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NPCMod and Addons

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!)
I'm just checking this with an update to the latest version of 0-Score 1.0.83.950 from an older build update from 1.0.75.721.

Yes, I can confirm that multiple challenges are removed from the challenge screen, and custom quests are reset/rolled back.

For anyone considering an update, don't. Wait until you're ready to start a new World Save.

 
Just to confirm. Starting a new World with 1.0.83.950 is also causing loss of Challenges/Quests. It is not related to specifically updating, but also using this version. The creator is aware of the issue and it's being investigated. For now, refrain from using this version until it's resolved.

 
Testing with a new update to 0-Score version 1.0.86.1506 showed no initial issues with player Challenges when exiting the game, and coming back in again to either just the menu, or a full game shut down. With version 1.0.83.950 and any Challenges related to Craft, Harvest, BlockPlace, UseItem, and Harvest, there is total deletion. Other types of Challenge such as Meet, Wear, and Kill were totally fine and remained...

Another issue is that this is not happening to everyone. In fact, this was checked on a test play through without issue before being released with no obvious issues appearing. However, for some players, including my play through, the issue appears and persists.

Unfortunately, once the damage is done, there is no undoing it because it is written to the player save rather than being a simple xml toggle like some other Quest types. The new Challenges feature is pretty rigid with a lot of hard coded elements, and things are still being learned about it. This is going to be unfortunate for those that updated to this build, and were the unlucky ones.

It was caught pretty early though, and thanks for the rapid feedback. Since I could also verify it, where others couldn't, it also helped to show there are some localised factors which are not related to everybody.

Time will tell on this update to 1.0.86.1506. It has been tested as viable for both V1.0 (b336) Stable and V1.1 (b4) Experimental.

Version 1.0.83.950 for some users, but certainly not all. This occurs when we leave the game to the menu or totally exit and rejoin.
Challenges related to specific objectives are being removed and showed a consistent pattern.

wNNzjAj.jpeg


1.0.86.1506 shows no loss in my case, after leaving and rejoining, as that's when the player saves go through a play through update.

Additional feedback for those with this issue will be very welcome to ensure this update has patched any residual issues. This requires a new save for those affected.

5v63IDZ.jpeg


 
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It won’t let me log into my account on this site on pc so I can’t post the log but it used to work bsck in April then I got the game back in this new update and it doesn’t work at all so what version may work best with it?? The menu opens just the only thing is it doesn’t let me spawn bodyguard npcs

 
The current version builds to use are:

V1.0 (b336) Stable for the 7 Days to Die build.

V1.0.12 for 0-XNPCCore which was release 2 weeks ago and is here.

https://github.com/7D2D/V1.0-Mods/blob/main/0-XNPCCore.zip

V1.0.89.1020 for 0-Score which was released yesterday.

https://github.com/SphereII/SphereII.Mods/releases/latest

And if you're coming back into the game for this new update, with a new world.

Testing the menu shows it allows us to spawn bodyguard NPCs on those current release builds.

aW8pE1G.jpeg


 
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:

Hey, what are you changing to make them hireable?

 
Hey, what are you changing to make them hireable?


I'm not a pro at this.  I've only been modding for a few days. Unity, Blender,Mixamo,Scripts etc...

What I have found out and changed are the "Tags", "Faction", "AIPackages" and "Class". I oriented myself to the NPC script properties that you hire. 

  • Replaced the extended template "entity_class" -> "npcPipePistolTemplate" with "npcAdvancedPipePistolTemplate".
  • I removed "bandit" from the "Tags" and filled it in.
  • For "Faction" I replaced "bandits" with "whiteriver".
  • For AiPackages I have replaced the value "NPCModCoreNoChat, NPCModHostileMeleeBasic, NPCModHostileRangedBasic" with "NPCModCore, NPCModNPCMeleeAdvanced, NPCModNPCRangedAdvanced, NPCModNPCHired".
  •  The "Class" value "EntityNPCBandit, SCore" has been removed.

What is actually relevant and important to convert an NPC I do not know exactly. Is there a very detailed tutorial?

