Rogues

7 days to die rogues

Adds “Rogue” human NPCs to the game. Rogues are part of the Bandits faction.

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.

Features

  • Eight Rougue characters
  • Custom AI (crouching between attacks, thrashing around when on fire, etc.)
  • “Basic” versions (enabled by default) or “advanced” versions (not enabled by default)
  • Rogue camps used as biome decorations
  • For prefab creators: Rogue sleeper volume spawn groups (separate from the NPC Core Bandit groups)
  • 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 “advanced” Rogues (enemy or civilian), custom dialog with backstories and personal histories

Characters

The pack contains these “Rogue” characters:

Rogue Female Aged

7 days to die rogues additional screenshot 1

Rogue Female Heavy

7 days to die rogues additional screenshot 2

Rogue Female Leather 1

7 days to die rogues additional screenshot 3

Rogue Female Leather 2

7 days to die rogues additional screenshot 4

Rogue Male Aged

7 days to die rogues additional screenshot 5

Rogue Male Blonde

7 days to die rogues additional screenshot 6

Rogue Male Cowboy

7 days to die rogues additional screenshot 7

Rogue Male Young

7 days to die rogues additional screenshot 8

Every Rogue character can wield all supported NPC weapons.

Decoration Prefabs

This pack contains prefabs that are used as biome decorations. They spawn only Rogues.

Because they are biome decorations, they spawn when the chunk is generated, and not during RWG. This means they can spawn into pre-generated maps, such as Navezgane.

Every effort has been made to ensure that encountering one of these prefabs is a rare event. Players will probably encounter only one or two of each, depending upon biome.

If you want to change their spawn probabilities, you can edit this mod’s biomes.xml file. If you want to prevent them from spawning altogether, that entire file can be commented out or just deleted.

Rogue Camp 1

7 days to die rogues additional screenshot 9

Spawns in the Desert biome.

Rogue Camp 2

7 days to die rogues additional screenshot 10

Spawns in the Desert biome.

Rogue Camp 3

7 days to die rogues additional screenshot 11

Spawns in the Pine Forest and Desert biomes.

Rogue Camp 4

7 days to die rogues additional screenshot 12

Spawns in the Snow biome.

Rogue Camp 5

7 days to die rogues additional screenshot 13

Spawns in the Snow biome.

Rogue Camp 6

7 days to die rogues additional screenshot 14

Spawns in the Pine Forest biome.

Dependent Mods

This NPC pack is dependent upon the 0-NPCCore mod, and that mod is in turn dependent upon the 0-SCore mod.

Technical Details

This NPC pack includes new non-XML resources (Unity assets). These resources are not pushed from server to client. For this reason, this NPC pack must be installed on both servers and clients.

While this NPC pack does not contain custom C# code, the mods it depends upon do. You must run 7 Days To Die with EAC off.

Spawning

Rogues spawn into these biomes:

  • the winter biome, if their clothing is appropriate
  • the desert biome, if their clothing is inappropriate for the winter biome
  • cities, both non-forest and forest, day and night

Rogues are also spawned into the NPC Core entity groups used by NPC sleeper volumes in POIs:

  • npcBandits*
  • npcEnemy*

Biome Decorations

This NPC pack also comes with prefabs that are used as biome decorations. The prefabs are Rogue camps, which spawn in the pine forest, desert, and (occasionally) snow biomes.

If you do not want them to spawn, remove or comment out the XML in biomes.xml. You can also adjust the spawn probabilities in that file.

These prefabs use the new sleeper volume groups (see below). If you are a prefab designer, you can look at them to see how the groups are used.

New Sleeper Volume Groups

Important ⚠️ The Fun Pimps changed the prefab group naming standard in version 1.0. If you created custom prefabs prior to version 1.0, you must edit them to change the groups!

This NPC pack also comes with new Rogue sleeper volume groups. These groups will spawn only Rogues, and not any other kind of bandit.

