Details in comments within rp_lib and other scripts
This is the first release of Random People. The scripts will populate an area that has a special waypoint with NPCs that look like random races with random clothing. They have the ambient animation flag, so if there is a tavern waypoint, for example, they will act like they are in a tavern. For each waypoint, you can control the relative frequency of the races as well as the maximum number and area over which the random people appear by changing the tag on the waypoint. You can control the proportion male and proportion large phenotype for all areas (not independetly for each area). After a configurable amount of time has passed since a PC has been in the area, the next time a PC enters they will find different Random People. There is a conversation for the male and female Random People, so using some imagination, you can have your Random People give clues, insult, or flirt with your PCs.
The intended use is for "local color" like for a tavern or city population.
The reason I wrote it is because I got annoyed that the same people were in the tavern no matter what time of day or how long I had been away. This is a painless way to spice things up a bit.
Please e-mail me with comments and questions. Please vote as well!
Posted by DM-Taino at 2009-09-27 11:23:46 Voted 10.00 on 09/27/09
Awesome and well done!
Posted by crazedmages at 2008-06-09 12:51:33 Voted 9.75 on 06/09/08
Pretty friggin' awesome...I so hope you take the suggestion to make one for monsters,lol... _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by Blasco-Yang at 2007-12-23 14:25:32 Voted 10.00 on 12/23/07
Really nice. I always hated "ghost" towns where the population was non-existent.
I've set it up to generate random names for the people spawned, one script that generates generic male names for the male version, and one that generates human female names for the female version.
I would have loved it if you could have tagged the created creatures based on their appearance as being "dwarf", "elf", "halfling", or "human" so I could refernece that as a basis for generating the names, as it is I can only base their names off of their gender.
That's just an "I wish", not a criticism. Looks like a lot of work went into it and I for one intend to use it.
You get a "10" from me and a hearty "Thank You"
Posted by blkcat1028 at 2006-07-16 03:23:56 Voted 10.00 on 07/16/06
Great job! _________________________ Can't sleep, clowns will eat me!
Posted by Jargh193 at 2006-03-30 18:53:23 Voted 10.00 on 03/30/06
Man, this was so easy to get set up in my mod ( and I have soo little experience in scripting) Any chance you can do something like this for monsters, would be nice to add that into a PW and let the PCs guess if a DM is on or not :D
Posted by Rami_Ahmed at 2006-02-04 11:56:32 Voted 9.75 on 02/04/06
Just like to say thanks for the script, but I have a question. How would it be possible to use this script in 2 diffrent areas so the groups act diffrently? Example: One group is in a tavern acting like drunks, and the other group is outside acting like they are in the open market?
By the way, no scripting is required. But if you wanted, you could easilty put a time check on the OnEnter event to make taverns depopulated during the day.
The zip file contains a module so you can try it out and an erf. The erf contains the scripts necessary for the system, the custom wayppoint, two conversations you can edit to make all the Random People say interesting or boring things, and the two creature files for male and female Random People. The script is currently set to use the cloth001 through cloth0024 (I think) resrefs. It would be very easy to make a bunch of custom clothes with resrefs like custom001 custom002 and change the script in one line to have them use them instead. One caution - not every appearance allows for the clothing to show up even if they are wearing them. Since I am simulating different people by changing the appearance and not creating, say, 100 different people, different clothing does not show up all the time. This is because there are really only two NPC creatures in the erf that end up looking like a whole bunch of different people of different races. This is very efficient and makes for a small file, but means that the default character appearance which allows the different clothing models doesn't come up much in humans (since there are a lot of human appearance models to choose from), but frequently in non-humans, which usually have only the default or one other appearance.
Try it out - you will see that the crowd looks nicely diverse and that different clothing is everywhere. It is interesting to see what shows up - one time it looked like a friar's convention was in town since two or three are wearing robes, and other times you want to tell that large phenotype half-orc female she just isn't suited to wear that skimpy outfit.
Major features: very easy set up, nice looking crowds doing reasonable actions, good customizability, very small addition. There is a bit of a hit when you enter the area as it creates the people, but no more than normal.
What's included in the .erf?? Are there tons of different outfits that are selected for the NPCs? I'm currently using Cayle's Chestslot script and clothes to generate different appearances for my NPC's. I like what your descriptions says and would like to implement it... especially having them act as though they would when they're in certain places. _________________________ Creator: Continent of Elaris PW
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