Original

<entity_class name="npcHarleyPipePistol" extends="npcPipePistolTemplate">
<property name="UserSpawnType" value="Menu"/>
<property name="Tags" value="entity,female,npc,walker,ranged,voiceharley,bandit,DRLow,Knife,Machete,ClubWood,BatWood,Axe,Spear,SMG,PipePistol,PipeShotgun,PipeRifle,PipeMG,M60,Pistol,DPistol,Ak47,TRifle,HRifle,SRifle,LBow,XBow,PShotgun,AShotgun,RocketL"/>
<property name="Faction" value="bandits"/>
<property name="Names" value="Harley, Quinn, HarleyQuinn" />
<property name="Mesh" value="#@modfolder:Resources/XythNPCs.unity3d?Quinn_X"/>
<property name="SoundHurt" value="HarleyHurt"/>
<property name="SoundHurtSmall" value="player2painsm"/>
<property name="SoundDeath" value="HarleyDie"/>
<property name="SoundStamina" value="player2stamina"/>
<property name="SoundDrownPain" value="player2drownpain"/>
<property name="SoundWaterSurface" value="player2drownsurface"/>
<property name="SoundDrownDeath" value="player2drowndeath"/>
<property name="SoundJump" value="player2Jump"/>
<property name="SoundLandSoft" value="player2LandSoft"/>
<property name="SoundLandHard" value="player2LandHard"/>
<property name="SoundPlayerLandThump" value="PlayerLandThump"/>
<property name="SoundRandom" value="HarleyRandom" />
<property name="SoundRandomTime" value="60"/>
<property name="SoundAlert" value="HarleyAlert"/>
<property name="SoundAttack" value="HarleyAttack"/>
<property name="SoundSense" value="HarleySense"/>
<property name="LootDropProb" value="0.2"/>
<property name="AIPackages" value="NPCModCoreNoChat, NPCModHostileMeleeBasic, NPCModHostileRangedBasic"/>
<property name="Class" value="EntityNPCBandit, SCore" />
<property name="AlwaysJiggle" value="true" />
</entity_class>




Changed

<entity_class name="npcHarleyPipePistol" extends="npcAdvancedPipePistolTemplate">
<property name="UserSpawnType" value="Menu"/>
<property name="Tags" value="entity,female,npc,walker,ranged,voiceharley,DRLow,Knife,Machete,ClubWood,BatWood,Axe,Spear,SMG,PipePistol,PipeShotgun,PipeRifle,PipeMG,M60,Pistol,DPistol,Ak47,TRifle,HRifle,SRifle,LBow,XBow,PShotgun,AShotgun,RocketL"/>
<property name="Faction" value="whiteriver"/>
<property name="Names" value="Harley, Quinn, HarleyQuinn" />
<property name="Mesh" value="#@modfolder:Resources/XythNPCs.unity3d?Quinn_X"/>
<property name="SoundHurt" value="HarleyHurt"/>
<property name="SoundHurtSmall" value="player2painsm"/>
<property name="SoundDeath" value="HarleyDie"/>
<property name="SoundStamina" value="player2stamina"/>
<property name="SoundDrownPain" value="player2drownpain"/>
<property name="SoundWaterSurface" value="player2drownsurface"/>
<property name="SoundDrownDeath" value="player2drowndeath"/>
<property name="SoundJump" value="player2Jump"/>
<property name="SoundLandSoft" value="player2LandSoft"/>
<property name="SoundLandHard" value="player2LandHard"/>
<property name="SoundPlayerLandThump" value="PlayerLandThump"/>
<property name="SoundRandom" value="HarleyRandom" />
<property name="SoundRandomTime" value="60"/>
<property name="SoundAlert" value="HarleyAlert"/>
<property name="SoundAttack" value="HarleyAttack"/>
<property name="SoundSense" value="HarleySense"/>
<property name="LootDropProb" value="0.2"/>
<property name="AIPackages" value="NPCModCore, NPCModNPCMeleeAdvanced, NPCModNPCRangedAdvanced, NPCModNPCHired"/>
<property name="AlwaysJiggle" value="true" />
</entity_class>


Now I was interested in how to convert the model "Emma" from Nexus (because the maker does not make an NPC model) as an NPC and if it works from UMA Player Model to a standard NPC model.

