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xyth

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Everything posted by xyth

  1. xyth

    A21 NPCMod and Addons

    Added 2 new expansion packs from DarkStarDragon: Vault dwellers (The Wasteland mod has Vault POIs, so expect these to live there eventually) , and a Robots pack.
  2. xyth

    A21 NPCMod and Addons

    The A20 vanilla controller removed support for the Behemoth, and i did not add it back in, as i wanted the zombiecontroller released in the tutorialproject to be a perfect clone of vanilla for now
  3. xyth

    A21 NPCMod and Addons

    Correct. The tutorial project contains a zombie controller as well as the human one.
  4. Current Stable Version: 21.1.0.20 The NPCMod is a community modding project. While initially started by Sphereii and Xyth back in A16, the team continues to grow in size every alpha. The goal of this project is to provide "Core" functionality and templates that can be reused by modders to add high functioning characters to their mods. There are 2 core modlets, both are required for this mod to work. The 0-SCore modlet contains C# code and the 0-XNPCCore contains the xml and templates. By design this mod encourages expansion through expansion packs. Character packs focused on a entity type, for example, a 1-soldier pack or a 1-spider pack add new characters to the 0-XNPCCore. A 2-soldierfactions pack might add different factions to the 1-soldier pack, reusing those same soldier models. The sequence 0-, 1-, -2 etc. indicates there is a dependency on another modlet with a lower number prefix. Other character modders have committed to contributing additional characters that leverage this mod pack like they do to the POI (Buildings) collection called CompoPack. If you would like to join this community team, or have some features or characters to contribute, we would love to hear from you! Features: This mod includes a Unity Tutorial Project (available separately) containing the mods controller and templates and scripts so making new characters is easy. NPC characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions, limb decapitation and gore. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, which typically do not have ragdolls. NPCs use a new Artificial Intelligence system called UAI. Unlike zombie AI (EAI), this system allows for advanced tasks and real time decision making based on considerations. Should the NPC attack, run, loot, follow, backup to optimized weapon range? All tasks and considerations. Work very well as sleepers in POIs, respecting all of the POI volume properties. Can be setup to attack on bloodmoons! Spawn with vanilla or custom weapons just by editing xml. Can be hired, becoming loyal companions, sharing your adventures and challenges. Hired NPCs can be ordered to follow and stay, with full control via optional control icons. Animals can also be hired, though don’t accept Dukes. Try meat. NPCs have factions. Some like you, some don’t. Beware of bandits! Hostile NPCs have additional AI so they will hunt you down more than zombies can, be warned! No more losing your NPC. They will teleport to you if stuck, get too far away, or if configured, to your bedroll when you die. They will follow you on foot, keeping up with you, and if you get into a vehicle, they will hide and reappear once you exit the vehicle. They can heal themselves when its safe to do so, and there is a medic package for characters that can heal and mend others. Low maintenance, no need to feed or water these folks, but that is a feature that could be available later. Lifelike Idle animations while chatting and wandering were added to improve immersion. Many more will be added after initial release. When the player/leader crouches, so do the NPCs Scalable, modular architecture, so expanding character and new behaviors is much simpler. Customizable pathing per NPC is available for POI designers. New for A21 Weapon Swapping! Add player weapons (not every one is supported) to NPCs storage, and use the menu to enable that weapon. New controller. Optimized to eliminate odd animation issues seen in A20 NPC Controls: There are craftable player commands that will control your hired NPCs as a group. You can craft these commands by typing in NPC in your crafting menu. Tutorial Video: NPCMod: Controlling Hired NPCs through Player Actions - YouTube There are currently three commands: Mode: This command is a toggle between various control modes: Hunting (default): In this mode your NPC swill automatically target anything that it sees as being hostile towards it or yourself. You have no control over their actions besides stay and follow. Full Control: In this mode the NPCs will not automatically target anything. It will behave as if all hostiles are threats and will only engage if you are hurt or if you start