Fable: The Lost Chapters Mod Scene - RDF feed
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items: Populating Maps
items: Re: Populating Maps

Populating Maps
type: item
description: I'm hoping of refilling places in albion with new enemies and traders(like gibbet woods, windmill hill,northern foothills,etc.), but im not sure how to do it exactly. For making creatures appear on the map, I know I'll go with the creature generator, but what about traders and guards? I dont believe they have creature families, so i think they will have to spawned by the creature spawner, but im not so sure. Also, if I'm going to repopulate empty areas, like greatwood gorge, will i need to create new generators and spawners? Btw, what is this and does it have to do with creatures appearing on maps?: XXXSectionStart V_RandomPopulationSim; NewThing Village; Player 4; UID 18446741874686296437; DefinitionType "VILLAGE_WANDERING_POPULATION_GOOD_DARKWOOD"; ScriptName PopulationVillageGood; ScriptData "NULL"; ThingGamePersistent TRUE; ThingLevelPersistent TRUE; StartCTCPhysicsStandard; PositionX 45.004883; PositionY 11.329834; PositionZ 36.575539; RHSetForwardX 0.0; RHSetForwardY 0.999994; RHSetForwardZ 0.0; RHSetUpX 0.0; RHSetUpY 0.0; RHSetUpZ 0.999994; EndCTCPhysicsStandard; StartCTCEditor; EndCTCEditor; StartCTCVillage; HasBeenInitiallyPopulated FALSE; FramePlayerLastSeenByGuard -1300892; Limbo FALSE; IsEnemyBecauseOfCrime FALSE; EndCTCVillage; StartCTCEnemy; FriendsWithEverythingFlag FALSE; EnableFollowersEnemyProxy TRUE; FactionName ""; EndCTCEnemy; StartCTCCreatureOpinionOfHero; InteractedFlag FALSE; GreetedFlag FALSE; LastOpinionReactionFrame 0; NumberOfTimesHit 0.0; ToleranceToBeingHitOverride -1.0; FrameToDecayNumberOfTimesHit 2147483647; ForcedAttitude 18; HeroOpinionEnemy FALSE; EndCTCCreatureOpinionOfHero; Health 1000000.0; EndThing; NewThing Village; Player 4; UID 18446741874686296438; DefinitionType "VILLAGE_WANDERING_POPULATION_EVIL_DARKWOOD"; ScriptName PopulationVillageEvil; ScriptData "NULL"; ThingGamePersistent TRUE; ThingLevelPersistent TRUE; StartCTCPhysicsStandard; PositionX 44.813721; PositionY 9.682617; PositionZ 36.514378; RHSetForwardX 0.0; RHSetF…
creator: Allecto
date: 2007-06-26T16:13:32-00:00

Re: Populating Maps
type: item
description: I'm not sure how, but in theory you could make a new creature family that includes merchants, and an other of guards. Also, you could study other maps (like say Greatwood Cullis gate) to find what makes merchants and guards appear. I recommend you do the second one before the first one, as I don't think that merchants will be traveling from one gate to an other.
creator: Sean_s
date: 2007-06-26T22:28:20-00:00

Re: Populating Maps
type: item
description: The random population sim is just wandering traders for the most part. Can't remember if it's controlled via the game.bin->VILLAGE or the scripts.bin
creator: Keshire
date: 2007-06-27T04:06:52-00:00

Re: Populating Maps
type: item
description: Thanks for the advice! But there's one thing: if I'm trying to fill up Ancient Cullis Gate i'm not sure how to do so exactly. It has its creature generators and all as well as the wandering traders i believe, but due to the quest that happens there( kill undead to activate gate to get to Hook Coast) the place becomes dead and empty after that. I dont think adding another creature generator or anything like that would work. Is it possible to fix that?
creator: Allecto
date: 2007-06-28T20:06:41-00:00