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Customizable Scripted Shopkeeper [message #36383] Wed, 02 January 2008 20:50 Go to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

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;


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;
{{



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.



Spawning with CBox or AE:

  1. Spawn him with CBox/AE right where you want him.
  2. Save.
  3. Open the tng file with notepad.
  4. Cut the coordinates of where he is, and paste it into somewhere else for use later, then delete the rest of his script.
  5. Paste in the example script.
  6. Cut the coordinates from before and paste them over the Coordinates from the example script.
  7. Replace the UID with some random jumbled numbers (like this: 654564652126547864513)
  8. Edit the parameters to your liking
  9. 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]

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Re: Customizable Scripted Shopkeeper [message #45208 is a reply to message #36383] Sat, 30 August 2008 06:23 Go to previous messageGo to next message
dietbleach is currently offline  dietbleach
Messages: 1
Registered: August 2008
Location: Virginia

What exactly does it do?


CHEESE FOR EVERYONE!!!!
Re: Customizable Scripted Shopkeeper [message #45215 is a reply to message #45208] Sat, 30 August 2008 10:00 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
It's a shopkeeper that can be customized through the script.
Re: Customizable Scripted Shopkeeper [message #47295 is a reply to message #36383] Sun, 16 November 2008 06:02 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

Could you help me out with this script? It doesn't want to work with me.

Quote:


Version 2;
XXXSectionStart NULL;
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_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;
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;



http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Customizable Scripted Shopkeeper [message #47299 is a reply to message #47295] Sun, 16 November 2008 10:49 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

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"
Re: Customizable Scripted Shopkeeper [message #47304 is a reply to message #47299] Sun, 16 November 2008 14:31 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

Chicken-shaped meteorites fall from the sky within a quarter-mile radius of the trader.

Really.

It won't let me place it anywhere in Albion Explorer, so i can't put it in the game.


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Customizable Scripted Shopkeeper [message #47307 is a reply to message #47304] Sun, 16 November 2008 18:41 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

aah, now that's more specific Wink

(I was just kidding about the chicken thing)

what you need, is good new fashioned CBox


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Customizable Scripted Shopkeeper [message #47309 is a reply to message #47307] Sun, 16 November 2008 19:51 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
DarkenedSoul wrote on Sun, 16 November 2008 16:31

It won't let me place it anywhere in Albion Explorer
Try adding it to the tng manually, then looking in the top right corner of the map in AE.
morerunes wrote on Sun, 16 November 2008 20:41

what you need, is good new fashioned CBox
Or do that.
Re: Customizable Scripted Shopkeeper [message #47425 is a reply to message #36383] Fri, 21 November 2008 10:02 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

When i change the position manually IE changing the 0's to this:

PositionX 52.146480;
PositionY 76.288820;
PositionZ 29.070820;

It doesn't move, and i get the same error.

And it crashes my game Sad

How will i put this in using CBox?


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg

[Updated on: Fri, 21 November 2008 10:08]

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Re: Customizable Scripted Shopkeeper [message #47458 is a reply to message #47425] Sat, 22 November 2008 01:42 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

spawn a person that you want, then open the script in a text editor and edit the guy

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Customizable Scripted Shopkeeper [message #47460 is a reply to message #47458] Sat, 22 November 2008 01:57 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

morerunes wrote on Sat, 22 November 2008 01:42

spawn a person that you want, then open the script in a text editor and edit the guy


I've got him in my Bowerstone Quey, but how do i edit his script with CBox?


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Customizable Scripted Shopkeeper [message #47467 is a reply to message #47460] Sat, 22 November 2008 10:22 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

basically it goes like this:
  1. Spawn him with CBox right where you want him.
  2. Save.
  3. Open the tng file with notepad.
  4. Cut the coordinates of where he is, and paste it into somewhere else for use later, then delete the rest of his script.
  5. Paste in the example script.
  6. Cut the coordinates from before and paste them over the Coordinates from the example script.
  7. Replace the UID with some random jumbled numbers (like this: 654564652126547864513)
  8. Edit the parameters to your liking
  9. Save

Hopefully that will work for you Wink

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 Smile


"All of the work, and none of the play, will surely provide for a speedy decay"

[Updated on: Sat, 22 November 2008 10:24]

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Re: Customizable Scripted Shopkeeper [message #47470 is a reply to message #36383] Sat, 22 November 2008 11:07 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

Toggle Spoiler


Well, on the plus side, my game doesn't crash anymore. But the trader is nowhere to be seen O.O


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg

[Updated on: Sat, 22 November 2008 11:08]

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Re: Customizable Scripted Shopkeeper [message #47481 is a reply to message #47470] Sat, 22 November 2008 14:08 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

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"
Re: Customizable Scripted Shopkeeper [message #47483 is a reply to message #36383] Sat, 22 November 2008 14:40 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

IT FINALLY WORKS! YAAAAY! WOOOOT!

Thanks so much for your help morerunes. That will really help Fable: Complete Freedom!

