NPCCore

7 days to die npcmod and addons, 7 days to die animals, 7 days to die zombies, 7 days to die bandits, 7 days to die npcs

Description

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, they would love to hear from you!

Current V2.0 Version: 2.0.01
Current V1.0 Version: 1.3.04

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.

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?
    • Forum 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 forum 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

  • When an NPC fights a Bandit, some odd combat animations can happen. This bug exists in both the 1.4 and 2.0 versions.
  • 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 it be known if you see a pattern. Might be debuffs accumulating.
  • It’s a very complex mod, expect bugs not yet found, and please report those.

Bug Tickets

  • NPCMOD-SP-0034: Hired NPCs will despawn at times (ex: using vehicles)
  • NPCMOD-SP-0037: Ranged Hostile NPCs stop being able to damage you when you are close and lower than them
  • NPCMOD-SP-0039: Friendly NPCs spawned in “passive” sleeper volumes will not move if hired
  • NPCMOD-SP-0044: Melee NPCs can properly hit crawlers when on the road but cannot always see them when in grass
  • NPCMOD-SP-0048: NPCs can talk to the player while fighting, until they are hit by an enemy
  • NPCMOD-SP-0049: Setting the respawn CVar to 0 still respawns NPCs next to their leader. Possibly change SCore so CVar value of 1 would respawn them. No CVar or value of 0 would not
  • NPCMOD-SP-0050: NPC ranged can sometimes not hit as well as other times. Might be debuffs accumulating.
  • NPCMOD-SP-0051: NPCs will use the trader voice set at times
  • NPCMOD-SP-0052: NPCs in passive sleeper volumes turn to look at the player when they’re not active
  • NPCMOD-DEDI-0006: NPCs can be hired by another player after you’ve hired them – fixed
  • NPCMOD-DEDI-0008: A hired NPC does not know who to focus on when two players are around them. Focus should be on the leader – fixed
  • NPCMOD-DEDI-0015: NPCs no longer have the walking anim, float when walking away from you and you chat with them: Only occurs when you press “E” quickly before they enter chat action.
  • NPCMOD-DEDI-0016: Hired NPCs will path to another player then path back to the leader
  • NPCMOD-DEDI-0021: When you hire a dynamic spawned NPC, their spawner source is supposed to be changed to static. It seems that’s failing

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. 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.

Option 2: Use the modlauncher to load the 2 cores.

Images

7 days to die npcmod and addons additional screenshot 1

7 days to die npcmod and addons additional screenshot 2

7 days to die npcmod and addons additional screenshot 3

7 days to die npcmod and addons additional screenshot 4

Videos

NPC Controls Tutorial Video:

Changelogs

Updated Mod to 2.0.01

Posted the 2.0.01 version of NPCCore. Requires a 2.0 version of SCore.

Previous Updates

Updated Mod to 1.3.04

The missing file update has been pushed to the repo.

Updated Mod to 1.3.0.3

Fixed the last fix. Still savegame safe.

Updated Mod to 1.3.0.2

Uploaded version 1.3.0.2, very, very minor update, save safe. Just fixed a seldom used flying enemy template.

Updated Mod to 1.3

No major changes. Commented out the guns smoke particles due to a reported memory leak when using those particles. Will restore if TFP concurs and fixes.

Updated Mod to 1.2.03

1.2.03 pushed. Minor update, fixed SetTargetifHurt parameters on a few entries. Save safe.

Expansion Packs

Added 1-khzmusik_Zombies and 1-khzmusik_Civilians expansion packs.

Updated Mod to 1.2.02

Pushed minor update 1.2.02 Fixed bug in UAI where hired NPCs drop into idle when between 30M away from leader and teleport distance.

Updated Mod to 1.2.01

  • Converted spawning.xml for the core, birds, mechs and Darkstars soldiers.
  • NPC longbow player item compatibility fixed
  • updated the “cp” fire buff to conform with new TFP xml – still warnings in log to hunt down

Download

DOWNLOAD NPCCore (0-XNPCCore) (75,7 MB)
DOWNLOAD SCore (0-SCore) (71,1 MB)

The forum topic of the mod is here.

Credits: Xyth, SphereII

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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.

220 Comments
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ItaAndy
ItaAndy
July 8, 2025 9:51 pm

RIP mod…such a great mod, and there are no links for npcs….as of right now (the time of me writing this comment), this mod is useless.

