xyth Posted January 7, 2022 Share Posted January 7, 2022 (edited) Current V1.0 Version: 1.0.13 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: 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. 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) 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 Life: https://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. 1-DarksMMPack1: https://drive.google.com/file/d/1Cz2iLr4huzKGVEKEviVaX9SBU1tmYgG8/view?usp=drive_link Build for Medieval Mod 1-DarksMMPack2: https://drive.google.com/file/d/1HKLRZDqdFO_X1RcQkyfopbFTA53c3V-W/view?usp=drive_link Build for Medieval Mod 1-DarksCleanerZ: https://drive.google.com/file/d/1q7xTG2SLzOKB1Mrw0-KDZUGysrdRirWn/view?usp=drive_link Someone needs a good cleaning. By: the EndZ Development team EndZ-WesternEntityPack by the EndZ Development team: https://dev.azure.com/ryanmfranks1989/_git/EndZ Western Entity Pack?path=/Mods/EndZ-WesternEntityPack Giddy up cowboy! 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 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 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. 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 Edited October 19 by xyth A21 update (see edit history) 25 Link to comment Share on other sites More sharing options...
Chunkimunki Posted January 7, 2022 Share Posted January 7, 2022 O..M..G. I think I might of had an accident in the underpant department! You guys are amazing and my thanks knows no bounds. 3 Link to comment Share on other sites More sharing options...
drkstardragon Posted January 7, 2022 Share Posted January 7, 2022 your welcome, ill have some more packs ready soon, in the meantime there is a mech should be posted today for testing in 1-robotz pack, no spawn group set so just spawn him in with f6 let me know how its working please and thank you 1 Link to comment Share on other sites More sharing options...
ErrorNull Posted January 7, 2022 Share Posted January 7, 2022 excellent. so in addition to creating NPCs, this NPCMod is also meant for creating more zombies? 1 Link to comment Share on other sites More sharing options...
xyth Posted January 7, 2022 Author Share Posted January 7, 2022 Correct. The tutorial project contains a zombie controller as well as the human one. 2 Link to comment Share on other sites More sharing options...
the_event_horizonx1 Posted January 7, 2022 Share Posted January 7, 2022 I'm speechless guys, y'all are incredible! 1 Link to comment Share on other sites More sharing options...
ate0ate Posted January 7, 2022 Share Posted January 7, 2022 My god. And this is free? Insanity. 3 Link to comment Share on other sites More sharing options...
Syrex Posted January 8, 2022 Share Posted January 8, 2022 and so it begins.. ^5 to all the team.. let's see how big this gets Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 8, 2022 Share Posted January 8, 2022 1) can you effectively hire NPCs to do guard-the-base actions, or is this aspect still a work in progress? 2) any tips or issues for hosting on a PC/mac and not a dedicated server? 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted January 8, 2022 Share Posted January 8, 2022 4 minutes ago, BasicallyACat said: 1) can you effectively hire NPCs to do guard-the-base actions, or is this aspect still a work in progress? Once you hire them, talk to them, ask them to follow you, go to the place where you want them to stay at and ask them to stay there. When enemies approach, they will attack, so if this takes place at your base, you'll be protected by your hired NPCs. 3 Link to comment Share on other sites More sharing options...
BasicallyACat Posted January 8, 2022 Share Posted January 8, 2022 1 minute ago, mr.devolver said: Once you hire them, talk to them, ask them to follow you, go to the place where you want them to stay at and ask them to stay there. When enemies approach, they will attack, so if this takes place at your base, you'll be protected by your hired NPCs. thanks we will try this when we switch to a new game Link to comment Share on other sites More sharing options...
ate0ate Posted January 8, 2022 Share Posted January 8, 2022 (edited) 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. Edited January 8, 2022 by ate0ate (see edit history) 1 Link to comment Share on other sites More sharing options...
RoPa Posted January 8, 2022 Share Posted January 8, 2022 This is bucking frilliant! 1 Link to comment Share on other sites More sharing options...
adreden Posted January 8, 2022 Share Posted January 8, 2022 Awesome Job guys, Will be downloading this asap. Ill have to try to remove the Behemoth also as its in my mods, but I'll consider that testing 1 Link to comment Share on other sites More sharing options...
