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)
Very nice. I like the feel of having a lot of commoners around.
Posted by SindrilMina at 2003-11-0411:46:00
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 at 2003-10-2207:21:00
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 at 2003-10-2204:37:00
any chance of you posting the main script, for those of us without SoU?
Posted by EntropyDecay at 2003-10-2004:47:00
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 at 2003-10-1923:55:00
*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 at 2003-10-1916:31:00
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 at 2003-10-1913:54:00
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 at 2003-10-1706:30:00
@Dualist: *g* I guess not. That would be like cheating. Entropy