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NPCMod and Addons

Updated NPCCore to 1.0.5, additional updates to Birds and Mechs addon packs

Changed BM and Bandit templates classes from EntityBandit and EntityEnemySDX to EntityNPCBandit (Thanks Karl!)
Fixed animalFox walking and run speed
Converted NPCs and birds to new biome spawners, no longer adding these to vanilla groups for spawning
Localization edits
Birds tagged as passive animals so fewer entities target them
Cleaned up MechsPack for initial release
remove SCore.zip from repo, get latest off SCore repo

DarkStar removed his GurlZ addon packs for now

Spawning NPCs and Birds has changed.  I'm no longer simply adding the new characters to Vanilla Spawn groups.  They now have their own groups which use the existing Biome Spawners.  Balance seems good, but much testing needed.  There should be better spawning compatibility with addon packs.

 
Why all the dumb NPCs attack me? even the Soldiers. I havent even hit them or anything. I cant even hire.

Also crafting Hold and rejoin me made my character reset... great i was at day 13.

 
Last edited by a moderator:
Why all the dumb NPCs attack me? even the Soldiers. I havent even hit them or anything. I cant even hire.

Also crafting Hold and rejoin me made my character reset... great i was at day 13.
Code:
[SIZE=12px]Yes, I have similar errors. The character was reset, I couldn’t hire helpers (npc), and there was a problem with friendly characters attacking.[/SIZE]
Code:
[SIZE=12px]I flew again through the debugmenu and completed tasks, like bringing a package or digging up treasure. The problem with attacking mobs was that I deleted the 0_TFP_Harmony folder (comes with the game). BUT! I still can't hire fighters, and if I remove the CORE of the mod, the character is reset. Maybe someone found out the reasons? v1.1 b317[/SIZE]
 
Sounds like maybe you guys added the mod to an existing save instead of starting a new game. That screws up the factions and causes issues. 

 
Spawning NPCs and Birds has changed.  I'm no longer simply adding the new characters to Vanilla Spawn groups.  They now have their own groups which use the existing Biome Spawners.  Balance seems good, but much testing needed.  There should be better spawning compatibility with addon packs.
I put in a pretty comprehensive first test with just the NPC Mod base entities, and the bird pack. The way entity spawning is being performed with this update, allows the default entities to continue their appearances without any competition from NPC Mod stock, as the game intends. This update simply adds another layer in the same way zombies and animals are kept in separate spawning groups. The NPC Mod base entities were the exception, rather than the norm as expected. The benefit of random selection ensure that at times there was nothing at all, at other times there were two helpers or bandits in close proximity, while at other times there was a battle between a helper and a bandit. It was not impeding on zombie spawning while at the same time offering many more random and dynamic interactions. Used appropriately, this update offers an overhaul that hooks into the way things are being done anyway. Time will tell for sure, but early testing is very promising.

 
My game was going fine with the new update until I picked up a nurse NPC. My UI went weird and I couldn't access inventory or craft. I had no option but to uninstall NPCCore and SCore and my save reset.

Hope this helps.

 
My game was going fine with the new update until I picked up a nurse NPC. My UI went weird and I couldn't access inventory or craft. I had no option but to uninstall NPCCore and SCore and my save reset.

Hope this helps.


I agree, I generated a new world and on it I can hire assistants. BUT if I pick them up, then after trying to install, errors related to XUI appear. Instead of a model of the selected NPC, I see a model of a mannequin and my interface disappears, becomes transparent and the functionality disappears.

 
2024-07-22T14:14:02 180.682 ERR [XUi] Error while updating window group 'toolbelt':
2024-07-22T14:14:02 180.688 EXC Object reference not set to an instance of an object

 
Thanks for sharing. I could verify with a Nurse NPC added to my back pack. I'll pass it on to the Dev team for investigation.

 
Code:
[SIZE=14px]At the moment I see only one opportunity to play with this mod on a newly generated world. NPCs perform their functionality with one exception, you cannot raise them, otherwise the interface collapses and progress is reset. It is important NOT to raise them until the code is fixed.[/SIZE]
 
Just a reminder, this is the experimental branch for testing, not the A21 stable branch.  If you update in Experimental, expect broken saves and new bugs.  That's normal for experimental.  Dont start an experimental game and expect to play it a long time.

 
2024-07-22T14:14:02 180.682 ERR [XUi] Error while updating window group 'toolbelt':
2024-07-22T14:14:02 180.688 EXC Object reference not set to an instance of an object
The issue has been identified and a fix will be shared soon. The last flurry of experimental game updates can throw things off for a while.

 
Just a reminder, this is the experimental branch for testing, not the A21 stable branch.  If you update in Experimental, expect broken saves and new bugs.  That's normal for experimental.  Dont start an experimental game and expect to play it a long time.
I don't mate. I test because I love the mod and just want to help. I've played 7DTD long enough to know better :)

 
Based on the recent 0-XNPCCore update, with a potential overhaul of spawning practices to layer rather than replace existing spawning, here is an update for Oakraven's 1-OaksColdBloods.

1-OaksColdBloods have been updated as follows:

  • Spawning is performed through its own unique Add On Pack spawning.xml group to layer on top, rather than compete with existing spawning (This ensures existing populations will not see atrophy in volume).
  • spawning.xml groups consist of a Day and Night version with a slight increase in tougher dinos at night.
  • maxcount is set at 1 per spawn chance as base default with an increase to 2 for the Burnt Forest and Desert at night (Wasteland is 2 at any time).
  • Respawn delay is set at 1 as base default across the biomes, but with Snow at 2 and Wasteland at less than 1, for dynamic immersion and to match existing values.
  • The throttling 'none' entity, which ensures spawning remains regulated is set at >90% (spawning.xml appears to allow something to appear at about 40 block intervals based on testing).
 
As with above, here is another small update for 1-OaksHeadHunters.

1-OaksHeadHunters have been updated as follows:

  • Spawning is performed through its own unique Add On Pack spawning.xml group to layer on top, rather than compete with existing spawning (This ensures existing populations will not see atrophy in volume).
  • spawning.xml groups consist of a Day and Night version with a slight increase in night spawns maxcount or respawn delay based on biome.
  • While these entities have been hooked up to appear in the cities, it is opposite to how default does it. They will get a token gesture appearance. They primarily appear in the wilderness. Adding more zombies on top of existing town and city zombies will simply flood the battle arena and cause issues for questing and performance.
  • ≥90% spawning of throttling 'none' entity to maintain spawn balance.
 
Can someone please replace the Cook and Nurse? they look horrible.
Just as many folks like these "classic" characters.  They are basically reference characters for modders to build newer characters.  The idea is modders can easily stop these characters from spawning and just use the characters in expansion packs.  I am considering updating the Baker and Nurse with higher poly models, but my current priority is to get the cores ready for Stable release.

 
The latest version of 0-Score has been released to patch an issue with picking up NPCs, amongst others. It has been tested and confirmed to be compatible with b330.

 
I downloaded the latest version of SCore and XNPCCore but whenever I spawn an NPC they don't have any AI. They just hover as if they're falling and don't attack anything

 
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