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Question: Buyable houses in non-village areas [message #69793] Sun, 17 November 2013 19:32 Go to next message
Gary_Numan is currently offline  Gary_Numan
Messages: 1
Registered: November 2013
I've searched the forum for the past few days, but I can't seem to find what I'm looking for. Could any one help me in adding buyable houses in non-village areas, e.g. Lookout Point?

Copying the initially buyable house/sign/marker stuff straight from Bowerstone South and putting it in a non-village area does spawn the house (and a 'decoration sign' if I set it to being owned already) but I can't work out how to get the 'buying sign' to appear so that I can buy/sell it.

The exact same thing happens if I change the VillageUID of the original Bowerstone house, so I assume I need the VillageUID for the area I want the new house in.

Does anyone have a list of these VillageUID's? And is there some other reason for this problem to be happening in the first place?

Thanks y'all.
Re: Question: Buyable houses in non-village areas [message #71125 is a reply to message #69793] Sat, 17 October 2015 18:13 Go to previous messageGo to next message
Walter253b is currently offline  Walter253b
Messages: 42
Registered: October 2015
Hi, I would be interested to know that too.

I tried to make buyable these:
Granny House, Fisherman house, Farmhouse and their Warhouse, School at BS.

What I did is adding new CBuyableHouseDef entrie for all of these but in game only the School end up buyable.

Quote:


The exact same thing happens if I change the VillageUID of the original Bowerstone house, so I assume I need the VillageUID for the area I want the new house in.



You might be right, I tried that too, it litteraly did nothing. I tried with custom UID (meaning use something like 2764316579461356 etc. doesn't matter I guess) but it did not worked at all.
Re: Question: Buyable houses in non-village areas [message #71216 is a reply to message #71125] Wed, 25 November 2015 12:36 Go to previous message
Walter253b is currently offline  Walter253b
Messages: 42
Registered: October 2015
Script from PicnicArea.tng

NewThing Village;
Player 4;
UID 18446741874686299472;
DefinitionType "VILLAGE_PICNIC_AREA";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 43.92334;
PositionY 41.441162;
PositionZ 29.954823;
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 -294488;
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 Building;
Player 4;
UID 19557852985797481931;
DefinitionType "BUILDING_BS_SLUM_06_UNINHABITED";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 50.0;
PositionY 50.0;
PositionZ 50.0;
RHSetForwardX -1.000000;
RHSetForwardY 0.500000;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCVillageMember;
VillageUID 18446741874686299472;
EndCTCVillageMember;
StartCTCShop;
EndCTCShop;
StartCTCBuyableHouse;
WifeLivingHere 0;
OwnedByPlayer FALSE;
IsScripted FALSE;
Rented FALSE;
DayNextRentIsDue 2147483647;
CurrentDressLevel 0;
VirtualMoneyBags 0;
IsResidential TRUE;
EndCTCBuyableHouse;
Health 15000.0;
EndThing;

NewThing Object;
Player 4;
UID 19557852985797481932;
DefinitionType "OBJECT_BUILDING_DOOR_3";
CreateTC "CTCOwnedEntity";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 50.0;
PositionY 50.0;
PositionZ 50.0;
RHSetForwardX -1.000000;
RHSetForwardY 0.500000;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCDoor;
Open FALSE;
EndCTCDoor;
StartCTCOwnedEntity;
SwitchableNavigationTCAdded FALSE;
VersionNumber 1;
OwnerUID 19557852985797481931;
EndCTCOwnedEntity;
Health 5.0;
EndThing;

NewThing Marker;
Player 4;
UID 19557852985797481933;
DefinitionType "MARKER_BUYABLE_HOUSE_MAIN_SIGNPOST";
CreateTC "CTCOwnedEntity";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 50.0;
PositionY 50.0;
PositionZ 50.0;
RHSetForwardX -1.000000;
RHSetForwardY 0.500000;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCOwnedEntity;
SwitchableNavigationTCAdded FALSE;
VersionNumber 1;
OwnerUID 19557852985797481931;
EndCTCOwnedEntity;
Health 1.0;
EndThing;

NewThing Object;
Player 4;
UID 19557852985797481934;
DefinitionType "OBJECT_BUYABLE_HOUSE_MAIN_SIGNPOST";
CreateTC "CTCOwnedEntity";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 50.0;
PositionY 50.0;
PositionZ 50.0;
RHSetForwardX -1.000000;
RHSetForwardY 0.500000;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCOwnedEntity;
SwitchableNavigationTCAdded FALSE;
VersionNumber 1;
OwnerUID 19557852985797481931;
EndCTCOwnedEntity;
Health 1.0;
EndThing;


This doesn't work, the new house is not buyable. It might be because the village used is Picnic Area. Maybe something to change on game.bin

Quote:


Does anyone have a list of these VillageUID's? And is there some other reason for this problem to be happening in the first place?



To find village uid search for NewThing Village;
if it exist on the current script you'll find the uid you need.

[Updated on: Wed, 25 November 2015 12:40]

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