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NPCMod and Addons

Pushed 20.1.0.10  -  changes:

Fixed weapon swapping by adding a new xml property `<property name="CompatibleWeapon" value="gunHandgunT1Pistol" />`   where each NPC weapon needs this property to better link to the player weapon version.

Replaced minibike with a Mannequin model for placing NPCs after pickup.  Note that sometimes it can take 5-10 seconds for the NPC to fully initialize after placement, so the holdtype for the weapon might remain in idle until then.  

Requires the latest version of SCore, otherwise the hand placement on replacing an NPC might be off position.  

 
Updated the .zip version and pushed to repo.  Sorry!   Also, the very latest SCore might have fixed EXP sharing, see the SCore project for details.

 
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So I am getting some fun errors when I added the Mods to my 7days2die and i cant even get into a world. And this is what im getting

 INF [MODS] Start loading from: 'D:/SteamLibrary/steamapps/common/7 Days To Die Modded/7DaysToDie_Data/../Mods'
 INF [MODS] Trying to load from folder: '0-XNPCCore'
 INF [MODS] Loaded Mod: 0-XNPCCore (21.1.0.10)
 INF [MODS] Trying to load from folder: '1-DarksRaiderz'
 INF [MODS] Loaded Mod: 1-DarksRaiderz (21.0.1.7)
 INF [MODS] Trying to load from folder: '1-DarksSoldierz'
 INF [MODS] Loaded Mod: 1-DarksSoldierz (21.0.1.8)
 INF [MODS] Trying to load from folder: '1-DarksZombiez'
 INF [MODS] Loaded Mod: 1-DarksZombiez (21.0.1.5)
 INF [MODS] Trying to load from folder: '1-NPCXSpiderPack'
 INF [MODS] Loaded Mod: 1-NPCXSpiderPack (21.0.0.0)
 INF [MODS] Trying to load from folder: 'SphereII-Mods-master-0-SCore'
 WRN [MODS] Folder SphereII-Mods-master-0-SCore does not contain a ModInfo.xml, ignoring
 WRN [MODS] Failed loading mod from folder: 'SphereII-Mods-master-0-SCore'
 INF [MODS] Initializing mod code
 INF [MODS] Loading done
 INF Pack 2842 us
 INF Pack 42018 us
 INF [MODS] Loading localization from mod: 0-XNPCCore
 INF [MODS] Loading localization from mod: 1-DarksRaiderz
 INF [MODS] Loading localization from mod: 1-DarksSoldierz
 INF [MODS] Loading localization from mod: 1-DarksZombiez

Let me know what I did wrong as this is my first time modding 7d2d:(

 
So I am getting some fun errors when I added the Mods to my 7days2die and i cant even get into a world. And this is what im getting

 INF [MODS] Start loading from: 'D:/SteamLibrary/steamapps/common/7 Days To Die Modded/7DaysToDie_Data/../Mods'
 INF [MODS] Trying to load from folder: '0-XNPCCore'
 INF [MODS] Loaded Mod: 0-XNPCCore (21.1.0.10)
 INF [MODS] Trying to load from folder: '1-DarksRaiderz'
 INF [MODS] Loaded Mod: 1-DarksRaiderz (21.0.1.7)
 INF [MODS] Trying to load from folder: '1-DarksSoldierz'
 INF [MODS] Loaded Mod: 1-DarksSoldierz (21.0.1.8)
 INF [MODS] Trying to load from folder: '1-DarksZombiez'
 INF [MODS] Loaded Mod: 1-DarksZombiez (21.0.1.5)
 INF [MODS] Trying to load from folder: '1-NPCXSpiderPack'
 INF [MODS] Loaded Mod: 1-NPCXSpiderPack (21.0.0.0)
 INF [MODS] Trying to load from folder: 'SphereII-Mods-master-0-SCore'
 WRN [MODS] Folder SphereII-Mods-master-0-SCore does not contain a ModInfo.xml, ignoring
 WRN [MODS] Failed loading mod from folder: 'SphereII-Mods-master-0-SCore'
 INF [MODS] Initializing mod code
 INF [MODS] Loading done
 INF Pack 2842 us
 INF Pack 42018 us
 INF [MODS] Loading localization from mod: 0-XNPCCore
 INF [MODS] Loading localization from mod: 1-DarksRaiderz
 INF [MODS] Loading localization from mod: 1-DarksSoldierz
 INF [MODS] Loading localization from mod: 1-DarksZombiez

Let me know what I did wrong as this is my first time modding 7d2d:(
So i think i fix this issue and Modinfo.xml error did not come up but now im getting this error XML patch for "blocks.xml" from mod "0-XNPCCore" did not apply

 
noteventrying88 said:
So i think i fix this issue and Modinfo.xml error did not come up but now im getting this error XML patch for "blocks.xml" from mod "0-XNPCCore" did not apply
SCore isn't loading. Looks like you likely didn't remove it from the root folder it comes in. The one you install into your Mods folder should be 0-SCore.

 
SCore isn't loading. Looks like you likely didn't remove it from the root folder it comes in. The one you install into your Mods folder should be 0-SCore.
Alright thanks for the help, I got it to not have that error, But now i am getting ERR Prefab loading failed. Prefab 'PEP_Army_03_Zyncosa' does not exist! for alot of Prefabs, but I was able to load in this time and wake up.

 
Hello.
For personal reasons I would like to increase the distance to which a follower can teleport.

In UAITaskFollowSDX.cs in 0-SCore.
I changed the value of [private int _maxDistance = 25;] from 25 to 200, but the teleportation takes place when the follower is 20 meters away, as before the change.

