Customizable Scripted Shopkeeper [message #36383] |
Wed, 02 January 2008 20:50 |
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I just thought that the Customizable Shopkeeper fmp was too hard to find and was kind of buried, so I put it all in one fmp and posted it here.
This is all you need except for a script, which should look like this:
Script Example | NewThing AICreature;
Player 0;
UID 18446799474689931713;
DefinitionType "CREATURE_HERO_RIVAL_GOOD_01";
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;
StartCTCHeroAttachableAppearanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_01";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEATHERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHERARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATHERARMOUR_EVIL";
EndCTCHeroAttachableAppearanceModifiers;
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_SICKLE";
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;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;
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Pretty gigantic script, but let me break it down for you:
Customize Looks |
{{
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01"; ----------------}v
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";---}Hair-do's and objects for your shopkeeper go here.
{{
{{
Strength 1.0; --}v
Will 0.5; ------}v
Skill 1.0; -----}v
Age 0.5; -------}v
Morality 0.0; --}v
Fatness 0.0; ---}v
Tan 0.0; -------}These obviously change what they state, more strength means more buffness. 0.5 = neutral; 1.0 = Max; 0.0 = Min;
{{
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Customize Inventory |
StockItemDefsKeys[0] "OBJECT_KESHIRE_SICKLE";}v
StockItemDefsQuantity[0] 1.0;}v
StockItemDefsMaxStock[0] 1.0;} [0] is the item number, StockItemDefsKeys is the item, StockItemDefsQuantity is the amount the shop has, and StockItemDefsMaxStock is the max the shop can have I believe.
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Spawning with CBox or AE:
- Spawn him with CBox/AE right where you want him.
- Save.
- Open the tng file with notepad.
- Cut the coordinates of where he is, and paste it into somewhere else for use later, then delete the rest of his script.
- Paste in the example script.
- Cut the coordinates from before and paste them over the Coordinates from the example script.
- Replace the UID with some random jumbled numbers (like this: 654564652126547864513)
- Edit the parameters to your liking
- Save
Well there you have it, a customizable shopkeeper.
All credit to Bluetooth, all I made was the script and tutorial.
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sat, 22 November 2008 14:09] Report message to a moderator
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Re: Customizable Scripted Shopkeeper [message #47299 is a reply to message #47295] |
Sun, 16 November 2008 10:49 |
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what do you mean "it doesn't work"?
the trader doesn't appear? some stuff is missing? the game crashes? chicken-shaped meteorites fall from the sky within a quarter-mile radius of the trader?
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: Customizable Scripted Shopkeeper [message #47467 is a reply to message #47460] |
Sat, 22 November 2008 10:22 |
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basically it goes like this:
- Spawn him with CBox right where you want him.
- Save.
- Open the tng file with notepad.
- Cut the coordinates of where he is, and paste it into somewhere else for use later, then delete the rest of his script.
- Paste in the example script.
- Cut the coordinates from before and paste them over the Coordinates from the example script.
- Replace the UID with some random jumbled numbers (like this: 654564652126547864513)
- Edit the parameters to your liking
- Save
Hopefully that will work for you
Also, you haven't loaded the scripted shopkeeper or customizable shopkeeper have you? Because all you want is the the Customizable Scripted Shopkeeper mod (if you have loaded the others, just load mine again).
Wow, that's pretty cool, I'm going to put this in the first post
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sat, 22 November 2008 10:24] Report message to a moderator
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Re: Customizable Scripted Shopkeeper [message #47470 is a reply to message #36383] |
Sat, 22 November 2008 11:07 |
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Toggle Spoiler
Version 2;
XXXSectionStart NULL;
NewThing AICreature;
Player 0;
UID 184408462474689931713;
DefinitionType "CREATURE_HERO_RIVAL_GOOD_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 73.81592;
PositionY 61.00220;
PositionZ 29.29478;
RHSetForwardX 0.00000;
RHSetForwardY 1.00000;
RHSetForwardZ 0.00000;
RHSetUpX -0.01563;
RHSetUpY -0.03558;
