This thread is for an older version of the game, so is now deprecated.
My mods for the 1.0 version of the game are in this thread:
Hello, all. This thread is for all of my modlets that are compatible with A21.
The old (and now deprecated) A20 thread is here:
https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/
The Git repo for my A21 modlets is here:
https://gitlab.com/karlgiesing/7d2d-a21-modlets
Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet.
The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.
Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.
These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets. It is available from 7d2dmodlauncher.org.
ZIP file downloads
I am now including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.
Important: GitLab automatically wraps the modlet in a folder called "7d2d-a21-modlets-main-[modlet name]". The directory inside this directory should be put into your Mods folder.
If you want to download the modlet in a different compression format:
- Go to the modlet's directory in the repo (follow the "Repo" link).
- Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
- Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.
XPath modlets
These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details.
Bad Medicine
You have to feel it to heal it.
Features:
- "Glass Jaw" effect: Whenever you get damaged (by anything), there is a subtle camera shake effect. This effect gets slightly worse when you are lower than half health. New for A21.
- You can only craft dirty bandages using cloth. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
- Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
- To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
- You can also drink gasoline. Don't drink gasoline.
- If you are on fire, don't douse yourself with flammable liquids.
- You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
- The negative effects from a concussion occur much more frequently (though still randomly).
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Bad_Medicine
Gas Shortage
Makes gasoline scarce, and more difficult to craft.
XPath only ("server-side").
Features:
- Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
- Each oil shale yields one can of gas (not 10).
- Stacks of gasoline hold 1000 cans (not 10,000).
There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Gas_Shortage
Murky Dew
New for A21!
Dew collectors produce murky water, but do not generate heat.
It can work alongside the Rain Collector mod, if desired (see below), but it will also work on its own.
Note: If you have installed the Polluted Water modlet, you should not install this modlet. The Polluted Water modlet contains all the features from this modlet.
XPath only ("server-side").
Many people believe dew collectors should not add heat to the heat map, which is reasonable. But without generating heat, dew collectors are somewhat overpowered, especially with "farms" (multiple collectors) passively generating potable water.
This seems like a good trade-off. Heat will still be generated, but it will be generated by the campfires that are used to boil the murky water.
Since the water from dew collectors must be boiled to be potable, dew collector farms will be less passive and overpowered.
Features:
- Dew collectors produce murky water, which must be boiled in a cooking pot to produce clean water.
- Dew collectors no longer generate heat for the heat map.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Murky_Dew
No Crafting
Removes all crafting from the game, including cooking.
This mod was inspired by the Lucky Looter series from Glock9.
XPath only ("server-side").
Features:
- The only items the player can craft are the bedroll and land claim.
- Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
- Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
- Schematics, workstations, skill magazines, and parts for assembling weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.
- Removed perk books that only give crafting recipes (e.g. Needle and Thread books); completion bonuses that only give recipes (e.g. stacks of ammo) now give experience buffs instead.
- Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.
- Crafting-related loading screen tips are removed.
- Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).
- The window that displays the crafting skill magazines is removed from the UI.
There is also XML code to allow players to boil water (and/or craft campfires), but that is commented out by default. See the README if you want to enable that.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_Crafting
No XP from killing
Players do not get any experience points from killing zombies or any other entity.
XPath only ("server-side").
Players do not get any experience points from killing zombies or any other entity.
As a result, the XP notification will not display when a zombie is killed. You can no longer use that notification to determine if a zombie is really dead.
Experience points are otherwise unchanged; you still get the same XP from crafting, looting, mining, or doing quests. You may want to increase the XP multiplier to make up for the lost XP from killing.
I created this mod to lessen the incentive for killing dangerous enemies, so players will have as munc incentive to avoid them instead. (It does not entirely remove the incentive for killing enemies; zombies still drop loot bags, and animals can be harvested.)
This steers the game away from being a first-person shooter, and closer to being a survival game.
Features:
- No XP from killing.
- No XP notification when entities die.
- New loading screen tip.
- New journal entry, unlocked on killing an entity for the first time.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_XP_From_Killing
Polluted Water
New for A21!
All water from natural sources is polluted and must be purified.
Note: If you install this modlet, you should not install the Murky Dew modlet. The Polluted Water modlet contains all the features from that modlet.
Features:
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All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.
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Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.
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Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.
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Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.
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Snowballs can be turned into polluted water using a glass jar at a campfire.
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Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You do not need to install that modlet separately.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Polluted_Water
Quality of Life
Simple quality-of-life changes.
XPath only ("server-side").
Features:
- The "already read book" icon is now a semi-translucent green check mark. Inspired by this post on the forums: Mod that lets you know you've already read a book?
- The time it takes to scrap or smelt brass is reduced by half.
