NPC ACTIVITIES 6.0 features a reworked architecture which offers more control and uses less CPU time. As of this release it is still classified as BETA due to the fact there are additional new features I am working on. As is this script supports everything 5.7.x did. This is hopefully your one stop script for you NPC needs. When it is completed it should definately be. This script is a powerful tool in the hands of both scripters and NON-SCRIPTERS. It was originally made with NON-SCRIPTERS in mind. Please vote and if it is negative leave constructive criticism so, I can fix things. See version history - released things I've had for awhile to the public. Most is in the advanced features section.
This is an add-on for NPC ACTIVITIES 6.1. This is a non-Beta Release. This offers an encounter system, a method of having lairs change hands based upon which occupants happen to wander there, how the lairs grow, and eventually supports lairs reaching populations such that they can also send forth raiders. The goal is to support a more dynamic environment that changes based on the actions of players and NPCs in the game.
NPC ACTIVITIES 6.1 - This is not as complete a 6.1 as I would like but, I am busy working with DLA. So, I decided to get improvements out to the public. The majority of these improvements can be found in the ADVANCED SECTION of the documentation and include many ways to improve performance on your system. I still have people wanting a complete monetary system documentation. I will work on that ASAP. DLA has me a bit busy at the moment so bear with me.
Full 6.1 + Dynamic Lairs - No documentation - Files only [CONSIDER BETA UNTIL I REMOVE THIS] - I noticed some of the files in the above installations were not the most recent so, I released this erf to see if it corrects some weird oddities people are reporting. If the Last Modified on your NPCACT_STATES script says 5/2006 then it is out of date. The most recent is actually 09/16/2007.
Posted by Qlippoth at 2011-08-19 19:54:51 Voted 9.00
There is a new forum location (my domain lapsed), not that I expect anyone still reads this older version: qlippoth (dot) dyndns (dot) org/forum/ Not much going on, I'm working on my projects, Deva still tinkers from time to time.
- Qlippoth
Posted by Vivienne at 2011-06-18 12:58:14 Voted 10.00 on 06/18/11
This is just awesome!! Thank you so much!!
Posted by pkbusby at 2010-05-29 12:19:01 Voted 10.00 on 05/29/10
Heads up, folks. Demo module for Professions is entering gamma stage and should be releasable by Midsummer's Night.
Neverwinter Nights can be a milieu for romance, intrigue and danger - but whilst you carry on your campaign against the baddies, village life continues, birth to death, sowing to harvest, earnings to taxes. No scripting required, just add imagination, and some planning. NPC Activities 6.1, with Professions and Pathways, will provide ye gods with well-intentioned, highly variable fire-and-forget villagers to backdrop your world, and even to participate a little. Just don't expect a lot of them - they have their own, bug-free, lives to enjoy.
_________________________ Wherever you go, there you are!
Posted by Qlippoth at 2010-05-06 00:55:25 Voted 9.00
Anyone spoken to NARPH? I'm wondering if his fixes ever got shared, I don't quite understand his fix descriptions and I need my NPCs to quit running to the POST randomly...
Just brilliant! _________________________ -------------------------------------------
"Repent, Harlequin!" said the TickTock Man.
Posted by Mannast at 2009-08-23 11:42:16 Voted 10.00 on 08/23/09
I can not imagine designing without these tools. You are a WIZARD. Thanks for all of this great work!
Posted by Yanos at 2009-03-06 21:40:35 Voted 10.00 on 03/06/09
Great, thanks
Posted by Ellevar at 2009-02-20 10:55:16 Voted 10.00 on 02/20/09
This is great stuff! I used it all the time before when I was playing NWN all the time. I have been away from NWN for a while and I need to see if this will work for 1.69...if it doesn't, then I will wait till it does to reinstall my NWN stuff. Thanks again Deva!
Posted by Raven_Blood at 2009-02-09 17:26:44 Voted 10.00 on 02/09/09
Im glad that there are authors out there keeping the old nwn1 still alive! nwn2 may look cool, but its got nothing on the original, and may not for some time :O
a 10 for me!- a must have and highly recommended ;)
Posted by Fistalis at 2008-12-30 01:00:21 Voted 10.00 on 12/30/08
Must have for people with sub par scripting skills. A shame nothing similar has ever been created for NWN2. Lack of Community projects like this is one reason NWN2 fails.
Posted by Ankhalas at 2008-11-26 06:02:26 Voted 10.00 on 11/26/08
Could it be possible to have a nwn2 version of NPC Activities?
