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changing npc without changing all npc's of the same type


beukenootje2

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first of all: sorry for my english.

 

 

I am creating a mod for a garden gnome church. (you probably think: WTF why do you want to make that???? answer: i just like to collect garden gnomes in the game XD)

and i want to add some followers of the gnome religion.

so i thought using the child of Atom npc's.. but then to change it into Child of The Gnome.

so i tought changing the 'edit base' button when you double click the npc...

but when i did that.. its changed all child of atoms (also the one in megaton) and made my game crash.

so here is my question:

how can you change names,speaches and that sort of stuff for only 1 npc, and not all npc's in the game of that type.

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Well the problem is that you are editing the base of the Child of Atom template, which will then make changes to all the NPC's that use that template including the ones in Megaton.

 

What I think you need to do instead, is either make your own template for your new NPC type either by duplicating the Child of Atom template (by renaming the ID), editing the new template and applying that as "ActorBase" on your NPC, or you could just make a new NPC and let him inherit the Child of Atom template and edit his unique entries accordingly.

 

In any case, do not alter any of the character templates provided by the vanilla game unless you are just messing with the loot tables. If you need to add new NPCs, let them inherit a vanilla template or make a new template to avoid the things already in the game breaking unpredictably. :)

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change the Editor ID. In your case where it says MegatonChildofAtom01 Change that to something else. Voila, make all the changes you want and when you say okay you'll be asked to make a new form say YES. You've just made a new NPC without editing any existing ones.
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ok I'll give it a try :)

 

when i press ok he will just save it and doenst ask to make a new one 0.o

 

Make sure to change the "Editor Form ID" as well as the actual name of the entry before you save.

 

As for templates, it's pretty simple. For instance, if you look at the Raiders you will see that every Raider is based on template, which means that instead of having to alter each Raider entry in each racial grouping, you can just alter the template if you want the changes you make to be in effect to all the Raiders based on that template.

 

For instance, let's say we want to change our "1 handed Gun Raiders" and give them all a rifle. We could do this in two different ways - either we can change every individual Raider entry which is based on the template and add a rifle to their respective inventory entries (meaning we'll have to change around 8 entries, one for each race and each gender), or we could change the template itself, which would make the changes to all NPCs based on that template meaning we'd only have to change a single entry.

 

Technically, templates are what you in Computer Science call "Classes" or "Super Classes" and NPCs "Subclasses" - The NPCs inherit all the traits of the Superclass but can have entries that override the information in the Superclass. :)

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