Ambient commoners
A script library that helps you breathe more life into your cities. A very customizable script allows you to set up many different types of commoners that walks the street of your city. An example module is included that demonstrates some of the things you can do.
What it features:
I hope this comes to use for some of you!
Changelog
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Friend Rarosu,
I think this looks like an amazing resource! I'm gonna DL it right now, then be back for a vote once we see how it spins!
Thank you for contributing to the community!
I hope it comes to some use :) I wanted a customizable library for the module I am making, so I decided to share it as well.
How does your system compare to NPC Activities v6.1 by Deva Winblood or the Ambient City (X2 Ambient System) by Nereng and Ayath the Loafer?
Hi Grymlorde,
This package is far, far more minimalistic than both of those packages. This library really only has one purpose, create somewhat randomized NPCs at one waypoint and make them move to another waypoint and disappear, rinse and repeat with some delay. This is only to make it seem like people are moving through your streets in a continuous fashion. Those packages you are referencing seem to have a larger scope.
I originally looked at this https://neverwintervault.org/project/nwn1/script/commoner-package-12, but wanted something slightly more customizable and easy to use so I wrote this instead. This is similar to that package but has more flexibility in that it can spawn multiple types of commoners in the same area with different settings.
Hi Rarosu,
Thank you for your time and work. I do appreciate this, as it has breathed some life into my mod, however, I am running into a bit of a snag with the NPC's behavior.
In your sample mod, the scripts work great. I stood there and watched the area for about 5 minutes to take note of their behaviors and it seemed flawless. However, when I import them into my mod and note their behaviors, they seem to disappear before reaching their destinations. So, I figured that it was the configurations that needed to be tweaked, thinking the max spawns was reached before the NPC's could reach their destinations, and they despawned. So, I changed some of the variables to allow NPC's enough time to get there.
All that seemed to do was decreased the frequency of spawns (as expected), but the NPC's still disappear before reaching their destinations, and in fact, it's not that they disappear, but rather, they teleport to their destinations and then fade away.
The script seems to work just fine in small areas, but in larger areas (12x12), this is the problem I'm running into. Any thoughts?
Hello Ozymandius! Sorry for the late reply.
Glad to hear you like it! I have looked into your problem and found a solution. I use the ActionForceMoveToObject function to move the commoners to their destination. By default, it will allow the creature to move for 30 seconds and then teleport them to their destination (to avoid the NPC getting stuck). I have made a new version where you can configure this value (it is a new setting called MaxWalkTime).
I will upload the new version in a moment.
This is EXCELLENT! Works well! Quick way to add a lot of random variation to commoners in a town. I increased the spawns to 15 during the day and 6 at night. This makes it look like there are a reason for all the ambient voice sounds.
great work.