This script is designed to allow builders to inject some "life" into their town's NPCs with no scripting required. As well as the waypoint and random walking, this includes such things as the lighting and turning off of the town's lamps, having NPCs go home at night and chatting to other nearby friends. See the readme file for full details and instructions.
Please note that this system has been designed in preparation for a NWN2 project and as such has not yet been extensively tested in a live module. One potential issue that I do anticipate in the NWN1 version is pathing problems for NPCs, especially where placeables are involved. Hopefully this will be a non-issue in NWN2.
New in 1.1:
- NPCs now return to their last position after doing a lamps sequence without the need for any sort of post setting.
- Added emote flags to social strings. It is now possible to make an NPC wave, rant, plead, etc. while socialising.
- Sociable NPCs now ignore DMs.
- If an NPC is now set to social group -1, they will only socialise with PCs.
- Added an ambient setting which makes NPCs occasionally perform ambient animations, such as looking tired, looking far away, etc.
- Added chair settings for NPCs. This supports a different chair for at home and elsewhere. Either or both chairs may be used.
Posted by YumiHigarashi at 2010-01-16 11:07:54 Voted 3.00 on 01/16/10
From what I can tell this script doesn't work in NWN 1 at all. I have tried to use it since you posted it, followed every single thing in the notepad document, and nothing. They all just stand there and always have. The only way they seem "alive" is if I use all the default setting with nw_c2_omnivore. And even then they just walk around doing nothing.
Nice idea, but doesn't work at all, at least in NWN 1. _________________________ Former USAF Airman
& Gaming/ DND "Addict"
Posted by Aokis at 2009-08-29 11:24:06 Voted 9.25 on 08/29/09
Love this, let's me build some towns that feel alive. _________________________ Aokis
Posted by Sir Hawk the Ranger at 2009-04-15 07:24:51 Voted 10.00 on 04/15/09
Elemental, I love your script! I used it in a new PW mod I have been making from scratch, however I am trying to retrofit the old BFME PW mod I am still running on my server with new scripts (this being one of them). The problem I have is something in the module seems to completely prevent the NPCs from moving unless there is a PC or DM in the area. Hence, at night if they are flagged to go home, they will go into their house but never reach their home waypoint. Also, once in the house they will never come back out unless someone goes into the house then they move to their waypoint or come back out. I have already ticked the setting for ConstantAnims in the Default9 script, but something else is wrong in this module that is preventing this from working as it does in my newer modules. I am at my wits end with this one, any thoughts on what I could check next would be GREATLY appreciated! Thank you very much for your great work! _________________________ Quotable quote: "Yeah, I get that a lot."
Posted by Raven_Blood at 2009-02-12 21:20:51 Voted 10.00 on 02/12/09
560 and only one (1) vote? =/ well it happens...
I took the liberty of looking at this and i think its genious! there are no other scripts types like this one! now there ARE walk-waypoint scripts out there, but there far more complex than what this one has.
Using an older patch only means easier compliance and understanding of the system. im giving this a 10- a must and highly recommend (for those who are intrested in a true realistic town feel to there towns)
Lamessar by you saying "better" ones out there, what exactly did you mean? I'm saying, which exact scripts. I need a good one for my mod, not that this one isn't good (brill part from them not actually going "home") but I need a, as you say, "better" one....
ASAP plz
To set the flags on the NPCs use the Variables section. This is accessed by either right-clicking on your NPC in the map window and selecting Variables, or by using the Variables button at the bottom of the advanced tab of the NPC's properties window.
Add variables according to the readme file, making sure you set the type drop-down to be the same as the relevant variable in the instructions.
One thing to watch out for when changing the value of an existing variable is to make sure you press the Replace button, don't just change it in the box and hit OK - I do this all the time. Also, if you want to disable one of the action settings for an NPC you can just set the flag for that action to 0, you don't have to delete all the variables related to that action.
Thanks to those who have given feedback as well, I'll bear those things in mind for the next version.
I agree with Lanessar; multi-line 'conversations' would be an improvement. It'd be simple to have one creature's script assign strings to another creature. The hard part is making sure both don't talk at once.
How about checking for GetTimeMinute() or Second(), using the module event, OnHeartbeat, then signal a userdefined event for the script for the NPCs to execute. You can stagger the actions based on chunks of time. If GetTimeSeconds() == 0-15 for group one, 16-30 group II etc.
Posted by Lanessar at 2006-10-01 05:25:51 Voted 9.00 on 10/01/06
Rating this currently as a 9, excellent work, but a few modifications could be made to make it better.
The sociable stuff could be done a bit more "stageplay", I suppose. One line is getting there, but not fully immersive.
Heartbeat still takes up a lot of CPU cycles, and I think with NWN2's systems, there will have to be a different event used (perhaps onuserdefined, onspawn) in order to make better use of resources.
Otherwise, excellent script. Very well done, there's "better" ones out there, but they are far more complicated. _________________________ Lan's Placeable Groups v1.5
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