RHSetUpZ 0.99924;
EndCTCPhysicsNavigator;
StartCTCHeroAttachableAppearanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_01";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEATHERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHERARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATHERARMOUR_EVIL";
EndCTCHeroAttachableAppearanceModifiers;
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_IRON_ODACHI";
StockItemDefsQuantity[0] 1.0;
StockItemDefsMaxStock[0] 1.0;
StockItemDefsKeys[1] "OBJECT_STEEL_ODACHI";
StockItemDefsQuantity[1] 1.0;
StockItemDefsMaxStock[1] 1.0;
StockItemDefsKeys[2] "OBJECT_OBSIDIAN_ODACHI";
StockItemDefsQuantity[2] 1.0;
StockItemDefsMaxStock[2] 1.0;
StockItemDefsKeys[3] "OBJECT_MASTER_ODACHI";
StockItemDefsQuantity[3] 1.0;
StockItemDefsMaxStock[3] 1.0;
StockItemDefsKeys[4] "OBJECT_STAFF_IRON";
StockItemDefsQuantity[4] 1.0;
StockItemDefsMaxStock[4] 1.0;
StockItemDefsKeys[5] "OBJECT_STAFF_STEEL";
StockItemDefsQuantity[5] 1.0;
StockItemDefsMaxStock[5] 1.0;
StockItemDefsKeys[6] "OBJECT_STAFF_OBSIDIAN";
StockItemDefsQuantity[6] 1.0;
StockItemDefsMaxStock[6] 1.0;
StockItemDefsKeys[7] "OBJECT_STAFF_MASTER";
StockItemDefsQuantity[7] 1.0;
StockItemDefsMaxStock[7] 1.0;
StockItemDefsKeys[8] "OBJECT_TANTO_IRON";
StockItemDefsQuantity[8] 1.0;
StockItemDefsMaxStock[8] 1.0;
StockItemDefsKeys[9] "OBJECT_TANTO_STEEL";
StockItemDefsQuantity[9] 1.0;
StockItemDefsMaxStock[9] 1.0;
StockItemDefsKeys[10] "OBJECT_TANTO_OBSIDIAN";
StockItemDefsQuantity[10] 1.0;
StockItemDefsMaxStock[10] 1.0;
StockItemDefsKeys[11] "OBJECT_TANTO_MASTER";
StockItemDefsQuantity[11] 1.0;
StockItemDefsMaxStock[11] 1.0;
StockItemDefsKeys[12] "OBJECT_HERO_BOOTS_WILLROBE";
StockItemDefsQuantity[12] 1.0;
StockItemDefsMaxStock[12] 1.0;
StockItemDefsKeys[13] "OBJECT_HERO_BOOTS_WILLROBE_GOOD";
StockItemDefsQuantity[13] 1.0;
StockItemDefsMaxStock[13] 1.0;
StockItemDefsKeys[14] "OBJECT_HERO_BOOTS_WILLROBE_EVIL";
StockItemDefsQuantity[14] 1.0;
StockItemDefsMaxStock[14] 1.0;
StockItemDefsKeys[15] "OBJECT_HERO_TROUSERS_WILLROBE";
StockItemDefsQuantity[15] 1.0;
StockItemDefsMaxStock[15] 1.0;
StockItemDefsKeys[16] "OBJECT_HERO_TROUSERS_WILLROBE_GOOD";
StockItemDefsQuantity[16] 1.0;
StockItemDefsMaxStock[16] 1.0;
StockItemDefsKeys[17] "OBJECT_HERO_TROUSERS_WILLROBE_EVIL";
StockItemDefsQuantity[17] 1.0;
StockItemDefsMaxStock[17] 1.0;
StockItemDefsKeys[18] "OBJECT_HERO_SHIRT_WILLROBE";
StockItemDefsQuantity[18] 1.0;
StockItemDefsMaxStock[18] 1.0;
StockItemDefsKeys[19] "OBJECT_HERO_SHIRT_WILLROBE_GOOD";
StockItemDefsQuantity[19] 1.0;
StockItemDefsMaxStock[19] 1.0;
StockItemDefsKeys[20] "OBJECT_HERO_SHIRT_WILLROBE_EVIL";
StockItemDefsQuantity[20] 1.0;
StockItemDefsMaxStock[20] 1.0;
StockItemDefsKeys[21] "OBJECT_HERO_GLOVES_WILLROBE";
StockItemDefsQuantity[21] 1.0;
StockItemDefsMaxStock[21] 1.0;
StockItemDefsKeys[22] "OBJECT_HERO_GLOVES_WILLROBE_GOOD";
StockItemDefsQuantity[22] 1.0;
StockItemDefsMaxStock[22] 1.0;
StockItemDefsKeys[23] "OBJECT_HERO_GLOVES_WILLROBE_EVIL";
StockItemDefsQuantity[23] 1.0;
StockItemDefsMaxStock[23] 1.0;
StockItemDefsKeys[24] "OBJECT_HERO_HAT_WIZARD";
StockItemDefsQuantity[24] 1.0;
StockItemDefsMaxStock[24] 1.0;
StockItemDefsKeys[25] "OBJECT_HERO_HAT_WIZARD_GOOD";
StockItemDefsQuantity[25] 1.0;
StockItemDefsMaxStock[25] 1.0;
StockItemDefsKeys[26] "OBJECT_HERO_HAT_WIZARD_EVIL";
StockItemDefsQuantity[26] 1.0;
StockItemDefsMaxStock[26] 1.0;
StockItemDefsKeys[27] "OBJECT_THROWING_BRIAR";
StockItemDefsQuantity[27] 1.0;
StockItemDefsMaxStock[27] 1.0;
StockItemDefsKeys[28] "OBJECT_THROWING_HOBBE";
StockItemDefsQuantity[28] 1.0;
StockItemDefsMaxStock[28] 1.0;
StockItemDefsKeys[29] "OBJECT_THROWING_MINIONSHOT";
StockItemDefsQuantity[29] 1.0;
StockItemDefsMaxStock[29] 1.0;
StockItemDefsKeys[30] "OBJECT_ADRENALINE_POTION";
StockItemDefsQuantity[30] 100.0;
StockItemDefsMaxStock[30] 100.0;
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;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;
XXXSectionEnd;
Well, on the plus side, my game doesn't crash anymore. But the trader is nowhere to be seen O.O
[Updated on: Sat, 22 November 2008 11:08] Report message to a moderator
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Re: Customizable Scripted Shopkeeper [message #47481 is a reply to message #47470] |
Sat, 22 November 2008 14:08 |
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Wait a sec, remove these:
Version 2;
XXXSectionStart NULL;
XXXSectionEnd;
Those should be removed from my template, don't know why I put 'em in there.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: Customizable Scripted Shopkeeper [message #56044 is a reply to message #36383] |
Thu, 04 February 2010 11:57 |
exonic
Messages: 5 Registered: February 2010 Location: Dresden
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so this mod makes CREATURE_HERO_RIVAL_GOOD_01 a shopkeeper?
