Reminder: Internet Explorer 6 or below are NOT supported.





|
There are currently 115 users playing Freelancer on
88 servers. | June. 20, 2013 |
The Starport Forum Index
>
The Shipyard
>
Conventional Modding
>
Coding
>
No NPC's in the Bar- Fixed
Browsing this Thread:
1 Anonymous Users
No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/4/21 15:23 Group:
Registered Users
Posts:
11
![]() |
I'm a bit rusty on my modding and I've forgotten what the cause for it is. The npc's I am using are copies off of other bases in the game with the identities changed. I am sorry for the stupid question but my searching failed to find any topics with the solution specified.
"[MBase] nickname = BW11_01_Base local_faction = fc_h_grp diff = 9 msg_id_prefix = gcs_refer_base_BW11_01_Base [MVendor] num_offers = 6, 10 [BaseFaction] faction = fc_h_grp weight = 85 mission_type = DestroyMission, 5.4782, 53.365, 100 npc = bw1101_hogosha_001_m npc = bw1101_hogosha_002_m npc = bw1101_hogosha_003_m [BaseFaction] faction = fc_c_grp weight = 15 mission_type = DestroyMission, 5.4782, 53.365, 100 npc = bw1101_corsairs_001_m [GF_NPC] nickname = bw1101_corsairs_001_m body = pl_male1_journeyman_body head = pi_pirate1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221005 affiliation = fc_c_grp voice = rvp140 misn = DestroyMission, 5.4782, 53.365 room = bar [GF_NPC] nickname = bw1101_fix_bartender body = pi_pirate3_body head = ku_bartender_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244831 affiliation = fc_h_grp voice = rvp101 bribe = co_shi_grp, 10000, 16100 bribe = fc_fa_grp, 10000, 16100 bribe = fc_h_grp, 10000, 16101 [GF_NPC] nickname = bw1101_fix_trader body = pi_pirate3_body head = ku_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244832 affiliation = fc_h_grp voice = rvp126 [GF_NPC] nickname = bw1101_fix_weaponsdealer body = pi_pirate3_body head = pl_male5_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244833 affiliation = fc_h_grp voice = rvp106 [GF_NPC] nickname = bw1101_hogosha_001_m body = pi_pirate3_body head = sh_male4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220496 affiliation = fc_h_grp voice = rvp101 misn = DestroyMission, 5.4782, 53.365 room = bar [GF_NPC] nickname = bw1101_hogosha_002_m body = pi_pirate3_body head = sc_scientist2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220497 affiliation = fc_h_grp voice = rvp121 misn = DestroyMission, 5.4782, 53.365 room = bar accessory = prop_shades_03 [GF_NPC] nickname = bw1101_hogosha_003_m body = pi_pirate3_body head = pl_male8_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220498 affiliation = fc_h_grp voice = rvp121 misn = DestroyMission, 5.4782, 53.365 room = bar [GF_NPC] nickname = BW1101_fix_ship body = pi_pirate3_body head = ku_bartender_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 244831 affiliation = fc_h_grp voice = rvp101 [MRoom] nickname = bar character_density = 5 fixture = BW1101_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender [MRoom] nickname = trader character_density = 2 fixture = BW1101_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader [MRoom] nickname = ShipDealer character_density = 2 fixture = BW1101_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer [MRoom] nickname = Equipment character_density = 2 fixture = BW1101_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment " Thank you for your time
Posted on: 2012/5/8 4:43
Edited by Chessalavakia on 2012/5/8 15:51:55
|
|||
|
||||
Re: No NPC's in the Bar |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Can't see too much wrong with this code except for the mission weighting. Try:
[BaseFaction] faction = fc_h_grp weight = 85 mission_type = DestroyMission, 5.4782, 53.365, 85 npc = bw1101_hogosha_001_m npc = bw1101_hogosha_002_m npc = bw1101_hogosha_003_m [BaseFaction] faction = fc_c_grp weight = 15 offers_missions = true mission_type = DestroyMission, 5.4782, 53.365, 15 npc = bw1101_corsairs_001_m For neatness I usely like to put all my NPC entries before the base bar keeper and traders, but that shouldn't have an effect. Good luck, let us know how u get on. Rik
Posted on: 2012/5/8 7:15
Edited by rik_starkiller on 2012/5/8 9:39:38
|
|||
|
||||
Re: No NPC's in the Bar |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/4/21 15:23 Group:
Registered Users
Posts:
11
![]() |
Changed the mission weights to proper values and no people in the bar. I also neatened the code to ensure the order did not matter and no change.
