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NPCMod and Addons

I see. By default the game creates a log. Without that, it isn't easy to check the mod environment based on only the description.

 
Added a link on main page to 'A Better Life' mod that adds fish to larger water bodies




"The skies were not ignored either; Enter and explore a world with a variety of flying birds, including seaguls, eagles and butterflies."

Does this make the Birds mod obsolete ?

 
"The skies were not ignored either; Enter and explore a world with a variety of flying birds, including seaguls, eagles and butterflies."

Does this make the Birds mod obsolete ?
No.  Thats an outdated reference in the betterlife mod from when it had more than fish.  

 
Hi! I love this MOD 🙂

But I have a problem with 1.0: it got stuck in the loading screen.

Downloading 0-Score is a zip file and when I extract it it's creating a 0-SCore-1.0.60.1616. Is that the right name?

Thank's!

 
Yes. The 0-Score is stored in two places, and apart from the folder name they will be exactly the same.

One version is here:

https://github.com/SphereII/SphereII.Mods/tree/master/Mods

It is part of a full bundle of mods with one of them called 0-Score.

It is version 1.0.60.1616.

Another version is here:

https://github.com/SphereII/SphereII.Mods/releases/latest and it directs you to the very latest build which is here https://github.com/SphereII/SphereII.Mods/releases/tag/1.0.60.1616

It is the stand alone version of 0-Score. It was added here like this because we requested it and Sphereii kindly maintains it. This is because it is helpful for places like Nexus which only need 0-Score and not the whole bundle.

It is also version 1.0.60.1616. The only difference is that the folder is called 0-SCore-1.0.60.1616 instead of the above 0-Score.

The important thing is that both of these versions have exactly the same name in the ModInfo.xml file which the game reads of 0-SCore_sphereii.

That is important because some mods and overhauls use it to turn on and off certain 0-Score features.

I use the top version because I have the Github downloader and it keeps it up to date as soon as a release is shared.

People using Preppocalypse use the bottom version because it is an easy direct link from Nexus or 'direct' manually.

The link shared for V1.0 for the NPC Mod is the stand alone version.
V1.0 SCore: (0-Score) https://github.com/SphereII/SphereII.Mods/releases/latest

As you are seeing, it will unzip as 0-SCore-1.0.60.1616 and that is just fine.

If you are able to share your log, it will help us understand why it is getting stuck at the loading screen.

I use 0-Score in Preppocalypse. When we hit the F1 key it will open the console and in the top right it will provide a tab which takes you to your log.

If you can paste the contents in https://pastebin.com/ and share the link here, it will allow someone to scan and check for possible reasons for the loading screen stuck state.

This is how a successful load generally looks. If you are getting stuck, hitting the F1 key to open the console will possibly show scrolling red error warning lines.

This image shows the 'Open logs folder' at the top right.

lDcETj4.jpeg


 
Hi,About the NPC material shader issue, I noticed that the example nurse in the original project uses a shader called custom/xythtextureblend3. However, I found that whether I export that nurse model as a .unity3d file and place it in the test module folder, or I adjust the previous model's shader to the NurseNancyTemplate_X LOD0 material shader and then replace the npcnurse model in the 0-XNPCCore, the model fails to load correctly in both cases. The models that fail to load correctly all turn into a blob of white light. I'm not sure what went wrong. So, for the previously imported models, I used the MToon shader for the material, and although it could load correctly into 7 Days to Die, some models would have a layer of glowing on the surface after switching the material shader to MToon. Therefore, I want to know how to make the NPC model load properly into 7 Days to Die without using the MToon shader.

YGYTLD4.png


najd39R.png


 
The model is loading, but you either have a shader issue, like one made for a different pipeline, (you need Builtin Pipeline compatible shaders) , or a lighting issue.

 
 'A Better Life' mod that adds fish to larger water bodies..

Been playing, plus started a new game. RWG.. but so far in every 'large body of water' I found no fish. Now in RWG there are varying degrees of 'large bodies of water'. How big does it have to be for fish to appear... ?

Thanks..

 
Usually takes a minute for it to update when you're at a body of water. They seem to only spawn after your near, not persistent or static.
You can tell if it's working by the types of debris and stuff in the ponds, rivers, lakes, etc, like tires, cinderblocks etc. I forget which act like spawners, but its usually how I notice.
Then I just wait around. Only noticed fish this run, but used to be turtles and stuff too. May be also in this one as well, just haven't see it spawn yet.

 
Might be a stupid question, but if i use one npc mod package as a host and change the spawn percentages, does my friend (peer to peer game) needs the same percentages in his npc files as well or wouldnt it matter as long as he got the mod files in his folder?

 
The changes made by the host for spawn settings will be pushed to those joining and take precedence, regardless of their own settings.

 
 'A Better Life' mod that adds fish to larger water bodies..

Been playing, plus started a new game. RWG.. but so far in every 'large body of water' I found no fish. Now in RWG there are varying degrees of 'large bodies of water'. How big does it have to be for fish to appear... ?

Thanks..
Basically anything bigger than the rivers in nazgaine, though in the wider spots the will still spawn.  We now use the vanilla spawner, rather than a custom spawner, so you should see lots of fish, turtles etc when near a decent sized body of water.

 
So sorry if this has already been answered - I tried reading through but couldn't see anything related.

Is there a way for me to customize the HP of NPCs? I'm a bit of a baby and don't want my buddies dying but a cop exploding (even on the lowest difficulty) will 1HKO them. I tried adding the line below to an entityclasses.xml file but to no avail. To be quite honest, I have no clue what I'm doing and have already tried figuring it out on my own so would greatly appreciate the help. :)

<property name="Health" value="999999"/>

 
In the Add On Packs, there is typically a value in the entityclasses.xml such as:

<passive_effect name="HealthMax" operation="base_set" value="200"/>

for each entity. That can be increased or descreased. However, it will also change based on the difficulty level we chose.

That same value can also be seen in 0-XNPCCore for template entities, if it's a required change for NPCs like the bandits.

 
So I used to be able to play this mod and addons and everything in the past but then my pc was having issues so I reset it and stopped using it for a while now I’m back and the mods are working it jsut won’t let me add any friendly npcs or any addons to the game sadly and I can only spawn vehicles traders and zombies there was no issues in the log so I’m wondering maybe is it the game version but I have downgraded and still have the issue so what version is it mean to be played and please let me know if anyone has any answers thank you👍

So I used to be able to play this mod and addons and everything in the past but then my pc was having issues so I reset it and stopped using it for a while now I’m back and the mods are working it jsut won’t let me add any friendly npcs or any addons to the game sadly and I can only spawn vehicles traders and zombies there was no issues in the log so I’m wondering maybe is it the game version but I have downgraded and still have the issue so what version is it mean to be played and please let me know if anyone has any answers thank you👍

 
Even though the log may look like it has no issues, it would help if you could share it through pastebin just to get that side of things out of the way for anyone assisting.

 
Very minor, game safe update .12

Fixed typo on 1 bandit weapon.

Added tintColor property to bandit weapons.  

 
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