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NPCMod and Addons

xyth said:
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.






I think its not working my end.. I rechecked the file structure and its fine.

Above is an example of the lake I came by in RWG map I am on at the moment. As you can see this is a large body of water so should have fitted the criteria surely. But nothing can be seen my end and I even waited around just in case.

So I wonder if I am using a mod that isn't not compatible with it maybe, or a setting is not right.

I use your other mods as you know and the Spiders/Birds and NPC's seem fine in game.

 
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I think its not working my end.. I rechecked the file structure and its fine.

Above is an example of the lake I came by in RWG map I am on at the moment. As you can see this is a large body of water so should have fitted the criteria surely. But nothing can be seen my end and I even waited around just in case.

So I wonder if I am using a mod that isn't not compatible with it maybe, or a setting is not right.

I use your other mods as you know and the Spiders/Birds and NPC's seem fine in game.
What mods are you using and what is their load order?

 
Hi, can anyone point me to the point where i could use a different model with the Freindly Fox addon?

I can spawn a different model in changing the model in quest.xml but the talking to the pet does not work.

I was using the PetCaneCorsoAOO model from the pets and dogs addon.

What do i have to add to get the quest working with another model? Where do i have to change things to get the quest going?

I bet it is just a small step i couldnt find the last 2 days where i was trying to make a Cane Corso friendly pet for my daughter who is playing with me.

The Arctic fox works as a charm.

Thnx in advance

 
Nice, you have a lot of the ones I normally use and doesn't look like a whole lot so it should be easy to take some out in small groups and load a quick new 2K by 2K map to test (more lakes/rivers).

I'd start by taking out groups like izy weapons, then vehicles and work with what's left.

For the most part, it looks good except I have OCB's Textures loaded way higher (as it's needed by a lot of stuff) and usually have it right up there with and after the "CORE" files.  PyroPaints requires it and looks fine where you have it for what you have.  Mine is a bit higher but I have mine grouped a bit differently and texture modifers are slightly higher for me, but you don't have that many mods. Also, I have MPLogue's prefabs listed a lot higher, after core and other required files because I have some mods that require it. As for Spherell's A Better Life (the aquatic life stuff), I have it loaded way lower in the order just above world environment & lighting mods. You can try placing it above your world lighting and see.

Now I don't know what, if any, prefabs you may have loaded in your prefabs folder (like the prefabs folder in your Steam>7 Days to Die>Data>Prefabs folder), but double check you have any required files to go along with them. Same with the rest of the ones in your mods folder. I haven't actually tried that particular Ramos UI segment, but I wouldn't think it would be an issue unless its doing something in a .dll that you can't see without decompiling it.

So after moving stuff around, try it, then if still not working, take some of the non-core (top loading mods) out and keep trying with new 2k maps each time just to be sure and with water assets (lakes/rivers) to high and keep testing the water until you see it. Give it a minute or two and then try another batch until it works.  You can also do a bare-minimum test also where you only have ftp's harmony folder, score and spherell's better life mod (trying to think if any other reqs, think just score), and then do a map TO MAKE SURE its working, because nothing should be interfering with that if its minimum.

If that doesn't work, make sure it's unpacked correct, go in game properties on steam and verifity integrity... TWICE, the second time fixes the steam assets library, so you should see it download after the second verify integrity (youll have to click on another tab on game properties and then back to where installed files are again to do another "verify integrity").  And this is just a "making sure" everything is correct step and no errors, glitches, or corrupted files are messing things up for you.  Then go back and once again make sure everything is unpacked correctly in the mods folder (no nested folders that shouldn't be nested).  See if that helps you.

 

 
Continuing to test and thanks again LordSoth01.

Right, came across an NPC and the wild bores seem to ignore them in my game, just stand there whilst the NPC hacks at them.

Yeah that's part of the faction system. You can go to the NPC Core mod and find npc.xml and open it up and see all the various factions and relationships between various groups of entities. If that npc falls under the "trader" faction, then they will be "neutral" to it like so.

 


<faction name="aggressiveanimalsmedium">
<relationship name="*" value="hate"/>
<relationship name="passiveanimalssmall" value="neutral"/>
<relationship name="passiveanimalslarge" value="neutral"/>
<relationship name="aggressiveanimalssmall" value="neutral"/>
<relationship name="aggressiveanimalslarge" value="neutral"/>
<relationship name="trader" value="neutral"/>
</faction>
<faction name="aggressiveanimalslarge">
<relationship name="*" value="hate"/>
<relationship name="passiveanimalssmall" value="neutral"/>
<relationship name="passiveanimalsmedium" value="neutral"/>
<relationship name="aggressiveanimalssmall" value="neutral"/>
<relationship name="aggressiveanimalsmedium" value="neutral"/>
<relationship name="trader" value="neutral"/>
</faction>
They are in different entity groups too. I believe the base entity is whiteriver faction and you can create groups so that as long as its not the first entity in the group, itll take on the faction/relationship type of the first mob in list, so you can have bandit versions, IIRC.

 
Can i make the "Darks Raider Gurlz" hireable? I tried changing the faction to whiteriver or whatever it was and that made them friendly, but can i change something to give them the "talk to" menu?

 
Hello @ll

While NPC Menu. What is exactly the different between?

GenericNPC_StayHere: Stay where you are standing"

GenericNPC_GuardHere: Stay where I am standing"

GenericNPC_GuardReturnHere: Guard and return to where I am standing"

I understand this to that the NPC Guard the Postion  (where i stand ) and came after for time to me back?

Oh.. and it is possible to prevent Hired NPCs or wandering NPCs from walking into the wooden spikes that have set up in front of the base, for example?