- If you have the required knowledge to craft ammo bundles, you can craft them from loose ammo (not just from raw materials).
- Dropped loot bags stick around for 60 (real-time) minutes before despawning. (New for A21.)
- Anvils can be scrapped for iron, or smelted in the forge. (New for A21.)
This version does not contain Khaine's Lockable Inventory slots, but it can be enabled in XML. See the README for details.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Quality_Of_Life
Reset Character On Death
When the player dies, this modlet resets the player character's skill points, books read, and crafting skill levels.
Because it is XML only, it does not have the features of "Mostly Dead" or "Mostly Dead: Permadeath," but it is still good if all you want is to reset the character (and not the map, quests, etc).
XPath only ("server-side").
When the player character dies:
- Skill points are reset and removed.
- Books that were read are forgotten.
- Crafting skill levels are reset to 1.
With XML edits, it can also support these features:
- Bedrolls and beds are no longer spawn points, so players do not spawn on them.
- There is no experience loss upon respawning.
- Resetting can be disabled for level 1 players, or for players that still have the "newbie coat" buff.
- Remembering skill points, books read, or crafting skills.
See the README for details.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Reset_Character_On_Death
Slow Build
Slows down building, and to a lesser extent crafting.
XPath only ("server-side").
This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.
- Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting. Also, full boxes of nails (100 count) can sometimes be found in loot.
- Crafting cobblestone now requires a cement mixer.
- The stack sizes for all frames have been reduced to 50 (from 500).
- The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
- Trees now take twice as long to grow, and yield at most one seed.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Slow_Build
Snowberry Love
Back from A19!
Adds snowberries back to the game, and adds a bunch of new uses for them.
In the real world, snowberries were used mostly for medicinal purposes by Native American tribes. They also taste like wintergreen (reportedly - I have not eaten them).
- Snowberries can be grown from seeds and harvested. The seed recipe is unlocked at the same perk and level as blueberry seeds.
- Snowberry tea can be crafted in a campfire with a cooking pot. The tea gives 24 water and cures dysentery 10%.
- Snowberry paste can be used the same as medical aloe cream, and can be used instead of aloe cream when crafting first aid bandages. The paste takes five snowberries to craft.
- Snowberries replace blueberries in herbal antibiotics recipes.
- Grandma's Gin: "How intelligent people get drunk and belligerent." It provides the buffs of beer and the nerdy glasses, combined. The gin recipe is unlocked at the same crafting level as Grandpa's Moonshine.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Snowberry_Love
Trader Lore
Adds unofficial lore and history to the trader dialogs.
XPath only ("server-side").
Note: if you use this modlet with another modlet that changes the dialog window UI - such as NPC Core - you will see yellow warnings in the console: "XML patch for "XUi/windows.xml" from mod "khzmusik_Trader_Lore" did not apply". This is the desired behavior, and those warnings can be ignored.
- Fleshed-out lore and backstory for the Duke, Noah, Whiteriver, and the Cassadores.
- Different traders have different relationships with each group or leader, and have different opinions or amounts of knowledge about them.
- The vanilla dialog window is larger, to make room for more text.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trader_Lore
Trader Routes: Biome Progression
This mod changes the "Opening Trade Routes" quests, so they progress through the biomes as the tier changes.
XPath only ("server-side").
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Tier 2: Any biome except the Wasteland (unchanged from vanilla)
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Tier 3: Any biome except the Pine Forest or the Wasteland
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Tier 4: Any biome except the Pine Forest
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Tier 5: Snow or Wasteland biomes only (technically, any biome except the Burnt Forest, Desert, or Pine Forest)
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trade_Routes_Biome_Progression
C# modlets
These modlets use custom C# code, so they are not EAC friendly.
They will need to be installed on both the server and clients. See the individual README.md files for details.
Fortunately, in A20, installing modlets with custom C# code is as easy as installing an XML/XPath modlet. Just drop it into your Mods directory and go.
When installing or removing C# modlets, starting a new game is highly recommended.
Food Spoilage and Preserved Foods
A modlet that introduces food spoilage, and adds recipes for canned and preserved foods that don't spoil.
Requires SCore version 21.0.34.745 or above.
Features:
- Most foods that are not canned or otherwise preserved can now spoil.
- Prepared drinks (such as teas) can now spoil.
- Battery-powered refrigerators and beverage coolers can be crafted. Recipes are unlocked in the same perk and level as battery banks.
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New canned/preserved foods:
- IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked in the same perk and level as the vanilla beer recipe.
- Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked in the same perk and level as blueberry pie.
- Preserved blueberries. Recipe unlocked in the same perk and level as blueberry pie.
