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xyth

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Posts posted by xyth

  1. 500?  no, just 5 should drop in a separate drop bundle.  Our testers never saw this issue, and you cant loot npc corpses, so some mod you might have added is bugging it.

     

    That info only shows if your in DM, debug mode.  Its debugging info

     

    We added localization in the next release, so that should sort the name issue.

     

    SMX provided the additional UI stuff, so look in the mods UI folder.

  2. 5 hours ago, DDzu said:

    Ooooh, that is sad :( I was hoping that it wouldn't be a problem since "Known issues" mensions only updating core files, but oh well... will there be ever possibility to add this mod to existing save or is it technically impossible? Really sorry if i'm annoying, I just love this mod, but I already play on dedi with friends and we are quite far in progress, so starting game again is out of question.

     

    You can backup your save game and try it.  But since this mode, specifically the SCore, has so much code, its almost like adding new a game into 7 Days to Die.    That's likely to break any savegame since so much of the game is being changed.

  3. The falling into the ground is a vanilla issue which was recently acknowledged by TFP, and is being fixed.  In the meantime, in the next build we added the player unstuck code to attempt to unstick NPCs as they fall and place them a bit above ground.  Seems to be working well.  We are almost done with the must fix bugs on dedi servers so a new build should be coming soon.

  4. 11 minutes ago, DDzu said:

    Quick question: Is it safe to add this mod to existing save? 

    Also I really want to use it on dedicated server (when I use hosting site, they give me dedicated server right?) but since you mention there are too many bugs on it, I will wait for green light...

     

    Its really NOT SAFE to add to an existing save.  

     

    We made a lot of progress on dedi, still some spawning bugs to resolve and a friendly fire issue, but we are getting close.

  5. 13 hours ago, piroman182 said:

    Trouble here..When i Hired a Npc and told them to stay ..they still follow me lol .

    Thats unexpected.  Are you sure you had 1000 coins on you so you actually completed the hiring? 

    11 hours ago, Nikormizer said:

    Hi Xyth,

    Is there a way to keep the bodies of the dead NPCs from despawning so quickly. 

     

    Thx!

    That is a setting in xml that can be adjusted but rapid despawning is needed right now as a work around for another issue. 

    12 hours ago, Beepbop said:

    Hey love the mod! one question though is it possible to turn off bullet damage to blocks? I went to the item xml file and changed all guns and bullet block damage too zero and it didn't work. bullets still did one damage to blocks. I even edited the perks associated with block damage of the npc guns and nothing worked.

    1 damage is the minimum the game code enforces.  There is no xml way to reduce that to zero yet.

  6. 8 hours ago, Nikormizer said:

    Thanks for the great mod! I'm looking to tweak spawn percentages of NPCs. I feel like the encounters are too common. Also is there a way to remove certain NPCs or alter their spawn weapons. For example, I want to remove rocket launcher NPC or just the weapon.

     

    Thanks again for all the great work you guys do

    The XNPCCore has a few example characters included, a nurse capable of healing it's leader, a Baker who someday hopes to craft meals, the tutorial zombie, a verbose bandit lady, and a snowfox.  These demonstrate the xml templates included in the cores.  Glad you enjoy our work!

  7. 48 minutes ago, Madnesis said:

    I would like to disable the health bar appearing when pointing at enemies/NPCs. Could you let me know how to achieve that?

    In the SCore mod, there is a blocks.xml file used for configuration.  Try changing this property: <property name="ShowTargetHealthBar" value="true" /> to false

  8. I updated the link to the SCore. 

     

    You only place the SCore mod, not his entire repository, into the Mods folder.

    2 hours ago, yujiansquall said:

    npc fell off the world and the trader disappeared perhaps fell off the world too.....😔

     

    The mod does not add traders, so maybe you are spawning vanilla traders

    11 hours ago, DarkCloudNinja said:

    seems i may have found a bug, i am unsure though. but my new game just crashed. 