Looks  good.  :peep:

To do this, I had to re-link the bone system by hand and make sure that the vertex groups didn't disappear and the weight paint didn't dissolve.
The rest is done by the Mixamo Blender addon to rig the model. I think that's the most important point. Anyway, it worked and she runs around as an NPC.

(I only did it personally for myself and for my education ... in case someone comes up with that's forbidden or something...)

7-Days-To-Die-2024-09-20-04-51-32.png
7-Days-To-Die-2024-09-20-06-27-23.png


7-Days-To-Die-2024-09-20-04-51-08.png


Aufnhame00760.png

Aufnhame00761.png

Aufnhame00762.png


 
Last edited by a moderator:
It's good to see you're dabbling and taking an interest in the NPC side of things. Additional Add On Packs are always in need and if you're interested in that side of things, it'll benefit everyone.

There's an NPC Mod area in the Modding Discord if you're interested. There is also a tutorial download which shows how everything is rigged and configured.

Here's the linky anyways, where more intricate advice can be shared.

https://discord.gg/3aWeEGrjJK

 
This part here...


Now I was interested in how to convert the model "Emma" from Nexus (because the maker does not make an NPC model) as an NPC and if it works from UMA Player Model to a standard NPC model.


 


Looks  good.  :peep:


To do this, I had to re-link the bone system by hand and make sure that the vertex groups didn't disappear and the weight paint didn't dissolve.
The rest is done by the Mixamo Blender addon to rig the model. I think that's the most important point. Anyway, it worked and she runs around as an NPC.


 


(I only did it personally for myself and for my education ... in case someone comes up with that's forbidden or something...)












This looks like another one of those stepping stones for even more greatness on the horizon.

I was wondering the exact same thing with the avatar files and just assigning the mesh to the NPCcore templates and using their physics.
Glad you did this.  While I am not yet talented enough to go in and edit the skeleton without it turning into the Human Centipede... I have done some minor edits in the past from FO3/Elder Scrolls onward. Would be nice to be able to apply these, even if its only for private games as there are some nice models out there.
 
Anyone tried this with : V1.1 b14 EXP ?

I am in the process trying to figure out from my mods what is causing the issue with the UI..

In game, I can not craft anything as nothing is appearing now.

 
Anyone tried this with : V1.1 b14 EXP ?

I am in the process trying to figure out from my mods what is causing the issue with the UI..

In game, I can not craft anything as nothing is appearing now.
If running mods, especially mods using dll files, it's best to stay on stable builds. Code often breaks with each EXP build they put out.

 
I have tested the latest 0-Score and 0-XNPCCore in V1.1 (b14) and have access to recipes on the Workbench, player, and other Workstations.

However, the NPCs will require an update, as was also seen with custom entities for some of the Wild West Mod entities. In the NPC Mod spawning in a ranged Baker in a test World causes some critical issues. AvatarZombieController stuff.

Just for reference, the log will share this error for NPCs.

 

Code:
NullReferenceException: Object reference not set to an instance of an object
  at AvatarZombieController.GetMainZombieBodyMaterial () [0x00029] in <e8e43063270440388d2e6b7642da1a62>:0
  at AvatarZombieController.Electrocute (System.Boolean enabled) [0x00087] in <e8e43063270440388d2e6b7642da1a62>:0
  at AvatarController.Update () [0x00030] in <e8e43063270440388d2e6b7642da1a62>:0
  at (wrapper dynamic-method) AvatarZombieController.DMD<System.Void AvatarZombieController:Update()>(AvatarZombieController)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void AvatarZombieController:Update()>(AvatarZombieController)
 
The current version builds to use are:

V1.0 (b336) Stable for the 7 Days to Die build.