Edit: Did a little more digging on the Lancers Reactor Archive and found out about some universe.ini issues. I swapped from using the FLE produced ini to manually scripted and it's working now. APparently, I had some garbage lines mixed in Thanks for the help
Posted on: 2012/5/8 15:02
Edited by Chessalavakia on 2012/5/8 15:50:19
|
|||
|
||||
Re: No NPC's in the Bar |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/10/28 19:47 Group:
Registered Users
Posts:
16
![]() |
I have the exact same problem
( and I've found several posts on the subject but none with the definitive fix. Anyone know the exact cause?[MBase] nickname = IW07_02_Base local_faction = co_hsp_grp diff = 1 msg_id_prefix = gcs_refer_base_IW07_02_Base [MVendor] num_offers = 2, 4 [BaseFaction] faction = co_hsp_grp weight = 100 npc = iw0702_001_m npc = iw0702_002_m npc = iw0702_003_m [GF_NPC] nickname = iw0702_001_m body = br_shipdealer_body head = li_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 458873 affiliation = co_hsp_grp voice = rvp131 room = bar bribe = co_hsp_grp, 10000, 16101 [GF_NPC] nickname = iw0702_002_m body = br_shipdealer_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 458874 affiliation = co_hsp_grp voice = rvp101 room = bar bribe = co_hsp_grp, 10000, 16101 [GF_NPC] nickname = iw0702_003_m body = br_shipdealer_body head = rh_hassler_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 458875 affiliation = co_hsp_grp voice = rvp101 room = bar bribe = co_hsp_grp, 10000, 16101 [GF_NPC] nickname = iw0702_fix_bartender base_appr = robot_body_c individual_name = 458856 affiliation = co_hsp_grp voice = rvp003 bribe = co_hsp_grp, 10000, 16100 bribe = co_rs_grp, 10000, 16100 [GF_NPC] nickname = iw0702_fix_trader base_appr = robot_body_a individual_name = 458861 affiliation = co_hsp_grp voice = rvp003 [GF_NPC] nickname = iw0702_fix_weaponsdealer base_appr = robot_body_e individual_name = 458868 affiliation = co_hsp_grp voice = rvp003 [MRoom] nickname = bar character_density = 3 fixture = iw0702_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender [MRoom] nickname = Deck character_density = 2 fixture = iw0702_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader fixture = iw0702_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment The base faction matches that in the universe.ini file. Properly stumped again on this one heh
Posted on: 1/5 19:12
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Home away from home
![]()
Joined:
2008/5/21 19:32 Group:
Registered Users FLServer Admins $$$ Supporters $$$ Senior Members
Posts:
650
![]() |
wonder what would happen if you remarked out the lines int eh [mvendor] group. Perhaps the fact that none of your NPCs offer missions might (probably not) have something to do with it. Worth a shot though. I don't see anything else. Your base NPCs are showing up? (bartender, equip dealer, commod dealer, etc.)
Posted on: 1/7 2:15
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/10/28 19:47 Group:
Registered Users
Posts:
16
![]() |
Tried it, no joy. Just been round checking all the bases I've added with FLE 2.0.6.23 and none of them are allowing the NPCs to appear, other than the bartender and dealers!
The one base I added manually in NY is showing its NPCs, a copy/paste of Rochester Base with the names of the characters, commodity prices, ships etc. changed. What does FL look at before placing NPCs in the bars? Could this be missing from somewhere and if so where do I look?
Posted on: 1/7 17:04
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Home away from home
![]()
Joined:
2008/5/21 19:32 Group:
Registered Users FLServer Admins $$$ Supporters $$$ Senior Members
Posts:
650
![]() |
You need the NPC faction defined but since you're using a vanilla NPC you should be ok there.
