Author Topic: Believable Cities  (Read 391 times)

Legacy_Von Stalhein

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Believable Cities
« on: December 18, 2013, 09:32:58 pm »


                I was wondering if there are any scripting packages (simpler the better) that could assist in creating town or city environments? (Thinking of people wandering around and so on.) I'm sure the answer to this is common knowledge - but I am out of the loop!

Many thanks,

VS
               
               

               
            

Legacy_Squatting Monk

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« Reply #1 on: December 19, 2013, 02:03:53 am »


               Some things to check out:

X2 Ambient System (using mostly native game files)
NPC Activities
Ultima NPC Scheduled Activities
Meaglyn's Advanced WalkWaypoints
               
               

               


                     Modifié par Squatting Monk, 19 décembre 2013 - 02:05 .
                     
                  


            

Legacy_Pstemarie

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« Reply #2 on: December 19, 2013, 04:37:25 am »


               

Squatting Monk wrote...

Some things to check out:

X2 Ambient System (using mostly native game files)
NPC Activities
Ultima NPC Scheduled Activities
Meaglyn's Advanced WalkWaypoints


Excellant links - especially the top one!
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #3 on: December 19, 2013, 04:53:32 am »


               In terms of simplicity, for a populous city Area (other than specific characters with specific things to do) I just have a pile of NPCs wandering randomly by means of one of BioWare's standard "wander about aimlessly on spawn" scripts plus some further NPCs who are set to walk between a set of Waypoints, usually between doors, market stalls or other such points of interest.

That's about the absolute simplest way of making a town look as though it has a mobile population, though if you (the PC) stand and stare at the locals for any length of time, sooner or later you'll begin to wonder why they repeat themselves.

(Of course, in my Modules, they'll all likely get suddenly massacred by monstrous creatures or an irritated Demoness in the first five minutes anyway...)

yours faithfully,
Squadron Leader Bigglesworth, DSO.
               
               

               
            

Legacy_Squatting Monk

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« Reply #4 on: December 19, 2013, 05:55:26 am »


               If you want to have folks wandering around that don't all look the same, consider the Commoner Package.
               
               

               
            

Legacy_Sumthing

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« Reply #5 on: December 19, 2013, 07:32:41 am »


               I often have trouble creating believable cities in my Modules. Probably part of why I never finish any modules.
               
               

               
            

Legacy_Von Stalhein

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« Reply #6 on: December 21, 2013, 01:50:46 am »


               Thanks for the links! Some great materials there.

@PHoD: Give Algy and Ginger my regards, etc.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #7 on: December 21, 2013, 06:14:43 am »


               Will do...

PS:- Bertie feels left out.
               
               

               
            

Legacy_OldTimeRadio

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« Reply #8 on: December 24, 2013, 02:46:14 am »


               If you wind up creating many NPCs and have problems with them bumping into each other too much and maybe getting bogged down in clumps, you can make it so NPC's can walk through each other by applying the effect EffectCutsceneGhost().  You can learn more about that scripting fucntion here and/or in the NWN Omnibus.  According to an old post I found from Georg Zoeller in the Omnibus, creatures can be spawned with this setting by default and more information can be found in the script  x2_inc_switches.  The packages suggested in this thread may also contain such a switch as well, I dunno.

About a year ago, I posted a thread in these forums to solicit feedback about hidden drawbacks to the method and there didn't appear to be any.  I also posted a link to a demo module in that thread so people could play with the effect and see how powerful it was.  While this function was added around 10 years ago, my experience and research indicates that it was hardly ever used to increase performance in NPC-dense areas and (as the demo module shows) it does a heck of a job at it.

Cheers!
               
               

               


                     Modifié par OldTimeRadio, 24 décembre 2013 - 02:47 .
                     
                  


            

Legacy_Urk

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« Reply #9 on: December 24, 2013, 05:15:32 pm »


                Conversation Shortcut for NPC's-http://nwvault.ign.c....Detail&id=3824
               
               

               
            

Legacy_ffbj

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« Reply #10 on: December 24, 2013, 11:18:49 pm »


               Npc project with Blasco Yang: 
http://nwvault.ign.c....Detail&id=3668