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drkstardragon

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Posts posted by drkstardragon

  1. 5 hours ago, richard.rainbowwolf said:
    I know. I mean the ability to apply this mod to NPCs. 
    Then it would be possible to hire NPCs of any kind.

    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. 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

  3. 12 hours ago, Ryan said:


    Second question has a lot more context when read back just a little more upwards on this page. I'll quote it.

    "My second question is about the persistency for AI, i know that friendly NPC's, hirable will remain on server when everyone is offline. But i've noticed that when i spawn in soldiers/or bandits (Made them hostile, naturally.) Won't stick around on server when i leave. (Yes i did spawn them in with the persistency option.) Is there a way to make them persistent in the code?"

    Unfortunately i do not see anything in relation of health points within any of the XML files contained within the NPC addon packs 😕


    Ah right, yeah i haven't even bothered checking out F6, i assumed that 'persistent' spawning was good enough.
    Cheers!


    Hate it that you can't edit posts, eitherway.
    Would health be related to the "<property name="Mass" value="130" />" value?
    (Managed to try and find this in the civilians addon, assuming thats whats referencing health.)

    <passive_effect name="HealthMax" operation="base_set" value="100"/>

    11 hours ago, haark5 said:

    :flame:Anyone around here who knows how to create mods and especially knows how to create NPC mods? I am interested in hiring :rockon:

    no

     

  4. 17 hours ago, Ryan said:


    Wanted to confirm that this works, sadly. I am still not aware what the other features are existent or not.
    Aka, the questions in regards of making modded guns compatible, Or the persistency of hostile AI instead of just friendly. Or customization of specific AI health.
    Fingers crossed they'll answer eventually.

    Thanks for the help! 

    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

  5. On 10/15/2023 at 1:37 PM, Lostyouthkhat said:

    Where is my german shephard? :(

     

    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

    On 10/15/2023 at 11:16 PM, paul cornwall said:

    any word on a creature mod yet

    see above

    23 hours ago, Jasonr694 said:

    What happend to the Orc pack? (fantasy) .... It was the only Orc entity mod out there.... 

    see above

  6. On 9/29/2023 at 3:05 AM, SpardaFamily said:

    I hired 3 Soldiers but only 1st hired shoot to zombies. Other 2 just walk around with me. Even in Hunt control they are just walking with me. And couple questions. 

    1)Do they need ammo?

    2)How increase survivability? Do they use Medical supplies?

    1) no

    2) they heal themselves slowly over time

    On 10/2/2023 at 1:14 PM, Dagger Digwillow said:

    Hey guys, love your work and enjoying the mod but how do I tone down the frequency of the news NPCs/zombies? I'd like them to rarely appear as kind of an interesting encounter but right now I'm running into them everywhere and my maps seems like an active war zone. 

    set their spawning chance lower in entity groups xml

     

    On 10/6/2023 at 4:45 PM, lordneg said:

    so how do I give my NPCs different weapons? Thanks :)

     

    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

     

     

  7. On 9/4/2023 at 7:42 AM, paul cornwall said:

    can we please have some animal mods all i see is spiders and all your bandit and zombie mods 

    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

     

     

  8. 13 hours ago, MrSamuelAdams said:

    Which value do I change? 

     

    <configs>
        <append xpath="/items">
        
            <item name="DarksZombiezLoadHack01">
                <property name="CreativeMode" value="None"/>
                <property name="CustomIcon" value="missingIcon"/><property name="CustomIconTint" value="90ff90"/>
                <property name="HoldType" value="45"/>
                <property name="HoldingItemHidden" value="true"/>
                <property name="Meshfile" value="#@modfolder:Resources/DarksZombiez.unity3d?ParasiteZombieDark"/>
                <property name="DropMeshfile"  value="#@modfolder:Resources/DarksZombiez.unity3d?ParasiteZombieDark"/>
                <property name="Material" value="MresourceScrapIron"/>
                <property name="Weight" value="1"/>
                <property name="Stacknumber" value="1"/> <!-- STK resource -->
                <property name="EconomicValue" value="1"/>
                <property name="EconomicBundleSize" value="1000"/>
                <property name="Group" value="Resources"/>
            </item>
        </append>
    </configs>

     

     

     

    Think I had the wrong one... It's under the NPC Core correct? 