V1.0.12 for 0-XNPCCore which was release 2 weeks ago and is here.

https://github.com/7D2D/V1.0-Mods/blob/main/0-XNPCCore.zip

V1.0.89.1020 for 0-Score which was released yesterday.

https://github.com/SphereII/SphereII.Mods/releases/latest

And if you're coming back into the game for this new update, with a new world.

Testing the menu shows it allows us to spawn bodyguard NPCs on those current release builds.

Thank you very much! So in steam I go to beta and take it to 1.0 because in the past I just played on the version already it was

 
Is it possible to make all, human mobs at least, friendly on horde day so that they are easier to recruit? I can see bandits being a little nervous on blood moon day and willing to do less raiding. 

 
So I just loaded it up into that game version and got all the new stuff but the issue still persists and it’s not showing up the 3 circles to control the npcs or the npc allies only the traders and zombies and vehicles so I’m wondering maybe is it because I didn’t extract the files into the game I just dragged and dropped and they are still winrar zips but in the past in April I did that and had no issue only after I reinstalled like a month ago or two

And also I have been loading into a new game and a new random world and when I got it to work in the past it was a save game and not a random world so idk what to do

 
And another thing is when I hit verify integrity of game files it says 1 file failed and will be reacquired then it won’t even so how do I install whatever it is manually and I have reinstalled the game like 4 times this past couple months to try to get this to work

 
Sharing the log will assist with understanding if the zipped files have been extracted appropriately.

Pasting the log information into 'pastebin' and sharing the link here is the suggested method of sharing logs in the TFP bugs area and removes the need to upload a file.

 
It's good to see you're dabbling and taking an interest in the NPC side of things. Additional Add On Packs are always in need and if you're interested in that side of things, it'll benefit everyone.

There's an NPC Mod area in the Modding Discord if you're interested. There is also a tutorial download which shows how everything is rigged and configured.

Here's the linky anyways, where more intricate advice can be shared.

https://discord.gg/3aWeEGrjJK
Sure, . I'll take a look.

 
This part here...



  Reveal hidden contents
Now I was interested in how to convert the model "Emma" from Nexus (because the maker does not make an NPC model) as an NPC and if it works from UMA Player Model to a standard NPC model.

 

Looks  good.  :peep:

To do this, I had to re-link the bone system by hand and make sure that the vertex groups didn't disappear and the weight paint didn't dissolve.
The rest is done by the Mixamo Blender addon to rig the model. I think that's the most important point. Anyway, it worked and she runs around as an NPC.

 

(I only did it personally for myself and for my education ... in case someone comes up with that's forbidden or something...)









This looks like another one of those stepping stones for even more greatness on the horizon.



I was wondering the exact same thing with the avatar files and just assigning the mesh to the NPCcore templates and using their physics.
Glad you did this.  While I am not yet talented enough to go in and edit the skeleton without it turning into the Human Centipede... I have done some minor edits in the past from FO3/Elder Scrolls onward. Would be nice to be able to apply these, even if its only for private games as there are some nice models out there.
When I started with Unity I wondered the same thing. Then I saw that the avatar files work by rigging with a freshly imported FBX file. The mesh looked like the thing from another world. Therefore, the bone system must explicitly match the standard model system. Renaming and uploading to Mixamo did not work. I then came to Blender and manually relinked the bones and deleted the *.(drv) bones, then rigged the mesh (body only) with the Blender script Trybe-Rig-master and rigged the mesh with the official Mixamo Blender script and deleted unnecessary stuff with Zero Out Rig. It was a bit of trial and error. The character tutorial videos from xyth helped me with the rest and I still had to translate everything.

For Fallout 3 and Fallout 4 I also modded and put pretty models in it.

My Next Convertet  :becky:

Only the textures (cloth) are not really right yet. I don't think they fit. It's a bit too SciFi ....

7-Days-To-Die-2024-09-27-01-33-25.png
7-Days-To-Die-2024-09-27-06-46-00.png


"
7-Days-To-Die-2024-09-27-07-00-04.png


 
Update for V1.1b14 compatibility

Fixed Baker NullRef on 1.1b14

Fixed Mech companion so it can be hired

fixed type on an NPC weapon

Should be save safe

 
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