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NPCMod and Addons

hello, I have a problem I can play solo but not join my friends with the same list of mods because of this bug: see photo

requested value 'onSelfrangedBurstShot  ' 

 
hello, I have a problem I can play solo but not join my friends with the same list of mods because of this bug: see photo


requested value 'onSelfrangedBurstShot  ' 


Link your player log file so we can see the actual error.  Thanks.

 


From that log file, it looks like your modlet versions are up-to-date, but your friend's server modlet versions are not.

As Arramus said, the "onSelfRangedBurstShot" event was removed from the vanilla game. This happened in the Alpha 20.6 version, which was released as a stable version in August of 2022.

If your friend's server is still running a version of the game that uses "onSelfRangedBurstShot", then you will have to downgrade your version of 7D2D and all modlets in order to join that server. (You can use SphereII's Mod Launcher to install a separate version of the game, if you want.)

If that's a new server, then I would instead tell your friend to update their game and all their modlets.

 
Hello, I like this mod! I would like to know how to kill the njs because it spawns everywhere I have the raider pack the soldier pack and the survivor pax apart from the raiders I cannot kill anyone

 
Hello, I like this mod! I would like to know how to kill the njs because it spawns everywhere I have the raider pack the soldier pack and the survivor pax apart from the raiders I cannot kill anyone
Some NPCs are hostile, such as the raiders/bandits, and can be killed. Other NPCs are non hostile and are survivors or even hireable NPCs. These ones cannot be killed unless they have been set specifically to take damage from players.

 
Certains PNJ sont hostiles, comme les pillards/bandits, et peuvent être tués. Les autres PNJ ne sont pas hostiles et sont des survivants ou même des PNJ embauchables. Ceux-ci ne peuvent pas être tués à moins qu'ils n'aient été spécifiquement configurés pour subir des dégâts de la part des joueurs.
how i can do this? because it's a bit boring of the npc which spawn everywhere and the soldier with rpg which machine guns the map.

I must modify which file to be able to kill any npc? or prevent auto spawn on the map?

 
how i can do this? because it's a bit boring of the npc which spawn everywhere and the soldier with rpg which machine guns the map.

I must modify which file to be able to kill any npc? or prevent auto spawn on the map?
entitygroups.xml for the Add On modpack to reduce/prevent spawning in the biomes for the entities you chose.

As for killing any NPC, that is a core feature and best answered by a primary developer.

 
entitygroups.xml for the Add On modpack to reduce/prevent spawning in the biomes for the entities you chose.

As for killing any NPC, that is a core feature and best answered by a primary developer.
I changed the values in the file entitygroups_Addon_Templates.xml.

ppend xpath="/entitygroups/entitygroup[@name='ZombiesAll']">
        <entity name="AddYourEntityHere" prob="0" />
    </append> but it didn't work, there are still spawns in the world

 
entitygroups.xml for the Add On modpack to reduce/prevent spawning in the biomes for the entities you chose.

As for killing any NPC, that is a core feature and best answered by a primary developer.
I'

'm thinking of putting the wrong file, this time I put each prob has 0 on each entity that I don't want in each entitygroups.xml file (I don't know anything about computer language so sorry if I have any gaps)

for now I don't see any npc spawning I think the problem and fix

thank you for your help !

 
I'

'm thinking of putting the wrong file, this time I put each prob has 0 on each entity that I don't want in each entitygroups.xml file (I don't know anything about computer language so sorry if I have any gaps)

for now I don't see any npc spawning I think the problem and fix

thank you for your help !
Correct. entitygroups.xml

- Using 0 as the probability is acceptable.
- Using a comment out feature <!-- xml code --> is also acceptable and is commonly used in default game xml files.

Some players like the rocket launcher or heavier weapon NPCs, and for some it can be a bit too much. It is fortunate we can customise the experience by ourselves. That is exactly what the developers of the 0-Score and 0-XNPCMod provide. A nice set of core mods to be used in the way that matches our own choices.

