richard.rainbowwolf Posted April 10 Share Posted April 10 Please VRoid for NPC? Link to comment Share on other sites More sharing options...
drkstardragon Posted April 12 Share Posted April 12 On 4/10/2024 at 6:09 PM, richard.rainbowwolf said: Please VRoid for NPC? That is an entirely different mod. Link to comment Share on other sites More sharing options...
richard.rainbowwolf Posted April 13 Share Posted April 13 (edited) 19 часов назад, Drkstardragon сказал: Это совершенно другой мод. I know. I mean the ability to apply this mod to NPCs. Then it would be possible to hire NPCs of any kind. Edited April 13 by richard.rainbowwolf (see edit history) Link to comment Share on other sites More sharing options...
drkstardragon Posted April 13 Share Posted April 13 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. Link to comment Share on other sites More sharing options...
richard.rainbowwolf Posted April 14 Share Posted April 14 On 13.04.2024 at 15:25, drkstardragon said: Нет, мод Vroid — это мод Vroid, а мод Npc — это мод NPC. Мы не будем превращать нпс в этом моде в аватары vroid или наоборот. It's a pity! Link to comment Share on other sites More sharing options...
Onlineritter Posted April 15 Share Posted April 15 2024-04-14T18:42:01 1296.056 ERR XML loader: Loading and parsing '' failed 2024-04-14T18:42:01 1296.056 EXC Did not find 'extends' entity 'animalSpider01' at EntityClassesFromXml+<LoadEntityClasses>d0.MoveNext () [0x0015d] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d51.MoveNext () [0x00044] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>cDisplayClass59_0:<handleReceivedConfigs>b0(Exception) <CoroutineWrapperWithExceptionCallback>d__51:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Link to comment Share on other sites More sharing options...
bdubyah Posted April 15 Share Posted April 15 1 hour ago, Onlineritter said: 2024-04-14T18:42:01 1296.056 ERR XML loader: Loading and parsing '' failed 2024-04-14T18:42:01 1296.056 EXC Did not find 'extends' entity 'animalSpider01' at EntityClassesFromXml+<LoadEntityClasses>d0.MoveNext () [0x0015d] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d51.MoveNext () [0x00044] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>cDisplayClass59_0:<handleReceivedConfigs>b0(Exception) <CoroutineWrapperWithExceptionCallback>d__51:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Please post or link to the entire log. Snippets of it are not really that useful. Link to comment Share on other sites More sharing options...
arramus Posted April 15 Share Posted April 15 This issue shows a failing for something connected to animalSpider01. Unfortunately, it provides no other information. At a guess, I'd say the 2-Spider Pack Expansion is installed but not the 1-Spider Pack. Please check none of the folders are nested, and 2-Spider is not added without 1-Spider Add On Pack, because 1-Spider pack is necessary and it won't run without it. Share you log following the instructions in the regular bug post if needed. https://community.7daystodie.com/a21-bugs-main/bug-pool/how-to-report-bugs-found-in-a21-r4/ Link to comment Share on other sites More sharing options...
Nomad04 Posted April 18 Share Posted April 18 how does one increase the amount of npc's they can hire above 2? Link to comment Share on other sites More sharing options...
bdubyah Posted April 18 Share Posted April 18 7 hours ago, Nomad04 said: how does one increase the amount of npc's they can hire above 2? I don't think NPCCore does that itself. That's usually set in mods that use NPCCore. Link to comment Share on other sites More sharing options...
Nomad04 Posted April 19 Share Posted April 19 10 hours ago, bdubyah said: I don't think NPCCore does that itself. That's usually set in mods that use NPCCore. funny coincidence because I'm looking for that option in your mod bdubyah, the wasteland Link to comment Share on other sites More sharing options...
bdubyah Posted April 19 Share Posted April 19 28 minutes ago, Nomad04 said: funny coincidence because I'm looking for that option in your mod bdubyah, the wasteland Then you should ask in my thread. 😛 Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires. Link to comment Share on other sites More sharing options...
Nomad04 Posted April 19 Share Posted April 19 i will next time its hard to know where to look with all these mods Link to comment Share on other sites More sharing options...
arramus Posted April 19 Share Posted April 19 Here is a Zombie Pack for the NPC Mod. Oakraven's Head Hunters as 1-OaksZombieHeadHunters Add On Pack. Click on the 3 dots ... and select Download. https://github.com/arramus/A21-NPCMod/blob/main/1-OaksZombieHeadHunters.zip About: These entities will appear in the Wasteland for day and night. The will only appear in other biomes at night at a regulated rate. Nurse Barbie can set players on fire with her melee attack. Nurse Jazlyn will cause radiation sickness with her proximity. All the rest, will just attempt to rip you apart at the first opportunity. 1 Link to comment Share on other sites More sharing options...
