Hi everyone, I wanted to use the same rest system that MotB uses, and followed the guide made by ColoursFade which worked incredible I have to say. One thing though that doesn't seem to work is that no monsters spawn when PC gets ambushed. Rest is interrupted and message comes that you were ambushed and need to defend yourself but no monsters spawn. What could I have done wrong?
MotB rest system
Débuté par
andysks
, août 20 2013 11:43
#1
Posté 20 août 2013 - 11:43
#2
Posté 20 août 2013 - 01:32
I haven't read the guide, but do you have the restsys_wm_tables.2da in your campaign folder or hak? If so, did you customise it? If you're using the original file, some of its entries refer to blueprints that are not in the default toolset, but are specific to the MotB campaign. For my campaign, I replaced most of the lines with my own selection of creature blueprints.
#3
Posté 20 août 2013 - 03:37
Yes everything is where it's supposed to be and 2da is changed according to my needs. All variables set... really everything that the guide was telling. Briefly that was :
*Get the scripts, which were actually for the system to work generally, and which it did.
*Edit the 2da so that wandering monsters will be implemented, by copying the original and changing the lines you want for the purpose you want.
*And import and set the variables on the area you want the wandering monsters to disturb your sleep.
After all that was done, rest works fine where it's safe. When wandering monsters should appear, it says it's dangerous to rest, I get ambushed but no monster appears. If it is any help, I'm using the random spawn technique. Not the door or WP.
*Get the scripts, which were actually for the system to work generally, and which it did.
*Edit the 2da so that wandering monsters will be implemented, by copying the original and changing the lines you want for the purpose you want.
*And import and set the variables on the area you want the wandering monsters to disturb your sleep.
After all that was done, rest works fine where it's safe. When wandering monsters should appear, it says it's dangerous to rest, I get ambushed but no monster appears. If it is any help, I'm using the random spawn technique. Not the door or WP.
#4
Posté 20 août 2013 - 03:48
I also don't use the door or WP for mine. Can you post what variables you have on the area?
#5
Posté 20 août 2013 - 04:47
MW_DISABLED=0
WM_ENC_TABLE_DAY=Canyon
WM_ENC_PROB_DAY=50
WM_ENC_TABLE_Night=Canyon
WM_ENC_PROB_NIGHT=80
WM_ENC_CUM_INCREASE_L=5
WM_ENC_CUM_INCREASE_H=10
WM_ENC_CUM_TOTAL=0
N2_WM_MIN_THRESHOLD=10
WM_AREA_LISTENCHECK=15
WM_USE_APPEAR_ANIMATIONS=1
WM_SPAWN_POINTS_DISABLED=1 (The next two don't matter because of that)
WM_SPAWN_DOORS_DISABLED=1 (Same as above.) (Weird is that this is a floating point, but spawn points are not)...
WM_SPAWN_LOC_MIN_DIST=12 (this is a float)
WM_SPAWN_LOC_MAX_DIST=45 (this one as well.)
WM_ENC_SIZE_CHANGE%=0
That's all. The numbers are set as the guide suggests, I chose to do so, so that I don't make any mistake on my own
. It also say that if you don't set ANY of the variables, the game will decide on its own what to do, provided all the columns in the 2da are changed I guess.
WM_ENC_TABLE_DAY=Canyon
WM_ENC_PROB_DAY=50
WM_ENC_TABLE_Night=Canyon
WM_ENC_PROB_NIGHT=80
WM_ENC_CUM_INCREASE_L=5
WM_ENC_CUM_INCREASE_H=10
WM_ENC_CUM_TOTAL=0
N2_WM_MIN_THRESHOLD=10
WM_AREA_LISTENCHECK=15
WM_USE_APPEAR_ANIMATIONS=1
WM_SPAWN_POINTS_DISABLED=1 (The next two don't matter because of that)
WM_SPAWN_DOORS_DISABLED=1 (Same as above.) (Weird is that this is a floating point, but spawn points are not)...
WM_SPAWN_LOC_MIN_DIST=12 (this is a float)
WM_SPAWN_LOC_MAX_DIST=45 (this one as well.)
