NPC's don't always drop their gear

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NPC's don't always drop their gear

i'm talking about the DMC guards in particular. Currently i'm using a heavily modded version of NSE and there are many armors you can craft that are intermediates between the strongest armors (DMC gear) and clothes. I managed to loot at least two dozen sets of DMC gear (i put the helmets in the vests for easy organization) due to a modding accident in which the guards did not despawn and starved to death. They still die occasionally after i fixed it though because they keep fighting other NPCs, which i modded to take less damage to the vitals and be more aggressive.

They always drop all of their gear each time they die and every one of them spawns with a full set of DMC armor. This makes crafted armors more obscolete than vanilla NSE (i reduced crafting times and removed durability from stuff like scrap metal) because i just end up wearing full DMC armor for the extra storage room.

Anyway, tampering with the treasuretables didn't work very well because the guards need their armor for identification and combat advantages, i am not going to make it so they spawn the majority of the time without any pieces of DMC armor at all. I would also rather not have the armors degrading extremely fast (this would actually work because the guards reset every 8 hours) because they are still somewhat rare if you choose to not kill guards and running back to camp to get non-degraded equips every few nights is un-fun.

Is there a way to make it so NPCs do not drop everything on them as loot when they die? as it is the treasureable spawns them with X amount of items and if they die they drop all of it. Is it possible to make it so that they still spawn with a certain set of items but don't drop all of it when they die?

There are ways, though somewhat crude.

You can make a second version of the armor, as a new item, identical in every way but not allowed to be stored in neither the ground nor camp inventory spaces - that should, as far as I know, get the item deleted once it has no slot to be stored on (because the owner died). Then all you have to do is to make sure that, for example, 25% of guards carry normal gear, while the rest has the disappearing one.

In a similar fashion, you can make copies of the guard gear that degrade faster. Or simply give the guard creature the condition ID 535 ("Weathered Loadout"), which will make them start with randomly degraded equipment, like the Looters, Muthas or Frogs. The drawback to those two approaches is that it will make it happen, that they will sometimes start with equipment so crappy that it will break in mid-combat.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

i tried to add in new versions of the helmet and vest and made it so that most of the guards would spawn with the modded version. It appears to not have worked though, and is causing a bug in the DMC area where end turn loops would continue indefinitely (probably because the game bugs out when trying to spawn guards with the modded equipment). I've also had trouble with this when i tried to add modded zom zom lock boxes to the shops to increase how much you can sell to them (though this was bugged in another way, in that the game would stay at black screen on loading or at new game, playing the rain sound only).

modded DMC guard loadout (mymod is denoted by MM)(note this part is modded in the 0 folder neogame.xml file):

Spoiler: Highlight to view
<table name="treasuretable"> <column name="id">545</column> <column name="strName">DMC Guard Loadout</column> <column name="aTreasures">78.1x1x1-1,95.3x1x1-1,78.2x0.1x1-1|MM:78.0x0.9x1-1,50.2x1x1-1,50.3x1x1-1,24.1x1x2-2,102.4x1.0x1-1,102.5x0.1x1-1|MM:102.0x0.9x1-1,549x1.0x1-1,10.9x1x3-7,546x0.6x1-1,547x1.0x1-1,100.2x0.5x1-1,506x0.25x1-1,196x0.5x1-2,23.1x0.3x1-1,548x0.25x1-1,94.0x0.1x1,NSE:27.1x0.1x1,NSE:154x0.2x1,NSE:106x0.15x1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

added items:

