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NWN SCRIPTS

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Title  Commoner Package 1.2
Author  EntropyDecay
Submitted / Updated  05-20-2003 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.31
Format  Module and Code
Type  Type - Spawning
Includes  None
Description
Commoner Package is a script package that should help you to populate an area with ambience NPCs. NPCs can be spawned with randomized clothing, equipment and torches (night only or all day). You can set the spawn options to spawn less (or more) NPCs when the weather changes or the sun goes down. The NPCs can have a one liner dialog selected from a customizable list. The goal of creation was to build an easy-to-use script package using only little amount of CPU power. I hope it is of any use to you. Updated to version 1.2 (see included changes.txt)

Files

NameTypeSizeDownloads
Commoner_Package_1.2.zipCommoner_Package_1.2.zip
Submitted: 05-20-2003 / Last Updated: 10-20-2003
zip208.08Kb2828
--
SCORE OUT OF 10
10
6 votes
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Comments (57):

  1  2 Next>

Posted by Vivienne at 2011-06-17 10:42:33    Voted 10.00 on 12/22/10
Hey! This is a followup to my last post, if any noob like me still visits here and solves their problems by reading the posts, the lamppost wasn't the cep one but an interactive one from ambient city, so the commoners were trying to interact with it even when it was static!! LOL, when I changed to a different lamppost from the cep the problem was fixed!

Posted by Vivienne at 2011-06-17 10:20:28    Voted 10.00 on 12/22/10
I've just noticed something; I'm using cep 2.4 and when I use a lamppost(cycling: on/night off/day) from cep, the commoners are so fascinated that they stop and stare at the lamppost and forget to walk or run to their waypoint and disappear like they are supposed to. It looks hilarious! Since this is such an old package and nobody seems to even visit this page anymore, I don't suppose this can be fixed. I tried making the placeable static but it didn't help.

Posted by Vivienne at 2011-06-06 00:41:55    Voted 10.00 on 12/22/10
I've started using the scripts from Almraiven, but you deserve the credits for coming up with this package in the first place.
Looks like no one visits this page anymore.

Posted by Vivienne at 2011-06-06 00:39:08    Voted 10.00 on 12/22/10
I think I've figured it out. This package makes it so easy to populate an urban area that it encouraged me from being a mere dabbler in the toolset to actually hoping to be able to create a module that doesn't suck. FesterPot of Almraiven has improved and fixed some of the scripts.

Posted by Vivienne at 2010-12-22 06:11:47    Voted 10.00 on 12/22/10
Just one simple questions. I want the ladies to be wearing more colorful clothes; should I put them under the commoner subgroup then?

Posted by Vivienne at 2010-12-22 06:07:21    Voted 10.00 on 12/22/10
Wonderful tool!

Posted by Pavella at 2006-10-12 01:53:13    Voted 9.00 on 10/12/06
Took a little bit of tomfoolery, but I finally got this working after only about 2 hours (and at LEAST 1 hour of that was setting up all the commoners) Brilliant. My city went from "blah" to "bustle" over the course of a scheduled reboot. My testers screamed for more. I guess it's time to populate the other 11 cities..
_________________________
-=[Pavella]=-
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Lead Design - Krystofer
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Story - Krystofer, Emerex
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Endless Testing - BookHound, grr|chick, Hart

Posted by 'ol FP at 2006-07-04 15:27:40    Voted 10.00 on 07/04/06
Just wanted to say thanks for this particular script. I ended up using and heavily modifying it for my city module.

Thanks!

'ol FP!

Posted by killerblade at 2006-06-11 15:11:45    
can i set what random clothes a certain gender will wear?

Posted by CTripps at 2005-12-04 11:25:44    Voted 10.00 on 12/04/05
Good work, with only minimal time and effort I had my first batch of NPCs wandering around. By putting thier waypoints behind unlocked doors (with closing scripts on them) folks open doors and walk around town.

For anyone looking for a Commoner handler, this package is very versatile and flexable.

Posted by CTripps at 2005-12-04 11:24:45    Voted 10.00 on 12/04/05
Good work, with only minimal time and effort I had my first batch of NPCs wandering around. By putting thier waypoints behind unlocked doors (with closing scripts on them) folks open doors and walk around town.

For anyone looking for a Commoner handler, this package is very versatile and flexable.