SenpaiThatIngnoresYou Posted May 7 Share Posted May 7 (edited) On 4/13/2024 at 8:25 AM, drkstardragon said: 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. Dumb question, but will there be an option to have players add their own npcs to the mod then? for their own personal games? Surviving the wateland with a vroid or Tifa companion would not be so bad..... Edited May 7 by SenpaiThatIngnoresYou (see edit history) 1 Link to comment Share on other sites More sharing options...
Yvels Posted May 10 Share Posted May 10 On 4/19/2024 at 12:08 AM, bdubyah said: Then you should ask in my thread. 😛 Look at the top of Wasteland's dialogs.xml. Change the value for CurrentHireCount to something higher. I think it's at 1 now, which allows for 2 hires. Thank you for this. I couldn't hire at all after one of my hired bugged out and I tried to dismiss him to finally picking him up and throwing away (it was still bugged after I placed it so there was no use). I can finally hire others. thanks. Link to comment Share on other sites More sharing options...
jdm311 Posted May 11 Share Posted May 11 Hi All, I'm trying to add the npc pickup icons that I see in the outback roadies mod to my current game as mod 1-XNPCPickUpIcons and I'm not having much luck. I see them in the creative menu, but my current hires do not show the proper icons when picked up. I would appreciate some help. This is everything I have: Mods/1-XNPCPickUpIcons: Config UIAtlases ModInfo.xml Config/items.xml: <configs> <!-- NPC Mod Expansions --> <append xpath="/items/item[@name='bakerPickUpNPC']"> <property name="CustomIcon" value="bakerPickUpNPC" /> </append> <append xpath="/items/item[@name='nursePickUpNPC']"> <property name="CustomIcon" value="nursePickUpNPC" /> </append> <append xpath="/items/item[@name='foxPickUpNPC']"> <property name="CustomIcon" value="foxPickUpNPC" /> </append> </configs> Config/Localization.txt: Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese bakerPickUpNPC,items,item,,,Baker (Resting),,,,,,,,,,,,, bakerPickUpNPCDesc,items,item,,,"You are carrying your hired baker helper. Put him in your active toolbelt slot to place him down.",,,,,,,,,,,,, nursePickUpNPC,items,item,,,Nurse (Resting),,,,,,,,,,,,, nursePickUpNPCDesc,items,item,,,"You are carrying your hired nurse helper. Put her in your active toolbelt slot to place her down.",,,,,,,,,,,,, foxPickUpNPC,items,item,,,Friendly Fox (Resting),,,,,,,,,,,,, foxPickUpNPCDesc,items,item,,,"You are carrying your friendly fox. Put it in your active toolbelt slot to place it down.",,,,,,,,,,,,, UIAtlases/ItemIconAtlas: bakerPickUpNPC.png foxPickUpNPC.png nursePickUpNPC.png ModInfo.xml: <?xml version="1.0" encoding="UTF-8"?> <xml> <Name value="1-XNPCPickUpIcons" /> <DisplayName value="1-XNPCPickUpIcons" /> <Description value="The item icon of a picked-up NPC will show a picture of them instead of a book" /> <Author value="See Outback Roadies readme" /> <Version value="21.2.1.0" /> </xml> What am I missing? Link to comment Share on other sites More sharing options...
Truckerwil Posted May 13 Share Posted May 13 Good evening, I seen that some you tubers talk about swapping weapons of NPCs. Im playing Age of Oblivion and have an NPC with a spear and want to change it for a shotgun, I put a gun in the players inventory and then go to the weapon menu and shotgun but do not see the option to change it. Am i doing something wrong or does this only work on 'vanilla' NPC mod, NPCs? Cheers Link to comment Share on other sites More sharing options...
arramus Posted May 14 Share Posted May 14 10 hours ago, Truckerwil said: Good evening, I seen that some you tubers talk about swapping weapons of NPCs. Im playing Age of Oblivion and have an NPC with a spear and want to change it for a shotgun, I put a gun in the players inventory and then go to the weapon menu and shotgun but do not see the option to change it. Am i doing something wrong or does this only work on 'vanilla' NPC mod, NPCs? Cheers pipermac has certainly discussed this feature in the modding channels, but I can't confirm if it has been fully implemented for AoO custom NPCs. It is worth asking directly in the AoO thread or Discord, to ensure you get the most accurate and current response. 1 Link to comment Share on other sites More sharing options...