Alexandre
Alexandre
July 8, 2025 2:03 pm

Where are the NPCs that came together with this mod down here on the dowload area?????

Mike G
Mike G
July 8, 2025 1:19 pm

Strangely, I had to remove this mod as adding it after a game start seems to have made zed dogs almost impervious to damage. Had a horde night and they wouldn’t get hurt by most things…I think only Molotov’s harmed them, so weird. I’m sure it’s a mod conflict as I use quite a few, but just seeing if anyone else has issues? I only threw NPC score into mods so far, not any mods that use it or add mobs.

Darian
Darian
July 7, 2025 10:34 pm

Started new game with no mods, installed NPC Core + Oscore= Null Referance error can’t even start game.
Previously everything worked for 1.4 , for 2.0 = errors

Battement
Battement
July 2, 2025 9:01 pm

Can anyone explain how these should be installed? I unzip them into the Mods folder but every time I get a full console of red errors and I can’t find a solution anywhere =(

Lee
Lee
July 3, 2025 1:08 pm
Reply to  Battement

NPCCORE, then SCORE in order worked for the previous 1.4 perfectly. However, if one or the other has not been updated for the new 2.0, then neither will work [ as discovered during the Experimental ], and there will be console errors. The last news I received from Sonja on July 01, who has many mods for 7D, is that while NPCC has been updated, SCORE was still being worked on for 2.0. It will be helpful for the NPC team to put a blurb out on this board indicating that both files are ready to go for the 2.0, then take another shot at it. Modders including Xyth have been hard at work getting a stable rebuild out there since 2.0 dropped. Also check the above ”forum topic” link for news by devs on updates.

Battement
Battement
July 3, 2025 6:49 pm
Reply to  Lee

The whole problem is that I launch .u on version 1.4 and I don’t understand why it gives me full console errors 🙁

I download both archives, throw them in the Mods folder and click “extract to current folder”, what am I doing wrong here?(

nicdoesstuff
nicdoesstuff
July 3, 2025 7:25 pm
Reply to  Lee

For me even on 1.4, i get a console full of red errors. I cannot load into the game for some reason

Lee
Lee
July 4, 2025 11:42 am
Reply to  nicdoesstuff

There is a way to dodge these errors if on the 1.4. One means that is frequently used is the ”No Console On Error” mod by RYAN. It is a zip file that blocks the game from putting these red errors out, however, it CAN cause stability issues depending on platform.[ I myself had no problem while on the 1.4, and could spawn easily into the game using this mod, which of course may only work on the 1.4 and not the 2.0 ].

nicdoesstuff
nicdoesstuff
July 6, 2025 5:41 am
Reply to  Lee

Put it in my files and nope. still didnt work.

Lee
Lee
June 26, 2025 3:51 pm

I guess the 64-dollar question is, will NPCC work with the new 2.0? 1.4 use saw no issues. A test using NPCC with the Experimental and no other mods showed that no matter biome/week progression, the player was kicked all the way back to the beginning upon game re-start. Once removed, that issue was eliminated.

gop
gop
June 6, 2025 4:42 pm

is there any way to disable peaceful NPCs ?

Therenazor
Therenazor
May 30, 2025 5:20 am

I love hiring them but the zombies won’t target them. Do I need to edit something?

Poncho
Poncho
May 23, 2025 4:05 pm

I’m having issues getting the spiders and the cold bloods to spawn naturally; any idea why that could be?

Balgias
Balgias
May 10, 2025 7:50 pm

Why are my friendly NPC’s ignoring all commands and only wandering? Extremely infuriating.

fredrik
fredrik
May 4, 2025 7:34 am

i am playing on eft. how can i change from duke casion to rubels ?

Acirno
Acirno
May 3, 2025 10:39 pm

Just started having an issue where Having NPCcore/Score installed is fine, as soon as I add any npc expansion, both zombies and npc stop spawning. anyone else seeing this?

leon sevalle
leon sevalle
April 26, 2025 4:38 pm

Is this compatible with the Escape from Tarkov mod?

ChaseC (Ian)
ChaseC (Ian)
April 24, 2025 9:06 pm

Hello, 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.

Dilson
Dilson
March 23, 2025 3:43 am

How can I set the NPCs to respawn in the bedroll when they die?

Dave
Dave
March 9, 2025 5:33 pm

Sorry, but extracting these downloads are inconsistent and confusing. Some files extract to dedicated folders, others extract as individual files (which are not combined together). Please can you post a picture of how the mods folder should look once all files are extracted?