     

    NullReferenceException: Object reference not set to an instance of an object
      at EntityAliveSDX.SetDead () [0x00028] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:923 
      at EntityAlive.ClientKill (DamageResponse _dmResponse) [0x00012] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at EntityAlive.Kill (DamageResponse _dmResponse) [0x00049] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00762] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::ProcessDamageResponseLocal>(EntityTrader,DamageResponse)
      at EntityAliveSDX.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x0005a] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:1025 
      at EntityAlive.damageEntityLocal (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single impulseScale) [0x00566] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at (wrapper dynamic-method) EntityAlive.DMD<EntityAlive::DamageEntity>(EntityAlive,DamageSource,int,bool,single)
      at (wrapper dynamic-method) EntityTrader.DMD<EntityTrader::DamageEntity>(EntityTrader,DamageSource,int,bool,single)
      at EntityAliveSDX.DamageEntity (DamageSource _damageSource, System.Int32 _strength, System.Boolean _criticalHit, System.Single _impulseScale) [0x00074] in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore\Scripts\Entities\EntityAliveSDX.cs:887 
      at EntityAlive.OnUpdateEntity () [0x0009a] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at World.TickEntitiesFlush () [0x0000c] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at GameManager.UpdateTick () [0x00033] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at GameManager.gmUpdate () [0x002ee] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 
      at GameManager.Update () [0x00000] in <024b4fbbc13a42b09b9ffdd3fd300f35>:0 

     

     

     

    I get this error and the server crashes. let me know if you want the log file.

     

    Update your SCore, should be fixed.

  9. On 1/8/2022 at 2:57 PM, JustBeDeadPLS said:

    well I have a problem downloading these, maybe I missunderstand something but, I have downloaded the 2 cores to the mods folder but when I try to join the console pops  up and I got this. https://www.udrop.com/6fN0/konstig_saaaaaak.png

     

    The error says the SCore is not loaded.

    1 hour ago, SenpaiThatIngnoresYou said:

    Can npcs level up or are they just static? 

     

    They spawn with some random perks, but in this first release, beyond those perks, only damage increases as they get kills.  We want NPCs to otherwise level up, and be trained up using books placed in their backpacks, but this release is just about validating all the new features and AI we added for A20

     

    8 hours ago, DDzu said:

    OMG I remember using this mod in A19, it was one of the best mod to enrich the gameplay! I'm so exited it is still worked on for A20! I have a question though already (duh). Where can I disable hiring NPC? I don't want to comment out too much from xmls, where should I look? I play with group of friends only so we agree we don't need friendly hired NPC, but also want to use all packs. Thanks in advance. Keep up the good work!

     

    You can edit the xml to make the hiring cost very high so it cant be done.  That's the easiest solution

     

                <property name="HireCurrency" value="casinoCoin" />
                <property name="HireCost" value="1000" />

     

    That is found in entitieclasses.xml, under the first NPCMelee template, top of file

     

    Currency can be any item.   

     

  10. This wasn't clear in the install instructions? 

     

    "Option 1:  Download using the links below then just drop the 2 Core modlets into your MODS folder.  Then load as many expansion packs as desired.  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."

     

    So you need to load 3 mods, SCore, NPCCore and then the soldiers.   Load all 3 on BOTH the server and every client.