To use these groups:

  1. Open the Prefab editor in 7D2D.
  2. Choose the prefab into which you would like to spawn only Rogues. (You can copy an existing prefab, or create an entirely new one if you prefer.)
  3. For each sleeper volume in the prefab, select the prefab, and hit the k key.
  4. In the group search bar, enter “rogue”. This will result in a few different sleeper volume groups dedicated to rogues.
  5. Click on the appropriate sleeper volume group. The “Group” value in the upper-right hand corner of the screen should change to the group you selected.
  6. When done, save the prefab.

These are the available sleeper volume groups.

  • Group NPC Rogue All
  • Group NPC Rogue Melee
  • Group NPC Rogue Ranged
  • Group NPC Rogue Boss

Caution ⚠️ If you make POIs with these sleeper volume groups, they will throw exceptions if this NPC pack is not installed. If you are distributing those POIs to other people, you should either distribute this NPC pack as well, or make it very clear that they will need to install this NPC pack themselves.

Custom Wandering Horde Groups

This mod also includes custom spawn groups for wandering hordes.

These custom wandering horde groups spawn only Rogues. Each set of spawn groups contains one group per wandering horde game stage. These wandering horde spawn groups are not enabled by default. To enable them, change the “WanderingHorde” spawners in gamestages.xml, so they use a Rogue spawn group instead of vanilla.

For example, to replace wandering horde for game stage 8:

<set xpath="//spawner[@name='WanderingHorde']/gamestage[@stage='08']/spawn/@group">wanderingRogueHordeStageGS08</set>

There are other examples in this mod’s gamestages.xml file, but they are commented out.

Caution ⚠️ Hordes cannot spawn NPC Core characters that use the EntityAliveSDX class. They must use the SCore EntityNPCBandit or EntityEnemySDX classes, or one of the vanilla enemy classes. Don’t put the “advanced” versions of Rogue characters into these groups.

Basic and Advanced Versions

There are two versions of each set of characters:

  • Basic characters, which do not have dialog options and can not be hired. They can also be spawned into horde groups (wandering or blood moon).
  • Advanced characters, which have dialog interactions, and can be hired, assuming your standing with the Bandits faction is good enough. However, they can not be spawned into horde groups (wandering or blood moon) – if you try this, the game will throw an InvalidCastException.

By default, it is assumed that most players will want the basic versions. Those are the versions spawned into all entity groups, if you don’t modify the XML.

The advanced versions are named the same as the basic versions, except with an “npc” prefix. So, to spawn the advanced versions instead, use XPath to insert the prefix before the names of all entities in the groups.

There is already XML in the entitygroups.xml file which will do all of this. Simply un-comment the relevant parts of the XML.

Civilian Versions

Civilian (non-enemy, “Whiteriver”) versions of these characters are included for those who want them. But they are not enabled by default, as it is assumed most people don’t want them.

In the Config folder of this pack, there are additional XML files:

  • blocks.xml: contains commented-out XML for the SCore feature block
  • entityclasses-civilians.xml: contains entity classes for the civilian versions
  • entitygroups-civilians.xml: spawns the civilian versions into entity groups
  • spawning-civilians.xml: adds biome spawning for civilian entity groups

There are different ways you can use them:

  • If you want only the civilian versions, and not the bandit versions, rename the existing entityclasses.xml, entitygroups.xml, and spawning.xml files, then rename the civilian 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-civilians.xml" />

In entitygroups.xml, uncomment this line at the end of the file:

<include filename="entitygroups-civilians.xml" />

In spawning.xml, uncomment this line at the end of the file:

<include filename="spawning-civilians.xml" />

These will automatically included the civilian versions of the files. (You must un-comment all of those lines.)

In any case, un-comment the XML in blocks.xml to disable the “Press E to interact…” dialog for “advanced” NPCs.

The civilian versions spawn into different entity groups used by NPC sleeper volumes:

  • npcWhiteriver*
  • npcFriendly*

They also have dedicated biome spawn groups, separate from the bandit biome spawn groups.

How the Characters Were Created

The character models were created using 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.

Once the models were created, they were exported to .obj files and rigged in Mixamo. From Mixamo, they were exported to Unity .fbx files.