     

    This one...

     

    And I would change the "  <property name="DamageEntity" value="20"/>" to something like   <property name="DamageEntity" value="10"/> for example.. is that right?

     

    <item name="gunNPCAk47">
                <property name="Extends" value="gunNPCSMG5"/> 
                <property name="RightHandJointName" value="AK47" />
                <property name="Tags" value="weapon,ranged,medRange,gun,barrelAttachments,reloadPenalty2,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,attachmentsIncluded,canHaveCosmetic"/>
                <property name="CreativeMode" value="None"/>
                <property name="Meshfile" value="@:Other/Items/Weapons/Ranged/AK47/ak47Prefab.prefab"/>
                <property name="Material" value="MMachineGunParts"/> <property name="Weight" value="4"/>
                <property name="CustomIcon" value="gunAK47"/>
                <property name="HoldType" value="32"/>
                <property name="SoundUnholster" value="weapon_unholster"/>
                <property name="SoundHolster" value="weapon_holster"/>
                <property class="Action0">
                    <property name="Class" value="Melee"/>
                    <property name="DamageEntity" value="20"/>
                    <property name="DamageBlock" value="20"/>
                    <property name="Range" value="1.65"/>
                    <property name="Sphere" value="1.2"/>
                    <property name="Delay" value=".8" /> 
                    <property name="Sound_start" value="swoosh"/>
                    <property name="Block_range" value="1.65"/>
                </property>
                <property class="Action1">
                    <property name="Class" value="Ranged" />
                    <property name="Range" value="25" />
                    <property name="Auto_fire" value="true" /> 
                    <property name="Magazine_items" value="ammoNPC762mmBulletBall" />
                    <property name="Reload_time" value="0" /> 
                    <property name="Infinite_ammo" value="true" />
                    <property name="Single_magazine_usage" value="false"/>
                    <property name="Bullet_icon" value="uzi" />
                    <property name="Sound_start" value="ak47_fire"/>
                    <property name="Sound_loop" value="ak47_fire"/>
                    <property name="Sound_empty" value="dryfire"/>
                    <property name="Sound_reload" value="ak47_reload"/>
                    <property name="Sound_end" value="ak47_fire_end"/>
                    <property name="Particles_muzzle_fire" value="nozzleflash_ak" />
                    <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
                    <property name="DamageEntity" value="13"/> <!--  This is base damage per ray that hits) -->
                    <property name="DamageBlock" value="13"/>                 
                </property>

    yes, edit the DamageEntity in Action0 and Action1, 0 being melee damage and 1 being ranged damage, for each type of weapon

  9. 18 hours ago, MrSamuelAdams said:

    Is there a way to slightly reduce the damage of the enemy npc? Where would I find their damage numbers? 

    You can adjust the damage on their weapon items in items xml.

  10. On 8/22/2023 at 12:06 PM, leotopk said:

    I just updated the NPCmod to the newest version. And I realized there were many changes that I personally don't like. Is there a download link to the previous version?

    i dont believe so, unless xyth can revert the latest changes there is only one download for stable this alpha, no experimental link

    16 hours ago, Lustra1 said:

    which Raider mod pack had the girl with the tattoos on her arms. She had a dialog voice, and sometimes she laughed. was she taken out of the NPC list ?

     

    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

    16 hours ago, Baggins said:

    Hi. 
    I would like to know if these bandits are involved? Or similar people who haven't changed yet and might attack me with a weapon or similar?

    the raiderz and raidergurlz packs are bandits and will attack you, otherwise im not sure what you are asking?

  11. 4 hours ago, MrSamuelAdams said:

    Think I fixed an issue I was having when I updated to the latest 21.1. 

     

    Now, if I wanted to remove the Baker and Nurse from spawning in the world but keep Harley. 

    Would removing all Bakers and all Nurses from the ZombiesAll enititygroup remove them from spawning in the world?

     

     

     

    One other thing 

     - 

    Seems the FOX is fixed. I'm about to give him meat for hire. 

     

    But the Raiders says talk to them but unable to pull up a menu for hire or anything. Just wanted to let you guys know 

    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.

