This system involves 8 scripts (9 with readme) and will spawn creatures, placeables, traps, and items with many different options.
I know there are plenty of spawn systems out there, but they didn't have the options I wanted.
You can set a level range for creatures.
You can set a range of number to spawn, from one waypoint.
You can create items on creatures, they will equip them if they can.
You can set the creatures to spawn at the waypoint, in a range around the waypoint, area wide, or set up a range around the waypoint that they can not spawn.
You can change the stats of the creatures; HP, Ability Scores, etc.
You can designate an area to hold many different types of creatures, and set a single waypoint to create creatures from that area. (varied group spawns)
there are many options.
Check it out.
Fairly simple to use. Just a matter of importing the scripts, placing the area and module scripts in the correct locations (see readme), and place waypoints. Then for your options, set the waypoint variables.
Most options can be left at defaults if you wish to just spawn 1 object, but you will have to set the name of the waypoint to the resref of the object or the tag of the area that holds the objects.
There is also a demo module.
Enjoy.
The forum link has been added, however, you can post here and I will answer here as well.
Version 1.1
Added a PC level adjustment to the Creatures levels. (creatures will spawn closer to the PC's levels, if within range.)
Added a null apearance creature with no scripts or items for verifying the random locations.
Version 1.2:
added ability to spawn within a min to max distance from waypoints
added ability to spawn multiple placeables from one waypoint
Version 1.2a
fixed a bug with the placeables not spawning correctly.
Version 1.3
added ability to spawn to certain times of day (Dawn, Day, Dusk, Night)
Version 1.3a
fixed a bug in the level choosing function
fixed ability to override all settings and spawn creatures at defualt HD, even if other settings would have changed it.
Version 1.4
added percentage option for Items to drop
added action option for creatures
(random walk, walkwaypoints, attack nearest PC, do nothing)
Version 1.5
added ability to add variables to creatures/placeables
changed min creatures/placeables spawned from 1 to 0, for chance encounters
Version 1.6
added option for a maximun number of spawns from a waypoint. once this number is reached, the waypoint will be deleted, preventing anymore spawns.
Version 1.6a
fixed a bug that prevented all old spawnpoints and default spawnpoints from spawning due to the spawn limit feature.
Version 1.7
added cleanup options. Set in rs_include. Defaults are: cleans up creatures and placeables spawned by system, as well as any items found.
Version 2.0
added trap and item spawns
fixed several bugs
Version 2.1
added despawn feature as standard.
Fixed placeable spawning some.
Version 2.1.1
Small update to add percentage chance to spawn items on the item spawns.
Already had this option on the item spawns with the creature spawn, but now you can also set up percent chance on all items.
A few notes on custom placeables.
* Scripts are not copied over, if you use custom scripts on your placeables, you will have to still make custom resref blueprints and use that as a base.
* Variables will have to be added using the waypoints, as those can not be copied over either.
*there may be bugs with the CopyPlaceable function, as I can only test so much. Please let me know if something goes crazy.
I have added an optional dm tool to create spawnpoints in game. You must have the system installed to use this tool.
Currently only creature spawns can be added.
Demo module is still on ver. 1.4(working on a new demo module)
Added seperate Readme file.
Added despawn update.
Apparently I forgot to update the readme, when I updated to version 2.
The line in the module load event to execute the initialization of the system has changed.
It was:
ExecuteScript("rs_init_c", OBJECT_SELF);
It should be:
ExecuteScript("rs_init", OBJECT_SELF);
Please make sure you change this in the module load event.
Despawn update to the spawn system. updateing using these files will make it so the time of day spawns will despawn when they are not supposed to spawn.
Rs_include also has switch to enable the creature/placeable/trap/item seperatly.
Please note, this is no longer needed as of version 2.1, however, if there are people still using an earlier version, I will leave this up, so they can use the new feature..
Main import files for system. If you are just updateing to the newest version, or downloading for the first time, this is the only file you need.
If you are updateing from any previous version, then this should work fine.
