How can I save a group of items as one item? And stuff.

I’ve sat down and used items to make something else. For example 6 wooden beams and a 2x1 to make a ledge/balcony/whatchucallit to stick to the end of cliffs. Now, if I want to use this again I have to carefully select all the items, copy them and paste elsewhere, with shift pressed so they don’t scatter.

Is there a way to save this thing as “balcony” and select it with one click? It must have something to do with groups but I can’t understand the group tool at the moment.

And 2, can I have an npc randomly wear a different head? I want to make a crowd using one npc. Can I do that, or do I have to make them into separate entries for each person in the crowd?

Blacksmith recipes, there are examples how to add stuff in the “Tutorial A list” thread. (I wish I could rename it to something good.)

Random hats, easy to do. Random heads, I don’t think so but I haven’t tried. I think it is just one msh file, with no ability to randomize the texture.

Regarding crowds. What I’m really asking is if it’s good practice to make crowds out of a single dbr entry that allows for randomization, or if it’s better to make that number of entries.

I want to use the same animation for all of them. But I don’t want it to be synchronized. So do I make 1 npc with random heads (100 equip from loottable of heads) and put 20 of it on the map, or do I make 20 npcs with predetermined heads and put 1 of each on the map?

Regarding grouping, I don’t understand. I just want to copy stuff to another place on the map without selecting all the fluff around them. I COULD make my constructions on a flat empty terrain and then only copy and paste, never touching the “prototype”, but I’m thinking there surely must be a trick to it that I’m missing. It would make things so much easier.

The skeletons don’t have random models, just random gear. The game can handle hundreds of those at once. Because it is the same model, a lot of behaviors can be optimized in code.

NPC do move around a lot, and you’ll notice that the end of act 4 has NPC v NPC action but again, it is almost all the same model with different gear.

Looking at the controller AI and knowing a bit about AI, I assume that they use “flocking behavior” wherein a leader is picked, and then the mobs follow the leader as a group. I imagine that there are a lot of code optimizations they made around this behavior. The individual sense radius will alert one out of a pack, and then the one has a percentage chance to alert the rest.

I do not know of any “randomize my model” settings in the DBR files.
“Jitter” prevents synchronization in movement.

The thing you’re missing is randomize the gear, while having the same model spawned repeatedly.

Will not make a new thread, instead I’ll ask here to save the clutter.

  1. I can’t get my quest to work, and I don’t see any obvious logic mistakes. Conversation plays fine, but on accept nothing happens. I have the quest assigned in the world editor list.

  2. I changed my spawn point but my char still spawns at the same place. I then found out that this goes back to tq, and I need a new char for the spawn to work.

  3. Should I make a new character with each mod build, just to be safe? Is the spawn point the only thing affected?

  1. not really a big deal unless you change the spawn point with every build. And you could propably work around that with a secondary spawn point, havnt looked into it yet.

  2. when you change file names/directories things may disappear. When I tried to log into the tutorial map again with new items they disappeared. same goes for skills.
    Whenevery you share a new mod version and you changed skills(not their values just the filename or location) I suggest letting them know to respec their mastery or they may lose points. And dont use different mods with the same character.
    You may end up naked without skillpoints.

  1. Eh, I could use the function to quickly check npcs at their place. Now that I know about it, I will put the npcs near the spawn point, and move them to their place later. Secondary spawn doesn’t solve this, I’ve tried.

  2. Thanks for the heads up, but nothing that fancy yet. I just want to make a map and fill it with quests. Seeing how I can’t even make ONE quest, though… maybe I’ll just make the maps and music.:smiley: Grim Promenades:p

Right. After two days of clicking my left mouse button in confusion, the time has come to ask for help.

I have a quest objective: Find npc X.

-What I thought I should do: put a volumetrigger in the general vicinty of the npc, and then set onEntry to GiveTokenToLocalPlayer(seenX).

This doesn’t work. Another obvious solution would be to give the token through conversation but I can’t get that to work either.

So, how can I make it work? I’ve copied the whole script folder from the base game to my mod in hopes something will get called and that it’ll eventually work… Much puzzle, so frustration.:o

Editor.exe is the map editor, that’s probably a good place to start for NPC placement. Alternatively we were looking into spawning NPC by item use.

If you’re looking for a Vanilla Game NPC, try wikia.