NPCs Mod

7 days to die npcs mod, 7 days to die npcs, 7 days to die dmt mods

This is a mod that introduces dynamic NPC characters into the game by expanding on the Creature Pack Humans. These NPCs require some of SphereII’s DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and they need help testing to make these NPCs work better.

This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml.

You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain.

In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don’t ask him to help you with that.

Known Issues

This mod has not had much A19 testing and has so much code they expect you to find issues.

No training guide. SphereII posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions on the forum page. Well, except questions about egg laying.

Changelog

  • (new) Pushed a workaround fix submitted by RedArmy45, NPCs now attack zombies before and after hiring more reliably. Update added to Humans, Mechs and animal NPCs.
  • Pushed the fix for the Wolfhound.
  • Pushed the real fix for GS22 NRE.
  • Pushed fix for misnamed whisperer males, and a bug that would happen only at GS22
  • Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters. Some humans have less than ideal weapon rotations, and while Xyth is working on the WW project he doesn’t have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml
  • A19 Stable release pushed. Some new characters like the ranged bee and WarWolf.

Installing

This is a DMT mod so it must be compiled with DMT Modding Tool, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. Required: 0-SphereIICore, SphereII NPC Dialog Windows and 0-CreaturePackHumans

Download for A19
Download for A18

The forum topic of the mod is here.

Credits: Xyth
Additional Credits: SphereII, DarkStarDragon, Mumpfy

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26 thoughts on “NPCs Mod

  1. Using the Beta20 version right now and all companions I hire keep falling under the ground at some point. It is very disappointing to have it happen because their follow patterns are quite well made.
    Can there be a command or a key stroke set up (preferebly both) to have them get teleported to you, even if underground?

  2. @XYTH hey ive been trying to use this mod because it sounds like just the thing im looking for to spice the game up but it hasnt seemed to work for me. i see the new zombies, new animals but no human npcs to even try and hire. i know it requires dmt but is it not working because im trying to add the mod and going into a saved game? I really want this to work and im not the best with this stuff so i wanted to reach out to the man himself(or the woman herself, not sure which) and see if i can get some direction. Thank you!

  3. Hi it me one more time , just to say i’m able to run it on dedicated server
    How did i do?
    1: i done as i said on the last reply to compile
    *for player side compile : the npc mod required + adding my usual classics mods (as better lights , vehicles…)
    *for the server side compile : server sides mods + classics mods + npc required mods
    2: for the server, you have to compile it on the ded’ machine (phisycal for myself, but i think you can do it in virtual gamer environment)
    3: launch the game as for solo game, and generate a map
    4: then set your server.cfg with the created new map informations you done when you created it (map name , game name)

    the lone error i have is about loading mecha npc and related folders (but i remember i don’t see them in solo game too) , but all the mod is working good at least 🙂 (hiring , speak,give jobs…)

  4. it looks fun without the useless added things
    Try to make this mod working alone please ; it looks very interesting

    1. well , i finally found how to make working this mod ; it was very messed to find and far from the 4 starter mods as explained in the description *you have to compile them using DMT Tool ( https://github.com/…/v2.2.7569…/DMTv2.2.7569.26209.zip ) *From ” SphereII.ModsA19-master ” : ( https://github.com/…/SphereII.ModsA19/archive/master.zip ) > “SphereII NPC Dialog Windows” > “0-SphereIICore” >”0-CreaturePackHumans” ( https://yehonal.github.io/DownGit/… ) *and from “A19DMTMods-master” ( https://github.com/7D2D/A19DMTMods/archive/master.zip ) _ 1-NPCPackAnimals _ 1-NPCPackHumans _ 1-NPCPackMechs _ 2-NPCFactions _ Locks ** If you have some other mods , you have to compile them simultaneous with that pack (personaly i created a new map with mods to be sure it handle all the mods)

  5. Please make a more detailed instruction on how to install and potential compatibility issues.

    Thank you very much for delivering this interesting mod!

  6. Im running the newer version that don’t require DMT on a dedicated server and it works fine. except for one npc the moto guy had to be disabled every time he was killed by anyplayer on server it would crash. so we just replaced him with the clubber and all seems well. great job I know this was a ton of work. took me all day when I set up to disable the vanilla zombies. and turn the game into a Fallen World.

  7. sorry, no can use. “.msi” files are a really fishy way of installing software (AKA: highly suspicious way of installing backdoors, and viruses). just the thought of installing something directly into my system files turned me completely off from installing your mod. great concept. EXTREMELY horrible execution.

    1. as is they will appear automatically but be mixed in with regular spawns which seemed odd to me that the zombies in the world didn’t go after these human brains. so I removed all the zombies . and added the npcs to their spawn points. Zombies and dinosaurs are just getting old. People are scary and deadly enough.

      1. YOURE WRONG…
        I PLAYED THIS MOD ON MY PUBLIC SERVER WITHOUT DMT !!!
        Only issue was with BloodMoons…the mod causes very high server load and sometimes freezes with 2-3 players on BM…
        But i used it like every other mod !!! Just put it into MOD directory of game and server…done…

  8. Hi, I been allready playing whith this mod for a few days, I love this mod, bud, there are still a problem, ist that the auto turret shoot at them als they were enemigs even I´d allready contrat them, I informed this in the author page, but I´d have resive any answer yet, beside that, wonderfull mod!!!

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