Creating unique NPCs
From Mod Wiki
This is the way to do it if spawing the NPC from the all.spawn and its also needed to keep him there this is how i spawned blade in my LITZ mod
- Note: be careful about copying and pasting, as it may cause problems
I Really hope this helps you.
You have to edit quite a few files:
Config>Text>ENG:
Stable_bio_name.xml
Config>Gameplay:
NPC_Profile.xml Character_desc_escape
Config>Cretures:
m_stalker.ltx
scripts or Config>scripts not sure which one
Change the according gulag script EG:gulag_escape
and then you would have to edit the all.spawn to accomadate and spawn him
(shows example of blade My character from my LITZ mod)
m_stalker.ltx
[esc_blade]:stalker character_profile = esc_blade visual = actors\dolg\stalker_do_nauchniy.ogf corpse_visual = actors\dolg\stalker_do_nauchniy.ogf immunities_sect = stalker_immunities
thats placed at the bottom
Character_desc_escape.XML
<!-------------------------------------esc_blade-------------------------------------------------------> <specific_character id="esc_blade" team_default = "1"> <name>esc_blade_name</name> <icon>ui_npc_u_stalker_do_nauchniy</icon> <bio>esc_blade_bio</bio> <class>esc_blade</class> <community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect> <rank>820</rank> <reputation>840</reputation> <money min="2000" max="5000" infinitive="0"></money> <snd_config>characters_voicehuman_03dolg</snd_config> <crouch_type>0</crouch_type> <visual>actors\dolgs\talker_do_nauchniy</visual> <supplies> [spawn] n wpn_walther n ammo_9x19_pbp = 1 n wpn_groza n ammo_9x39_ap = 1 n ammo_9x39_sp5 = 1 n ammo_vog-25p = 2 n #include "gameplaycharacter_items.xml" n #include "gameplaycharacter_food.xml" n #include "gameplaycharacter_drugs.xml" </supplies> #include "gameplaycharacter_criticals_6.xml" #include "gameplaycharacter_dialogs.xml" <start_dialog>hello_dialog</start_dialog> </specific_character>
NPC_Profile.XML
<character id="esc_blade"> <class>esc_blade</class> </character>
Stable_bio_name
<string id="esc_blade_name"> <text>Blade</text> </string> <string id="esc_blade_bio"> <text>The leader of the Duty camp near the military outpost, his good leadership skills and tactics won Duty the camp and overthrew the Bandits</text> </string>
(shows all.spawn section for blade):
[870] ; cse_abstract properties section_name = stalker name = esc_blade position = 109.19536590576, 7.1485390663147, 0.9805214738846 direction = 0.0445535257458687,-0.000645029998850077,0.0144814234226942 ; cse_alife_trader_abstract properties money = 5000 character_profile = esc_blade ; cse_alife_object properties game_vertex_id = 119 distance = 3.5 level_vertex_id = 410518 object_flags = 0x==bf custom_data = <<END [smart_terrains] none = true END ; cse_visual properties visual_name = actors\dolg\stalker_do_nauchniy ; cse_alife_creature_abstract properties g_team = 0 g_squad = 1 g_group = 5 health = 2 dynamic_out_restrictions = dynamic_in_restrictions = upd:health = 2 upd:timestamp = 0x6d6d695f upd:creature_flags = 0x75 upd osition = -210.632614135742,-20.050708770752,-142.461120605469 upd _model = 0 upd _torso = -0.000645029998850077,0.0445535257458687,0 upd:g_team = 0 upd:g_squad = 1 upd:g_group = 5 ; cse_alife_monster_abstract properties upd:next_game_vertex_id = 65535 upd rev_game_vertex_id = 65535 upd:distance_from_point = 0 upd:distance_to_point = 0 ; cse_alife_human_abstract properties predicate5 = 1,0,0,2,0 predicate4 = 2,2,1,2 ; cse_ph_skeleton properties upd:start_dialog = ; se_stalker properties
Apart from the gulag scripts thats pretty much it i belive however if i missed something out im sure someone will point it out and correct it or even explain it better
Hope this helped you please tell me if this worked for you.
Tutorial By Jamie Roberts (Jamie1992)