I ported the 6.1 version to nwn2 but it seems a lot has to be improved. Also I had to change functions and constants that are not Nwn2 related.
Just the best IA system that I have seen for NPC, excellent work ;)
Posted by Lord Horazont at 2008-11-22 04:53:30 Voted 10.00 on 11/22/08
Just missing a possibility to let a NPC sit until eternity, but I am using SITS600 now, which should do the job too... It decreases at least the chance that a PC watches the standing up, waiting a few seconds and sitting down again of the NPC.
Nevertheless, you get 10 points from me. A great collection.
No, I haven't worked on this for a couple years now. I made an add-on or two last year by request. I've been working on other projects.
Posted by Fredy Moreira at 2008-09-16 18:40:34 Voted 10.00 on 09/16/08
Huzzah! Very well done!
Posted by Narph at 2008-08-31 20:31:44 Voted 10.00
Hello, Just wondering if your still working on this? Thanks for everything. Narph
Posted by Aeryn at 2008-08-25 19:44:13 Voted 10.00 on 08/25/08
Really fine work!
Though I am also experiencing the same conversation bug.
Replacing the wrap makes it work. _________________________ Dark Horizon
Posted by Azriaphale Krawley at 2008-08-05 10:13:17 Voted 10.00 on 08/05/08
Great scripts, extremely easy to use and making my modules come alive in ways always hoped would be able to create. Thank you so much for this! Still finding out exactly how much I can do with this, but not found any problems as yet. Cheers!
I'm experiencing the same conversation bug like mentioned before. Need more time to investigate, I think this is a very very good system but I'll leave it out of my PW until I find a solution to merge this with the AI scripts from CODI ...
Posted by Valmoer at 2008-07-05 11:06:44 Voted 10.00 on 07/05/08
Using the NPC Act 6.1 wrap's, my npc stops conversating with the PC? Do I have to alter the standard wrap for PC being able to communicate with that npc?
When I replace the npcact_wrap4 with the default nw script, it works fine. _________________________ Dark Lord Azagthoth
Posted by Civious at 2008-04-13 14:44:11 Voted 9.50 on 04/13/08
Excellent scripts!
I think I have found a minor bug while testing this, I couldn't get an NPC to sit on a bench. npcact_h_core line 660 ".....benchpew....."; shouldn't that be "....bench|pew...."?
Yes, I think I did get your email. I think problems are from older files getting into a recent release. I am working on correcting this now and have some people testing it.
Posted by Narph at 2007-10-27 21:09:30 Voted 10.00
Yeah, go ahead and send it to me. The test mod.
I'll then check the code and see about getting a new release up. I just released an update to the Dynamic Lairs add-on which has an additional feature. (see the version history in the docs for what it is if you use this add-on) The feature was requested by Daemon Blackrazor.
Posted by Narph at 2007-10-10 02:06:47 Voted 10.00
The movement type E#/# is not working. I think I found the problem
In your script "npcact_states"
Line 240 It needs to set nN=8;
These int are different then the ones called in "npcact_h_moving"
Line 245 SetLocalInt(oMe,"nGNBEDepart",StringToInt(sS3));
Line 246 SetLocalInt(oMe,"nGNBEAppear",StringToInt(sS2));
In your script "npcact_h_moving" These are the int called
Line 625 nN=GetLocalInt(oNPC,"nGNBVFX1");
Line 628 nN=GetLocalInt(oNPC,"nGNBVFX2");
Also in your script "npcact_h_moving" It needs to be nGRun instead of nRun
Line 622 else if (nRun==8)
I changed these things I listed and movement type E#/# is working for me now.
Posted by Narph at 2007-10-10 00:15:20 Voted 10.00
Thanks for responding. The problem is when I use the TT command the NPC always goes back to POST after words and never makes it to the next WP. When I first ran into this I though it was something in my mod that was causing the NPC to act this way so I made a fresh mod with no hacks and no scripts other than your erf. I made one are with four WP in it the NPC has no doors or object in the way to cause path finding issues. If I remove the TT command every thing works like it should. What could be causing this to happen?
I have your email if you would like I could send you my test mod that I am talking about.
Looking at your log info it looks as though the NPC could not reach WP_NW_COMMALE_02 for some reason and defaulted to POST_NW_COMMALE. What is the error you are experiencing? I will look into this for you. I just need a little information from you.