attacking one of the threats. Stop: This command is a toggle and when paired with Full Control will make your NPCs halt or resume attacking their targets. This becomes especially useful when you feel like you or your NPCs will not survive an encounter and you want them to simply follow you so you can avoid the encounter altogether. It is also useful when you wish to travel without engaging any targets. Help: This command is useful when you are in Full Control and want your NPCs to engage targets within 20 meters of you. If you are without ranged weapons, you want to be able to have your NPCs help you without having to either take damage or attack the hostile. FAQ's What happened to the CreaturePacks and NPC mod? They have been merged, combined and obsoleted. Now that code can be natively loaded by the game, there was no reason to keep those two separated. This version is simpler to load, maintain, and has more features than either one did. Can I run this with EAC enable? NO, EAC must be turned off. Can I learn how to add my own characters? Sure, its never been easier to learn to make characters. Lots of work went into simplifying the process, and scripts can do most of the work for you now. There are videos available to assist. I have great ideas for more features, where do i make suggestions? This thread works or on Guppy's modding forum in the NPC-mod channel I found a bug! Where do i post that? Please provide the info requested in the bug form found below, and post it here or on Guppy's modding Discord under the npc-mod-bug reports Does this work on dedicated servers? It should, the current version tested well on dedi. All mods, cores and expansion packs MUST be loaded into BOTH the Dedi and all client Mods folders. Have a good question? Maybe you will see it listed here soon! Known issues: Always use a fresh game if you update Score or NPCCore. Strange things can happen updating the cores on an existing game. The UI needs work, some overlapping text, Sirillion has volunteered to refresh it. Hired NPCs might Leroy Jenkins on aggressive animals, use the command interface to gain more control. Melee NPC detection of crawlers in the grass isn’t as good as ranged, but works. NPC ranged can sometimes not hit as well as other times. Let us know if you see a pattern. Might be debuffs accumulating. It’s a very complex mod, expect bugs we didn’t find yet, and please report those. BUG REPORTING FORM Summary: (a short description of the bug) Game Version: (A20 bxxx) Platform: (PC / Mac) Video Settings: (Low / Medium / High / Ultra / Custom (Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: (MP host / MP client / SP / Client on Dedi) Did you start a new game? (Yes/No) Note: do not submit a bug report until you retest your issue in a new game. Did you validate your files? (Yes/No) Are you using any other mods? (Yes/No) Note: Please retest without any mods loaded in a new game. EAC off? Note: Needs to be Off. Bug Description: Detailed steps to reproduce the bug: Actual result: (description of what is occurring) Expected result: (what you expect to occur) Installation: Turn EAC Off! Option 1: Download 0-XNPCCore.zip and SCore using the links below. If the download is a .zip or .7z file like the 0-XNPCCore.zip is, then unpack that compressed file and place the mod found inside into your Mods folder. SCore isnt compressed, so download that folder directly. Then load as many expansion packs as desired, unpacking the file if needed. If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder. So copies in both the client side Mods folder and also on the server Mods folder. Option2: Use the modlauncher to load the 2 cores. Here is a helpful video to get you started: Terms of Use: You are allowed to use the NPCMod, its NPCCore, Unity Controller and expansion packs without any kind of direct modifications. All modifications and/or derivative works of NPCCore, controller and expansion packs are restricted to private use only unless those modifications are done in expansion mods that have a dependency on the unaltered Core mods being loaded. The mod and expansion packs contain purchased assets, including animations in the included character controller, so any derivative use of the models or controller is also contingent on purchasing those assets first. You are encouraged to use the NPCMod as part of your own mod, public or private. However, you must provide credit to the community team by adding the “Powered by Score and NPCCore” logo to your mods opening screen and forum posts. (Resize as appropriate) or The team is not responsible for any damage, including damaged savegames, by using this mod. Unity Tutorial Project Download: A21 Tutorial project: https://drive.google.com/file/d/1yPQ2yOj1Oe7pOml3ytfZcNggWWTAD4gq/view?usp=sharing This is only needed if you want to teach yourself how to make your own