WM_ENC_SIZE_CHANGE%=0
That's all. The numbers are set as the guide suggests, I chose to do so, so that I don't make any mistake on my own
#6
Posté 20 août 2013 - 11:00
Okay, this is an example of what I typically use for my areas. I use a minimum of variables, and I only add WM_DISABLED=0 because it makes it easy to disable it for testing, but otherwise it's not necessary since it's 0 by default.
Also, in your list, you have it written "MW_DISABLED" instead of "WM_DISABLED", but that shouldn't cause it to fail, since as I said it's 0 by default.
WM_DISABLED=0
WM_ENC_TABLE_DAY=Ogres
WM_ENC_PROB_DAY=50
WM_ENC_TABLE_Night=Ogres
WM_ENC_PROB_NIGHT=50
WM_USE_APPEAR_ANIMATIONS=1 (I don't know if this actually does anything, because I've never seen them spawn with special animation)
WM_SPAWN_POINTS_DISABLED=1
I haven't used the other ones you're using, but I don't believe WM_SPAWN_DOORS_DISABLED should be a float. By its name alone, it looks like a boolean, which should be an integer.
I do vaguely remember having trouble getting things to spawn, but I know at least part of that was due to the MotB blueprints before I changed them to my own, and I can't remember if I had other problems that needed fixing, such as with other scripts being included or properly named or set. But try using just the bare minimum I'm using, and see if they spawn.
Another possibility is that there's something wrong with the format of your 2DA.
Also, in your list, you have it written "MW_DISABLED" instead of "WM_DISABLED", but that shouldn't cause it to fail, since as I said it's 0 by default.
WM_DISABLED=0
WM_ENC_TABLE_DAY=Ogres
WM_ENC_PROB_DAY=50
WM_ENC_TABLE_Night=Ogres
WM_ENC_PROB_NIGHT=50
WM_USE_APPEAR_ANIMATIONS=1 (I don't know if this actually does anything, because I've never seen them spawn with special animation)
WM_SPAWN_POINTS_DISABLED=1
I haven't used the other ones you're using, but I don't believe WM_SPAWN_DOORS_DISABLED should be a float. By its name alone, it looks like a boolean, which should be an integer.
I do vaguely remember having trouble getting things to spawn, but I know at least part of that was due to the MotB blueprints before I changed them to my own, and I can't remember if I had other problems that needed fixing, such as with other scripts being included or properly named or set. But try using just the bare minimum I'm using, and see if they spawn.
Another possibility is that there's something wrong with the format of your 2DA.
Modifié par Tchos, 20 août 2013 - 11:00 .
#7
Posté 21 août 2013 - 07:41
The MW was a typing mistakes I made here.
I changed some stuff and now it works fine. I don't know what was causing the trouble but with the minimum it works as intended.
Thanks a lot one more time
.
About the WM_SPAWN_DOORS_DISABLED, it is a floating point by default when you import the variables, that's why I mentioned it. I found it pretty weird myself.
I changed some stuff and now it works fine. I don't know what was causing the trouble but with the minimum it works as intended.
Thanks a lot one more time
About the WM_SPAWN_DOORS_DISABLED, it is a floating point by default when you import the variables, that's why I mentioned it. I found it pretty weird myself.
#8
Posté 21 août 2013 - 09:34
Well, I checked the script in ginc_restsys just now to make sure, and I can say for certain that the imported settings are wrong. The script uses GetLocalInt to check WM_SPAWN_DOORS_DISABLED, so it should not be a float.
#9
Posté 21 août 2013 - 10:33
That shouldn't be a problem as long as we don't use doors for spawning. But even if I want to use them I just have to make the variable an integer.
#10
Posté 21 août 2013 - 01:36
Yes, and you can resave the variable set with the correction, so you won't have to do it each time.
#11
Posté 21 août 2013 - 05:14
Already done
.
#12
Posté 21 août 2013 - 08:33
Glad someone found the guide useful!
#13
Posté 21 août 2013 - 10:15
I've been meaning to help you personally about it actually. I wanted a different rest system about my campaign since the OC resting is... well, a joke in my opinion.Your guide is more than helpful and well written, except a couple of lines in the scripts that need to be commented out. I don't know why but it was not compiling, so I just grabbed the ones from the demo module
.
#14
Posté 23 août 2013 - 02:17
I'm always open for suggestions :-)





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