  11. I cant read your error.  Linking a log would help

     

    LOG LOCATIONS: 


    Windows: 
    From Steam 
    <gamefolder>\7DaysToDie_Data\output_log__<DATETIME>.txt

    From Mod Launcher
    <gamefolder>\7DaysToDie_Data\output.log

    From  .exe  
    %AppData%\..\LocalLow\The Fun Pimps\7 Days To Die\player.log

    From dedicated through startdedicated.bat 
    <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt

     

    Linux
    From Executable
    <homefolder>/.config/unity3d/The Fun Pimps/7 Days To Die <- Dedicated>/Player.log

    From start scripts or Steam
    <gamefolder>/7DaysToDie_Data/output_log__<DATETIME>.txt

    From server with management scripts
    /home/sdtd/instances/<instancename>/logs/output_log_<DATETIME>.txt

     

    MacOS
    <homefolder>/Library/Logs/Unity/Player.log

  12. So on default balance:  Right now all of the expansion packs spawn into the wildgameforest group.  In vanilla, there is a  65% chance of spawning a rabbit or chicken, 30% chance of spawning nothing at all in that , and a small 5% chance of a deer or wolf.  The expansionpacks all loaded with the core changes this to about 60% chicken or rabbit, 20% nothing, and 3% deer/wolf etc.   Then about 10% chance of a human, and 7% a bird

     

    So humans will spawn, its just not as common as other things at this point.  The NPCCore entities spawn in other biomes generally, like snow or desert.

  13. They are uncommon spawns, but are around.  Nothing is balanced yet, mostly because this isn't primarily intended to be a mod used alone, but for POI builders and mod makers to use in their mods.  You can use it alone, but balance is then on you because we don't know how many or which expansion packs you might load.

     

  14. 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.  

  15. 7 hours ago, ate0ate said:

    Okay, beautiful work but I do have one small issue. I was hesitant to mention it as it is a mod conflict but being that it involves this and one of the team's mods I figured it worth mentioning at least. When using the suite of mods above along with @KhaineGB's behemoth spawning mod there is a console error upon world creation mentioning duplicate physicsbodies.xmls and failure to load resulting in broken ragdolls. I apologize as apparently no logs were generated and I am unsure which mod is causing the issue, if it is indeed an issue at all. All apologies for my lack of useful information. I tested this in singleplayer on a fresh install using only the suite of mods above, including listed expansions, and khaines behemoth.

     

    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

     

  16. NPC_LOGO_low.thumb.png.e9774a7359c4579bdab28b74df40e283.png

    Current V1.0 Version: 1.0.12

    Current A21 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.
    • 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: (V1.x.x)

    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:

    1. 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.
    2. 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)

     

     

    POWERED_LOGO_HORIZONTAL_low.thumb.png.8fb3b20b00f0a51e142403621b77146b.png

    or

     

    POWERED_LOGO_HORIZONTAL_low.thumb.jpg.042fa976d43a4f8ae853437a5725ea8b.jpg

     

     

    1.  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.  It is compatible with V1.0 as well, at this point there is no benefit to using the newer version of Unity.

     

     

    Core Mod Downloads: (also available on the ModLauncher)

     

    NPCCOrefolks.png.082c0c0e0ea47c1b59f0a220d861caca.png

     

    Stable V1.0 Releases

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

     

    V1.0 SCore: (0-Score) https://github.com/SphereII/SphereII.Mods/releases/latest  

     

    Experimental Releases - None

     

     

    V1.0 Expansion Packs 

     

    By: Xyth

     

    1-NPCXBirdPack: https://github.com/7D2D/V1.0-Mods/tree/main/1-NPCXBirdPack

    Adds birds to the sky

     

    1-NPCXSpiderPack:  This pack was replaced by a bigger, better one by Arramus, find it below!

     

     

    By: Sphereii 

    Adds fishes to the water

     

    A Better Lifehttps://github.com/SphereII/SphereII.Mods/releases/download/1.0.59.1007/SphereII.A.Better.Life-1.0.0.732.zip

     

     

    By: DarkStarDragon 

     

    1-DarksZombiez: https://drive.google.com/file/d/17Yx6r5VYoskLb5hLnY8u1UXhVtK1Uyaa/view?usp=drive_link

    DarkStar's first zombies, wasn't gonna happen until it did.

     

    1-DarksSoldierz:   https://github.com/7D2D/V1.0-Mods/blob/main/1-DarksSoldierz.zip

    DarkStar's Soldiers, Hire yourself some protection.