  12. 9 hours ago, Samhain said:

    Hey, one question. Im using debugMenu tô summon the NpCs and only finding the FOX npc as for the hirable criaturas/animals on the F4…. If I play, other crestares Will be there and its normal only the FOX on this tab?

     

    one more question, you can get NPC hirabble on quests from traders or only spawning ? 

    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.

  13. 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.

  14. 1 hour ago, Sixx said:

     

    Have all UI and HUD mods in the loading order at the top, unfortunately

    no change and no selection in the menus. The only thing that has changed

    is that the dealer icon is no longer displayed and the selection field below

    is completely empty.

    Addendum: SMX HUD and UI removed - also no change. Dialog window remains

    completely empty. Not possible to communicate with or to hire the NPC

    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.

     

     

     

  15. 6 hours ago, MrSamuelAdams said:

    Another BUG I just ran across, added just NPCCore and all vultures were invincible . 

    Removed NPCCore back to normal. Not sure what's causing that in NPCCore just wanted to let you guys know. 

     

    EDIT: I even went back to the older version from 3-4 weeks ago. Vultures are still invulnerable? 😕 Not sure what's causing this issue. 

    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.

    15 hours ago, xyth said:

    Pushed 21.1.0.3 which has several A21.1 fixes.  Flying Foxes should also be fixed.  Still some Dedi issues related to weapon swapping and NPC inventory retention.  

    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.

  16. 16 hours ago, Mendzen said:

    Is this mod compatible with District Zero?
    I installed the score, xnpccore, darkscleaners, darksraiders, darksSoldiers, and summonfoxfriend but none seem to be spawning. I assume it has to do with DZ removing all zombie spawns. I'm guessing I need to edit some xml files in order to get it to work.
     

    no, it is not compatible with district zero

     

  17. On 7/28/2023 at 6:02 AM, adny said:

    Please publish a list of files, after downloading which, there would be only unfriendly NPCs!
    Preferably with a firearm!
    Saved!

    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.

    14 hours ago, floreit said:

    Been rooting around, is there any plans for survivorz pack to be updated, or no?  I liked the airforce model from that expansion, and have not found anything so far.  Hoping that one already is updated and im just being blind and stupid lol.

    no

     

  18. 6 hours ago, Shemasheko said:

     

    I hope and pray that this mod will be released soon for the Alpha 21. It was my absolute favorite mod.

     

    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.

  19. 15 hours ago, khzmusik said:

     

    As Arramus said, you need to change this in whatever NPC Packs you have installed. At this point those are mostly from Darkstar Dragon. His packs use the same probabilities for all biome spawning, so you can just do a search-and-replace using a text editor.

     

    The NPC Core characters spawning (Nurse, Baker, and Harley) spawn at much lower rates than Darkstar Dragon's NPCs, so they might not be a problem. But if they are - then you only need to change the probabilities for the biome spawn groups.

     

    There are a lot of groups that are used only for sleeper volumes in NPC POIs - those start at line 126 (as of this writing). You don't need to do anything with those. (DD's packs don't spawn into those volumes, for whatever reason, so you don't have to worry about it with his packs.)

    Yes, replace all for changing values is the quickest and easiest way to bulk edit the spawning Kogg.

  20. On 7/16/2023 at 7:12 PM, RevenantWit said:

    I haven't had a chance to play A21 much yet but did notice it seems like the fresh zombies in Darks zombie pack appear way too bright, especially compared to all other npcs and zombies. Not sure if this was intentional or still being worked on so thought I might mention it.

    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.

  21. 8 hours ago, xiao said:

    Ok😀. Another problem is that the ai doesn't seem to be able to shoot in most of the houses, but keeps going towards the walls.Not only that, they can't get out of the house properly, regardles

    s of whether there are zombies around.

    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.

  22. 14 hours ago, Fox said:

    Day 12 in Navezgane, still no birds or spiders (including nest(s)). I don't even know what to look for or where in-game. I have all the latest from here as I know things are still being worked on. I also have DarkRaiderGurlzFriendly installed which works fine so far, haven't hired any yet though.

    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?

     

  23. 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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