is there a way for CREATURE_BS_VILLAGER_BULLY_MALE to be a shopkeeper?
i tried this,
NewThing AICreature;
Player 0;
UID 18446799474689931713;
DefinitionType "CREATURE_BS_VILLAGER_BULLY_MALE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 27.216800;
PositionY 23.092770;
PositionZ -12.410640;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsNavigator;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
StartCTCShop;
StockItemDefsKeys[0] "OBJECT_YEW_SLINGSHOT";
StockItemDefsQuantity[0] 2.0;
StockItemDefsMaxStock[0] 2.0;
StockItemDefsKeys[1] "OBJECT_OAK_SLINGSHOT";
StockItemDefsQuantity[1] 2.0;
StockItemDefsMaxStock[1] 2.0;
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;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;
but he does not want to sell anything. he only says hello.
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Re: Customizable Scripted Shopkeeper [message #56046 is a reply to message #36383] |
Fri, 05 February 2010 03:04 |
exonic
Messages: 5 Registered: February 2010 Location: Dresden
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ohkay, no idea how to do that : ( i tried to export the CREATURE_stuff but i could not edit them with notepad++. nevermind, i will look for tutorials, and try again.
fable is hard to mod .. i am used to mod anno - dawn of discovery. that is easy.
but thank you : )
how about adding a slingshot selling bully to your new worlds guild wood? i wanted to add one to the guild woods, selling yew and oak. and one in oakvale or knotholeglade, selling ebony and crystal.
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Re: Customizable Scripted Shopkeeper [message #56047 is a reply to message #56046] |
Fri, 05 February 2010 09:29 |
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You don't need to export anything, open the bully creature, and look for the mesh ID. Copy it, and paste it over the mesh ID of the shopkeeper.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: Customizable Scripted Shopkeeper [message #56048 is a reply to message #56047] |
Fri, 05 February 2010 11:44 |
exonic
Messages: 5 Registered: February 2010 Location: Dresden
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now there is a mix of a hero and a bully : \ i add a screen
this is what i did:
i created a new entry in the game.bin, using what i had exported from the scripted shopkeeper. i changed the model id to 5087(the original bully). then the mix appeared.
when i change the torso skin to 200 (what the original bully uses), there will be a green dot on the radar, but nobody is there.
by the way, the way CREATURE_HERO_RIVAL_GOOD_01 moves looks pretty stupid ; ) looks like slowmotion. is there a way to change this?
(sorry for my bad english ;\)
[Updated on: Fri, 05 February 2010 14:07] Report message to a moderator
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Re: Customizable Scripted Shopkeeper [message #56051 is a reply to message #56050] |
Fri, 05 February 2010 14:06 |
exonic
Messages: 5 Registered: February 2010 Location: Dresden
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i just tried to add the CShopDef to the bully_creature, using the same numbers as the creature_hero_rival... he spawns, but as i get closer to him, the game crashes. "fable.exe encounters a problem and must be closed.."
edit: just noticed the ctclist. do i need to add the shopdef there too?
edit: shopdef and shopkeeper added to the ctclist .. crash
where do i remove his clothes?
TorsoSkin says 0 on the hero_rival. thats the mix.
[Updated on: Fri, 05 February 2010 14:14] Report message to a moderator
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Re: Customizable Scripted Shopkeeper [message #56053 is a reply to message #56052] |
Fri, 05 February 2010 14:38 |
exonic
Messages: 5 Registered: February 2010 Location: Dresden
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yes, it is. but as the topic says Customizable Scripted Shopkeeper, and the hero_rival is no shopkeeper originaly, i asked for help, as i try to do the same, just with an other creature.
but i am done for today : (
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