lordneg said:
So questions about the civilians npc mods. can I change the hirer Prices, if so how? also does this mod mess with other mods that make spawning different? I was using dangerous cities and it didnt seem to work? thnks
The hire cost is determined by this property in the entity class:
<property name="HireCost" value="1000" />
That property is defined in the NPC Core templates, I don't override that property for my own characters. So one option would be to change the hire costs in the NPC Core templates, and that will affect any characters (mine or others') that extend them.
If you only want to modify my characters, then you'll have to add that property via XPath, since that's now how I add
all properties to my entity classes. (It makes debugging much easier, and ensures consistency among the different characters.)
I do this at the bottom of the entityclasses.xml file, and that should give you an idea of how to target my entities. Let me know if you want more details.
EDIT: Also, my packs only add new biome spawns, the same way NPC Core does. If there's a pack that loads after mine,
that pack might wipe out the additional biome spawn groups, if it simply replaces all those groups. You could try renaming my packs so they load after the other mod, and see if that helps.
EDIT 2: Yeah, I just looked at Dangerous Cities, and Khaine does in fact wipe out all of the biome spawns. Rename mine so it loads after his, or his so it loads before mine.
Souhank said:
Hello khzmusik how i disable the hire option of npc civilians?
One thing you could do is change this property:
<property name="Hirable" value="true" />
Changing it to "false" will make the NPCs not able to be hired.
Again, this property is added in the NPC Core templates - specifically, the "advanced" templates. I do not override it in my own characters. Setting it to "false" in the templates will mean
no NPCs can be hired, unless the other authors' NPCs specify this property themselves.
Another option is to make them extend the "non-advanced" templates. For example, pipe pistol wielders currently extend "npcAdvancedPipePistolTemplate". They could extend "npcPipePistolTemplate" or, if you want to spawn them into hordes, "npcBMPipePistolTemplate".
If you do either of those things, you'll still be using the "advanced" UAI. That shouldn't cause issues, but it's less efficient - even though you won't be using the UAI for hired characters, the game will still spend cycles on it when calculating the best action to take.
I didn't make custom "basic" UAI for Civilians. But, I have specialized UAI for Rogues or Psychos that you could use, if you're already using those packs. You can also use the NPC Core UAI, but that doesn't do a couple of things that I added (like preventing NPCs from attacking while they're on fire).
Hope that helps!