7/3/2023 0 Comments 7 days to die mods![]() ![]() They have been merged, combined and obsoleted. What happened to the CreaturePacks and NPC mod? 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. ![]() Help: This command is useful when you are in Full Control and want your NPCs to engage targets within 20 meters of you. It is also useful when you wish to travel without engaging any 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. Stop: This command is a toggle and when paired with Full Control will make your NPCs halt or resume attacking their targets. ![]() 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. Full Control: In this mode the NPCs will not automatically target anything. You have no control over their actions besides stay and follow. Hunting (default): In this mode your NPC swill automatically target anything that it sees as being hostile towards it or yourself. Mode: This command is a toggle between various control modes: Tutorial Video: NPCMod: Controlling Hired NPCs through Player Actions - YouTube You can craft these commands by typing in NPC in your crafting menu. There are craftable player commands that will control your hired NPCs as a group. Scalable, modular architecture, so expanding character and new behaviors is much simpler.Ĭustomizable pathing per NPC will be available but requires implementation details not yet available. When the player/leader crouches, so do the NPCs Many more will be added after initial release. Lifelike Idle animations while chatting and wandering were added to improve immersion. Low maintenance, no need to feed or water these folks, but that is a feature that could be available later. They can heal themselves when its safe to do so, and there is a medic package for characters that can heal and mend others. 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 will teleport to you if stuck, get too far away, or if configured, to your bedroll when you die. Hostile NPCs have additional AI so they will hunt you down more than zombies can, be warned! Hired NPCs can be ordered to follow and stay, with new features like looting and guarding coming soon.Īnimals can also be hired, though don’t accept Dukes. Spawn with vanilla or custom weapons just by editing xml.Ĭan be hired, becoming loyal companions, sharing your adventures and challenges. Work very well as sleepers in POIs, respecting all of the POI volume properties. Should the NPC attack, run, loot, follow, backup to optimized weapon range? All tasks and considerations. Unlike zombie AI (EAI), this system allows for advanced tasks and real time decision making based on considerations. NPCs use a new Artificial Intelligence system called UAI. There are some exceptions, especially on animals, which typically do not have ragdolls. These can also be retextured in xml to offer even more variety. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore. NPC characters support all vanilla character features. This mod includes a Unity Tutorial Project (available separately) containing the mods controller and templates and scripts so making new characters is easy. If you would like to join this community team, or have some features or characters to contribute, we would love to hear from you! Other character modders have committed to contributing additional characters that leverage this mod pack like they do to the POI (Buildings) collection called CompoPack. indicates there is a dependency on another modlet with a lower number prefix. A 2-soldierfactions pack might add different factions to the 1-soldier pack, reusing those same soldier models. 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. The 0-SCore modlet contains C# code and the 0-XNPCCore contains the xml and templates.īy design this mod encourages expansion through expansion packs. There are 2 core modlets, both are required for this mod to work. 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. While initially started by Sphereii and Xyth back in A16, the team continues to grow in size every alpha. The NPCMod is a community modding project. Current Experimental Version: Not Available ![]()
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