For example, an overhaul like The Wasteland Mod:

- Turns off most of the template NPC entities
- Changes block damage rockets to entity damage rockets
- Allows NPCs to be hurt by players. In fact they will attack players who hurt them

 
Correct. entitygroups.xml

- Utiliser 0 comme probabilité est acceptable.
- L'utilisation d'une fonction de commentaire <!-- xml code --> est également acceptable et est couramment utilisée dans les fichiers xml de jeu par défaut.

Certains joueurs aiment le lance-roquettes ou les PNJ d'armes plus lourdes, et pour certains, cela peut être un peu trop. Nous avons de la chance de pouvoir personnaliser l'expérience par nous-mêmes. C'est exactement ce que les développeurs du 0-Score et du 0-XNPCMod fournissent. Un bel ensemble de mods de base à utiliser de la manière qui correspond à nos propres choix.

Par exemple, une révision comme The Wasteland Mod :

- Désactive la plupart des entités PNJ modèles
- Change les fusées de dommages de bloc en fusées de dommages d'entité
- Permet aux PNJ d'être blessés par les joueurs. En fait, ils attaqueront les joueurs qui leur font du mal
yes and I saw when in the file there are explanations what and really good! its allows people like me who know absolutely nothing about it to be able to modify computer code.
 

I hope that a competent person can tell me how to modify a file to be able to kill npc because there are some who spawn in the water and remain frozen in swimming mode in the water without dying

7 days to die and an incredible game I hope other modders will create other mods even more

 
I hope that a competent person can tell me how to modify a file to be able to kill npc because there are some who spawn in the water and remain frozen in swimming mode in the water without dying


In my "reputation and quests" modlet, I have it so players can damage any NPC, including neutral NPCs. (I always thought it was a mistake to make neutral NPCs immune from damage but the other team members didn't agree.)

The code to do it is here, and there are lengthy comments that explain how it works.

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_Human_Factions_Reputation_Quests/Config/entityclasses.xml

 
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Hi, yeah I was hoping to figure how to do it too! Weirdly enough I get an npc bug where I dismiss him/her first then when I move to the spot where I dismissed it, it follows again. I don't know why. 

Also, can you post to me the coding to kill the friendly npcs in case I don't want on please?

Or was the code to do it in your last post?


In my "reputation and quests" modlet, I have it so players can damage any NPC, including neutral NPCs. (I always thought it was a mistake to make neutral NPCs immune from damage but the other team members didn't agree.)

The code to do it is here, and there are lengthy comments that explain how it works.

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_Human_Factions_Reputation_Quests/Config/entityclasses.xml


 
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Just follow the link in my post, the code is there. (Or wait until I'm back on a computer and not a tablet so I can write it out.)

 
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How would I go about making an NPC hirable? I'm trying to figure out how to add that to the Vault Dwellerz pack. 


Each of the VaultDwellerzPack characters come in two varieties:

1. the "basic" ones, which can't be hired, and whose names start with "survivor"

2. the "advanced" ones, which can be hired, and whose names start with "npc"

Both versions of all characters spawn into biome spawn entity groups. The "npc" (hireable) versions are only spawned into NPC POIs. Or at least that's how it's set up in the pack - if you're using the Wasteland mod, then it might put them in different entity groups.

So the solution is to not spawn in the "survivor" ones, and instead spawn in the "npc" ones. That would be done by modifying the entitygroups.xml file (either by hand or with XPath if you write your own modlet).

As an aside, his SoldierPack is set up the same way, so you can use the same solution if you want to only see hireable soldiers.

But if that weren't true, here's how you would do it.

I think the only thing you have to do, is to make the entity classes extend the equivalent "Advanced" NPC Core template classes. For example, instead of extending "npcAK47Template", it should extend "npcAdvancedAK47Template". (This is in entityclasses.xml.)

They also need the "HireCurrency" and "HireCost" properties, but I think those are already in the non-advanced templates, so you probably don't have to add them. I have not checked all the "non-advanced" templates though, so maybe one or two fell through the cracks.

 
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