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NPCMod and Addons

So, none of my NPCs are taking any ranged weapons but pistols.  Tried Shotgun, SMG, Rifles, Assault Rifles.  They didn't want any of them.  I give them the guns, go into the weapon menu in the dialogue, and all I get is the "Weapon Menu" button.  I'm not running any mods that touch weapons... I think.  Mostly just stuff that adds building pieces.  Am I just being dumb here?  That is a very real possibility for me.


Each NPC's entity class must have specific tags, which NPC Core uses to know which weapons it's capable of wielding. (Not all the weapon animations work for all characters; and each weapon has to be set up manually, per character, which not all NPC pack creators want to do; and NPC pack creators might not think that certain weapons are appropriate for certain characters, like a "hulk" character wielding a bow.)

What specific NPCs show this behavior? Which packs are they from? Or are these NPCs that you have created?

 
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Each NPC's entity class must have specific tags, which NPC Core uses to know which weapons it's capable of wielding. (Not all the weapon animations work for all characters; and each weapon has to be set up manually, per character, which not all NPC pack creators want to do; and NPC pack creators might not think that certain weapons are appropriate for certain characters, like a "hulk" character wielding a bow.)

What specific NPCs show this behavior? Which packs are they from? Or are these NPCs that you have created?
DarksSoldierz mod.  And it's the military units.  I don't mind the nurse only having a pistol, but a Captain of the U.S. military not being able to handle a SMG?

 
DarksSoldierz mod.  And it's the military units.  I don't mind the nurse only having a pistol, but a Captain of the U.S. military not being able to handle a SMG?


These are the weapons that DD's soldiers can wield, according to the tags in the entity class XML:

  • Axe
  • Knife
  • Pistol
  • Tactical Assault Rifle
  • M60
  • Rocket Launcher

The dialog options should show up if you put one of those items in the NPC's inventory.

I don't know why they can only wield those weapons. My guess is that these were the only weapons where the animations lined up properly with the "skeletons" of the characters. But that's a guess.

 
These are the weapons that DD's soldiers can wield, according to the tags in the entity class XML:

  • Axe
  • Knife
  • Pistol
  • Tactical Assault Rifle
  • M60
  • Rocket Launcher

The dialog options should show up if you put one of those items in the NPC's inventory.

I don't know why they can only wield those weapons. My guess is that these were the only weapons where the animations lined up properly with the "skeletons" of the characters. But that's a guess.
Sigh, that makes sense.  Welp.  M60s for everyone!

 
So what I'm attempting to do is make the NPC mod run with the most recent version of DF, (the 1.1 version just released). It had seemed that I had managed to do so relatively easily by commenting out the tutorial zombie entitygroup that was conflicting with the zombie spawns in DF and commenting out all references to the rocket launcher (which is deprecated now anyways for Dark's Soldiers). I had succeeded for the most part, the mod loaded with no error messages and the NPC's and zombies engaged each other in the wild as expected. The main problem arose when I hired an NPC; my hired NPC's do not attack zombies or other hostile entities until I either attacked them first or the hired NPC's were attacked and retaliated. The NPC mode is set to hunting and the factions seem to be fine as they engage each other when not hired. Any help in resolving this would be appreciated.

 
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Hey guys. Big thanks for these wonderful additions to the game.

While I don't agree with a lot of the decisions the fun pimps make, the modding community is awesome.

So, I've changed the sexy zombies mod from enemy zombies to hireable NPCs. Cuz obviously who wouldn't?

But it seems as though the animations are tied to the models. Even though I've switched their faction and walk styles to the most human-like ones, they still twitch and move and animate like zombies. I guess the only way to fix it is to get a modeling program and redo their animations? 
Thanks :)

So what I'm attempting to do is make the NPC mod run with the most recent version of DF, (the 1.1 version just released). It had seemed that I had managed to do so relatively easily by commenting out the tutorial zombie entitygroup that was conflicting with the zombie spawns in DF and commenting out all references to the rocket launcher (which is deprecated now anyways for Dark's Soldiers). I had succeeded for the most part, the mod loaded with no error messages and the NPC's and zombies engaged each other in the wild as expected. The main problem arose when I hired an NPC; my hired NPC's do not attack zombies or other hostile entities until I either attacked them first or the hired NPC's were attacked and retaliated. The NPC mode is set to hunting and the factions seem to be fine as they engage each other when not hired. Any help in resolving this would be appreciated.
There are commands u can craft... type NPC in your backpack/workbench... check utube for tutorial...

