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Re: [MOD] Wilderness NPCs
Posted: Wed Jan 01, 2020 4:42 pm
by pango
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.
Re: [MOD] Wilderness NPCs
Posted: Thu Jan 16, 2020 10:04 am
by L57
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.
Re: [MOD] Wilderness NPCs
Posted: Thu Jan 16, 2020 5:36 pm
by L57
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
Re: [MOD] Wilderness NPCs
Posted: Thu Jan 16, 2020 5:53 pm
by pango
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.
Re: [MOD] Wilderness NPCs
Posted: Thu Jan 16, 2020 6:17 pm
by L57
Indeed, just found it without mods. I wonder why I thought otherwise for years
Re: [MOD] Wilderness NPCs
Posted: Fri Feb 07, 2020 7:51 pm
by communityus
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.
Re: [MOD] Wilderness NPCs
Posted: Fri Feb 07, 2020 10:01 pm
by BansheeXYZ
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.
Re: [MOD] Wilderness NPCs
Posted: Fri Feb 07, 2020 10:07 pm
by L57
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.
Re: [MOD] Wilderness NPCs
Posted: Sat Feb 08, 2020 11:34 am
by alphaTECH
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.
Re: [MOD] Wilderness NPCs
Posted: Tue May 05, 2020 7:22 pm
by TheLacus
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.