Please note if updateing from version 1.7 or lower then remove the script "rs_init_c"
Some creatures don't de-level, or level up like normal. That is a NWN issue, as the level up function uses the henchmen level up. So if there is no default level up package, then it sometimes causes weird things to happen. I have heard if you manually put a level of a class on a creature, then it works much better. For instance, modify the creature in the spawn area and 1 level of fighter, or warrior(npc fighter), or any other class, and it might help with that. _________________________ AmanShadar's Spawn System (Creatures, Placeables, Items, and Traps) AmanShadar's Death System AmanShadar's Ship System Critter Info Module
Posted by datamaster at 2010-01-1310:50:12
AmanShadar, thanks. I will take a look at the timing issue. The info about the area with the NWN creatures already placed, a little too late, but I will remember that. I didn't that about the factions, and I spent all that time placing and then changing the factions off all creatures. Took awhile. :( I have tried turning the level function of the spawn points to random the monsters from level 1-40(which I want it to do this time), I am not sure if it is working like I want or not though. _________________________ "Knowledge knows no bounds! But hindsight might wish that there had been some!"
Posted by AmanShadar at 10:02:47 Voted9.00
If you set all the creatures in an area you don't need to set their factions to be friendly unless you go into that area in game. If no one enters the area, the monsters should just stand there doing nothing. I have several area that have opposing faction creatures that work fine as long as PC's stay out of them. Also, the script being run sometimes, and not others is a timing issue. Unfortuneately it varies on different machines and modules. In the rs_include script, if you hunt down the creature spawn funtion, it will have a line that fires the script, mess with the delay on that till you come up with a working time. _________________________ AmanShadar's Spawn System (Creatures, Placeables, Items, and Traps) AmanShadar's Death System AmanShadar's Ship System Critter Info Module
Posted by datamaster at 2010-01-1217:04:57
I am using this system in a module, and am having 9 spawn points in an area that spawn different monsters. I have all 9 set to run a script that changes the factions of the monsters they spawn. Sometimes the script is run, sometimes it isn't. It appears to be random to me. Is this a funtion(or problem) with the spawn system? _________________________ "Knowledge knows no bounds! But hindsight might wish that there had been some!"
Posted by datamaster at 2010-01-0816:55:55
I don't want to have to put a copy of all creatures into one area(fixing their factions so they like each other) and spawn from that area. _________________________ "Knowledge knows no bounds! But hindsight might wish that there had been some!"
Posted by datamaster at 2010-01-0816:55:01
I decided to try this for a module. Is there anyway to have it spawn a random monster/NPC(from the entire list of default monsters/NPCs)? I want a waypoint that randomly picks a monster/NPC in the entire game and spawn it within a range of levels near the PC(which I think it already can do). _________________________ "Knowledge knows no bounds! But hindsight might wish that there had been some!"
Posted by lordofworms at on01/07/10
Just started using this powerful system and I must say it absolutely rocks! it has saved my creature pallete from getting spammed just by using the 'area TAG spawns' that alone for me is worth a 10, throw in everything else and well, this sytem is perfect for my needs. _________________________ [Seasonal Forest Tileset] [Fantasy Dungeon Tileset][Scorched Earth Tileset] [Mirkwood Swamp Tileset] [Cypress Bayou Tileset] [Undersea Tileset] [Reworked Werewolf Model] [Helmet Pack] [Remodeled Night Hag][WoRm Head Hands Model][Goblins Override][Zombies Override][Ghouls Override] [Werewolves and Fire Giants remodels][Bugbears Facelifts][Minotaurs Facelift][Wagon Interiors][Arbor Falls~ Downloadable Persistant World]
Posted by Alaster at on01/03/10
I have some more info on the issue. It happens for the "Lightshaft, Blue" (resref "x3_plc_slightb") and is not an issue with most other placeables. I have resolved it by creating my copy in the palette and with its new resref it worked fine.
Posted by Alaster at on01/03/10
I find this system very usefull, but I have some issues with it. I am using the area spawn for placeables. Instead of spawning the placeables set on the waypoint it copies various objects that I have in my area. I am running NWN HOTU 1.69 and do not have any scripts besides this system.
Posted by Styxx42 at 2009-12-1617:43:09
Has anyone updated the Demo Module to current version. This sounds like what NWN has always needed. I love the variables you have included. Thanks for posting and taking the time to work this out. I am going to dig in now.