Greetings and big thanks for the mod. :)

 
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Hi there! Just a quick question I have. It started half a month ago, and I don't know if the new updates (still running 20.7),  affect it (which I doubt) or something else happened.

The "Supply Crates" that used to drop no longer happens. I tried looking on the Internet, but I'm not finding much luck. Is there a way to fix/repair it with the coding? Arrumus or Xyth or anyone with code knowledge? I would really love it to happen again. Waiting on anyone's reply.

(P.s. Whoever does respond, please respond with easy steps if you have any. I don't understand confusing if you know what I mean) 😆

 
I don't recall this being an issue specifically related to the NPC Mod for A20.7. Supply Crates around that time did cause issues on dedicated servers with none appearing at all, or sometimes 3 appearing at once repeatedly. SP was generally a lot more stable though. The NPC Mod does not govern anything related to Air Supply Drops, and I don't believe that has ever been a thing.

 
Here's a small Add On Pack for the NPC Mod:

1-SummonFriendZ

https://github.com/arramus/V1-NPCMod/blob/main/1-SummonFriendZ.zip

For anyone who has seen 'Day of the Dead', and in particular Zombie Bub, this Add On Pack follows the same context.

It has received an update since A21, with different entities carrying the regular weapons due to V1.0 entity limitation, but it has the same spread of range types.

This is a small modlet that allows player to hire from 8 NPC Helper zombies. These helpers appear in the biomes using the new spawning feature for V1.0.
They can also be found in the trader inventory as a Quest Note. When activated, the Quest will spawn one of the 8 entities close to the player and drop 100 raw meat into the player inventory. 100 Raw Meat hires each entity.

The helpers are Desert Eagle Tom, M60 Dave, AK47 Momma, T.A. Rifle Business Man, SMG Marlene, Magnum Biker, Sniper Burnt, and Auto Moe.

Sj9O06z.jpeg


Find the Quest Note in the reading or all section of the Trader Inventory.

M2piBZ0.jpeg


Go to an open area and accept the Quest.

4PgJN50.jpeg


Approach the helper and hire them with 100 Raw Meat (received when accepting the Quest).

Tp9XpuD.jpeg


BA5yew8.jpeg


 
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I don't recall this being an issue specifically related to the NPC Mod for A20.7. Supply Crates around that time did cause issues on dedicated servers with none appearing at all, or sometimes 3 appearing at once repeatedly. SP was generally a lot more stable though. The NPC Mod does not govern anything related to Air Supply Drops, and I don't believe that has ever been a thing.
Ok, thanks! I understand this post wasn't the right post. I just thought if anyone who knows code on this forum, it would help. The weird thing is that it did work with every 3 days, then it didn't, so I changed it to 1 day to try and fix it, and it doesn't still. Idk what to do.

 
A19 was incredibly troublesome for Air Drops, and while A20 did get better, when something like that broke, it pretty much remained broken until a new world. Something in the world saves appeared to retain a bug and it wouldn't resolve regardless of changing frequency and so on. A21 and V1.0 so far have been good.

 
A19 was incredibly troublesome for Air Drops, and while A20 did get better, when something like that broke, it pretty much remained broken until a new world. Something in the world saves appeared to retain a bug and it wouldn't resolve regardless of changing frequency and so on. A21 and V1.0 so far have been good.
Ok! One of these days I'll upgrade to A-21,  but it would take time with installing new update for NPC mods if I install it for my current laptop and then my other laptop for my relative. 😖😵‍💫 Plus, they don't want to change yet, since they haven't had much progress 😆

Anyway, thanks! I guess I can go without supply drops until I upgrade to A-21.

 
While NPC Menu. What is exactly the different between?

GenericNPC_StayHere: Stay where you are standing"   The NPC stays on the place its standing when this command is issued.  

GenericNPC_GuardHere: Stay where I am standing"     The NPC moves to the place the player is standing when this command is issued.  

GenericNPC_GuardReturnHere: Guard and return to where I am standing"    The NPC stays on the place its standing , but is free to move to attack (think melee NPC guarding a gate), then returns to that spot after combat.

Oh.. and it is possible to prevent Hired NPCs or wandering NPCs from walking into the wooden spikes that have set up in front of the base, for example?  We have tried, they just seem to like spikes.  

Greetings and big thanks for the mod. :)

 
Hello,

Many thanks for the explanation.  :thumb:

At first I found the option “GenericNPC_StayHere” and “GenericNPC_GuardHere” strange.

Because when I face the NPC and “Speak > Command” with him, he is at most ~1 meter in front of me and then moved to my position with the “GenericNPC_GuardHere” option.
So this option serves more as a tool to determine the exact position.

Re: “GenericNPC_GuardReturnHere: Guard and return to where I am standing” is more of a comprehension problem. I had translated this with Google & DeepL.

Now Everything is clear. Then I now know what the options mean.  :ranger:

And Harley is from the character is a righteous but evil (I have changed that for me personally that I can hire her and others) Still has a touch of a clone factory but hopefully more NPC will come into the mod also from other modders.  :classic_smile:

7-Days-To-Die-2024-09-17-02-03-07.png


 
Hi, i cant find discord link to report a bug, so:

I start a game works fine. When i close the game and restart from a save, the challanges goes bugged (missing almost of them and cant complete them) - tests game v1.0 and v1.1 b4 EXP. / 00_SCore-1.0.83.950
 

Thx

Ps. version 0-SCore-1.0.75.721 works good! I think something bugged in new challenge addon! (im not using this addon btw!)

 
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