KhaineGB Posted January 8, 2022 Share Posted January 8, 2022 4 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. That's because the behemoth uses the same rig as these. You would need to delete physicsbodies.xml from the behemoth mod. 1 Link to comment Share on other sites More sharing options...
ate0ate Posted January 8, 2022 Share Posted January 8, 2022 38 minutes ago, KhaineGB said: That's because the behemoth uses the same rig as these. You would need to delete physicsbodies.xml from the behemoth mod. Well, that sure is easy enough. Thanks Khaine. 1 Link to comment Share on other sites More sharing options...
drkstardragon Posted January 8, 2022 Share Posted January 8, 2022 (edited) testing my ability to post, wow worked this time the robot is f6 spawn only for testing, posting these links here until main page is updated, enjoy https://drive.google.com/file/d/1Ac2NHidfcHjrKoc1Fm-v4XeuhaFo7cpf/view?usp=sharing Google Docs 1-RobotzPack https://drive.google.com/file/d/1IKlvUu4pm8ZDQxzNybo5NzQ4NoZoXXIx/view?usp=sharing Google Docs 1-VaultDwellerzPack.7z wanted to post a pic for each pack to let you know whats in each one https://steamcommunity.com/sharedfiles/filedetails/?id=2689922773 https://steamcommunity.com/sharedfiles/filedetails/?id=2693969307 https://steamcommunity.com/sharedfiles/filedetails/?id=2705584217 https://steamcommunity.com/sharedfiles/filedetails/?id=2699936373 and heres the mech Edited January 8, 2022 by drkstardragon (see edit history) 3 Link to comment Share on other sites More sharing options...
xyth Posted January 8, 2022 Author Share Posted January 8, 2022 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 Link to comment Share on other sites More sharing options...
ate0ate Posted January 8, 2022 Share Posted January 8, 2022 12 minutes ago, xyth said: 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 Perfectly reasonable. Thank you for explaining, Xyth. 27 minutes ago, drkstardragon said: wanted to post a pic for each pack to let you know whats in each one... and heres the mech... Thanks for the pics. Very nice work. That mech is crazy! Definitely puts the drone to shame lol. 1 Link to comment Share on other sites More sharing options...
DevEagle Posted January 8, 2022 Share Posted January 8, 2022 1 hour ago, drkstardragon said: testing my ability to post, wow worked this time the robot is f6 spawn only for testing, posting these links here until main page is updated, enjoy https://drive.google.com/file/d/1Ac2NHidfcHjrKoc1Fm-v4XeuhaFo7cpf/view?usp=sharing Google Docs 1-RobotzPack https://drive.google.com/file/d/1IKlvUu4pm8ZDQxzNybo5NzQ4NoZoXXIx/view?usp=sharing Google Docs 1-VaultDwellerzPack.7z wanted to post a pic for each pack to let you know whats in each one https://steamcommunity.com/sharedfiles/filedetails/?id=2689922773 https://steamcommunity.com/sharedfiles/filedetails/?id=2693969307 https://steamcommunity.com/sharedfiles/filedetails/?id=2705584217 https://steamcommunity.com/sharedfiles/filedetails/?id=2699936373 and heres the mech The 2 google drive link not working... 1 Link to comment Share on other sites More sharing options...
xyth Posted January 8, 2022 Author Share Posted January 8, 2022 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. 4 Link to comment Share on other sites More sharing options...
drkstardragon Posted January 8, 2022 Share Posted January 8, 2022 18 minutes ago, DevEagle said: The 2 google drive link not working... yea, sorry , the main page was updated with new links files needed to be edited a bit, the robot pack only has the mech in it atm and only for testing with f6 spawning its not added to biome spawning Link to comment Share on other sites More sharing options...
piroman182 Posted January 8, 2022 Share Posted January 8, 2022 (edited) Tanks you very mutch for this mod !! question..how often npc will apear in the world ? i have play for 3 hours and yet no accounter ! Edited January 8, 2022 by piroman182 (see edit history) 1 Link to comment Share on other sites More sharing options...
xyth Posted January 8, 2022 Author Share Posted January 8, 2022 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. 1 Link to comment Share on other sites More sharing options...
piroman182 Posted January 8, 2022 Share Posted January 8, 2022 11 minutes ago, xyth said: 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. I have load all expansion packs..but i will keep my eyes open if i see something ..tanks ! Link to comment Share on other sites More sharing options...
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