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drkstardragon

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Everything posted by drkstardragon

  1. No, Vroid mod is Vroid mod and Npc mod is Npc mod, we will not be turning the npcs in this mod into vroid avatars or vice versa.
  2. That is an entirely different mod.
  3. 1. Yes <property name="HireCurrency" value="STARSOrders" /> <property name="HireCost" value="1" /> 2/3. Yes <entity_class name="HunkKnife" extends="npcAdvancedKnifeTemplate"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,male,npc,walker,ranged,DRMid,Knife,Pistol,DPistol,SMG,PShotgun"/> <property name="Faction" value="whiteriver"/> OR <entity_class name="npcHarleyPipePistol" extends="npcPipePistolTemplate"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,female,npc,walker,ranged,voiceharley,bandit,DRMid,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"/> the differences being either an advanced template for hireables or a basic template for bandits, if bandit then tags include bandit, and faction is either whiteriver for hireables or bandit for well, bandits
  4. <passive_effect name="HealthMax" operation="base_set" value="100"/> no
  5. 1. No, only vanilla weapons can be given to npcs 2. not sure what youre asking here, there are bandit/raider packs and companion packs 3. yes, you can edit their hp in the entity class xml
  6. Sorry, dog pack wont be making a return this alpha, maybe a22 or later, depending on how tfp npcs turn out and if we are continuing npc mod itself see above see above
  7. 1) no 2) they heal themselves slowly over time set their spawning chance lower in entity groups xml place the desired weapon in their backpack, then there is an option in dialogue to tell them to use a certain weapon, if it is in their backpack and they are enabled to use it then the option will be there to switch to it, i can tell you right now that the packs ive done not all weapons are enabled for all npcs, you can see which weapons they can use by looking at the tags in the entityclass xml
  8. no promises, but ill see what i can do, i still have to make a how to put animals in 7dtd video i promised someone i would make
  9. yes, edit the DamageEntity in Action0 and Action1, 0 being melee damage and 1 being ranged damage, for each type of weapon
  10. You can adjust the damage on their weapon items in items xml.
  11. i dont believe so, unless xyth can revert the latest changes there is only one download for stable this alpha, no experimental link it was the survivors pack from a20, i have no plans to update any packs other than the ones i already have done for this alpha unfortunately the raiderz and raidergurlz packs are bandits and will attack you, otherwise im not sure what you are asking?
  12. Yes, removing the baker and nurse from entitygroups xml will stop them from spawning in the world. Which raiders, raider gurlz friendly? They are hireable, any other raider packs are not hireable. Also, any ui modlets or overhauls will mess up the npc menu.
  13. The baker and nurse should be in the f6 debug spawn menu and any other packs as well you have added. No, only spawning in the world at this time, though the placeable items could be added to traders i imagine.
  14. So yea, ravenhearst has the same issue with its own ui. I tested it out and the npcs spawn and work as intended with the exception of the dialog window, you cant hire the friendly ones. On a side note, if i do create any more npc mod packs for myself i will likely send them to xyth to post here.
  15. Like i mentioned above, you will have to start with a clean game install. Uninstall the game via steam, then delete the 7 days folder in your steamapps/common folder. Then you are safe to reinstall 7 days and add one mod at a time until something breaks. If something breaks then you will have to choose which modlets you want to keep or get rid of. I recently had a modlist for a21 that worked quite well and included npc mod, the server side zombies mod by arramus and oak, bdubs vehicles, izayos gun mods and a few others. General rule of thumb, overhauls will not work with modlets. Multiple modlets that add the same thing, like 2 weapons mods or 2 vehicle mods be suspicious of, but may work together. If an overhaul adds score, then it may be compatible with npc mod. Example, jax has included score in a21 ravenhearst, and maybe even npc mod cant remember, but that overhaul will then likely be compatible with npc mod. I just checked the files and yea, ravenhearst has score and npccore, so add on packs should work with it.
  16. Just did a clean install of 7dtd, with only score and npcore added and killed some vultures. Likely some lingering modded files. If you are setting up a new modded game, always make sure you start with a clean install of 7dtd, which means that you also delete the game folder after uninstalling. Also, make sure you are on the right version of 7dtd, the latest npccore update looks like it is for experimental, not 21.0 stable.
  17. no, it is not compatible with district zero
  18. Raiderz, RaiderGurlz and Cleanerz are enemy mobs, there are 2 default friendlies nurse and baker in npccore, you would have to remove them from spawning from the base npc mod. no
  19. Sorry friend, no plans to update this apha, although arramus and oak are very active still, i am on hiatus from 7dtd at this time for a much needed break. When/if i do return to modding 7 days this will likely be the mod i work on again. Thank you for your kind words.
  20. Yes, replace all for changing values is the quickest and easiest way to bulk edit the spawning Kogg.
  21. I did what i could to mitigate their "brightness", alas how they ended up was the best i could acheive with their textures in unity 2021. I am now on hiatus indefinitely from 7dtd for various reasons so they will not be worked on further.
  22. Yes, a known issue, currently being worked on. Havent had much in the way of bug reports/feedback so far with the release of the "stable" version. Need info on reproduceable issues. Mod is really still in experimental phase, playtesting would be appreciated.
  23. Can you spawn the birds or spiders with f6? Also, in your %appdata% 7dtd folder, in generated worlds > prefabs do you see any of the spider pois spawning?
  24. I would hold off on attempting to download any of the packs ive done until later today, controller, code and other changes have been made but not applied yet.
  25. Also, district zero does not use score, zilox has his own code changes to make certain things work, so i would not even attempt to add them together. A mod like darkness falls that uses a modified score it is possible to have compatibility. Arramus and i were able to do a full df playthrough with npc mod in a20 after patching the entity classes xml. Not saying that df will be compatible again, but since it had an score base we were able to add npc core as well, likely not the case with dz as it has its own code and adding score may cause major conflicts. On the other hand, just seeing them in game with dz in the pics above would give me some hope. Hopefully today i can update the add ons ive done, there have been some code, controller and other unity changes.
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