 
Hey guys. Big thanks for these wonderful additions to the game.

While I don't agree with a lot of the decisions the fun pimps make, the modding community is awesome.

So, I've changed the sexy zombies mod from enemy zombies to hireable NPCs. Cuz obviously who wouldn't?

But it seems as though the animations are tied to the models. Even though I've switched their faction and walk styles to the most human-like ones, they still twitch and move and animate like zombies. I guess the only way to fix it is to get a modeling program and redo their animations? 
Thanks :)

There are commands u can craft... type NPC in your backpack/workbench... check utube for tutorial...
Please read my comment more closely before posting an unhelpful response with an elipses at the end of it. They are in hunting mode, they are not attacking enemies. I've used the mod for a long time, I know the basics.

 
The NPC mode is set to hunting and the factions seem to be fine as they engage each other when not hired. Any help in resolving this would be appreciated.
These modes are governed by buffs.xml. I haven't looked at DF for 1.1 but it generally overwrites default files and anything that attempts to make changes beforehand which is possibly wiping out what the NPC Mod is attempting to do. I didn't see any mention of load order but it's something to consider. I'll be playing DF with Darkstardragon one of these days but we're not quite there to give specific instructions.

 
These modes are governed by buffs.xml. I haven't looked at DF for 1.1 but it generally overwrites default files and anything that attempts to make changes beforehand which is possibly wiping out what the NPC Mod is attempting to do. I didn't see any mention of load order but it's something to consider. I'll be playing DF with Darkstardragon one of these days but we're not quite there to give specific instructions.
Thanks for the information, at least I can start there.

 
Hi, how do I increase the number of NPC encounters? It's difficult to find one on the map, so far I haven't found it.

 
spawning.xml in the main 0-XNPCCore or Add On Packs can increase the spawn count and lower the time it takes to respawn.
Increase the maxcount by +1 for each entry to see if it matches your own requirements. Reducing the respawndelay to a lower amount allows them to respawn quicker. Consider just increasing the maxcount to +1 for starters to avoid flooding the biomes.

 
Hello again friends! I have created a problem. luckily its only with the "Baker" he seems to be stuck in a extremely slow "walk". He does not have a walking animation, just sliding across the terrain at a "over-emcumbered" pace. I realize I have done this but I haven't done any mod adjusting in a while. Any help is appreciated.

 
slenderror1 said:
i don't know where to get support for this issue, so here ill put it. Ive been using the war3zuk modpack but only the zombies are spawning none of the npcs are spawning. The modpack has:

the darks soldiers addon

spider addon

darks zombies

doubleg zombies

guppycur zombies

gans zombies

serverside zombies

None of the addons are built into the overhaul, I've tried editing the registry for max zombies and animals but that's not helping.

any help is appreciated
i managed to fix this.....

