW does.

So if you want to spawn NPCs that aren't in the mod already, it's not enough to simply add the NPC pack. You have to also make a "patch" that adds those NPCs into the spawn groups used by the specific mod. And, each mod/overhaul is different.

In general, overhauls are not meant to be modded. Part of this is because it would conflict with the overhaul author's vision, the work they did balancing things, etc. But a practical reason is stuff like this. If either overhaul authors or modlet authors tried to support everyone who said "hey, I just tried dropping random modlet X into overhaul Y and it didn't work", they'd do nothing else, forever.

So you have to either do it yourself, or find some other third party (like GNS) that has already done the work for you.
K, if you want a team hoodie, let me know your size before next week im getting em made for the gang.

 
A small addition to the collection.

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

1-SummonFriendZ

Direct Zip - https://github.com/arramus/A20-NPCMod/raw/main/1-SummonFriendZ.zip

FriendZ are TFP zombies that can be found in the Trader or in the Biomes.

They can act as companion 'NPCs'. With the zombie crawling capability, they get through gaps and low blocks quite well during a POI quest. They cost 100 meat in the Biomes or 2400 Coin from a trader (meat included in the price).

Their weapons are buffed as attachments to their hand(s) but they fire as well as an NPC.

1Sr060k.jpg


kkKHMD6.jpg


HidBips.jpg


jywaYID.jpg


 
You know Jen is a lonely gal you probably don't need to point a gun at her to get on her good side ! wink wink

 
Hi everyone

Is it possible to add xml code to the Hired NPC so that they give you the experience when they kill zombies?
Or do you need to add C# code to make it possible or is there any code in SCore or XNPCCore to make it work?
Any response is appreciated.
Regards Gouki

 
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