characters, or vehicles, or guns etc. Core Mod Downloads: (also available on the ModLauncher) Stable Releases A21 SCore: (0-Score) https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore NPCCore: (0-XNPCCore) https://github.com/7D2D/A21Mods/blob/main/0-XNPCCore.zip Expansion Packs: By: Xyth 1-NPCXBirdPack: https://github.com/7D2D/A21Mods/blob/main/1-NPCXBirdPack.zip Adds birds to the sky 1-NPCXSpiderPack: https://github.com/7D2D/A21Mods/blob/main/1-NPCXSpiderPack.zip Adds giant spiders to hostile biomes 1-NPCXMechPack: coming soon An assortment of mechanical terrors By: DarkStarDragon 1-DarksZombiez: https://drive.google.com/file/d/1RxmX_4Jbp2YWkOAVY3obL3tSe4Fc5XNx/view?usp=drive_link DarkStar's first zombies, wasn't gonna happen until it did. 1-DarksRaiderz: https://drive.google.com/file/d/1ZNnoHFVqj4W9kpBIENTmFhPdX5qlyW14/view?usp=drive_link DarkStar's Raiders, be afraid, be very afraid. 1-DarksSoldierz: https://drive.google.com/file/d/1UXkaE8VKUaFXi0bMQVyx27T9Ab3Yof0l/view?usp=sharing DarkStar's Soldiers, Hire yourself some protection. 1-DarksCleanerz: https://drive.google.com/file/d/1WPzqUPCyQVIuczURKc5QrieWJoyQ0Cwt/view?usp=drive_link DarkStar's Cleaners, Special OPS guys, like soldiers but in badass black gear 1-DarksRaiderGurlzFriendly: https://drive.google.com/file/d/1n1Xf5dZU2v_-0mQqJzbgSED37NSW8lui/view?usp=drive_link DarkStar's RaiderGurls, Friendly NPCs Gurlz, Only load one version, not these and the bad Gurlz below. 1-DarksRaiderGurlz: https://drive.google.com/file/d/1VitC6ee-OdEWG1Rua41Bo-jHUIcjFh9s/view?usp=drive_link DarkStar's RaiderGurls, Bandit NPCs version of the above Gurls. Only load one version, not both. By: Arramus Link to main repo: https://github.com/arramus/A21-NPCMod 2-SummonFoxFriend: https://github.com/arramus/A21-NPCMod/blob/main/2-SummonFoxFriend.zip You have a friend. 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A21-NPCMod/blob/main/2-NPCXSpiderPack-ColonyExpansion.zip An expansion for an expansion pack! Adds more spider variety. You need to load the cores AND the 1-NPCXSpiderPack expansion when you load this mod. 1-OaksZombieHeadHunters Add On Pack. https://github.com/arramus/A21-NPCMod/blob/main/1-OaksZombieHeadHunters.zip By: GanTheGrey 1-GansStandardZombies: https://dev.azure.com/pouellette25/Gans Standard Zombies/_git/Gans Standard Zombies A21?path=/1-GansStandardZombies.zip Gan is back with some of his A19 favorite normal zombies 1-GansSpecialZombies: https://dev.azure.com/pouellette25/Gans Special Zombies/_git/Gans Special Zombies A21?path=/1-GansSpecialZombies.zip Like zombie oddities? Look no further. By: Khzmusik 1-khzmusik_Zombies: coming soon As if you have enough zombies.... 1-khzmusik_Civilians: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Civilians Folks just like you, trying to survive. 1-khzmusik_NPC_Rogues_and_Psychos is now updated for A21. https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Rogues_and_Psychos By: the EndZ Development team 1-EndZ-WesternEntityPack by the EndZ Development team: https://www.moddb.com/games/7-days-to-die/addons/endz-western-entity-pack Giddy up cowboy! 1- EndZ-AustrailianEntityPack https://github.com/arramus/A21-NPCMod/blob/main/1-EndZ-AustralianEntityPack.zip Meet the Team (Historic and Current, in no particular order) Sphereii: C# wizard and modding community teacher. Famous for his mod launcher and other code bits Xyth: Unity guy and modding community teacher. Not very famous. GuppyCur: Discord master and sometimes zombie maker. TSBX: TFP tester and previously a zombie creator DarkStarDragon: Active creator of NPCs, maker of great expansion packs Sirillion: The UI master himself, creator of screens and menus. FuriousRamsay: Contributor of NPCCore xml code Khzmusik: C# code contributor Mumpfy: Graphics and character retexturing guru Khaine: very helpful input on mod design Arramus: POI/sleeper tester and designer Mr. Devolver: longtime tester and advocate Magejosh: Tester GanTheGrey: Zombie maker EndZ Development team: maker of great expansion packs And cheers to the many new NPC and Zombie makers, who are encouraged to join the team! I’m sure I’m missing several others who helped along the way, please let me know whos' been missed! Videos that might be useful
  5. This week. Not many bugs left on the list for SP, just started testing on dedi.
  6. I don't agree, food spoilage is a nice mechanic, but difficult to balance well. Sphereii and I released a spoilage mod for previous alphas, and many enjoyed it. If food is rare enough into late game, then I agree its not really needed. Farming kills that balance since in vanilla zombies do not destroy crops. In Starvation mod we added that function, plus crop disease, insects etc., so farming wasn't a ez fix to food as in vanilla. So its about feature balance. TFP likes to keep it simple, and that way works well too.
  7. xyth

