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Wandering Traders DMT Mod

Do we need newer/different versions of the sdx dependent files for your mod?

And when updating, do I need to delete anything in the mods folder that has been compiled or when I compile with the new folder in the SDX/mods location be enough?

 
That sounds like a good idea. I think it would be awesome to walk into an area and hear a commotion coming from one of the houses as these guys lay down some pain. Might be good for role play too, in that you could say, this is how they acquire their wares. Nomadic trader/warrior types who live on the road and their wits.
Some, might consider this behavior intrusive to their game play, because these guys may break things in POI's, including loot boxes. I'd like it and welcome it. Some might not. Ultimately, it depends on what you want to achieve in the end.

I have buffed the health of these guys considerably. Up to 1000, and 1200. I don't want to kill them because they add to the immersion and it feels good to know I have someone in the world who is not trying to eat me. Can you give them a slight regen buff? Might serve to keep them around longer. And can you make their inventories change daily? Or maybe that's a silly question because these guys might despawn every day?

Anyways, best of luck to you. I'll be watching this mod with great interest. It is exactly what I have wanted for a long time.
Glad you having fun with it. Since I don't have a mod of my own, I try to configure these new feature mods generically and let folks change them as they prefer. There are several ways to make the traders more resilient You can bump up the hitpoints like you did. Another way is to give them more healing over time and more armor by increasing the values on these two properties under base effects: <passive_effect name="HealthChangeOT" operation="base_set" value="1.1"/> <passive_effect name="PhysicalDamageResist" operation="base_set" value="20" />

You could also add a healing buff like the radiated zombies have. Lots of ways to do what you want.

Inventories refresh in set for 3 days but you can change that in xml easily. Edit the trader.xml and change the reset interval to a smaller number.

I just finished up the companion mod to this one, Bandits, and these two groups will battle it out when they encounter each other. Bandits are weaker than traders so unless a trader comes onto a group it should be ok.

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Do we need newer/different versions of the sdx dependent files for your mod? And when updating, do I need to delete anything in the mods folder that has been compiled or when I compile with the new folder in the SDX/mods location be enough?
I'm not sure exactly what your asking. SDX will remove changed versions of mods and replace them with the newer versions, but will not remove other mods in that folder.

 
Thanks! Sorry if I was being confusing. But you got what I meant. ;) REALLY looking forward to the bandits!

So, I just tried to compile after adding and tweakin some other mods. SDX is popping up with a warning saying I need SphereII Entity Classes installed and enabled. But I can't find that mod in any of the zips that are linked on the first page. And a google search is coming up empty.

Error.jpg

 
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I'm pretty sure, that the third dependency in the mod.xml file is suppose to be SphereII Wandering Traders, not, SphereII Entity Classes. But I don't want to change anything and mess something up.

 
I'm pretty sure, that the third dependency in the mod.xml file is suppose to be SphereII Wandering Traders, not, SphereII Entity Classes. But I don't want to change anything and mess something up.
Your correct. He renamed that mod and I had a prototype version. It's the same thing, just different name. Its fixed now in version 1.03.

Thanks for helping debug this.

 
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Glad you having fun with it. Since I don't have a mod of my own, I try to configure these new feature mods generically and let folks change them as they prefer. There are several ways to make the traders more resilient You can bump up the hitpoints like you did. Another way is to give them more healing over time and more armor by increasing the values on these two properties under base effects: <passive_effect name="HealthChangeOT" operation="base_set" value="1.1"/> <passive_effect name="PhysicalDamageResist" operation="base_set" value="20" /> You could also add a healing buff like the radiated zombies have. Lots of ways to do what you want.

Inventories refresh in set for 3 days but you can change that in xml easily. Edit the trader.xml and change the reset interval to a smaller number.

I just finished up the companion mod to this one, Bandits, and these two groups will battle it out when they encounter each other. Bandits are weaker than traders so unless a trader comes onto a group it should be ok.
That's great info thank you. Can't wait for the Bandits one :encouragement:

 
My pleasure Xyth! I'm glad it was something simple and quick to fix, cause I couldn't wait to use it. ;)

Compiled, loaded up a save, spawned them in, and they are working great!

They took out a few lumberjacks real quick, and they didn't use melee.

Killed them with the Admin Gun, and they all dropped the right packs. And some awesome loot. :D

 
This is a complete SDX noob question, but after I have built/compiled my sdx mods, do I always have to start 7d2d with the SDX launcher?

I mean, I did once, but I have been launching 7d2d like normal (without the sdx launcher) and all my sdx mods work fine.

Am I just not aware of something?

 
This is a complete SDX noob question, but after I have built/compiled my sdx mods, do I always have to start 7d2d with the SDX launcher? I mean, I did once, but I have been launching 7d2d like normal (without the sdx launcher) and all my sdx mods work fine.

Am I just not aware of something?
You don't have to. You can run the games .exe file directly out of your target game directory. So not the vanilla game directory, the game directory you setup sdx to build onto.