     

    1-DarksDinoz: https://drive.google.com/file/d/19M7Kf29mCO2Ai3J7_9_t-zsCfGMeYktE/view?usp=drive_link

    Cause who doesn't want Dinos roaming the forests.

     

    1-DarksPrepperz:  https://drive.google.com/file/d/18h7ngt_2m2YnNefI0ZOtP9QLJkLLw1-y/view?usp=drive_link

    Made with the Preppocalypse Mod in mind, but now available as a addon pack.  

    Features: Custom voice/sounds, animations, silenced weapons, special stats and found only in their own custom POIs.  Have Fun!

     

    1-DarksRaiderGurlz:  https://www.nexusmods.com/7daystodie/mods/5648

    Bandit Babes to ruin your day.

     

    By: the EndZ Development team

     

    endZPack.png?format=webp&quality=lossless

     

    EndZ-WesternEntityPack by the EndZ Development team: https://dev.azure.com/ryanmfranks1989/_git/EndZ Western Entity Pack?path=/Mods/EndZ-WesternEntityPack

    Giddy up cowboy!

     

    xyaUfB1.png

     

    EndZ-AussiePack     https://dev.azure.com/ryanmfranks1989/_git/EndZ Aussie Pack?path=/Mods/EndZ-Australian-Entity-Pack

     

    Thick44 TributePack   https://dev.azure.com/ryanmfranks1989/_git/EndZ Thick44 Tribute?path=/Mods/EndZ-Thick44-Tribute

     

    THIS IS A TRIBUTE TO THICK44 -PURPLE WYVERN -A PURPLE THICK44 IS RIDING THE WYVERN -WHEN YOU HARVEST THE BODY YOU GATHER 44 OF EACH .44 MAGNUM ROUNDS -SPAWNS IN DESERT, SNOW AND WASTELAND -SHOOTS A GOOD AMOUNT OF MOLOTOVS AS A RANGED ATTACK -WILL TARGET YOU THE SAME AS A VULTURE

     

     

    By: Arramus 

     

    Here is an updated addition for the NPC Mod for V1.0.

     

    1-NPCXSpiderColonyExpansionPack

    Download here: https://github.com/arramus/V1-NPCMod/blob/main/1-NPCXSpiderColonyExpansionPack.zip

     

    Features:

    - Regular, Feral, Radiated, Queen, and Mini spider types

    - Custom POIs (requires generating an RWG)

    - Able to climb ladders

    - Spider bite toxin gives blurred vision

     

     

    1-OaksZombieHeadHunters Add On Pack.   https://github.com/arramus/V1-NPCMod/blob/main/1-OaksZombieHeadHunters.zip

     

    k28hBIR.jpeg

     

    Here is an update for V1.0 for the Oakz Head Hunters for the NPC Mod. They only appear in the Wasteland all the time as they are extending NPC Mod Boss template. They will also terrorize players at night in other biomes. To match the V1.0 increase in HP for Radiated, the Head Hunters also see a slight HP increase. Nothing that an M60 can't handle.

     

     

    1-OaksColdBloods.zip    https://github.com/arramus/V1-NPCMod/blob/main/1-OaksColdBloods.zip

     

    OaksColdBloods.jpg?ex=669a6d09&is=66991b89&hm=bca62c6c3a1ea1b53fe8768b81e8c3dec878067b5b69546d61668344ddc3ee59&=

     

     

    A21 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: 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.

     

    2-NPCXSpiderPack-ColonyExpansion.png

     

    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

     

    2022-01-11_10-28-55.png

     

    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.  

     

    2022-01-11_10-23-15.png

     

     

    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

     

     

     

     

    NPCCore.png.09382bebdb7606511d82a1efbe9d5637.png

    POWERED_LOGO_HORIZONTAL_low.png

     

    orcalpha.jpg

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