This NPC will turn lights on or off depending on the time of day.
The on and off times are set via variable on the NPC and can be changed to suit your specific needs.
Lighting object (included in erf file) are not specifically tagged.
Lighting Prefabs can be made useabe/non-useable for the PC and still work for the NPC.
NOTE: PC must have a torch in hand to light any prefab
If you want to make the prefab useable by the NPC only simply place the prefab in tool set, ungroup it, select the container object (this is the lamp post or brazier itself) and de-select "useable" under properties.
@sirJesto
Please be sure to check that you have the correct wp tag for the light keeper. It should be WP_LKEXIT. One of the problems with NPC control and behavior is that the game system does not consider it a very high priority. sometimes things hang up. this may or may not be the issue with the light keeper in your mod.
another option is to use Uncle FB NPC control. The light keeper is included in that set and you can schedule what he does after using the lights.
Unfortunately the light objects are all generally tagged so the light keeper is simply looking for the next closest light item and toggling it appropriately for the hour.
Hey there. Just wondering if there is a way to tell the light keeper to light the objects in a particular pattern? Also, in my module, when the light keeper has finished lighting all the lamps, he moves a few steps away from the last lamp and then just stands there. He doesn't go back to the exit waypoint. Any idea what is happening here? He has no problem spawning from there, just returning to there.
Unfortunately the script will only activate 1 light at a time. When the activation takes place the light object searches for the nearest single instance to turn on.
Cheers,
FB
Posted by DMFirmy at 2009-12-28 14:51:39 Voted 9.50 on 12/28/09
I think this script is awesome! How would I get it to work so the light keeper could light one of the candelabras with more than 1 flame?
Unless Death has something else to add the problem in his install was that he already had a running SLS2 installation in the module.
For some reason SLS2 and the lightkeeper are NOT compatible.
Cheers,
FB
Posted by DeathComeForThee at 2009-06-22 16:37:32 Voted 10.00 on 06/21/09
Yea all the tags are exactly as the should be, same with the npc variables. It has to be a conflict with my module. Im thinking the SLS2 mod I have imported, can't think of anything else. I sent you a more detailed email.
@death
The Light Keeper will enter and exit from the WP_EXIT object. Since he is designed to continually do this duty day after day this location is his start and end point. If he is ignoring your light objects then they are either incorrectly tagged or the light keeper is missing the variable sTag = light on the NPC variables. The other possibility that comes to mind is pathing. Can the NPC actually get to the light objects from his location?
If you are still having trouble with this feel free to email me.
Cheers,
FB
Posted by DeathComeForThee at 2009-06-21 18:30:07 Voted 10.00 on 06/21/09
*doublefacepalms* crap sorry im an idiot, posted in the wrong mod... idiot :P
Posted by DeathComeForThee at 2009-06-21 18:28:15 Voted 10.00 on 06/21/09
Nevermind, i just checked out the tavern mod and realised i need patron npc's to take orders from *facepalm* Sorry I thought it was from PCs she takes the orders from. Works fine, great mod! lol
10/10 :)
Posted by DeathComeForThee at 2009-06-21 16:45:14 Voted 10.00 on 06/21/09
Ah alright i found your prefabs. Now, i am having issues... I set up all my lights with your prefabs and I made my waypoint for the Keeper to exit on after turning on/off the lights. What happens tho is when the time comes to light the lamps, he makes his entrance on the exiting waypoint, no matter where i place the keeper himself in the toolset, and just stays there. Firstly is he not supposed to enter where he is placed in the toolset and not the exiting waypoint? Secondly why wont he light the lights? What am I doing wrong? All the prefabs are tagged properly as per your instructions... :(
As far as using any lamp YES you can. There are detailed instructions in the manual about how to do this. The prefabs consist of a container, light, IPOINT placeable, and a sound object (OPTIONAL).
There is a weird thing that happens when importing prefabs. In order to see them you need to import, save, exit the toolset, and then open the toolset and your module again.
I don't know why this happens. I just double checked the erf and the prefabs are in fact in there.
They will be listed under blueprints...prefabs...NPC...Lights...
Cheers,
FB
Posted by DeathComeForThee at 2009-06-21 06:02:30 Voted 10.00 on 06/21/09
There are no light prefabs in the erf. You say there are 15 but none have been included. Do i need these prefabs to get this to work or can i use any lamp, torch etc?
Posted by DeathComeForThee at 2009-06-20 21:30:16 Voted 10.00 on 06/21/09
Man, you are a genius! Great job:)
Posted by DeathComeForThee at 2009-06-20 21:17:28 Voted 10.00 on 06/21/09
Wow, I will definatly try this out! Ill vote once ive given it a try, sounds awesome!
@MCMunroe - discussed this with you at some length on the Obsidian Shore IRC.
For others who may be wondering about the same question.
1. this system does NOT require you to modify the placeables at all. Just place them and the Light keeper will find and activate/de-activate them.
2. the placables in this erf will allow you to have the PC directly turn on/off lighting if he/she is carrying a torch.
3. SLS2 is a much more heavy duty script package. So if you need to use lighting chains, or want a trigger activated light set up, that is probably the appropriate script set.
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