The faction and representatives of that faction need to be defined in mbases and that's where you're seeing your problem. You have your density in the bar set to 3 so that would be the bartender plus two more. You SHOULD be seeing them in the bar. The deck has a density of two and you have two NPCs there already, the equipment dealer and the commodities dealer. You should be fine there as well. Try making the diff for the base more comparable to the bases in Iw06, perhaps make diff = 9 That's the only thing that's catching my eye here. In faction_prop.ini the cryers have the following 'costumes' defined: space_costume = li_captain_head, br_shipdealer_body, comm_ge_generic2 space_costume = li_rockford_head, br_shipdealer_body, comm_li_hatcher space_costume = li_sales_head_hat, br_shipdealer_body, comm_ge_generic2 space_costume = ge_male1_head, br_shipdealer_body, comm_li_hatcher space_costume = pl_male2_head, br_shipdealer_body, comm_ge_generic2 space_costume = sc_scientist2_head_hat, br_shipdealer_body, comm_li_hatcher NPCs 2 and 3 do not have a matching costume defined in mbases.ini although NPC 1 does. One would think that if that were a problem, then you'd at least see NPC 1 showing up. I think those costumes are for the NPCs you run into in space, not necessarily the ones on a base but you could at least rule that out by matching the costumes in your mbases file to these. I wish I could give you a definitive answer, but my understanding of the inner workings of FL are limited at best.
Posted on: 1/7 22:11
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/10/28 19:47 Group:
Registered Users
Posts:
16
![]() |
Still no joy. I found a post on the subject saying their fix was found in universe.ini but I've been right through that and seen nothing untoward.
My next guess is to use FLE to overwrite all my bases' characters with copies of similar vanilla bases to see if one of them is causing the problem. If that fails I'll remove the iw07 system completely from my mod and redo it from scratch. Cheers for the pointers, I'll let you know if I sort it or if I smash my FL disc to pieces! ![]()
Posted on: 1/9 17:10
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Home away from home
![]()
Joined:
2008/5/21 19:32 Group:
Registered Users FLServer Admins $$$ Supporters $$$ Senior Members
Posts:
650
![]() |
Are you using the correct BGCS_base_run_by entry?
Yours should be BGCS_base_run_by = W02bF13 That's the only line in the base entry in universe.ini that might make a difference. You should also make sure the strid_name entry is specific to your base. You should use the same entry that you use for the ids_name entry in the system ini.
Posted on: 1/9 18:30
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/10/28 19:47 Group:
Registered Users
Posts:
16
![]() |
Dear robocop,
I am clearly a muppet hehe! I have found the fault. I started by removing my four added systems completely to a seperate folder, leaving me with vanilla + two added bases. The second of these bases was not showing its NPCs but the first was. Now, after hours of trying this, that and the other I thought I'd take a look at the first base. Although my first base was working correctly, there was an error in the coding. With this corrected my second base is fixed and I've re-added my four systems. I've not checked all bases yet, but so far four of them are working correctly. Just goes to show that even if something is working as you expect, its incorrect coding can have torturous effects on other things that are coded correctly. Thanks again for the input, it certainly helped me rule things out. Bert.
Posted on: 1/13 20:27
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Home away from home
![]()
Joined:
2008/5/21 19:32 Group:
Registered Users FLServer Admins $$$ Supporters $$$ Senior Members
Posts:
650
![]() |
So, what did you do incorrectly on the first base that still worked for that base but caused all of the others to fail?
Posted on: 1/14 11:17
|
|||
|
||||
Re: No NPC's in the Bar- Fixed |
||||
|---|---|---|---|---|
|
Just popping in
![]()
Joined:
2012/10/28 19:47 Group:
Registered Users
Posts:
16
![]() |
I think it was the nickname. Without using FLE I'd placed an asteroid field around NY's sun and a base in it which was a copy of the Junkers' Rochester base with some changes to commodities, equipment and a different ship. With this all seemingly working correctly I put those modifications into a folder and started using FLE to continue the mod, adding 4 systems with several bases, planets and fields. Then set about getting the Starblazer to work, getting the LSF able to fly ships and tweeking some items' stats like getting slightly more speed from an advanced thruster.
What I had done though was copy the mbase entry for Rochester to my new li01_16 base, remembered to change the ids_names for everyone but forgot to change the li0113 bit to li0116 in the nickname. Anyway, after finding this, I used FLE to change the properties of the base and copied the original NPCs over from Rochester, knowing FLE would change the nickname to suit and then changed the ids_name number to my own. Job done. Such a small thing to give such a large headache!
Posted on: 1/14 16:33
|
|||
|
||||










Donations
Forum




( and I've found several posts on the subject but none with the definitive fix. Anyone know the exact cause?
