Due to quirks, it isn't so important when addressing an NPC's rep vis-a-vis the PC, because the return value of a PC vs. NPC is the same as NPC vs. PC .... Similarly, if you're just doing a good ol' -100/+100 shift things tend to work out.
So ... to the bite. I scratched the top layer of soil off the Companion&Monster AI and drilled out a few core samples. Got the scripts organized in Override. Found the hook points I want in the event scripts. Altered code, wherever needed, to be consistent with what myDebug tells me is actually happening. hey, works great!
here's the settings:
Campaign Editor UsePersonalReputation, FALSE
module Load script: UsePersonalRep, FALSE
faction table customs: Global, TRUE ( edit: FALSE )
so no personal reputation. I can live with that .... here's the situation:
PC attacks commoner, commoner turns red and runs away, defender turns red and jumps in against the PC. Four minutes later a DelayedFunction fires and hostilities cease. ( will put in conditions on that later, right now just using an advance time convo-item ) Now, I've got two different test areas.
The first uses Standard_Factions Commoner & Defender. The second uses Custom factions set the same (or very nearly so) as Commoner and Defender. ( standard commoner has 60 vs PC, custom commoner has 70 vs PC, defenders are at 80 to PC and 100 to both Commoners ). hey, works great ...?
The standard factions do in all my variations. But if I zone out of the area that has custom factions to hit my time advance, my custom factionPigs suddenly regard the PC as a merchant!! well, not a merchant but with the exact same values that they have toward merchants. If, however, the PC remains in the area where the fight is and dodges around long enough to start the advance time dialog, the reputations for custom Commoner and custom Defender vs PC pop up the correct values. Note, if I change my custom factions to standard factions and redo the test it all works hunky dory again!!!
I really don't think it's my scripts because they're designed to not rely on Standard_Factions at all, but to be inclusive of all factions. I'm willing to share my scripts if anyone else is interested in looking at this ...
impromtu update: confirmed it's *not* reading the Merchant rep; adjusted those values in the faction table and custom defenders **still** regard PC as 100 ( should be 0 ), while commoners **still** regard PC as 50 ( should be 0 )
- am looking into Faction.Fac file : It seems odd that nwscript.nss defines standard_factions as 0 to 3 while faction.fac lists the same factions as 1 to 4 ......
- changed custom Globals to FALSE, to be consistent with what I'm seeing in faction.Fac for standard factions; no change.
- Found IT, geez you guys are wonderful
'twas my onExit script, doh





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