Posted by Nizeil at 2005-08-25 05:28:23    Voted 10.00 on 08/25/05
Ya saved my day.
_________________________
It's not important what you achieve in your life. What is important is that what you leave behind when you die.

Posted by evilgenx at 2004-09-20 18:43:00    
Very nice set of scripts. Works excellent, easy to setup/install. Add's a cool dimension to cities, towns and other npc populated area's. Nicely done!

Posted by evilgenx at 2004-09-20 18:43:00    
Very nice set of scripts. Works excellent, easy to setup/install. Add's a cool dimension to cities, towns and other npc populated area's. Nicely done!

Posted by Anonymous ( 138.130.xxx.xxx ) at 2004-06-09 00:24:00    
Ondaderthad, where is that script placed?

Posted by Ondaderthad at 2004-05-09 17:59:00    
One of my players sent me a fix for the error.

Here is the commoner_resume script:

//::///////////////////////////////////////////////
//:: commoner_resume
//:://////////////////////////////////////////////
/*
Sends commoner to random waypoint after speaking
its one liner.
*/
//:://////////////////////////////////////////////
//:: Created By: EntropyDecay
//:: Created On: May 2003
//:://////////////////////////////////////////////

// declarations
void MoveAwayAndDisappear(object oPerson, int nWalkType);

// implementation
void main()
{
object oArea = GetArea(OBJECT_SELF);
int nWalkType = GetLocalInt(oArea, "nWalkType");
object oUmbrella=GetItemPossessedBy(OBJECT_SELF, "umbrella");
object oTorch=GetItemPossessedBy(OBJECT_SELF, "NW_IT_TORCH001");

AssignCommand(OBJECT_SELF, DelayCommand(0.1,ClearAllActions()));
if (GetIsObjectValid(oUmbrella))
{
if (GetLocalInt(oArea, "nWeather")==WEATHER_RAIN)
{
AssignCommand(OBJECT_SELF, DelayCommand(0.1,ActionUnequipItem(oTorch)));
AssignCommand(OBJECT_SELF, DelayCommand(0.1,ActionEquipItem(oUmbrella, INVENTORY_SLOT_RIGHTHAND)));
if (GetIsNight()) {nWalkType=GetLocalInt(oArea, "nCommonerNightRun");}
else {nWalkType=GetLocalInt(oArea, "nCommonerDayRun");}
}
else
{
AssignCommand(OBJECT_SELF, DelayCommand(0.1, ActionUnequipItem(oUmbrella)));
if (GetIsNight()) {AssignCommand(OBJECT_SELF, DelayCommand(0.1, ActionEquipItem(oTorch, INVENTORY_SLOT_LEFTHAND)));}
}
}

DelayCommand(1.0, MoveAwayAndDisappear(OBJECT_SELF, nWalkType));
}


// Function: MoveAwayAndDisappear
// Parameters: object oPerson this should be a person object, ie something that can move.
// int nWalkType this says whether to run or walk
// Returns: void
// Description: here we move the Person object to the nearest waypoint. How they move depends on the walktype parameter.
// when the person gets there they disappear.
//
// suggestions for improvement are to store the destination location object as a variable on creation.
// this will prevent the person from going back to the original location or changing direction if that point is the closest and
// seemingly give them a sense of purpose. ie. you interrupted me while going THERE so now we have finished chatting I want to
// continue going THERE
//

void MoveAwayAndDisappear(object oPerson, int nWalkType)
{
AssignCommand(oPerson,
ActionForceMoveToObject(
GetNearestObjectByTag("NW_COMMONER_WALKTO", oPerson, 1),
nWalkType, 1.0, 30.0));
AssignCommand(oPerson,
ActionDoCommand(DestroyObject(oPerson, 0.1)));
}

Builder/Admin of the Area32 server. ip# 195.22.95.36
_________________________
The Best PW system is getting even better.
PLATEMAIL Tech Preview

Posted by EntropyDecay ( ..xxx.xxx ) at 2004-02-25 00:48:00    
Hi everybody,

I'm aware of the problem which suddenly appeared after one of the latest patches. I took a short look at it, but couldn't find the reason why this is happening. Since I don't have much time for anything NWN related in the moment, I won't be doing an extensive bug hunt. If any body manages to find the reason for the bug or even fix it, feel free to mail me with the details and I will update the Commoner Package. Don't know how long it'll else take me to find the time for NWN scripting again. So, no ETA for the next version, yet.

