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Re: Mr. Gout and Pupils [message #67392 is a reply to message #67371] Mon, 08 October 2012 22:55 Go to previous message
Lenop is currently offline  Lenop
Messages: 83
Registered: September 2012
Good question and something I was looking into myself not so long ago. You'll notice that in the CREATURE entries for villagers or children, the graphic is just an scantily clothed man/woman/child but that's just a placeholder, I think. The actual appearance handling is done in the CCreatureDef.

It has to do with those killer arrays, it determines which models are available to use for the head, torso and legs, and which textures to use for each model. How it determines which set of models and textures to use is done with a seed. I assume this seed is generated for you for those automagically generated NPCs. If you are manually adding the NPCs in the scripts, you'll need this:

StartCTCRandomAppearanceMorph;
Seed 0;
EndCTCRandomAppearanceMorph;


If there are 112 different combinations, you can achieve each possible one with a seed from 1-112, but there's no harm in going over, it just cycles over.

As for gender balance, I'm not sure how it determines how many of each to throw in the game yet. Some NPCs aren't defined in the level scripts, and yet they are there so I'm sure there's something in the game.bin that generates them somehow.


Edit: To answer the question... >.>
If the NPCs are in the scripts, change the seeds. If not, fiddle with the CCreatureDefs. Either one will require you to start a new game to see the effects, unfortunately. However, I think it might be possible, maybe, to "purge" the saved data like CCreatureDefs by simply killing the villagers and waiting for them to respawn. I haven't tested this thoroughly yet, so try it with caution.


Forgive me for rambling. Smile

[Updated on: Mon, 08 October 2012 22:59]

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