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NPCMod - A Community Project


xyth

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NPC_LOGO_low.thumb.png.e9774a7359c4579bdab28b74df40e283.png

 Current Stable Version: 20.5.01.01

Current Experimental Version:  Not Available

 

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 (including hit locations, limping, etc.), 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 new features like looting and guarding coming soon.
  • 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 will be available but requires implementation details not yet available.  Stay tuned.

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 new 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:

  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:

A20 Tutorial project:   http://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing

 

This is only needed if you want to teach yourself how to make your own characters.

 

 

Core Mod Downloads: (also available on the ModLauncher)

 

NPCCOrefolks.png.082c0c0e0ea47c1b59f0a220d861caca.png

 

Stable Release

 

SCore: (0-SCore)   https://github.com/7D2D/A20Mods/blob/main/0-SCore.zip

NPCCore: (0-XNPCCore)  https://github.com/7D2D/A20Mods/blob/main/0-XNPCCore.zip  (generally, the most current version listed in the experimental will work as well if not better)

 

Experimental Release -  New features, limited testing

 

Experimental NPCCore:  Use Stable

Most current 0-SCore version required:  https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore

and then copy ONLY the 0-SCore subfolder into your Mods folder.

 

Expansion Packs:

 

By: Xyth

 

1-NPCXBirdPack:  https://github.com/7D2D/A20Mods/blob/main/1-NPCXBirdPack.zip

Adds birds to the sky

1-NPCXSpiderPack: https://github.com/7D2D/A20Mods/blob/main/1-NPCXSpiderPack.zip

Adds giant spiders to hostile biomes

1-NPCXMechPack:  https://github.com/7D2D/A20Mods/blob/main/1-NPCXMechPack.zip

An assortment of mechanical terrors

 

By: DarkStarDragon

 

1-RaiderGurlzPack:  https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z

Adds 50’s style Gansta gals

1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z

Adds several nasty bandit type foes

1-SoldierPack: https://github.com/7D2D/A20Mods/blob/main/1-SoldierPack.7z

Basic military types

1-VaultDwellerzPack: https://github.com/7D2D/A20Mods/blob/main/1-VaultDwellerzPack.7z

Vault 99 is waiting...

1-RobotzPack: https://github.com/7D2D/A20Mods/blob/main/1-RobotzPack.7z

Mechs and more!

1-ZombiezPack: https://github.com/7D2D/A20Mods/blob/main/1-ZombiezPack.7z

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

1-PitFighterzPack: https://github.com/7D2D/A20Mods/blob/main/1-PitFighterzPack.7z

MMA at its finest

1-SurvivorzPack: https://github.com/7D2D/A20Mods/blob/main/1-SurvivorzPack.7z

You are not alone!

1-OrczPackAlpha: https://github.com/7D2D/A20Mods/blob/main/1-OrczPackAlpha.7z

Have no fear, they only come to liberate you!

orcalpha.thumb.jpg.43b25d8186db0ea035aeab472a7be08c.jpg

 

2-OrczPackBeta: https://github.com/7D2D/A20Mods/tree/main/2-OrczPackBeta

Must load the 1-OrczPackAlpha for this to work as expected!

 

1-KnightsNPeasantzPackAlpha: https://github.com/7D2D/A20Mods/blob/main/1-KnightzNPeasantzPackAlpha.7z

Ni! Ni!

 

2-GoblinzPack: https://github.com/7D2D/A20Mods/blob/main/2-GoblinzPack.7z

Must also load 1-KnightsandPeasants AND 1-OrczAlphaPack

 

1-FantasticBeastz: https://github.com/7D2D/A20Mods/blob/main/1-FantasticBeastz.7z

Oh My!

 

1-YeOldeUndeadPack: https://github.com/7D2D/A20Mods/blob/main/1-YeOldeUndeadPack.7z

Dem Bones!

 

By: Mr.Devolver

 

2-RaiderGurlzPack-Friendly:  https://github.com/mrdevolver/7D2D_Alpha20_Mods/tree/main/2-RaiderGurlzPack_Friendly

An expansion for an expansion pack!  Adds friendly, hirable versions of DarkStar's RaiderGurlz.  You need to load the cores AND the RaiderGurlz expansion when you load this mod.

 

By: Arramus

 

2-SummonFoxFriend:  https://github.com/7D2D/A20Mods/blob/main/2-SummonFoxFriend.zip

You have a friend.

 

2-NPCXSpiderPack-ColonyExpansion:  https://github.com/arramus/A20-NPCMod/raw/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

 

 

By: GanTheGrey

 

1-GansStandardZombies: https://dev.azure.com/pouellette25/_git/Gans Standard Zombies?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/_git/Gans Special Zombies?path=/1-GansSpecialZombies.zip

Like zombie oddities?  Look no further.  

 

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

 

 

By: Khzmusik

 

1-khzmusik_Zombies:   https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Zombies

As if you have enough zombies....

 

1-khzmusik_Civilians:    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Civilians

Folks just like you, trying to survive.

 

By others: Coming soon, the team is growing!

 

 

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.  Hope to see him active in A20

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:  Lead tester and contributor of NPCCore xml code

Khzmusik: C# code contributor and local math wizard

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

 

 

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

Edited by xyth (see edit history)
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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

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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.

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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

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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 by ate0ate (see edit history)
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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.

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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.

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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

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 ico_external_link.gif

 

 

 

and heres the mech 

 

Edited by drkstardragon (see edit history)
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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

 

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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.

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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

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 ico_external_link.gif

 

 

 

and heres the mech 

 

 

The 2 google drive link not working...

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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.  

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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

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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.

 

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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 !

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