- "Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted.
- Smoked/cured meat. Recipe unlocked in the same perk and level as grilled meat.
- Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.
- Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.
See the README.md for details.
You must start a new game after installing this modlet! If you try to load an existing game, it will corrupt your game save.
It requires the Alpha 21 version of the 0-SCore modlet. Earlier versions will not work!
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Food_Spoilage
Mostly Dead
A modlet that implements the "mostly dead" character death style for 7D2D.
The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "Dead is dead" or "Permadeath" gameplay.
For an explanation of the "mostly dead" play style, see my "manifesto" on these forums:
Features:
- The player's inventory is deleted (the "Drop On Death" setting is forced to "Delete All").
- Skill points are reset (not removed), and books that were read are forgotten.
- Crafting skill levels above 1 are randomly re-assigned to different crafting skills. New for A21.
- Bedrolls and beds are no longer spawn points, so players do not spawn on them.
- The player map is reset, including any saved waypoints.
- Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
- Player vehicles are destroyed.
- The player's active land claim block is rendered inoperable.
- The player's ACL (Access Control List - i.e. friends list) is cleared.
- If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.) New for Alpha 20.
The respawned character is at a similar "level" to the old one:
- If the player did not complete the "Basic Survival" quests, they start over from scratch. (This is so players can still earn the skill points from completing those quests.)
- If the player restarts before level 4, they will be given the "Whiteriver Citizen" quest so they can find a nearby trader.
- If restarting at level 3 or lower, the player will be given the player's starting items, even if another mod or modlet has added starting items.
- When restarting at medium and higher levels, players are given bundles of items so they have matching armor sets, and their given ammo matches their given weapons. This includes new bow and crossbow bundles (which have custom icons and translations).
These features can be customized via XML edits or XPath. See the README.md for details.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead
Mostly Dead: Permadeath
This modlet makes the XML changes necessary to turn the Mostly Dead modlet into a "Permadeath" modlet. It is for people who do not want to make the XML edits themselves.
Features:
- Skill points are reset and removed.
- Crafting skills are removed. New for A21.
- The player level is reset to level 1.
- The player spawns with the starting items again, except the note from the Duke.
- The player is given the "Basic Survival" quests again.
- The player is given the "Newbie Coat" buff again.
All the other features from the Mostly Dead modlet remain unchanged.
You still need to install the Mostly Dead modlet. This modlet will not work by itself.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead_Permadeath
Rain Collector
New for A21!
Turns the dew collector into something more like a rain collector.
Features:
- The dew collector fills more rapidly when it is foggy.
- The dew collector fills much more rapidly when it is raining.
- The dew collector will not do anything if the outside temperature is below the freezing point of water.
- To make up for the fog and rain boost, the dew collector takes longer to fill up overall.
- Adds the ability to increase the number of "slots" in the dew collector. The XML changes are in blocks.xml and windows.xml but are commented out. See the README for instructions. Added in version 21.0.1.1.
This is all configurable in the XML for the dew collector. See the README.md for details.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Rain_Collector
NPC Core modlets
These are modlets that are designed to be used with the NPC Mod system. The NPCcore and Score modlets have custom assets and C# code, so they must be installed on both clients and servers, and EAC must be turned off.
A big thank you to Xyth, SphereII, and the entire community who helped make this happen!
NPC Packs
Zombie Pack for NPC Core
Adds new zombies.
New for A21: Includes feral and radiated versions of each zombie.
As of version 21.2.1.0, This pack no longer requires SCore or NPC Core.
Adds these new zombies:
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a new burnt zombie
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an older businessman zombie
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an older businesswoman zombie
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a skinny cowgirl zombie
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a generic, skinny, female zombie
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a female lumberjack zombie
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a female office worker zombie
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a female stripper zombie, similar to the original TFP designs (Warning! Nudity)
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a male firefighter zombie
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a generic, but skinny, male zombie
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a short but stocky police woman zombie
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Zombies
Civilians Pack for NPC Core
Adds "Civilian" human NPCs to the game.
All of them are in the Whiteriver faction, and can be hired.
Every character can wield all supported NPC weapons.
All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.
New for A21: The pack includes XML that will create bandit versions of the civilian characters, and add them to the proper entity groups. This XML is in separate files, and is disabled by default. It must be enabled by either deleting the pack's original files and renaming the bandit files, or by cutting-and-pasting the bandit XML into the pack's original files. Detailed instructions are in the README.
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Civilians
Rogues and Psychos Pack for NPC Core
Adds "Rogue" and "Psycho" human NPCs to the game.
Requires version 21.1.24.928 or higher of the SCore modlet.
