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#630590 13/10/17 05:27 PM
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So I'm not sure which one it is because I have 1987345 mods loaded but one of them has wandering NPC's i can place in GM mode.

Who even did this you sir are a gentleman and a scholar.

And can I have some more? Maybe kids I can have run around town.

WMC51 #632008 18/10/17 04:43 PM
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I don't think you can do this direct in the GM mode.
The mod was probably created with the divinity editor. (in which you can place NPCs and attach wandering)

Take a look on the modding forum and search for "patrols"

WMC51 #632017 18/10/17 05:18 PM
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I wonder if it wasn't possible to premake NPCs with wandering scripts in the editor, which you can place in GM Mode. Maybe even wandering towards certain objects that you also can place in GM Mode. I am by no means any expert in scripting nor in the scripting parts of the engine. Generally i was said no scripting no patrol in gm mode. But i wonder i something premade in editor could work.

Let's see maybe Larian was listening to community mentioning patrols as a need and will implement it in future anyway.

Anybody here that is more knowledgeable than me. ?

morez #632040 18/10/17 07:26 PM
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Originally Posted by morez
I wonder if it wasn't possible to premake NPCs with wandering scripts in the editor, which you can place in GM Mode. Maybe even wandering towards certain objects that you also can place in GM Mode. I am by no means any expert in scripting nor in the scripting parts of the engine. Generally i was said no scripting no patrol in gm mode. But i wonder i something premade in editor could work.

Let's see maybe Larian was listening to community mentioning patrols as a need and will implement it in future anyway.

Anybody here that is more knowledgeable than me. ?


This is only speculating, but you could perhaps to a GEN_PatrolRandom script and make 2-6 items, like a rock, flower, book or what ever and have the NPC patrol between those. Then save those 2-6 items + the NPC to GM mod and put them on a map, using the 2-6 items as placeable path triggers for the NPC.

Maybe.

Upon re-reading; Basically what you said, with an explanation added to it.

Last edited by The Composer; 18/10/17 07:27 PM.
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Originally Posted by The Composer

Upon re-reading; Basically what you said, with an explanation added to it.

Thank you for putting this in more understandable words. wink Placed items could be invisible too. Any scripter out here to comment on this?

WMC51 #632199 19/10/17 11:35 AM
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I just plop the npcs into my scene and they start wandering seemingly randomly.

WMC51 #632771 22/10/17 03:49 AM
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Okay who added the wondering kids?

WMC51 #632796 22/10/17 08:12 AM
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Originally Posted by WMC51
Okay who added the wondering kids?


Could you explain: there is any mod / script you are using that does make NPCs wandering around? I understood youre still looking for something like this.

WMC51 #632816 22/10/17 11:42 AM
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I added placeable wandering children, civilians and animals to GM Toolkit I under the humanoids and animals entries.

But I totally nicked this idea from Too Cool For Tabletop aka CuznJay
( https://www.youtube.com/watch?v=ZMp9Pg-Ejy4&t=3s )

It's dead easy to implement. Just copy one of the root templates and add the Gen_Wander script to them.

If you are asking which mod added them from the ones you have installed... I would guess maybe one of his or GM Addon 1? I'm not really to up on the custom map mods so no idea who else might have thrown that in... searching Steam Workshop for "wander" only hit this mod (so maybe this is the one?):
http://steamcommunity.com/sharedfiles/filedetails/?id=1138604669


Last edited by JRavens; 22/10/17 11:43 AM.
WMC51 #632852 22/10/17 02:40 PM
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Well you guys rock. Just a little thing to make the towns look a bit more alive in GM mods without having to load up the editor ourselves.


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