Difference between revisions of "Talk:Basic NPC Creation Tutorial"

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Indeed, this is an awesome tutorial. I have a question regarding the food note at the very bottom of the tutorial. If I don't give the NPC food, and their class is Thief, will they be likely to attempt to steal the food from somewhere else? I have a certain character in mind I'm working on in a project. '''Ranilin''' 01:01, 5 April 2006 (EDT)
Indeed, this is an awesome tutorial. I have a question regarding the food note at the very bottom of the tutorial. If I don't give the NPC food, and their class is Thief, will they be likely to attempt to steal the food from somewhere else? I have a certain character in mind I'm working on in a project. '''Ranilin''' 01:01, 5 April 2006 (EDT)


Thanks for the feedback.  Class has nothing to do with an NPC's tendency to steal, though a class with high sneak is much less likely to be caught.  (''thought it is fun to watch guards slaughter clumsy thieves'')  Instead, take any food ''out'' of the NPC's inventory, and give it a package to search for food.  You may want to check the "always sneak" box when creating that package.  The silver bullet you're looking for is the '''responsibility''' setting that I didn't really get into with the tutorial.  A low-responsibility NPC is more likely to do certain things, most notably of which is stealing, and less likely to do things such as call the guards when witnessing a crime.
Thanks for the feedback.  Class has nothing to do with an NPC's tendency to steal, though a class with high sneak is much less likely to be caught.  (''thought it is fun to watch guards slaughter clumsy thieves'')  Instead, take any food ''out'' of the NPC's inventory, and give it a package to search for food.  You may want to check the "always sneak" box when creating that package.  The silver bullet you're looking for is the '''responsibility''' setting that I didn't really get into with the tutorial.  A low-responsibility NPC is more likely to do certain things, most notably of which is stealing, and less likely to do things such as call the guards when witnessing a crime.
Hope this helps you out. [[User:JBurgess|JBurgess]] 10:03, 5 April 2006 (EDT) 10:03, 5 April 2006 (EDT)
Hope this helps you out. [[User:JBurgess|JBurgess]] 10:03, 5 April 2006 (EDT) 10:03, 5 April 2006 (EDT)
Ah, yes, that does help. It also explains why I can't get a certain NPC I added to one of my bought houses to get food to eat (food didn't belong to her) without -1 food in her inventory. I found that setting responsibility higher made them less likely to oversleep, they go to bed on time, eat on time, etc. Makes their scripting easier to test for me.. but unless I expressly make the food theirs, they won't pick it up with 100 responsibility. :)  [[User:Ranilin|Ranilin]] 15:19, 8 April 2006 (EDT)

Revision as of 14:19, 8 April 2006

Awesome tutorial, thanks for the help. Sockmonkeh 19:44, 4 April 2006 (EDT)


Indeed, this is an awesome tutorial. I have a question regarding the food note at the very bottom of the tutorial. If I don't give the NPC food, and their class is Thief, will they be likely to attempt to steal the food from somewhere else? I have a certain character in mind I'm working on in a project. Ranilin 01:01, 5 April 2006 (EDT)


Thanks for the feedback. Class has nothing to do with an NPC's tendency to steal, though a class with high sneak is much less likely to be caught. (thought it is fun to watch guards slaughter clumsy thieves) Instead, take any food out of the NPC's inventory, and give it a package to search for food. You may want to check the "always sneak" box when creating that package. The silver bullet you're looking for is the responsibility setting that I didn't really get into with the tutorial. A low-responsibility NPC is more likely to do certain things, most notably of which is stealing, and less likely to do things such as call the guards when witnessing a crime. Hope this helps you out. JBurgess 10:03, 5 April 2006 (EDT) 10:03, 5 April 2006 (EDT)


Ah, yes, that does help. It also explains why I can't get a certain NPC I added to one of my bought houses to get food to eat (food didn't belong to her) without -1 food in her inventory. I found that setting responsibility higher made them less likely to oversleep, they go to bed on time, eat on time, etc. Makes their scripting easier to test for me.. but unless I expressly make the food theirs, they won't pick it up with 100 responsibility. :) Ranilin 15:19, 8 April 2006 (EDT)