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May. 22, 2013

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Bar NPC Blues
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Right, so I'm having a slight problem. I've been messing around with bars for a mod, adding NPCs and rumours and so forth. Now, I've got the bartender, trader, equipment and ship vendor working without a hitch.

Problem is with the standard NPCs. I'm using Cambridge's bar, I believe. The factions are all weighted, so that's not broken. The faction entries are all done, with the NPCs being correctly declared too.

I'll put a log of the mBase entry for you guys to have a look at.
I've cut out all the stuff that doesn't need to be there - just the bartender and one NPC. If anyone can help me out with getting that one working, I can use it as an example to get the others done.

I'm guessing this isn't a problem with NPC hardpoints, because it's a vanilla bar room I'm repurposing. Dunno. What do you guys think?

Quote:
[MBase]
nickname = QL04_02_Base
local_faction = rh_p_grp
diff = 5
msg_id_prefix = gcs_refer_base_QL04_02_Base

[MVendor]
num_offers = 6, 10

[BaseFaction]
faction = rh_p_grp
weight = 64
npc = QL0402_01
npc = QL0402_02
npc = QL0402_03

[BaseFaction]
faction = co_kt_grp
weight = 18

[BaseFaction]
faction = co_alg_grp
weight = 9

[BaseFaction]
faction = co_be_grp
weight = 9

[GF_NPC]
nickname = QL0402_fix_bartender
body = li_bartender_body
head = br_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 504204
affiliation = rh_p_grp
voice = rvp131
accessory = prop_barcloth_wadded
accessory = prop_watch
rumor = base_0_rank, mission_end, 1, 504220
rumor = base_0_rank, mission_end, 2, 504221
rumor = base_0_rank, mission_end, 3, 504222
rumor = base_0_rank, mission_end, 4, 504223
rumor = base_0_rank, mission_end, 5, 504224
rumor = base_0_rank, mission_end, 6, 504225
rumor = base_0_rank, mission_end, 7, 504226
rumor = base_0_rank, mission_end, 8, 504227
know = 504228, 504229, 5000, 9
knowdb = QL04_08_base

[GF_NPC]
nickname = QL0402_01
body = rh_wilham_body
head = li_rockford_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 504208
affiliation = rh_p_grp
voice = RVP140
room = bar
accessory = prop_watch
accessory = prop_cigarette_2
accessory = prop_hat_male_cap_A

[MRoom]
nickname = bar
character_density = 7
fixture = QL0402_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender

Posted on: 2012/2/28 17:45

Edited by Someone on 2012/2/28 22:30:24
Edited by Someone on 2012/2/28 22:31:23
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Re: Bar NPC Blues
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So it crashes, or what is the problem?

Posted on: 2012/2/28 19:51
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Re: Bar NPC Blues
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is 'gcs_refer_base_QL04_02_Base' a valid value?

Posted on: 2012/2/28 20:01
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Re: Bar NPC Blues
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[BaseFaction]
faction = rh_p_grp
weight = 64
npc = QL0402_01
npc = QL0402_02
npc = QL0402_03

Well
npc = QL0402_02
npc = QL0402_03
are not needed if you are only using
npc = QL0402_01

I'm saying this, but you've cut stuff out, so have not got a clue really. You'd have to post the lot.

What exactly is the problem, NPC's not showing up at all? Or just not as many as you expect? It's random, just because you ask for a density of 7, don't expect them all to show up, might only get 1 or 2.

Posted on: 2012/2/28 20:17

Edited by Timmy51m on 2012/2/28 20:33:05
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Re: Bar NPC Blues
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Well, eventually the bar is going to have a sum total of 12 or so NPCs - I figured a density of 7 would allow a good number of them to be displayed, with a big enough reserve that several would be unused at any time. Means there's plenty of reading material for repeat-visitors to bases.

I added those three you can see in the faction entry as a test to make sure I was doing the right thing, just so I didn't add all of them then realise it was broken - this is the first time I've done anything like this after all. Problem is, none of the standard NPCS - the three in the basefaction entry - appear.

The bartender and various vendors work perfectly - the bartender has rumours, and I'm working on custom knowledge bribes and faction bribes too. I'm using the same technique for the bartenders as the normal NPCs, so I'm not sure what exactly is going wrong. Then again, they're added as fixtures by the room scripts, so...

If you want, I can post the entire entry as well as the base room ini for you to have a look at?

EDIT: I should probably clarify - I'm fiddling with the Broken Bonds mod. The QL04 designation is valid - it's for Southern Cross systems, 04 specifically being New South Wales. The abbreviation got a little messed up during the very, very early alphas by the House getting a rename.

Posted on: 2012/2/28 22:20

Edited by Someone on 2012/2/28 22:27:43
Edited by Someone on 2012/2/28 22:28:20
Edited by Someone on 2012/2/28 22:51:37
Edited by Someone on 2012/2/28 23:12:56
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Re: Bar NPC Blues
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http://the-starport.net/modules/newbb ... &order=ASC&status=&mode=0

Read the 2nd page, might need to try Adoxa's hack.

Posted on: 2012/2/29 10:40
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Re: Bar NPC Blues
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I'll look into it, but I'm not sure how useful it'd be. I'm not trying to paste in old existing NPCs, after all - they're entirely custom. Then again, I may have misinterpreted what it's used for. Wouldn't be the first time.

I might just try an entirely new base to see if it's just this planet, or the mod in general. I'm worried FLE may have murdered the bar NPC hardpoints.

EDIT: Quick run-through of what I've done to try and make them work:

  • Dropped the density to three, in case it was having trouble with trying to generate for more NPCs than actually existed. Failed.
  • Put the base owner's weighting to 100 and commented out the other entries, in case it was failing due to faulty weightings. Failed.
  • Tried putting an NPC in the commodity dealer, to see if there was a problem specifically with the bar room. Failed.


Posted on: 2012/2/29 12:09

Edited by Someone on 2012/2/29 12:37:33
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Re: Bar NPC Blues
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No-one has any ideas?

I'm going to try messing with Discovery or vanilla FL to see if this is a problem with my inis, or the mod breaking something important.


Posted on: 2012/3/2 15:27
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