Wanuboi
Wanuboi
March 8, 2025 4:59 pm

I am in 1.0 playing with EFT Overhaul but EFT Overhaul replace Duke Casino Coin with Roubles, how can i replace NPC cost asking for 1 000 Dukes for 1 000 roubles ?

Gage
Gage
March 17, 2025 2:15 am
Reply to  Wanuboi

I love this question because I was about to download and would have wondered the same thing or if there is a way to just change it back to dukes

Fredrik
Fredrik
May 4, 2025 7:42 am
Reply to  Wanuboi

Did you guys find out how?

Therenazor
Therenazor
May 30, 2025 5:01 am
Reply to  Fredrik

Go into the XML file and you can change it. I did it to 30,000 dukes

V1.ultra
V1.ultra
March 6, 2025 4:00 am

Is there a way to keep “gfx st budget 0” and “gfx pp enabled 1” on because the mod keeps changing my graphics settings and I was wondering if there was a way to turn that off.

undersiege24
undersiege24
March 17, 2025 9:40 am
Reply to  V1.ultra

I am glad I’m not the only one having this issue. Does anyone know how to fix this??

kylian
kylian
January 27, 2025 10:34 pm

where do i extract the snpc folder?

mr.game
mr.game
January 26, 2025 7:37 pm

Hello please help🙏🙏🙏
How can I change Riot & from enemy to friend and hire them like npc Soldiers

ArmN4
ArmN4
January 22, 2025 1:28 pm

When I installed this mod before, I could spawn US Army soldiers as reinforcements. But when I installed it again today, I couldn’t find them in the list. I wonder what happened to them?

Biploy
Biploy
January 19, 2025 9:11 pm

For another IMPORTANT!!!
The NPC and Entity SPAWN Other BIOMES!!

For ME the “EndZ-WesternEntityPack” make this phenomenom.

Because i Use these mods, forc npccore:
-0-SCore
-0-XNPCCore
-1-Betterlifenpcs
-1-DarksCleanerz
-1-DarksMMPack1
-1-DarksMMPack2
-1-DarksPrepperz
-1-DarksSoldierz
-1-DarksZombiez
-1-EndZ-Australian-Entity-Pack
-1-khzmusik_NPC_Civilians
-1-khzmusik_Zombies
-1-OaksColdBloods
-1-OaksZombieHeadHunters

And there is no interruption for me v1.2(b27). All biomes, have zombies, animals, npc-s….

elfsaga123
elfsaga123
March 18, 2025 3:17 am
Reply to  Biploy

hi can you help me? do i need to download all assets? and if so what folder should i paste the assets in Score

Biploy
Biploy
January 19, 2025 8:48 pm

How did i add custom weapons from another mods for npc-s to have to use thats?

aslav123
aslav123
January 16, 2025 7:33 pm

For all people who plays 1.0+ and finds this version incompatible you can download the war of the walkers mod and take the npccore and oscore on it, it works with no errors my version is 1.2 b27

Biploy
Biploy
January 14, 2025 5:03 pm

“Weapon Swapping! Add player weapons (not every one is supported) to NPCs storage, and use the menu to enable that weapon.”

What’s that mean? Because for me, when i put any vanilla, or modded, weapons, tools, knives, etc etc… it’s not “appear to use” in the command menu, it’s only have the “attacker item” with which spawned.

aslav123
aslav123
January 12, 2025 6:06 pm

are you planning to release this to ver 1.2 b27?

Hotdog
Hotdog
January 2, 2025 10:33 am

I play v1.2 on solo Navezgane, the npcs work fine…but outside of Pine Forest, all biomes are barren of zed spawns (except poi’s and random hordes). I can just walk through Gravestowne like its my house. Kinda sucks, cus good mod otherwise. Hopefully it gets sorted out

ItaAndy
ItaAndy
January 4, 2025 4:55 pm
Reply to  Hotdog

Sadly the only way to “fix” this, is to roll back to version 1.1. The modder hasnt yet fix this. No one knows if he/she is aware of this. Great mod, but its not 100% on par with the current version of the game.

Biploy
Biploy
January 15, 2025 8:55 am
Reply to  Hotdog

For me, one of addons do this.
Cause, before i put the “EndZ-AussiePack”, “EndZ-WesternEntityPack”, “1-DarksMMPack1”, “1-DarksMMPack1”, and the “1-DarksDinoz” everything works fine, but after i put theese Addons, same happened for me, outside of Pine Forest.

