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.

eep:
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...)