Then, they were imported into Unity to set up ragdolls, rigging, 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

Any rights held in these characters are hereby placed into the public domain (CC0).

However, rights to all of the assets in the models are not held. Assets from Mixamo Fuse has been used, and those rights are retained by Fuse.

This sounds worse than it is. Characters created in Mixamo Fuse may be used in any game (commerical or not) for free, though you cannot repackage and sell the raw Fuse assets (such as the body part models or individual clothing textures). Those raw assets are not provided here, so this should not be a problem.

The characters also include assets provided by either NPC Core or The Fun Pimps. These include, but are not limited to:

  • Sounds and audio dialog
  • Weapons and weapon models
  • Animations

Permission to use these assets can neither be granted nor withheld.

Because of this, use of these characters must abide by the requirements of both NPC Core and The Fun Pimps.

If you are using them in your own mod for 7 Days To Die, then this should not be a problem.

Re-Use Outside of 7 Days to Die

If you want to use these characters in a game other than 7 Days To Die, then you cannot use these characters as is. The Unity controller and animations contain assets that are under copyright of The Fun Pimps,
and the XML entries can be considered “deriviative works” of 7D2D.

However, there is a repo that contains all the assets for these characters that do not include any assets from The Fun Pimps. They include only the meshes (as .obj files), textures, and rigging done with Mixamo. They do not include any animations, controllers, dialogs, etc.

The repo with these assets is here.

There may be some controversy over whether all usage rights to these characters were relinquished upon agreeing to the 7D2D EULA, even if the assets in use contain only original work and nothing from The Fun Pimps. This interpretation appears to be incorrect. The EULA requires assignment of rights only as they pertain to use within 7D2D, and not in connection with any other uses, including other games.

If this interpretation is accurate, then it is within the rights of the creator to offer these assets under a CC0 license.

Here is a link to their EULA if you want to read it yourself.

Here is the relevant section (as of this writing):

USER CREATED CONTENT: The Software may allow you to create content, including but not limited to a gameplay map, screenshot or a video of your game play. In exchange for use of the Software, and to the extent that your contributions through use of the Software give rise to any copyright interest, you hereby grant Licensor an exclusive, perpetual, irrevocable, fully transferable and sub-licensable worldwide right and license to use your contributions in any way and for any purpose in connection with the Software and related goods and services, including the rights to reproduce, copy, adapt, modify, perform, display, publish, broadcast, transmit, or otherwise communicate to the public by any means whether now known or unknown and distribute your contributions without any further notice or compensation to you of any kind for the whole duration of protection granted to intellectual property rights by applicable laws and international conventions. You hereby waive any moral rights of creation, paternity, publication, reputation, or attribution with respect to Licensor’s and other players’ use and enjoyment of such assets in connection with the Software and related goods and services under applicable law. This license grant to Licensor, and the above waiver of any applicable moral rights, survives any termination of this License.

DOWNLOAD Rogues (74,5 MB)
Dependencies
DOWNLOAD 0-NPCCore (80,2 MB)
DOWNLOAD 0-SCore (71 MB)

The forum topic of the mod is here.

Credits: khzmusik

Share this with your friends:
Subscribe
Notify of
guest

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.

5 Comments
Inline Feedbacks
View all comments
siir
siir
May 5, 2025 9:46 pm

is there a way to make the npc’s spawn like a random horde of them?

rgasd
rgasd
May 4, 2025 5:17 pm

and do you know if theres a way to get specific npcs from not spawning

rgasd
rgasd
May 4, 2025 5:14 pm

do you know if there is a way to get npcs to use modded guns? ex from the eft pack

berk
berk
April 24, 2025 10:35 pm

Type:
Server and Client Side
When it is written, is it enough to have only the person who set up the server?

Poyraz K.
Poyraz K.
April 25, 2025 4:56 am
Reply to  berk

Eğer bahsettiğin gibi olsaydı sadece Server Side yazardı. Server and Client Side hem sunucuya kurulması hem de sunucudaki oyuncuların bilgisayarlarına kurması gerektiği anlamına gelir.