Very Happy


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Customizable Scripted Shopkeeper [message #47499 is a reply to message #47483] Sat, 22 November 2008 19:50 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

no prob ^_^

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Customizable Scripted Shopkeeper [message #47500 is a reply to message #36383] Sat, 22 November 2008 20:45 Go to previous messageGo to next message
Mady is currently offline  Mady
Messages: 14
Registered: November 2008
I used it but what is spawning is not a shopkeeper but a serialkiller!!
What is wrong?

cf.script:
NewThing AICreature;
Player 0;
UID 26515236248485152632;
DefinitionType "CREATURE_HERO_RIVAL_GOOD_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 209.73;
PositionY 75.0;
PositionZ 20.51;
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_HERO_HUNTER_SHIRT";
StockItemDefsQuantity[0] 1.0;
StockItemDefsMaxStock[0] 1.0;
StockItemDefsKeys[1] "OBJECT_WILLRINGS_EVIL";
StockItemDefsQuantity[1] 1.0;
StockItemDefsMaxStock[1] 1.0;
StockItemDefsKeys[2] "OBJECT_WILLRINGS_NEUTRAL";
StockItemDefsQuantity[2] 1.0;
StockItemDefsMaxStock[2] 1.0;
StockItemDefsKeys[3] "OBJECT_WILLRINGS_GOOD";
StockItemDefsQuantity[3] 1.0;
StockItemDefsMaxStock[3] 1.0;
StockItemDefsKeys[4] "OBJECT_SISTERARMOR";
StockItemDefsQuantity[4] 1.0;
StockItemDefsMaxStock[4] 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;

[Updated on: Sat, 22 November 2008 20:48]

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Re: Customizable Scripted Shopkeeper [message #47501 is a reply to message #47500] Sat, 22 November 2008 20:51 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Mady wrote on Sat, 22 November 2008 22:45

I used it but what is spawning is not a shopkeeper but a serialkiller!!
What is wrong?
Use the fmp attached to the first post with FE. Read this and read where it says "Loading a Fable Mod Package (FMP)".
icon14.gif  Re: Customizable Scripted Shopkeeper [message #47502 is a reply to message #36383] Sat, 22 November 2008 20:54 Go to previous messageGo to next message
Mady is currently offline  Mady
Messages: 14
Registered: November 2008
I know that, but was thinking we can use the script directly with an editor like AE. That is wrong?
Yea, but this creature is not in the data ok ok. That is why there is the fmp one.

[Updated on: Sat, 22 November 2008 21:02]

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Re: Customizable Scripted Shopkeeper [message #56044 is a reply to message #36383] Thu, 04 February 2010 11:57 Go to previous messageGo to next message
exonic is currently offline  exonic
Messages: 5
Registered: February 2010
Location: Dresden
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.
Re: Customizable Scripted Shopkeeper [message #56045 is a reply to message #56044] Thu, 04 February 2010 13:52 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

You would need to add the appropriate CDefs to the bully, or change the CREATURE_HERO_RIVAL_GOOD_01 model to the bully

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Customizable Scripted Shopkeeper [message #56046 is a reply to message #36383] Fri, 05 February 2010 03:04 Go to previous messageGo to next message
exonic is currently offline  exonic
Messages: 5
Registered: February 2010
Location: Dresden
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.
Re: Customizable Scripted Shopkeeper [message #56047 is a reply to message #56046] Fri, 05 February 2010 09:29 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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Registered: June 2007
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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"
Re: Customizable Scripted Shopkeeper [message #56048 is a reply to message #56047] Fri, 05 February 2010 11:44 Go to previous messageGo to next message
exonic is currently offline  exonic
Messages: 5
Registered: February 2010
Location: Dresden
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]

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Re: Customizable Scripted Shopkeeper [message #56050 is a reply to message #56048] Fri, 05 February 2010 14:02 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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You need to get rid of his clothes Wink

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Customizable Scripted Shopkeeper [message #56051 is a reply to message #56050] Fri, 05 February 2010 14:06 Go to previous messageGo to next message
exonic is currently offline  exonic
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Registered: February 2010
Location: Dresden
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]

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Re: Customizable Scripted Shopkeeper [message #56052 is a reply to message #56051] Fri, 05 February 2010 14:21 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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Registered: October 2005
Location: Groningen

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As far as I know this mod is to be used with CREATURE_HERO_RIVAL_GOOD_01
But anyone correct me if I'm wrong, getting a bit rusty here.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Customizable Scripted Shopkeeper [message #56053 is a reply to message #56052] Fri, 05 February 2010 14:38 Go to previous messageGo to next message
exonic is currently offline  exonic
Messages: 5
Registered: February 2010
Location: Dresden
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 : (
Re: Customizable Scripted Shopkeeper [message #56054 is a reply to message #56051] Fri, 05 February 2010 15:08 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
You remove his clothes in the script. The TNG script. It's called "Customizable Scripted Shopkeeper" for a reason. It combines three of Keshire's breakthroughs. CTCHeroAttachableAppearanceModifiers, CTCHeroMorph, and CTCShop are scripts that can customize the morphing of the creature (as set in the CHeroMorphDef), the clothing and hairstyles used by the creature, and the shop inventory of the creature. In other words, it's a customizable, scripted shopkeeper. So what you need to do is change the script that customizes the shopkeeper to wear clothes, since the bully mesh is already wearing clothes.
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