 
Hey xyth, thanks for great mods! Do you think it would be possible to make friendly NPCs that could accompany the player and fight for him? You know it kinda does get lonely in single player, but I would see that as a great enhancement even for coop. What do you think? I was hoping we would see this in the base game, but since the bandits are not coming any time soon, I doubt we will see NPC followers any time soon if at all.

 
Hey xyth, thanks for great mods! Do you think it would be possible to make friendly NPCs that could accompany the player and fight for him? You know it kinda does get lonely in single player, but I would see that as a great enhancement even for coop. What do you think? I was hoping we would see this in the base game, but since the bandits are not coming any time soon, I doubt we will see NPC followers any time soon if at all.
Yes, they are coming soon. The code that allows them to manage basic needs like food/water, allow you to hire them, follow etc. is under development and testing.

 
Yes, they are coming soon. The code that allows them to manage basic needs like food/water, allow you to hire them, follow etc. is under development and testing.
Oh my God, really? Thank you, thank you, thank you! If you need a tester, sign me up, I'm here, waving hands like crazy fool! NPCs in 7 days to die is practically dreams come true! :welcoming:

 
Testing right now. Lots of bugs to work through. SphereII is doing an amazing job on the code.

 
Ok .. I like the mods you have here. would really like to install them and try this out, but Im so sadly lost

on where to start with this. Ive done some adding of mods and adjustment of little bits of code

but this SDX idea is a complete mystery to me... I watch the video I found in this thread, but it made me go ' huh? '

I understand what he did there.. sorta .. but how does that work for a deci server?

and with SDX mods, does the player have to add this on client side or does it DL from the server when entering ?

any one offer guidance to a noobie to this stuff?? : )

thanks

 
Hopefully the next build of the 7Days launcher will build sdx mods for you. Stay tuned.

 
Added a Food trader since I added the Baker to the incoming NPC mod. Eventually the traders and NPCs will be merged into one mod, as the trader code was rolled into the new NPC code so any NPC can be a trader with some modification. I like having backpacks on traders that drop loot, and no backpack on NPCs, but you can make whatever you want :-)

 
Added a Food trader since I added the Baker to the incoming NPC mod. Eventually the traders and NPCs will be merged into one mod, as the trader code was rolled into the new NPC code so any NPC can be a trader with some modification. I like having backpacks on traders that drop loot, and no backpack on NPCs, but you can make whatever you want :-)
Any ranged weapons follower in the pack?

Also, I wonder how would you use the followers on long distance? For example when you want to get somewhere far away from where you are right now, normally you hop into your vehicle and get there, but how would you make your follower get there with you? Of course it would be cool if we could craft vehicles for them too, or if they could drive in a jeep with us, but I imagine that would take a long time to create.

I was thinking about some different and hopefully easier solution, something cool that was already created, like Halicopter Pickup Service from HAL9000 - thread,

, except instead of helicopter pickup service, your follower would arrive and maybe you would use a walkie to call him and he would spawn somewhere near you and drive / run to you - something like in Mafia III where you could call various helpers, either gun seller or couple of gang members to help you in the fight. Well, I don't know, I'm just trying to think of ways how to make this stuff easier while hopefully keeping it technically simple. Sorry if that's not a good idea.
 
Yes, right now the ammotrader is also an NPC, and he has a ranged weapon. If I have time I will probably add the bandit archer entity as an NPC, and maybe the heavy trader.

The NPCs will run at agro speed to keep up with the player, so unless the vehicle is very fast they will stay close. As for entering vehicles, I don't think we even tested that yet, lol. Sphereii did add new NPCspawner code that can be used to spawn herds of cattle, bandits, etc in a biome, and even a way to award an NPC service as a quest reward, so its becoming very flexible.

 
Yes, right now the ammotrader is also an NPC, and he has a ranged weapon. If I have time I will probably add the bandit archer entity as an NPC, and maybe the heavy trader.
The NPCs will run at agro speed to keep up with the player, so unless the vehicle is very fast they will stay close. As for entering vehicles, I don't think we even tested that yet, lol. Sphereii did add new NPCspawner code that can be used to spawn herds of cattle, bandits, etc in a biome, and even a way to award an NPC service as a quest reward, so its becoming very flexible.
That's cool! Well, you mentioned quests. Does it mean you plan to implement some quests involving NPCs? I had a lot of ideas like random encounters in which stranger NPCs / potential followers and horde of zombies or bandits are spawned somewhere near you and you can choose to help the strangers by killing the zombies or bandits and if you manage to keep that friendly NPC alive, he may become your follower. Or maybe some POIs would have a chance to spawn some of the NPCs who would ask you to help them loot the POI or help them clear the zombies from it. Or even traders could send you to a POI to see if their friend (NPC) is alright because they were supposed to return with supplies some time ago. You go to the POI and have to rescue that NPC. Stuff like that would be cool.

 
yes, pretty much all that would be possible to modders with the new code. NPCs should be able to give quests and complete quests. They can loot pois for you, but that function needs more work as they NPCs have very long arms, lol. Events like rescues, flash mobs, etc should all be possible. The goal of this mod isn't to make a finished product, but rather provide the tools and examples for the modders to use and include in their mods.

 
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