TalkingNPC
Description This mod adds Triggers and NPC characters to certain areas to allow talking NPC's. It will give more life to your server. This mod is based on SpawnerBubaku trigger idea. Installation You need to add -mod=@TalkingNPC to your server startup parameters. When you first run this mod, it will create a new folder called TalkingNPC in your server profile folder. The default config which is for the AoD map so… (more)
Description This mod adds Triggers and NPC characters to certain areas to allow talking NPC's. It will give more life to your server. This mod is based on SpawnerBubaku trigger idea. Installation You need to add -mod=@TalkingNPC to your server startup parameters. When you first run this mod, it will create a new folder called TalkingNPC in your server profile folder. The default config which is for the AoD map so make sure you make the edits for your map of choice. This mod works with any map. How It works In the config you can define trigger areas. When a player enters this area, your selected sound will play. The config is very descriptive so don't worry. Russian sounds begins with index 1, Czech sounds begins with index 501, English sounds begins with index 1001, Chinese begins with 1501, ambient sounds begins index 2001. Mod is compatible with old Trader and also with new TraderPlus. Next Days trader not supported. These npc have TNPC_ prefix in their classname. When you spawn this npc (using trader mod for example) at same postion like trigger, that npc is automatically assigned to trigger and is animated when talking. Numbers of sounds: - Russian: 57 - Czech: 90 - English: 209 - Chinese: 20 - Polish: 37 - Spanish: 60 - ambient sounds: 196 More sounds are coming soon. You can of course play own sounds, only limitation is your soundset must be named Talking_SoundSet<number>. Future plans - custom emotes Known Issues - ogg files from stalker are somehow broken and engine then does not recognize that playing is finished - this leads to not stop talking animation Further Info Mod was originally created for the server Renegade RP but is universal and can be used on every maps. Sound files and NPC assets are licensed S.T.A.L.K.E.R. Models & Assets have been created by GSC Game World and were used under a fair access provided by this license: Click here No repacks allowed. Don't ask. Repacking is cancer of DayZ community. Audio files which are created by authors below in credits section are their property and are permitted use in this mod only. You are allowed look into mod for learning purposes or if you want know how it works. Do you like our mod? Rate it! Credits MarioE - for all help, mentoring and effort to improve DayZ DaOne - hint howto trigger talking anim Weyland - English voices for traders RusGamerPro - additional Russian voices (female) MagicMuggle - additional english female voices Kamelie - additional czech female voices Misho - great help with models fixes Fenwichs456 - sponsoring models, retexturing, spanish voices HUEVO - sponsoring models El Emperador - sponsoring models Snaggletooth - sponsoring models Spreyeers - additional czech voices ZHUBOWULA - additional chinese voices PCBandit100 - additional english voices Mudarken - additional polish voices Violet - additional czech female voice all authors of models from turbosquid,cgtrader for his great models Any feedback welcome! -Hunterz- Discord: https://discord.gg/49FvN7rRpF HunterzCZ#4660
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | ActionCheckPulse.ActionCondition |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Other findings
super() only on some paths · 1 · info
- ActionCheckPulse.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
TalkingNPC.pbo::Scripts\4_World\ActionTalkNPC.c:3
- ActionCheckPulse.ActionCondition vetoes early (returns false) on some paths and defers to super.ActionCondition() otherwise — composes safely with vanilla's and earlier mods' conditions.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 1 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionCheckPulse.ActionCondition |
T2 | yes | conditional | TalkingNPC.pbo::Scripts\4_World\ActionTalkNPC.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionCheckPulse.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
0_TalkingNPCDefines.pbo
TalkingNPCDefinesrequiredVersion 0.1 — no requiredAddons
TalkingNPC.pbo
TalkingNPCrequiredVersion 0.1 — requiresDZ_Data,DZ_Sounds_Effects,DZ_Scripts,JM_CF_Scripts
census 1.1 · findings 1.1 · hash a0dfdf0bd9ad9497