Rhadamanthus
Rhadamanthus
December 30, 2024 7:34 pm

seems to be a glitch in spawning. as it is spawning late game monsters at stage 1 such as irritated and huge spiders along with headhunters

Artur
Artur
December 27, 2024 2:03 pm

Hello everyone, please help me, the E button doesn’t work, the doors don’t open, I can’t talk to the NPC

Rhadamanthus
Rhadamanthus
December 30, 2024 7:36 pm
Reply to  Artur

are you using a hud replacement. i had to uninstall smxhud because it caused this bug

Artur
Artur
December 25, 2024 11:12 pm

почему у меня на версии игры 1.1
не работает кнопка E взаимодействие не с nps не двери

Winchester
Winchester
December 25, 2024 5:27 pm

Works on V1,2 ?

Ryan
Ryan
December 24, 2024 4:12 am

I dismissed my npc by accident where do I find a new one. Where do they spawn at

Winchester
Winchester
December 26, 2024 5:46 am
Reply to  Ryan

No … not working .. at least not properly, didn’t find any zombies in other biomes, only pine forest … saddly ..

Luanshi777
Luanshi777
December 23, 2024 6:42 pm

Hello, I have a problem. I installed V1.0 NPCCore: (0-XNPCCore) (80.2 MB) but when it loads, many red letters appear and it doesn’t let me do anything. Do you know why?

ItaAndy
ItaAndy
December 21, 2024 3:20 am

this mod is working perfectly in pine forest biome, once you go to the other biomes, you get no npc, or zombies spawn ANYWHERE…zombies just inside pois…thats it…

Jonas
Jonas
December 22, 2024 11:21 am
Reply to  ItaAndy

Same here, Had to revert to 1.1 as i want my NPCs (RWG map tested)

ItaAndy
ItaAndy
December 22, 2024 9:35 pm
Reply to  Jonas

thanks so much man, I really appreciate your reply…I hope this mod gets sorted out, its a fantastic mod!

ItaAndy
ItaAndy
December 19, 2024 12:34 am

working perfectly with version 1.2!!

Hotdog
Hotdog
January 2, 2025 10:26 am
Reply to  ItaAndy

I play on Naezgane, and I don’t get any spawns outside Pine Forest either. Game went back to normal when I removed this mod. Such a shame, I love the NPCs and have had fun doing road trips with some. The enjoyment wore off once I realized this mod kills all biome spawns.

zeds only show in POI’s or generated hordes

Jonas
Jonas
December 18, 2024 10:09 pm

Installed 1.2 version of both cores. Get no npc spawns. Same for birds

Jonas
Jonas
December 19, 2024 1:58 pm
Reply to  Jonas

All solved, was a map that caused the problems, works on “standard” maps

ItaAndy
ItaAndy
December 21, 2024 3:22 am
Reply to  Jonas

Jonas, what do you mean by standard maps? im having the same problem of no zombies or npc spawns, once I move out the pine forest.

Jonas
Jonas
December 22, 2024 11:23 am
Reply to  ItaAndy

I tested first on a downloaded modded map, but, have the same problem as you with spawns only in pine forest, now on RWG map

Alia
Alia
December 13, 2024 12:48 am

NPCCore: (0-XNPCCore) (80,2 MB)
SCore: (0-SCore) (70,9 MB)

Not working on 1.2

Hotdog
Hotdog
December 18, 2024 10:54 pm
Reply to  Alia

yes it is working for 1.2

ItaAndy
ItaAndy
December 19, 2024 12:34 am
Reply to  Alia

it sure is!

Oddone
Oddone
December 10, 2024 8:30 pm

Looks like the latest patch broke some or all of this

ItaAndy
ItaAndy
December 19, 2024 12:35 am
Reply to  Oddone

everything is working great

ItaAndy
ItaAndy
December 21, 2024 3:21 am
Reply to  ItaAndy

edit! you were right

HLEBUSHEK_007
HLEBUSHEK_007
December 4, 2024 2:42 pm

Hello ! How i can replace a voice in the mod for any NPC ? I have idea for create a EFT voices for raiders in “The wasteland” mod

