[MOD] Wilderness NPCs

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pango
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Re: [MOD] Wilderness NPCs

Post by pango » Wed Jan 01, 2020 4:42 pm

If you want spawns to look random and unrelated to one another, correct model would be Poisson process I believe:

Code: Select all

+            // Poisson process https://preshing.com/20111007/how-to-generate-random-timings-for-a-poisson-process/
+            float rateParameter = (MinWaitTime + MaxWaitTime - 1) / 2f;
+            waitTime = -Mathf.Log(Random.Range(0f, 1f)) * rateParameter;
+            // apply bounds
+            waitTime = Mathf.Max(MinWaitTime, Mathf.Min(MaxWaitTime, waitTime));
Not sure if it'll make a big difference, but that can be experimented with.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

L57
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Re: [MOD] Wilderness NPCs

Post by L57 » Thu Jan 16, 2020 10:04 am

This mod has one minor issue: it spawns enemies afloat in the ocean.

I think script simply should be stopped completely if PC is swimming.

L57
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Re: [MOD] Wilderness NPCs

Post by L57 » Thu Jan 16, 2020 5:36 pm

Ralzar wrote:
Fri Dec 27, 2019 7:08 am
but with wilderness allready having a random monster spawn table
I thought these tables only work while camping. Can you actually meet in vanilla DF/DFU any creature from this spawn tables simply while travelling in the wilderness (without fasttrevel)? Just want to clarify, can't remember at all

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pango
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Re: [MOD] Wilderness NPCs

Post by pango » Thu Jan 16, 2020 5:53 pm

L57 wrote:
Thu Jan 16, 2020 5:36 pm
Can you actually meet in vanilla DF/DFU any creature from this spawn tables simply while travelling in the wilderness (without fasttrevel)? Just want to clarify, can't remember at all
From what I remember, yes you can. That's actually how you can encounter enemies with Tedious Travel, even without mods like Warm Ashes.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

L57
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Re: [MOD] Wilderness NPCs

Post by L57 » Thu Jan 16, 2020 6:17 pm

Indeed, just found it without mods. I wonder why I thought otherwise for years

communityus
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Re: [MOD] Wilderness NPCs

Post by communityus » Fri Feb 07, 2020 7:51 pm

Xorberax wrote:
Thu Dec 26, 2019 10:07 pm
Wilderness NPCs
Spawns friendly and enemy NPCs in the wilderness.

Media:
https://gfycat.com/distinctheftygeese


https://gfycat.com/dazzlingaridarizonaalligatorlizard


Download: Nexus Mods

Installation:
1. Open the "WildernessNPCs.zip" archive
2. Open the respective operating system build folder
3. Extract "wildernessnpcs.dfmod" to your "DaggerfallUnity_Data\StreamingAssets\Mods" folder

I made this mod because I thought that the wilderness, though vast, was devoid of life.
Hi Xorberax. I wanted to play with your code a bit and possibly update it. Do you mind if I learn from your code by exporting it to text? Great work btw.

BansheeXYZ
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Re: [MOD] Wilderness NPCs

Post by BansheeXYZ » Fri Feb 07, 2020 10:01 pm

L57 wrote:
Thu Jan 16, 2020 10:04 am
This mod has one minor issue: it spawns enemies afloat in the ocean.

I think script simply should be stopped completely if PC is swimming.
That's a problem with the spawn code in general, not the mod. If it isn't flying, it shouldn't spawn on water or pursue you over water. Maybe the thread I made on it got closed because it had other bugs in it that got fixed.

L57
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Re: [MOD] Wilderness NPCs

Post by L57 » Fri Feb 07, 2020 10:07 pm

BansheeXYZ wrote:
Fri Feb 07, 2020 10:01 pm
That's a problem with the spawn code in general, not the mod. If it isn't flying, it shouldn't spawn on water or pursue you over water. Maybe the thread I made on it got closed because it had other bugs in it that got fixed.
Classic Daggerfall had this spawning-over-water problem, but DFU managed to get rid of it AFAIK.

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Helegad
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Re: [MOD] Wilderness NPCs

Post by Helegad » Sat Feb 08, 2020 11:34 am

L57 wrote:
Fri Feb 07, 2020 10:07 pm
BansheeXYZ wrote:
Fri Feb 07, 2020 10:01 pm
That's a problem with the spawn code in general, not the mod. If it isn't flying, it shouldn't spawn on water or pursue you over water. Maybe the thread I made on it got closed because it had other bugs in it that got fixed.
Classic Daggerfall had this spawning-over-water problem, but DFU managed to get rid of it AFAIK.
I've had city guards Jesus over water and arrest me when I tried to swim away from them. So I don't think so.

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TheLacus
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Re: [MOD] Wilderness NPCs

Post by TheLacus » Tue May 05, 2020 7:22 pm

Hi! This mod has the Mod Manager Download button enabled on Nexus, but it actually doesn't support it. Please check Release Mods for details.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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