Spoiler: Highlight to view
<table name="itemtypes"> <column name="id">1</column> <column name="nGroupID">78</column> <column name="nSubgroupID">0</column> <column name="strName">clothes (torso)</column> <column name="strDesc">tactical armor vest</column> <column name="strDescAlt"></column> <column name="nCondID">0:1</column> <column name="vImageList">0:ItmArmorVest.png,0:ItmArmorVestStored.png</column> <column name="vSpriteList">11=CreItmArmorVest.png</column> <column name="vImageUsage">1,1,0,0,1,1</column> <column name="fWeight">4.2</column> <column name="fMonetaryValue">615</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0.0001</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">0:3,0:3</column> <column name="aEquipConditions">11=0:528,11=NSE:98</column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">5x6</column> <column name="vEquipSlots">11=0=0,21,20</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">0:10,0:17,0:48,0:50,0:73,0:75,0:87</column> <column name="aContentIDs">0:2,0:3,0:8,0:9,0:14,0:19,0:20,0:21,0:22,0:23,0:25,0:29,0:30,0:31,0:33,0:34,0:36,0:37,0:38,NSE:2,NSE:3,NSE:5,NSE:8,NSE:9,NSE:10</column> <column name="nFormatID">1</column> <column name="nTreasureID">0:0</column> <column name="nComponentID">0:3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">2</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">0:cueTrousersTrim01,0:cueShorts</column> </table> <table name="itemtypes"> <column name="id">2</column> <column name="nGroupID">102</column> <column name="nSubgroupID">0</column> <column name="strName">headwear</column> <column name="strDesc">tactical helmet</column> <column name="strDescAlt"></column> <column name="nCondID">0:1</column> <column name="vImageList">0:ItmPoliceHelmet.png,0:ItmPoliceHelmetStored.png</column> <column name="vSpriteList">17=CreItmPoliceHelmet.png</column> <column name="vImageUsage">1,1,0,0,1,1</column> <column name="fWeight">1.5</column> <column name="fMonetaryValue">55</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0.00001</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">0:3,0:3</column> <column name="aEquipConditions">17=0:527</column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities"></column> <column name="vEquipSlots">17=0=0,20,21</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">0:9,0:10,0:16,0:28,0:48,0:50,0:73,0:75,0:87</column> <column name="aContentIDs"></column> <column name="nFormatID">1</column> <column name="nTreasureID">0:0</column> <column name="nComponentID">0:3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">2</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">0:cueHelmetPickup,0:cueHelmetPutdownMix</column> </table>

i dont know what im doing wrong

There might be more problems, but the one I noticed is that you have added "0:" to the pictures in the "vImageList" (which is correct) but forgotten to do so for the pictures in the "vSpriteList". Since you want to use vanilla creature sprites for those items, those pics need to be referenced with "0:" as well.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

okay thanks, every little bit helps, i'll test it after adding those.

i think there may be something further that my mod is missing though (currently no modded items work), the other item i modded (to extend store buying space to stores) does not have a sprite list and causes the infinite black screen bug on load or new game:

Spoiler: Highlight to view
<!-- Table itemtypes(not working atm) --> <table name="itemtypes"> <column name="id">0</column> <column name="nGroupID">26</column> <column name="nSubgroupID">0</column> <column name="strName">ground fixture</column> <column name="strDesc">trader's backroom</column> <column name="strDescAlt"></column> <column name="nCondID">0:1</column> <column name="vImageList">0:ItmLocker.png</column> <column name="vSpriteList"></column> <column name="vImageUsage">0,0,0,0,0,0</column> <column name="fWeight">1000</column> <column name="fMonetaryValue">0</column> <column name="fMonetaryValueAlt">0</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">0:3,0:3</column> <column name="aEquipConditions"></column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">22x29</column> <column name="vEquipSlots"></column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">0:77,0:86</column> <column name="aContentIDs">0:1,0:2,0:3,0:7,0:8,0:9,0:10,0:14,0:16,0:18,0:19,0:20,0:21,0:22,0:23,0:24,0:25,0:29,0:30,0:31,0:33,0:34,0:36,0:37,0:38,0:39,NSE:2,NSE:3,NSE:4,NSE:5,NSE:6,NSE:7,NSE:8,NSE:9,NSE:10</column> <column name="nFormatID">0:3</column> <column name="nTreasureID">0:0</column> <column name="nComponentID">0:3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">0:cuePickup,0:cuePutdown</column> </table>

Another thing - make sure your "getmods.php" loads the NSE first, before your mod.


<--Mighty (mini)Mod of Doom-->
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i already have it before mymod but...hmm, now that i think about it 0 is loaded before MM so maybe thats the issue? since it looks for data from MM but MM is loaded after it

Spoiler: Highlight to view
nRows=3 &strModName0=NSE&strModURL0=NeoScavExtended &strModName1=0&strModURL1=0 &strModName2=MM&strModURL2=mymod

I took a look and it seems that both in my mod and in Chiko's one, the zero mod is loaded last.

So yeah, this could be it - we won't learn if we don't try, right?


<--Mighty (mini)Mod of Doom-->
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