djskagnetti
djskagnetti
November 2, 2024 7:52 pm

If you want Gans Zombies (I think it’s just the standard one) working for 1.1, go to War3zuk AIO Overhaul’s modpage, go to his download page, and he has Gans Zombies available for download there, which I can verify is working for 1.1, just played a full day and fought many with no problems. Guppy’s zombies are there working for 1.1 too, so why not?
Both ZombieRekt and ZombieHuge in Gans do have a loot probability of 1, which is 100% droprate for zombo bags. If you go to the mod, go into entityclasses, go to the line property name=”LootDropProb” value=”1″/ and change it to property name=”LootDropProb” value=”.04″/ or whatever you want to be less cheaty. These are located under entity_class name=”zombieRekt” extends=”zombieRegularTemplate” and entity_class name=”zombieHugh” extends=”zombieRegularTemplate” . I personally changed the regular/feral/radiated versions to .04/.05/.06 loot drop prob.

djskagnetti
djskagnetti
November 3, 2024 12:32 am
Reply to  djskagnetti

Sorry for duplicate posts. I later changed regular/feral/radiated droprates to .04/.08/.12, I like that better. Then I noticed Gans has property name=”LootDropEntityClass” value=”EntityLootContainerStrong”/ for the feral versions but not the radiated, so I just copy and pasted that line right under property name=”LootDropProb” value=”.12″/ . Anyways, thanks for the mods!

blackagent
blackagent
November 2, 2024 7:00 am

I get an error, it takes time to deal with NPCs window dialog unknown! F1

deyl
deyl
October 28, 2024 7:13 pm

Hello, first of all I would like to congratulate the team for their work, my problem is that all the NPCs are hostile, I have tried uninstalling all the mods and leaving only the essential ones so that it works for nothing, if an NPC appears it will try to attack me, I would appreciate it if Please fix this problem or give me a solution, thank you

Joelony
Joelony
October 25, 2024 5:51 am

Hi, I appreciate the effort to put everything together, but it also makes it incredibly difficult to figure out what some of the NPCs look like or how their mechanics perform.

The Oaks Zombie Headhunters are cool, but not at all balanced for V1.1, especially early play. They are spawning frequently in the Forest biome during the day, their aggro is ridiculously far away, total bullet sponges, and can kill lower level players in one hit. I’d run away from them, but their tracking range must seriously be like 200m+ It’s almost like the distance doesn’t matter and they have some kind of “catch up” spawn logic.

They might be a worthy addition for late game players, but until then they’re a definite uninstall.

Joelony
Joelony
October 26, 2024 12:18 am
Reply to  Joelony

Adding more context in case mod author wants to make adjustments: The range is closer to 100m but they track through everything (I broke LOS, got more than 100m but they were still chasing). They are being incorrectly added to normal zombie spawn pools (seems to replace the zombie with the same gait animations). They are completely missing eyes and I can see through them to objects behind the model.

bilibili
bilibili
October 21, 2024 8:01 am

I try to change the faction, but i can not communicate with them

xoxa
xoxa
October 20, 2024 3:27 am

plz, if NEW update (for subs or main mods) put a note in discrition 🙂

Baboli
Baboli
October 20, 2024 4:01 am
Reply to  xoxa

If you had looked at the description, you would have seen that note already. Above the download links.

xoxa
xoxa
October 20, 2024 6:29 am
Reply to  Baboli

its true, sorry, if i could sugest; put it in top ^^”

xoxa
xoxa
October 20, 2024 6:29 am
Reply to  Baboli

ps: after version*

bilibili
bilibili
October 21, 2024 7:59 am
Reply to  xoxa

how to chang the bandits to whiteriver, want to hire them

Bobby
Bobby
October 10, 2024 9:40 pm

what is download for a21 ?

Fred
Fred
October 1, 2024 11:09 pm

new update messing up my npc mods???

Trashboat56
Trashboat56
October 1, 2024 6:18 am

Are the NPC’s Hard to find (Darksoldierz) Or do you just have to spawn them in? Played in a world for 40 days never encountered any npc’s, went in creative the mod works but i just don’t seem to be able to find them. Not looking for a fix but it would be appreciated just want to know whatsup.

Sven
Sven
September 19, 2024 11:11 pm

Sorry aber mit 1.0 Bekomm ich es nicht hin mit der Mod.

ItsSonnyInIT
ItsSonnyInIT
September 12, 2024 9:20 am

pressed F6 and tried to spawn a Darlene. She was there but invisible. All vanilla zombies are invisible and some are also invulnerable to any type of damage. I only had v1.0 NPCCore and v1.0 SCore installed. Removed both and I could spawn Darlene again.