Garry's Mod

Garry's Mod

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Background NPCs - Fill the world
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Content Type: Addon
Addon Type: NPC
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
16.901 MB
Dec 29, 2020 @ 9:28pm
Sep 7 @ 8:41pm
104 Change Notes ( view )

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Background NPCs - Fill the world

In 3 collections by [FG] Shark_vil
Background NPCs - Official Collection
43 items
[FG] SandBox 2023
209 items
My mods created
68 items
Description
Topics

What is this?
  • This is a simple addon that spawns NPCs on the map and makes them move to pre-set points. In case of danger, they can try to run away, hide, scream in horror or fight back. Sometimes they interact with each other. The list of events will be expanded. Can work without a NAV grid.
  • Is it resource-intensive? - In most cases, it does not load the system, there are a number of parameters in the settings for optimization.



What NPCs are there out of the box?



Documentation?
While the documentation is under development, it will be updated over time.
https://shark-vil.github.io/background-citizens



I want more models!
Download sources and change configuration files. An example of how this can be done:
Background NPCs - Custom models example module



Maps on which you can check the addon:
Default & Unofficial maps[shark-vil.github.io]



Supports mod compatibility
  • ULX / ULIB - Adds auxiliary commands to the ULX menu
  • [DV] Decent Vehicle - Basic AI - Adds an option that allows NPCs to use vehicles. Vehicles will automatically spawn all over the map
  • Bio-Annihilation II - Adds an option to replace "Zombies" with the version from the mod
  • nMoney2 - Sandbox Currency - Adds option to drop money when killing NPCs in SandBox
  • [simfphys] LUA Vehicles - Base - Adds support for "simfphys" transport when using "Decent Vehicle" (For configuration, does nothing automatically)
  • Police System - Adds option to replace the "HL2" arrest animation with a version from the mod
  • Nodegraph Editor Expansion - Allows you to convert points from the mod to a mesh for "Background NPCs"
  • StormFox 2 - Adds option to reduce the number of NPCs during rain and night
  • ArcCW - Adds an option for replacing NPC weapons with the version from the mod
  • ARC9 - Adds an option for replacing NPC weapons with the version from the mod
  • TFA - Adds an option for replacing NPC weapons with the version from the mod
  • Followers Mod - Compatible with follower mod




Supported gamemodes:
  • SandBox
  • DarkRp



GitHub:
https://github.com/Shark-vil/background-citizens



Maps on screenshots:



[discord.gg]
[billing.spacecore.pro]




Originally posted by Shark_vil:
Copyright belongs to Shark_vil. The product can only be published on Steam by an account ID: 76561198127131103
Popular Discussions View All (95)
39
Sep 3 @ 1:20pm
PINNED: Suggestions
[FG] Shark_vil
38
Sep 7 @ 7:40pm
PINNED: Issue
[FG] Shark_vil
8
Jul 13 @ 1:55pm
PINNED: Questions and Answers
[FG] Shark_vil
3,080 Comments
What if, you make it so that when you only kill wanted npcs or players, cops and gangsters wont be mad
EpikBoy012 Sep 13 @ 7:36am 
theres no way to disable them while in game
re Sep 11 @ 12:43pm 
Metro cops and for some reason bypass Realistic and painful damage addon
Aquamarine Sep 11 @ 8:10am 
+
[FG] Shark_vil  [author] Sep 7 @ 9:00pm 
Пишите плюс в комменты если нужна поддержка романса неписей :steamhappy:
Sonic SE Sep 7 @ 8:22am 
Hey. Idea here, are you able to make something like this, but for spawning NPCs? Like a warzone you can load into. And if you could change the stuff in the little options menu (what npc spawns, different npcs spawning, how many spawn) it would be really good.
senpaiandyy Sep 6 @ 11:42am 
my loneliness is gone and so is my framerate
LAMBDAR596 Sep 4 @ 6:02pm 
Can you add a setting to set how much npcs there are?
coolcome747 Aug 30 @ 8:37pm 
Why dont they get targeted by sncps like the quiet place mod and the huggy wuggy mods.
Captain Pakistan Aug 30 @ 1:13pm 
I disabled the ability for metrocops to spawn and replaced them with custom police npc', but metrocops still spawn alongside the new officers. Even stranger still- the metrocops attack the new officers on sight...??? Very strange bug. How to fix?