    Winterween

    Not in the near future. Many other projects need updating first.
  8. xyth

    Gazz' mods, A20

    Best kind of mod, simple, effective. 🙂
  9. You are correct. Properly prepared mods with code can just be placed in the Mods folder and should work as expected. That is why the CP mod is discontinued in favor of the full featured NPC mod. The A19 lockpicking works but it seems to snap lockpicks very easily, and i noticed some artifacts on zoom in on 1 lock, but if you can live with those issues, enjoy.
  10. Private repo while I work on things. Pretty much just focused on NPCs since thats a huge undertaking. Lockpicking will be next, not sure I will release other mods unless there are requests.
  11. Lockpicking mod works, but oddly the picks break too easily now unless you highly perk into lockpicking. On the list to fix. The NPC code has improved even more since that video, so stay tuned!
  12. It is currently not possible to edit the player controller to add new animations.
  13. For lack of a better mod name, the 0-creaturepacks and its NPC version are replaced with a single "core" pack named 0-XNPCCore. It will have 1 dependency mod, the 0-SCore code pack by Sphereii. Inside the NPCCore will be a male and a female survivor (friendly), a bandit, an animal, and a zombie. These are all really template characters, fully functional, but there to enable the cores xml templates and demonstrate specific functions that characters can do in game (follow, heal, loot etc. ). The idea is that modders can make expansion packs that have these cores as dependencies. So a modder can make a 1-Spiders pack, which will only include spider characters. Others might be soldier packs, villager packs, zombie medical staff packs, puppy packs etc. If you don't like spiders, don't load that expansion pack, or if its in an overhaul, remove that pack. Each expansion pack will be self-contained to help avoid breaking other mods. All that is required is the characters files (.unity3d file), and the entityclasses.xml and entitygroups.xml files to add them to the game. Those entries would only be a few lines each if the modder extends from the templates provided in the NPCCore. So in A20 we took an even greater modular approach, that I hope takes off.
  14. No, we extended the UAI codebase that TFP originally used for bandits. We will likely snip some code from the drone and reuse that, but since drones have a builtin AI, and flys, its less than ideal base for walking humans.
  15. If you found a code bug in the path costs Id be interested in learning more about that. Our Human AI use A*, and the less dumb they are the better. Join Guppy's Discord and the channel on C# coding. All the tools and references you want are linked there.
  16. We are working on a new version now. The CreaturePack Mod, the NPC mod, the character effects mod, and NPC dialog mods are all merged into 1 now for A20.
  17. The game uses the A* path package as it base pathfinding, then modifies that and hooks it into the rest of the AI Logic. Its all in the assembly, but based on what we saw, we didnt want to touch changing it for out Human AI project. Good luck, you have quite a challenge selected.
  18. 2020.3.14f1 is the build version, but I'm using 2020.3.24f1
  19. xyth

    Winterween

    nope, thats custom code.
  20. there are encoding recommendations somewhere in this thread.
  21. TFP has a roadmap and a schedule to keep. As a modder who has been looking under the covers at all the new changes made between Alpha releases, I can say that TFP is doing great work on getting this game ready for greatness. Modders can add features more quickly than TFP because we generally don't concern ourselves with high levels of optimization and stability. Take these NPCs for example, they are not perfect, at best a work in progress. But many hundreds of hours of dev time have gotten them to this point. Labor of love kinda thing. Don't expect TFP to make stuff like this AND write all the backend code needed for modders to do what we do.
  22. All changes to sound volume must be done inside Unity, and then reexported. I set number of movies to 3 instead of higher, as video file sizes are large and I was concerned about folks getting carried away loading dozens of large movies and crashing the game. I do not plan on working on the video mods until after A20 is released, as I am working on other things right now, and also the video component tends to break every alpha.
  23. This property is commented out on the players: <property name="ActivationDistance" value="5"/> If you want to turn it on/off at greater range, use that property and increase the value. Might still work, but i didnt test it in A19 There is no way to change the volume at this point. maybe in a20.
  24. My point is that in the last 6 months we have modded major enhancements to the A19 versions of NPCs. In addition to following better, they have their own custom AI, so they are very similar in functionality to players now. Beside using player weapons well, and animating the same as the player, they can use heal, loot, make tactical decisions in real-time, and benefit from the perk system. Crafting will be added at some point as well. It is unlikely TFP will do much beyond making high quality bandits at this point, and there is no reason why they should spend the time on more than just that. Modders have the extra time, so we do.
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