arramus Posted May 14 Share Posted May 14 On 5/12/2024 at 4:14 AM, jdm311 said: Hi All, I'm trying to add the npc pickup icons that I see in the outback roadies mod to my current game as mod 1-XNPCPickUpIcons and I'm not having much luck. I see them in the creative menu, but my current hires do not show the proper icons when picked up. I would appreciate some help. This is everything I have: Mods/1-XNPCPickUpIcons: Config UIAtlases ModInfo.xml Config/items.xml: <configs> <!-- NPC Mod Expansions --> <append xpath="/items/item[@name='bakerPickUpNPC']"> <property name="CustomIcon" value="bakerPickUpNPC" /> </append> <append xpath="/items/item[@name='nursePickUpNPC']"> <property name="CustomIcon" value="nursePickUpNPC" /> </append> <append xpath="/items/item[@name='foxPickUpNPC']"> <property name="CustomIcon" value="foxPickUpNPC" /> </append> </configs> Config/Localization.txt: Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese bakerPickUpNPC,items,item,,,Baker (Resting),,,,,,,,,,,,, bakerPickUpNPCDesc,items,item,,,"You are carrying your hired baker helper. Put him in your active toolbelt slot to place him down.",,,,,,,,,,,,, nursePickUpNPC,items,item,,,Nurse (Resting),,,,,,,,,,,,, nursePickUpNPCDesc,items,item,,,"You are carrying your hired nurse helper. Put her in your active toolbelt slot to place her down.",,,,,,,,,,,,, foxPickUpNPC,items,item,,,Friendly Fox (Resting),,,,,,,,,,,,, foxPickUpNPCDesc,items,item,,,"You are carrying your friendly fox. Put it in your active toolbelt slot to place it down.",,,,,,,,,,,,, UIAtlases/ItemIconAtlas: bakerPickUpNPC.png foxPickUpNPC.png nursePickUpNPC.png ModInfo.xml: <?xml version="1.0" encoding="UTF-8"?> <xml> <Name value="1-XNPCPickUpIcons" /> <DisplayName value="1-XNPCPickUpIcons" /> <Description value="The item icon of a picked-up NPC will show a picture of them instead of a book" /> <Author value="See Outback Roadies readme" /> <Version value="21.2.1.0" /> </xml> What am I missing? These updates were dynamically applied to existing hired NPCs when I first added this feature to Outback Roadies after the initial release. Testing it with just this post loading modlet, and the NPC Mod in Navezgane on a new World will help to see if it is applying with just the minimum. Sharing a log will go some way to see what else is happening in the mix. Link to comment Share on other sites More sharing options...
marbu Posted May 16 Share Posted May 16 I hope with 7Days 1.0 this mod get updated really quick. Hopefully thistime without the cook/nurse model. Link to comment Share on other sites More sharing options...
arramus Posted May 17 Share Posted May 17 3 hours ago, marbu said: I hope with 7Days 1.0 this mod get updated really quick. Hopefully thistime without the cook/nurse model. Inside the 0-XNPCCore/Config folder is an Options folder. Inside the Options folder is a file called entitygroups_nocorespawn.xml. 1. Rename entitygroups_nocorespawn.xml to entitygroups.xml 2. Place that in the Config folder to overwrite the existing version. 3. This will remove the default NPCs from appearing, which includes the Cook and Nurse. Alternatively, they can be removed from the default entitygroups.xml from the biome spawning lists. 1 Link to comment Share on other sites More sharing options...
marbu Posted May 17 Share Posted May 17 I want to hire soldiers instead cook/nurse 😛 Also where do the most NPC spawn? in my first try however most spawned in snow biome. Now on my second gameplay i rarely see anyone anywhere. Link to comment Share on other sites More sharing options...
arramus Posted May 17 Share Posted May 17 Yes. the entitygroups_nocorespawn.xml + the Add On Packs will provide exactly who you would like to appear beyond the Baker and Nurse. NPC Spawning... NPCs tend to spawn from most to least: Snow Wasteland / Pine Forest Desert It really depends on the Add On Pack creator and how they set their NPCs to appear. The snow is very frequent since they are usually hooked up to the Lumberjack spawning list which is separate from the regular zombie list. Link to comment Share on other sites More sharing options...
jdm311 Posted May 17 Share Posted May 17 On 5/14/2024 at 3:05 AM, arramus said: These updates were dynamically applied to existing hired NPCs when I first added this feature to Outback Roadies after the initial release. Testing it with just this post loading modlet, and the NPC Mod in Navezgane on a new World will help to see if it is applying with just the minimum. Sharing a log will go some way to see what else is happening in the mix. Thanks for your reply! After further investigation, I found that I was using an old version of 0-SCore (21.2.18.950). Updating to the latest (21.2.170.702) fixed the problem for me. Link to comment Share on other sites More sharing options...
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