Adds “Civilian” human NPCs to the game.
All characters were created by khzmusik, using assets that are either free for re-use or CC-BY. See the Technical Details section for more information and asset credits.
Civilians
The pack contains these characters:
Test Female
Test Male
Female Aged
Female Scrubs
Female Young 1
Female Young 2
Female Young 3
Female Young 4
Female Young 5
Male Aged
Male Aged Scrubs
Male Aged 2
Male Cowboy
Male Young 1
Male Young 2
Male Young 3
All of them are in the Whiteriver faction, and can be hired.
Most characters can wield all supported NPC weapons. The exception is Female Young 2, who cannot wield a rocket launcher.
Dependent and Compatible Modlets
This modlet is dependent upon the 0-NPCCore modlet, and that modlet is in turn dependent upon the 0-SCore modlet.
As far as is known, it should work with any versions of those modlets.
Technical Details
This modlet includes new non-XML resources (Unity assets). These resources are not pushed from server to client. For this reason, this modlet should be installed on both servers and clients.
Spawning
Spawning follows the NPC Core conventions.
According to those conventions, each NPC pack has its own biome spawners, which are “gamestaged” by biome difficulty, time of day (daytime/nighttime), and district (downtown vs. non-downtown). NPCs also spawn into the groups used by NPC prefabs (POIs).
As of version 1.0, spawn probabilities were calculated, and XPath was generated, using the NPC Probabilator tool. See that tool’s README file for details.
Bandit Versions
There are bandit versions of these characters, for those who want them. But as most people do not want them, they are not enabled by default.
In the Config folder of this pack, there are additional XML files:
- entityclasses-bandits.xml: contains bandit versions of the civilian entities
- entitygroups-bandits.xml: spawns the bandit versions into entity groups
- spawning-bandits.xml: adds biome spawning for bandit entity groups
There are different ways you can use them:
- If you want only the bandit versions, and not the civilian versions, rename the existing entityclasses.xml, entitygroups.xml, and spawning.xml files, then rename the bandit versions to entityclasses.xml, entitygroups.xml, and spawning.xml.
- If you want both civilian and bandit versions, you can uncomment XML tags in the existing files in this mod:
In entityclasses.xml, uncomment this line at the end of the file:
<include filename="entityclasses-bandits.xml" />
In entitygroups.xml, uncomment this line at the end of the file:
<include filename="entitygroups-bandits.xml" />
In spawning.xml, uncomment this line at the end of the file:
<include filename="spawning-bandits.xml" />
These will automatically included the bandit versions of the files. (You must un-comment all of those lines.)
The bandit versions spawn into different entity groups used by NPC sleeper volumes:
- npcBandits*
- npcEnemy*
They also have dedicated biome spawn groups, separate from the civilian biome spawn groups.
As per usual with enemy entities, they can be “basic” or “advanced” versions. The “basic” versions can’t be interacted with or hired, but can be spawned into hordes. The “advanced” versions can be interacted with or hired – provided your faction standing is good enough – but cannot be spawned into hordes.
Most players likely want the “basic” enemies, since they usually do not use mods that change faction relationships. But if you don’t, un-comment the XML at the bottom of the entityclasses-bandits.xml file.
How the Characters Were Created
The character models were created using one of two programs:
- Mixamo Fuse – a free program for making human-like characters. Unfortunately, after Adobe bought it, it was discontinued and is no longer supported. But it can still be used, and is still very good.
- MakeHuman – an open source program for making human characters. It includes many community assets.
Once the models were created, they were exported to .obj files and rigged in either Mixamo or AccuRIG. Afterwards, they were exported to Unity .fbx files.
They were then imported into Unity to set up ragdolls, add controllers, tags, material shaders, etc.
None of this would be possible were it not for the help of Xyth and Darkstardragon – thank you!
If you would like to know how to do all this yourself, Xyth has an excellent series of tutorials on YouTube.
Re-Use in Other Mods/Modlets
Any rights held in these characters are hereby placed into the public domain (CC0). Feel free to re-use them in any your mods or modlets.
However, rights to all of the assets in the models are not held. Assets from Mixamo Fuse and MakeHuman have been used, and those rights are retained by Fuse and/or the members of the MakeHuman community.
This sounds worse than it is. Both the Fuse and MakeHuman assets are released under very lenient licenses, and it should not be any problem for mod authors to include them in their mods:
- Characters created in Mixamo Fuse may be used in any game (commerical or not) for free, though you cannot repackage and sell the Fuse assets themselves.
- MakeHuman characters can include assets from the MakeHuman team, or community assets. The MakeHuman assets are CC0, and the community assets are usually CC0 or CC-BY. Distribution of characters that include CC-BY assets must abide by the terms of that license, and include appropriate credits for those assets.
Obviously, the characters also use assets from The Fun Pimps (sounds, animations, etc). The Fun Pimps retain the rights in those assets.
So long as you are using these characters in the context of a 7D2D mod, there should be no issues.
Asset Credits
These assets were used in the creation of the characters in this modlet. The assets were created for, and used in, MakeHuman.
If you are using the characters from this mod, you must credit these authors. If you are including this mod in an overhaul or mod pack, it should be sufficient to make sure this README.md file is included.
- Double MH Braid 01
- author: Elvaerwyn
- license: CC0
- Eve Hill’s Young_Hispanic_Female
- author: Eve Hill Sisters Production Company / 3d.sk / jimlsmith9999
- license: license: CC-BY
- Necklace (Native American Fashion)
- author: punkduck
- license: CC-BY
- Retro Top
- author: punkduck
- license: CC-BY
- Skirt (Native American Fashion)
- author: punkduck
- license: CC-BY
- String 4
- author: punkduck
- license: CC-BY
If any assets used in these characters have been missed, please provide that information so the author can be credited or the character removed, as appropriate.
DOWNLOAD NPC Civilians (179,4 MB)
Dependencies
DOWNLOAD 0-NPCCore (80,2 MB)
DOWNLOAD 0-SCore (71 MB)
The forum topic of the mod is here.
Credits: khzmusik
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
How Do I make it cost more to hire An NPC? also how many hits points do they have and can that be modified? thanks
I found, a bug the NPCS are unkillable
Hi I have a little question is it possible to use 7dtd player characters as hireable NPCs? I believe it would be possible but I wonder how it is done if it is. Do we have to do some modifications to the player character assets in Unity to make it work with NPC core or could the models work already with some XML edits but I appreciate for anyone that replies and lets me know if it possible.
From what I understand from the encyclopedic description, watching Xyth’s tutorials ( https://www.youtube.com/c/DavidTaylorCIO/playlists ) might give you an idea of how to do this.