How do u create a trader [message #36834] |
Mon, 14 January 2008 14:42 |
corban123
Messages: 14 Registered: January 2008
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ok, im veeery confused, i want to make a custom trader but its not working, i went into albion explorer, made a gaurd, changed up entire data to a trader data, when i go ingame, its still a gaurd, whats rong?
Quote: | NewThing AICreature;
Version 2;
XXXSectionStart NULL;
NewThing AICreature;
Player 2;
UID 18446799474689931713;
DefinitionType "CREATURE_TRADER_STOCKED_ SCRIPTED";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsNavigator;
StartCTCHeroAttachableApp earanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_ 01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_0 1";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHE RARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEA THERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHE RARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATH ERARMOUR_EVIL";
EndCTCHeroAttachableAppea ranceModifiers;
StartCTCHeroMorph;
Strength 1.0;
Will 0.5;
Skill 1.0;
Age 0.5;
Morality 0.0;
Fatness 0.0;
Tan 0.0;
EndCTCHeroMorph;
StartCTCShop;
StockItemDefsKeys[0] "OBJECT_KESHIRE_SICKL E";
StockItemDefsQuantity[0] 1.0;
StockItemDefsMaxStock[0] 1.0;
EndCTCShop;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
OverridingBrainName NULL;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
ContinueAIWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero FALSE;
RegionFollowingOverridden FromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;
XXXSectionEnd;
EndThing;
| thats the code
(dont no how to make it click thing)
[Updated on: Mon, 14 January 2008 14:44] Report message to a moderator
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Re: How do u create a trader [message #36842 is a reply to message #36834] |
Mon, 14 January 2008 17:03 |
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...yeah, I know... you still need to use the fmp, and I updated my other post with a link on how to use fmp's in case you need it, but the fmp here is what allows you to make your own custom shopkeeper.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: How do u create a trader [message #36850 is a reply to message #36847] |
Mon, 14 January 2008 18:34 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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What part did you not understand?
Try doing the following:Possibility 1Change NewThing AICreature;
Version 2;
XXXSectionStart NULL;
NewThing AICreature; to Version 2;
XXXSectionStart NULL;
NewThing AICreature; (Get rid of unnecessary line) Possibility 2The UID is correct as long as it is unique (it can't show up anywhere else on the map), so if it's copied from something else it'd be good to change it. Possibility 3The wad file has to be renamed/moved/deleted for Fable for the tngs to work, else Fable picks up the wad and uses it instead. I hope that clears it up.
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Re: How do u create a trader [message #36893 is a reply to message #36835] |
Tue, 15 January 2008 16:22 |
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JohnDoe wrote on Mon, 14 January 2008 16:53 | ...
Now, in case that's only a typo, you may need to change the UID number. UIDs are a 20 digit number that Fable uses to identify things and stick'em in the savefile. Any random number greater than 0 (such as 69827364597826348907) will work just fine....
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"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: How do u create a trader [message #36901 is a reply to message #36834] |
Tue, 15 January 2008 19:40 |
corban123
Messages: 14 Registered: January 2008
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uhhh, n e 1 one no wat im doing rong? i tried again, nothin, tell me, am i supposed to go into albion explorer, make a bodygaurd, and change the entire code to a trader code, cuz thats wat im doin and it aint workin
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Re: How do u create a trader [message #36933 is a reply to message #36834] |
Wed, 16 January 2008 17:49 |
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I just noticed something, there are a few spaces in your script. Try using the script again, except paste it with note pad then move it in AE
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: How do u create a trader [message #36942 is a reply to message #36933] |
Wed, 16 January 2008 19:55 |
corban123
Messages: 14 Registered: January 2008
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morerunes wrote on Wed, 16 January 2008 17:49 | I just noticed something, there are a few spaces in your script. Try using the script again, except paste it with note pad then move it in AE
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once again, i have
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Re: How do u create a trader [message #36964 is a reply to message #36834] |
Thu, 17 January 2008 13:02 |
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again, please talk like a human being, because it's hard to understand when you talk like this:
agn, plz talk like a humn' bein, 'cus its hard to undrstand wen u talk like this:
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: How do u create a trader [message #36978 is a reply to message #36966] |
Thu, 17 January 2008 20:44 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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When you click Save Mods and Run Fable, FE recompiles all the game files.
Quick breakdown for the recompilation process
If you replace data of exactly equal size, comparatively little work is done, as it's only replacing the data.
If the new data is larger than the original data, then a lot of changes have to be made, everything stored under that data has to be moved, and other changes have to be made to accommodate this.
If you added entries, and left everything else alone, it's only a matter of throwing the new data at the end of the file and again, making changes to the files to reflect the additions.
Basically, when FE recompiles all these archives, it has to recalculate offsets and sizes for pretty much everything that gets edited, added and moved. It's not a problem with FE, just the computer using it.
So it doesn't freeze, it works, hard.
See Hunter, I do learn from our conversations.
Things to remember
Files: textures.big - - - - 508 MB
graphics.big - - - - -232 MB
frontend.big - - - - 13.1 MB
text.big - - - - - - 6.34 MB
effects.big - - - - 3.33 MB
FinalAlbion.wad - - -165 MB
FinalAlbion_RT.stb - -570 MB
names.bin - - - - - -387 KB
script.bin - - - - - -150 KB
frontend.bin - - - - - 68 KB
game.bin - - - - - - -973 KB
So, in the very unlikely event that you make changes to every file, at the very top, replacing things with different amounts of data, you're looking at processing roughly 1502 MB (the laptop killer).
More realistically, for a semi-extensive mod, you're looking at anywhere from 500 to 700 MB, which is still a lot.
Suggestions
- When making mods, add completely new data without editing anything else, or if you must make edits make sure everything is the same size as the original. This will significantly cut down recompile time. Unless of course the mod is intended to replace original data, in which case this idea is useless.
- Recompile files one at a time. So it's not quicker in the end, but if the long wait absolutely drives you crazy, doing them individually may make you feel better.
- To hell with the wad file. Use tngs. It's easier, faster edits, no compile time, it's all good.
Am I right?The simple fact that I'm saying these things doesn't mean it's true and accurate, as I didn't make FE. So...
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If anyone knows that I'm wrong in any of this, let me know (pretty please).
Update: I'm covered.
[Updated on: Thu, 17 January 2008 23:44] Report message to a moderator
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