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Modding problems...


hood163

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Hi!

 

I've started making a mod...

It's a camp with tree-walls around it, watch-towers and stuff from Meo's Ressource Mod.

It's pretty cool, but I have a problem.

I cannot do questing and AI'ing!

My plan was that guards stood up in the Watchtowers, guards at the entrance, around the campfire and in the tents...

Like a miltary-camp where you were the Captain.

I planned to have quests by the soldiers, forexample:

Killing some goblins in the forest,

Getting some mudcrab-meat to the camp-cook,

Buying some beer to a soldier,

Killing some bandits that have set camp not far from the camp,

etc.

 

And the AI must have been like the soldiers had shifts at night and day,

standing in the towers,

sitting around the campfire,

going asleep in their tents...

 

 

I can do everything but the Questing and the AI'ing...

So if someone can do some of these things, please either send me a PM, or reply in this post...

 

 

 

 

I have posted a post about this before, but no one have answered... :unsure:

 

So if someone sees this, and wanna do it, thanks!

:thanks:

 

 

 

 

Hood

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I don't really have the time (or inclination :P) to do it for you, but there are plenty of Dialogue Tutorials and Quest Tutorials on the Construction Set Wiki if you feel like learning. I don't know of any comprehensive ones for AI, though. Basic NPC Patrols Tutorial, Basic NPC Creation Tutorial, and My First Shop are probably enouggh to grasp the basics, though. If you need more information than that, feel free to ask.
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I have tried to do the Tutorials before, but the only one i actually managed to do is

My First Shop...

So if anyone have some spare time they want to spend on modding,

plz...

 

:)

Go through the tutorials again, try combining the concepts, like having the shop owner have a few of their own topics. Most people do a tutorial for only a few minutes before quitting, or only look at it enough to do exactly as the tutorial says, without understanding the main concepts behind it. AI is fairly easy once you understand how to setup the times and conditions, Quest scripting is hard, no matter how simple the quest may be, quests with dialogues are even more so.

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Ok... you might want to taka minute to stop and considder some things.

How are the guards going to get up/down from the towers? NPCs cannot climb, you can't use a door teleport from one part in the worldspace to another part of the worldspace, and any scripting would likely complicate matters.

 

The camp fire will need very specific spots setup for each guard, and each guard will need a seperate AI package to sit in that spot.

 

Within the game, even a good computer can only handle 6-8 NPCs in a single cell, and only 10 or so within a 3x3 cell area. There isn't very much that can be done to get around this limitation, it's kinda just how things are. This means that bigger does not always mean better, especially if the AI is dumb as a brick due to all the processing that needs to happen.

 

Instead of thinking bigger, you might want to focus on getting it working first. It's always easy to expand once you've got things figured out. It's much harder to undo stuff when you realize that it isn't going to work how you want. Instead of working on the belief that someone will do all that hard stuff for you, you should work on the assumption that for the most part, you are on your own as far as getting this project done. Almost EVERYONE can drop down a few statics, take a screenshot, then ask people to make their mod. I'm not suggesting that this is all you have done, but this is almost what you are asking. Essentially, either make mods that are within your capacity, or be willing to put forth the effort of learning new things before any real work on the mod can start. Modding is hard, and those who have particular talents tend to have no shortage of people asking for them. I'm not saying that you cannot ask questions on how to do something, just that you will likely need to be the one who needs to do the most of it.

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...you can't use a door teleport from one part in the worldspace to another part of the worldspace...

Even with Subspaces? This could pose a problem for one of my projects...

 

The camp fire will need very specific spots setup for each guard, and each guard will need a seperate AI package to sit in that spot.
Couldn't you just get them to wander within a certain distance of the campfire and rig the path-nodes so they wouldn't step on it? Of course, you'd need benches one way or another...
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...you can't use a door teleport from one part in the worldspace to another part of the worldspace...

Even with Subspaces? This could pose a problem for one of my projects...

Even with subspaces. It's something in how their AI gets processed (not packages), they remain in the loaded cell, so they keep activating the door as if they had not moved. The real use of subspaces is a bit more arcane, and only of benefit if you have an intermediate space between the two spaces (like Tamriel and Anvil bay has an intermediate space of Anvilworld.) As far as I know, the only way around this is to use an activator door with a script to move the actionref to the parented marker, but that solution does not get utilized by the AI without specifically telling them to use that door.

 

The camp fire will need very specific spots setup for each guard, and each guard will need a seperate AI package to sit in that spot.
Couldn't you just get them to wander within a certain distance of the campfire and rig the path-nodes so they wouldn't step on it? Of course, you'd need benches one way or another...

Yes, but then they won't sit down. Unfortunately, for packages you need to tell an NPC exactly where they're supposed to sit. Useitemat with furniture doesn't work.

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