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NPCMod and Addons

funny coincidence because I'm looking for that option in your mod bdubyah, the wasteland
Then you should ask in my thread. 😛

Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires.

 
Here is a Zombie Pack for the NPC Mod.

Oakraven's Head Hunters as 1-OaksZombieHeadHunters Add On Pack.

Click on the 3 dots ... and select Download.

https://github.com/arramus/A21-NPCMod/blob/main/1-OaksZombieHeadHunters.zip

About:

These entities will appear in the Wasteland for day and night. The will only appear in other biomes at night at a regulated rate. Nurse Barbie can set players on fire with her melee attack. Nurse Jazlyn will cause radiation sickness with her proximity. All the rest, will just attempt to rip you apart at the first opportunity.

k28hBIR.jpeg


 
drkstardragon said:
No, Vroid mod is Vroid mod and Npc mod is Npc mod, we will not be turning the npcs in this mod into vroid avatars or vice versa.
Dumb question, but will there be an option to have players add their own npcs to the mod then? for their own personal games? Surviving the wateland with a vroid or Tifa companion would not be so bad..... 

 
Last edited by a moderator:
Then you should ask in my thread. 😛

Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires.
Thank you for this. I couldn't hire at all after one of my hired bugged out and I tried to dismiss him to finally picking him up and throwing away (it was still bugged after I placed it so there was no use). I can finally hire others. thanks.

 
Hi All,

I'm trying to add the npc pickup icons that I see in the outback roadies mod to my current game as mod 1-XNPCPickUpIcons and I'm not having much luck. I see them in the creative menu, but my current hires do not show the proper icons when picked up. I would appreciate some help. This is everything I have:

Mods/1-XNPCPickUpIcons:

Config

UIAtlases

ModInfo.xml

Config/items.xml:

<configs>

    <!-- NPC Mod Expansions -->
    <append xpath="/items/item[@name='bakerPickUpNPC']">        
        <property name="CustomIcon" value="bakerPickUpNPC" />
    </append>
    <append xpath="/items/item[@name='nursePickUpNPC']">        
        <property name="CustomIcon" value="nursePickUpNPC" />
    </append>
    <append xpath="/items/item[@name='foxPickUpNPC']">        
        <property name="CustomIcon" value="foxPickUpNPC" />
    </append>
    
</configs>

Config/Localization.txt:

Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese

bakerPickUpNPC,items,item,,,Baker (Resting),,,,,,,,,,,,,
bakerPickUpNPCDesc,items,item,,,"You are carrying your hired baker helper. Put him in your active toolbelt slot to place him down.",,,,,,,,,,,,,
nursePickUpNPC,items,item,,,Nurse (Resting),,,,,,,,,,,,,
nursePickUpNPCDesc,items,item,,,"You are carrying your hired nurse helper. Put her in your active toolbelt slot to place her down.",,,,,,,,,,,,,
foxPickUpNPC,items,item,,,Friendly Fox (Resting),,,,,,,,,,,,,
foxPickUpNPCDesc,items,item,,,"You are carrying your friendly fox. Put it in your active toolbelt slot to place it down.",,,,,,,,,,,,,

UIAtlases/ItemIconAtlas:

bakerPickUpNPC.png

foxPickUpNPC.png

nursePickUpNPC.png

ModInfo.xml:

<?xml version="1.0" encoding="UTF-8"?>
<xml>
  <Name value="1-XNPCPickUpIcons" />
  <DisplayName value="1-XNPCPickUpIcons" />
  <Description value="The item icon of a picked-up NPC will show a picture of them instead of a book" />
  <Author value="See Outback Roadies readme" />
  <Version value="21.2.1.0" />
</xml>

What am I missing?

 
Good evening, I seen that some you tubers talk about swapping weapons of NPCs.  Im playing Age of Oblivion and have an NPC with a spear and want to change it for a shotgun, I put a gun in the players inventory and then go to the weapon menu and shotgun but do not see the option to change it.  Am i doing something wrong or does this only work on 'vanilla' NPC mod, NPCs?   Cheers

 
Good evening, I seen that some you tubers talk about swapping weapons of NPCs.  Im playing Age of Oblivion and have an NPC with a spear and want to change it for a shotgun, I put a gun in the players inventory and then go to the weapon menu and shotgun but do not see the option to change it.  Am i doing something wrong or does this only work on 'vanilla' NPC mod, NPCs?   Cheers
pipermac has certainly discussed this feature in the modding channels, but I can't confirm if it has been fully implemented for AoO custom NPCs. It is worth asking directly in the AoO thread or Discord, to ensure you get the most accurate and current response.

 
Hi All,

I'm trying to add the npc pickup icons that I see in the outback roadies mod to my current game as mod 1-XNPCPickUpIcons and I'm not having much luck. I see them in the creative menu, but my current hires do not show the proper icons when picked up. I would appreciate some help. This is everything I have:

Mods/1-XNPCPickUpIcons:

Config

UIAtlases

ModInfo.xml

Config/items.xml:

<configs>

    <!-- NPC Mod Expansions -->
    <append xpath="/items/item[@name='bakerPickUpNPC']">        
        <property name="CustomIcon" value="bakerPickUpNPC" />
    </append>
    <append xpath="/items/item[@name='nursePickUpNPC']">        
        <property name="CustomIcon" value="nursePickUpNPC" />
    </append>
    <append xpath="/items/item[@name='foxPickUpNPC']">        
        <property name="CustomIcon" value="foxPickUpNPC" />
    </append>
    
</configs>

Config/Localization.txt:

Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese

bakerPickUpNPC,items,item,,,Baker (Resting),,,,,,,,,,,,,
bakerPickUpNPCDesc,items,item,,,"You are carrying your hired baker helper. Put him in your active toolbelt slot to place him down.",,,,,,,,,,,,,
nursePickUpNPC,items,item,,,Nurse (Resting),,,,,,,,,,,,,
nursePickUpNPCDesc,items,item,,,"You are carrying your hired nurse helper. Put her in your active toolbelt slot to place her down.",,,,,,,,,,,,,
foxPickUpNPC,items,item,,,Friendly Fox (Resting),,,,,,,,,,,,,
foxPickUpNPCDesc,items,item,,,"You are carrying your friendly fox. Put it in your active toolbelt slot to place it down.",,,,,,,,,,,,,

UIAtlases/ItemIconAtlas:

bakerPickUpNPC.png

foxPickUpNPC.png

nursePickUpNPC.png

ModInfo.xml:

<?xml version="1.0" encoding="UTF-8"?>
<xml>
  <Name value="1-XNPCPickUpIcons" />
  <DisplayName value="1-XNPCPickUpIcons" />
  <Description value="The item icon of a picked-up NPC will show a picture of them instead of a book" />
  <Author value="See Outback Roadies readme" />
  <Version value="21.2.1.0" />
</xml>

What am I missing?
These updates were dynamically applied to existing hired NPCs when I first added this feature to Outback Roadies after the initial release. Testing it with just this post loading modlet, and the NPC Mod in Navezgane on a new World will help to see if it is applying with just the minimum. Sharing a log will go some way to see what else is happening in the mix.

 
I hope with 7Days 1.0 this mod get updated really quick. Hopefully thistime without the cook/nurse model.
Inside the 0-XNPCCore/Config folder is an Options folder. Inside the Options folder is a file called entitygroups_nocorespawn.xml.

1. Rename entitygroups_nocorespawn.xml to entitygroups.xml

2. Place that in the Config folder to overwrite the existing version.

3. This will remove the default NPCs from appearing, which includes the Cook and Nurse.

Alternatively, they can be removed from the default entitygroups.xml from the biome spawning lists.

 
I want to hire soldiers instead cook/nurse 😛

Also where do the most NPC spawn? in my first try however most spawned in snow biome. Now on my second gameplay i rarely see anyone anywhere.

 
Yes. the entitygroups_nocorespawn.xml + the Add On Packs will provide exactly who you would like to appear beyond the Baker and Nurse.

NPC Spawning...

NPCs tend to spawn from most to least:

Snow

Wasteland / Pine Forest

Desert

It really depends on the Add On Pack creator and how they set their NPCs to appear. The snow is very frequent since they are usually hooked up to the Lumberjack spawning list which is separate from the regular zombie list.

 
These updates were dynamically applied to existing hired NPCs when I first added this feature to Outback Roadies after the initial release. Testing it with just this post loading modlet, and the NPC Mod in Navezgane on a new World will help to see if it is applying with just the minimum. Sharing a log will go some way to see what else is happening in the mix.
Thanks for your reply! After further investigation, I found that I was using an old version of 0-SCore (21.2.18.950). Updating to the latest (21.2.170.702) fixed the problem for me.

 
Hi. I am hoping someone can help me because I cannot find any information on it. In NPC mod there is an item called pathing block anyone know how it is used?

Second question would be, in ADMIN menu during interaction with your NPC, there is an option to set pathing as patrol path, I dont know how to set path code, anyone can explain to me on how it works? or any video tutorial? I would like it to patrol certain path to avoid clashing to dead-end all the time or going thru ways that I dont want them to go. Any idea?

Third, will the NPC auto heal themselves if I equip them with bandages or first aid? or can my upgraded drone heal them (detected as ally)?

thank you so much

 
Hi. I am hoping someone can help me because I cannot find any information on it. In NPC mod there is an item called pathing block anyone know how it is used?

Second question would be, in ADMIN menu during interaction with your NPC, there is an option to set pathing as patrol path, I dont know how to set path code, anyone can explain to me on how it works? or any video tutorial? I would like it to patrol certain path to avoid clashing to dead-end all the time or going thru ways that I dont want them to go. Any idea?

Third, will the NPC auto heal themselves if I equip them with bandages or first aid? or can my upgraded drone heal them (detected as ally)?

thank you so much


1. A pathing block is an invisible block that you can write on, in order to give orders to the NPCs around it. It was originally (A19?) created to give pathing codes to NPCs, but I think it's mostly used nowadays by NPC POI designers, to make their ranged NPCs stay in place and act as sentries. There is a little bit of documentation in SCore. If you're not designing POIs, I wouldn't worry about it.

2. That also came from A19 (I think). The idea is that you told the NPC to follow you, set patrol points at certain places, and at the end told them to patrol that route. I don't think it works currently, but people can still test it, which is why it was moved to the admin menu. I also wouldn't worry about it.

3. NPCs that use Utility AI (which is most of them, including all friendly NPCs) heal themselves already, without you having to tell them or equip them with bandages. If you  see them making a motion like they're bandaging their arm, that's what they're doing. (Animal companions also do it, but I don't think there's an animation state that shows them doing anything.) There currently is no way to do it otherwise, either by healing them manually or via a drone. All this might or might not change in the future.

 
Hello Me again,

Where can i get the Mechpack....? bin lookin for an hour now i give up :( ..
Must have missed it somewhere..?

Greet's

 
Last edited by a moderator:
The MechPack wasn't released for A21 due to some changes that broke a few of the mechs.  I might revisit that pack when 1.0 drops.

 
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