Entropy

Posted by Old_Scores_Transfered at 2004-02-20 10:29:22    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 20 that made this score of 9.50 then rounded to 10.

Posted by Aragon ( ..xxx.xxx ) at 2004-02-10 06:41:00    
Same problem here. Once you stop to talk with a commoner he just stands there.

Posted by ArchPaladin. ( ..xxx.xxx ) at 2004-02-06 07:49:00    
Hey,

Im not sure if this is a common problem or not, but I cant seem to get the npcs to resume their course after theyve said their one liner. They just stand there (forever it seems)

I have the same problem in the demo mod, I looked over the commoner_resume script but not being a very adept scriptor couldnt figure it out...

Anyone experiance the same problem and found a solution?

Regards, Archpaladin

Posted by Impressed ( ..xxx.xxx ) at 2003-12-18 02:07:00    
Very nice. I like the feel of having a lot of commoners around.

Posted by SindrilMina ( ..xxx.xxx ) at 2003-11-04 11:46:00    
All resources created with an SOU version of the toolset, work only with SOU, regardless of whether or not they have SOU stuff in them. This is not to say an SOU edited module with no SOU content cannot be played by NWN only players, it can, but the module cannot be opened by an old toolset, and neither can any resources. (Erfs, etcetera)

Hope that helps.

Posted by EntropyDecay ( ..xxx.xxx ) at 2003-10-22 07:21:00    
Is it possible to open SoU erf-files with NWN?
I always thought that wouldn't be a problem, especially since my script package doesn't use any SoU resources. Perhaps somebody could enlighten me on that matter.

If it's possible:
All the scripts are in the imported erf-files. The demo modules are just showcases to demonstrate the script in action. If you don't have SoU, you can run the included old demo module and the only thing you're missing is the DM wand (Missing to see in the demo, that is. Importing should be no problem).

If it's not possible:
Hmm, I could add several txt-file including all scripts in the zip-file. But since the addition of the DM wand that would be quite a number of files. And then the dialog files would be missing... Not an optimal solution.
Isn't there an erf-extractor somewhere on NWVault?

Entropy

Posted by Doyleyboy ( ..xxx.xxx ) at 2003-10-22 04:37:00    
any chance of you posting the main script, for those of us without SoU?

Posted by EntropyDecay ( ..xxx.xxx ) at 2003-10-20 04:47:00    
I finally did it! Version 1.2 is uploaded. List of changes is posted below. Since there were some major code changes, bug hunting took me some time, but I hope I got all (or at least most) of them.

Version 1.2
-----------

- Major code optimization in "commoner_main" script:
Since NWN 1.31 brought the GetWeather() function, there is no
need for the weather generation code anymore. New weather check
code is much shorter and thus more efficient in system resource
usage. To get randomized weather use the NWN options in the
area properties.

- Support for up to 999 types of different commoner blueprints and
clothing blueprints per area
(was: 99 commoner & clothing blueprints per area)

- Two versions of Commoner Package included. A HakPak-version that
uses Lisa's Umbrella and Parasol Hak and a non-HakPak-version
without the need for Lisa's HakPak.

- Commoner Package DM wand added, which enables dungeon master to
change all options of the Commoner Package right in the middle
of a running session.

Entropy

Posted by EntropyDecay ( ..xxx.xxx ) at 2003-10-19 23:55:00    
*g*
The "bad message" thing was refering to my previous posting where I said that the script package would be up on the weekend.

Entropy

Posted by Dualist ( ..xxx.xxx ) at 2003-10-19 16:31:00    
What bad message? When I saw the good one, I just stopped reading, and started dancing.

Looking so much forward to start using your script in my town, and it is worth to wait a few extra days for that.

Posted by EntropyDecay ( ..xxx.xxx ) at 2003-10-19 13:54:00    
OK, I've a good and a bad message for you.

The good one:
All new features of Commoner Package 1.2 are implemented and all obvious bugs are fixed.

The bad one:
The documentation is not ready yet, so it will take me another few hours of work. Expect the upload in one or two days.

Entropy
*hoping that not one of those last minute bugs will rear its ugly head*

Posted by EntropyDecay ( ..xxx.xxx ) at 2003-10-17 06:30:00    
@Dualist:
*g* I guess not. That would be like cheating.

Entropy

Posted by Dualist ( ..xxx.xxx ) at 2003-10-17 06:08:00    
Can I vote again? :-)

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