actingFenora: NPCACT 6.2 beta release: enhanced NPC Activities, Professions debugged demo module; intensive Virtual Tagging, NEW Pathways: NPCs follow roads/pathways from address to address. AI-enhanced NPCs follow their own purposeful lives, earning a living, socializing, going about their business � these folks aren't just standing around waiting for you.
I've long wanted a PW environment that is self-contained, not purpose-built for a campaign, and Deva Winblood's Professions appeared to be the solution, if it worked. Well, here we are: NPCACT Professions debugged, in an almost-full demo module � I'm still working on the village economy aspect, which will lead to full self-motivated NPCs.
Enhancements: PATHWAYS � villagers don't cut across properties in straight lines � except the village patrol � but follow the roads and paths to get to their various destinations. Isn't that what the roads are for? And it's faster, just as in real life.
Demo Professions: the ubiquitous Barmaids, a Breeder that works only during the day, the new Consumer, a working Converter, the multi-tasked Crafter, Harvesters with debugged Action Methods, and Transporters.
Virtual Tagging is used extensively � some NPCs have multiple Professions, as well as an active social life, particularly in the evenings.
To keep the load light, I've not included CEP � but actingFenora is compatible (except perhaps the haks) - or GHA Keywords (another wow). There is a tiny hak combining some non-critical items � not needed for the demonstrated Professions and Pathways.
Thanks to bunches of imaginative people: Darkstorm Inc for the excellent Fenora prefab, Thanatos the Loonie for sit_right, Hydromancerx for fowl3, Sithen for items_bar, Bloodmonkey for lantern2, Razare for ultimatebeds_102 (Folks, don't be shy, put your names in your readmes � it's easier to figure out whom to credit long after the download.), my colleagues at the ever-useful Lexicon (and thanks for 1.69, by the way) and the MIGHTY Deva Bryson Winblood.
and Qlippoth, for his interest and for the bulletin board.
and Anne and the girls, ever supportive. @}-�--,----- Peak
ps: I'll erf the updated scripts for NPC Activities after beta testing, in about a month.
pps: I omitted the url for Qlippoth's bulletin board, supporting NPC Activities:
Link
Posted by Qlippoth at 2012-04-28 10:10:50 Voted 10.00 on 04/28/12
Nothing new to report, simply updating the forum link, my forums were getting slammed by spammers. I changed my domain to dyndns.org (free). Registration requires some confirmation now, is all.
This version of NPC Activities is awesome, just sayin'
Posted by Qlippoth at 2011-08-19 16:12:59 Voted 10.00 on 04/28/12
I haven't been able to reach PK in some time, his email went into the ether. I'm sure he would be very happy for people to use it as they see fit (which was his point in making it, aside from his own project), though I ask people to give mention if they use these scripts. They were originally done by Deva Winblood in NPC Activities (which is at version 6.1), and PK Busby took up the reins and updated it with new functions and bug fixes and is basically NPC Activities version 6.2.
Have fun! I'm using it my projects as well!
- Qlippoth
Posted by Vivienne at 2011-06-18 23:28:35 Voted 10.00 on 06/16/11
This is actually very interesting; the author suggests watching what's going on and many of the activities are in or close to the Harvest Inn. It starts at dawn and looked boring at first; I entered the Harvest Inn and there was nobody there either except sometimes the barmaid showed up and if the PC sits in a chair she will ask him to order, but then I had a look at the waypoints in the inn and saw most of them were set to "night", so I had the module begin at 3.00 am and then when I entered the inn, all these people from the village showed up, sat down and started ordering things! After that I looked at the village in the daytime and saw that everybody is doing their own particular jobs, the village is "alive" in the daytime but much livelier at night in the inn.
I've just erfed this into my own module if you don't mind; I changed the appearance of the NPCs and moved the waypoints around. How do I access the waitress's conversation files? I'm basically making my module for my teenaged kids whose first language is not English (they just started to learn English now) and all that "thee"ing and "thou"ing will be beyond them at this point, so I wanted to change that a bit.
Posted by Vivienne at 2011-06-16 08:03:47 Voted 10.00 on 06/16/11
Excellent!! Thank you so much!
Posted by Qlippoth at 2011-03-15 08:33:53 Voted 10.00 on 04/28/12
This is awesome, some bug (important) fixes and a bunch of enhancements. I haven't run into any bugs in NPC Activities 6.2 yet. Will you be releasing a NPC Activities 6.2 official release?
I give it a 10 because of the above and how much NPC Act 6.2 will let me do in my own project (I'm a newbie scripter). Kudos to Deva and pkbusby!
I've added a null hakpak so the module will load without optional haks - this is a common trick to avoid heavy peripheral downloads - peak _________________________ Wherever you go, there you are!