i made the entitygroups.txt file to look like this

<configs>
    <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
        
            npcSoldierGBDAxe, 0.90
            npcSoldierGBDKnife, 0.90
            npcSoldierGDAxe, 0.90
            npcSoldierGDKnife, 0.90
            npcSoldierGHDAxe, 0.90
            npcSoldierGHDKnife, 0.90
            npcSoldierHD1Axe, 0.90
            npcSoldierHD1Knife, 0.90
            npcSoldierHD2Axe, 0.90
            npcSoldierHD2Knife, 0.90
            none, 8.0
        </csv>
    <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
            npcSoldierGBDAxe, 0.92
            npcSoldierGBDKnife, 0.92
            npcSoldierGBDPistol, 0.92
            npcSoldierGDAxe, 0.92
            npcSoldierGDKnife, 0.92
            npcSoldierGDPistol, 0.92
            npcSoldierGHDAxe, 0.92
            npcSoldierGHDKnife, 0.92
            npcSoldierGHDPistol, 0.92
            npcSoldierHD1Axe, 0.92
            npcSoldierHD1Knife, 0.92
            npcSoldierHD1Pistol, 0.92
            npcSoldierHD2Axe, 0.92
            npcSoldierHD2Knife, 0.92
            npcSoldierHD2Pistol, 0.92
            none, 7.0
        </csv>
    <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
            npcSoldierGBDPistol, 0.92
            npcSoldierGBDTRifle, 0.92
            npcSoldierGBDM60, 0.92
            npcSoldierGDPistol, 0.92
            npcSoldierGDTRifle, 0.92
            npcSoldierGDM60, 0.92
            npcSoldierGHDPistol, 0.92
            npcSoldierGHDTRifle, 0.92
            npcSoldierGHDM60, 0.92
            npcSoldierHD1Pistol, 0.92
            npcSoldierHD1TRifle, 0.92
            npcSoldierHD1M60, 0.92
            npcSoldierHD2Pistol, 0.92
            npcSoldierHD2TRifle, 0.92
            npcSoldierHD2M60, 0.92
            none, 7.0
        </csv>
    
</configs>

then i made spawning.txt look like this for every biome

<append xpath="/spawning/biome[@name='pine_forest']">
    <spawn maxcount="5" respawndelay=".01" time="Day" entitygroup="NPCDarkSoldierGroupGS01" notags="commercial,industrial,downtown" />
    <spawn maxcount="5" respawndelay=".01" time="Night" entitygroup="NPCDarkSoldierGroupGS50" notags="commercial,industrial,downtown" />
     <spawn maxcount="5" respawndelay=".01" time="Day" entitygroup="NPCDarkSoldierGroupGS01" tags="commercial,industrial" notags="downtown" />
 <spawn maxcount="5" respawndelay=".01" time="Night" entitygroup="NPCDarkSoldierGroupGS100" tags="commercial,industrial" notags="downtown" />
  <spawn maxcount="5" respawndelay=".01" time="Day" entitygroup="NPCDarkSoldierGroupGS50" tags="downtown" />
   <spawn maxcount="5" respawndelay=".01" time="Night" entitygroup="NPCDarkSoldierGroupGS100" tags="downtown" />
    </append>

 
Updated mod to 1.2.01

Converted spawning.xml for the core, birds, mechs and Darkstars soldiers.  

NPC longbow player item compatibility fixed

updated the "cp" fire buff to conform with new TFP xml - still warnings in log to hunt down

as always, let me know what bugs remain.

Hello again friends! I have created a problem. luckily its only with the "Baker" he seems to be stuck in a extremely slow "walk". He does not have a walking animation, just sliding across the terrain at a "over-emcumbered" pace. I realize I have done this but I haven't done any mod adjusting in a while. Any help is appreciated.
I just saw this on the Baker for a few seconds, then he walked as normal.  Seemed to happen if he spawns into a combat situation, but will need to test more.  

 
Darks Raider Gurls (1-DarksRaiderGurlz) have been updated to V1.2.

https://www.nexusmods.com/7daystodie/mods/5648

VAw1AlB.jpeg


 
Xyth's Spider Colony Expansion Pack has been updated for V1.2 (1-NPCXSpiderColonyExpansionPack).
This combines Xyth's original Spider Pack (1-) with the Colony Expansion Pack (2-) in a combined bundle for compliance and convenience.

mqQ2ZGd.jpeg


 
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Oakraven's Cold Bloods (1-OaksColdBloods) have been updated to V1.2. This ensures the spawning mechanism is compliant.

Rq5M2ZP.jpeg


 
Oakraven's Head Hunters (1-OaksZombieHeadHunters) have been updated to V1.2 compliance.

zLbjuV1.jpeg


 
Summon Friend Z (1-SummonFriendZ) has been updated to V1.2 for spawning compliance.

12FDU7I.jpeg


 
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