Rogues:
Psychos:
Most characters can wield all supported NPC weapons. The exception is the Psycho Brute - his his size and posture make him incompatible with the animations for certain weapons.
All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.
The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Bandits faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.
The "advanced" version also contains extra dialog options (if your faction standing is good enough to talk with them). These dialog options add personal lore for that character - they do not affect gameplay at all. What they reveal to you will change, depending upon your faction standing, and whether they are hired or not.
I am assuming most players want the "basic" versions, so that is what spawns by default. But this can be changed through XML, and there is commented-out code that will do so.
The pack also creates custom Rogue and Psycho sleeper volume groups, which can be used to create POIs that are specific to only Rogues or only Psychos. If you create POIs with these groups, then either distribute this pack with those POIs, or make it clear to users that they will need to install this pack themselves.
Rogues also spawn into the bandit sleeper volume groups provided by NPC Core. (Psychos do not.)
New for A21:
- Custom AI (crouching between attacks, thrashing around when on fire, etc.)
- Rogue camps and Psycho remnant POIs used as biome decorations
- For modders: Custom wandering horde groups (not enabled by default)
- For modders: XML to make "advanced" Rogue characters part of the non-enemy Whiteriver faction (not enabled by default)
- If using the "advanced" versions that can be hired, custom NPC pickup items (requires SCore version 21.2.31.1132 or later)
See the README.md file for details:
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Rogues_and_Psychos
Whisperers Pack for NPC Core
Adds "Whisperer" human NPCs to the game.
Requires version 21.1.24.928 or higher of the SCore modlet.
(This modlet is not in any way associated with The Walking Dead.)
Whisperers are not attacked by zombies, and do not attack zombies themselves. In order to make this happen, zombies now use faction-based targeting and damage rules. This may have unexpected results if used with other mods/modlets that alter factions.
Every character can wield all supported NPC weapons.
All characters were created by me, using assets that are free for re-use. It also uses the "dead face mask" asset provided by @Mumpfy - thank you!
The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into hordes, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Whisperers faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.
I am assuming most players want the "basic" versions, so that is what spawns now. But this can be changed through XML, and there is commented-out code that will do so.
New for A21:
- Whisperers walk like zombies and hide their weapons when wandering, so they are harder to distinguish from zombies.
- Improved behavior when spawned into hordes.
- When not attacking, and alert to attacks, Whisperers will crouch or crawl to make it harder to see them.
- Whisperers that are set on fire will now do nothing except thrash around in pain.
See the README.md file for details:
https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/blob/main/1-khzmusik_NPC_Whisperers/README.md
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Whisperers
Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Whisperers
NPC Behavior Modifications
Remove NPC Core Characters
Removes NPC Core characters from all entity groups, so they do not spawn in game.
This is mainly for people who want zombies that require NPC Core, but don't want the human NPCs that spawn by default (Baker, Nurse, and Harley).
However, it may be useful for others as well. If you have other NPC Packs installed, you might want to only use characters from those packs.
Note: In NPC Core, there is a file called entitygroups_nocorespawn.xml in Config/Options. If you rename that file to entitygroups.xml, and replace the existing file with that name in Config, it will do exactly the same thing as this modlet. This modlet is for people who are not technically knowledgeable enough to do that, or just find it more convenient to install a modlet.
Variable NPC Sleepers
This modlet changes the behavior of NPCs spawned into sleeper volumes in POIs (or other prefabs), so that they awake in a way that is more consistent with zombies.
By default, NPC Core NPCs are instantly awakened, and start wandering around, when they are spawned into sleeper volumes. They are spawned in when the player is a not-so-short distance away from the sleeper volume bounds (I believe it's 9 blocks/meters away). If you're a POI designer, and designing a "dungeon crawl" style POI with NPCs, this can make things difficult.
With these changes, NPCs behave differently according to the type of sleeper volume:
- Passive (very uncommon - used mostly when the entities are "decoration"): Like zombies, NPCs do not wake up unless attacked.
- Active (most common): NPCs fully wake up as soon as the player touches the sleeper volume, but are only aware of the player if the player is in their line of sight. They may wake up if the player attacks another entity in that sleeper volume, even if they do it from outside the bounds of the sleeper volume.
- Attack (less common, used mainly near end loot or in "jump scare" situations): NPCs fully wake up as soon as they are spawned in, regardless of whether the player touched the sleeper volume at all. They become aware of the player as soon as the player is in their line of sight. (This is the default behavior of all NPCs without this modlet.)
Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/2-khzmusik_variable_NPC_sleepers
More modlets are coming. Stay tuned...
I am still in the process of porting over the A20 version of my modlets - with the highest priority being the various NPC packs and mods. I will update this post as they become available.
Thanks for your patience!