I would appreciate your advice if you could help me.

 
Hello.
For personal reasons I would like to increase the distance to which a follower can teleport.

In UAITaskFollowSDX.cs in 0-SCore.
I changed the value of [private int _maxDistance = 25;] from 25 to 200, but the teleportation takes place when the follower is 20 meters away, as before the change.

I would appreciate your advice if you could help me.


What exactly do you want when you say `For personal reasons I would like to increase the distance to which a follower can teleport.`    When they are ordered to follow?  NPCs teleport as a max distance from player, and this is set and changed in UAI if the max distance property is a valid parameter.   So you might be able to sort this in xml.  

stop_distance, max_distance, and teleportTime are three options on the follow task  `<task class="FollowSDX, SCore" OnStartAddBuffs="NPCpegasus" OnStopRemoveBuffs="NPCpegasus"/>`  So maybe add max_distance=200 to those task lines on all the follow tasks.  

 
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I hired 3 Soldiers but only 1st hired shoot to zombies. Other 2 just walk around with me. Even in Hunt control they are just walking with me. And couple questions. 

1)Do they need ammo?

2)How increase survivability? Do they use Medical supplies?

 
Hey guys, love your work and enjoying the mod but how do I tone down the frequency of the news NPCs/zombies? I'd like them to rarely appear as kind of an interesting encounter but right now I'm running into them everywhere and my maps seems like an active war zone. 

 
I hired 3 Soldiers but only 1st hired shoot to zombies. Other 2 just walk around with me. Even in Hunt control they are just walking with me. And couple questions. 

1)Do they need ammo?

2)How increase survivability? Do they use Medical supplies?
1) no

2) they heal themselves slowly over time

Hey guys, love your work and enjoying the mod but how do I tone down the frequency of the news NPCs/zombies? I'd like them to rarely appear as kind of an interesting encounter but right now I'm running into them everywhere and my maps seems like an active war zone. 
set their spawning chance lower in entity groups xml

so how do I give my NPCs different weapons? Thanks :)
place the desired weapon in their backpack, then there is an option in dialogue to tell them to use a certain weapon, if it is in their backpack and they are enabled to use it then the option will be there to switch to it, i can tell you right now that the packs ive done not all weapons are enabled for all npcs, you can see which weapons they can use by looking at the tags in the entityclass xml

 
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Hi all,

Major issue.  Somehow I found a perk book in one of my storage boxes called "Master of disguise" that was described as letting you join the bandit faction.  I read the book, and now the following happens:

1) Bandits don't attack me, but attack my companion

2) I can't damage bandits who are attacking my companion

3) Civilians attack me, and I can't talk to or recruit them

4) I also can't talk to or recruit bandits

Searched everywhere for how to un-do reading this book, came up empty.  Please advise.

 
Hi all,

Major issue.  Somehow I found a perk book in one of my storage boxes called "Master of disguise" that was described as letting you join the bandit faction.  I read the book, and now the following happens:

1) Bandits don't attack me, but attack my companion

2) I can't damage bandits who are attacking my companion

3) Civilians attack me, and I can't talk to or recruit them

4) I also can't talk to or recruit bandits

Searched everywhere for how to un-do reading this book, came up empty.  Please advise.
Go into the CM and grab a ResetFactionSchematic and see if that fixes it.

Did you add/remove mods to an existing save or something? That's the only way you could end up with one of those books as they aren't in loot at all.

 
Go into the CM and grab a ResetFactionSchematic and see if that fixes it.

Did you add/remove mods to an existing save or something? That's the only way you could end up with one of those books as they aren't in loot at all.


That fixed it!  Thanks a bunch!

I added some mods to my save, yes.  None that seem like they would add something like a faction swap book though, I'm using/have used mods for vehicle storage, no gore (JasonWraith), no screamers, food models, less magazines, 30k stacks, less grind (more items in loot), empty jars, and a less-xp mod. 

 
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That fixed it!  Thanks a bunch!

I added some mods to my save, yes.  None that seem like they would add something like a faction swap book though, I'm using/have used mods for vehicle storage, no gore (JasonWraith), no screamers, food models, less magazines, 30k stacks, less grind (more items in loot), empty jars, and a less-xp mod. 
That's not how I meant it. In this game, if you add mods to an existing save, it shifts item IDs around. So that stack of whatever you had in a chest became the faction book you read. Those books are a part of SCore, to be used with NPCcore, but they shouldn't end up in your hands as they aren't in any loot or anything. So by adding new mods to a save, you shifted IDs and that's how you ended up with that book. Best practice is to start a new game if you wanna add mods. And it is almost required if you want to remove a mod. Not a 100% guarantee you'll have issues, but is certainly possible as you've now seen.

 
That's not how I meant it. In this game, if you add mods to an existing save, it shifts item IDs around. So that stack of whatever you had in a chest became the faction book you read. Those books are a part of SCore, to be used with NPCcore, but they shouldn't end up in your hands as they aren't in any loot or anything. So by adding new mods to a save, you shifted IDs and that's how you ended up with that book. Best practice is to start a new game if you wanna add mods. And it is almost required if you want to remove a mod. Not a 100% guarantee you'll have issues, but is certainly possible as you've now seen.


That's so weird.  In that case I'm glad it's minor.  I've been adding/dropping mods freely on this save, this seems to be the first actual issue.  That seems a bit problematic if best practice is to start a new game, with how long a game is :(   Are issues not likely to be game-breaking?  Honestly losing a stack of who knows what is no big deal, but being stuck with whatever mods you've got for a whole session feels quite limiting.

 
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