|
3 years hace ::
may 20, 2010 - 9:48
#1
|
|
|
RedRage, InnocentSam, and I have been discussing possible methods to make recruitable homies available. The concept is to have some kind of area off the beaten track where a bunch of npcs can spawn. You would get to this location through a teleport likely and then able to recruit homies from all the major npcs in the game as followers. Maero, Jyunichi, Mr Sunshine, Aisha, etc would all be roaming this special area as Saints to recruit.
RedRage's initial success in homies involved adding a homie unlock to the phone using the same method that the current homies did just like Pierce, Legal Lee, etc. The problem with this method was that the unlocks can only process once, and you were only able to add 3 or so before the game broke.
Now that Sam has made some breakthroughs in teleporters we have been thinking about teleporting into a special area that spawns copies of the npcs. Similar to how foamcup cloned a car to make a special one, I think we can do the same with npcs and make them all Saints. My first thought was to do this on the Volition Special Island. We could setup a new spawn group and add these cloned npcs to it, similar to what Brand Newb did with his bike mod. Imagine an island with clones of every major npc in the game wandering around ready to join up and follow you back to cause some trouble as your homie.
Also, if the spawns work the way I think they will it would mean that we would be seeing multiple copies of npcs. Just like how a ten bums would spawn into red light district, say ten Maeros would be spawning on the island, so in theory you could recruit three Maeros following you around. Or an all girl Aisha Assassin squad armed with Flamethrowers. The possiblities are delightfully bizarre and we can slot it into the universe as an Ultor cloning experiment gone horribly wrong.
Anyway, we don't have a finalized plan in place, and I wanted to lay this all out for feedback and community involvement while we start to experiment.
EDIT: One other thing I forgot to mention... Red had a really good idea about having the place where the npcs spawn have their rides in the parking lot (if we do it somewhere with a parking lot.) I really wish we had a way to edit the chunks themselves. We could hollow out one of the unused buildings to use and add a door mover to it to get in.
|
|
|
|
3 years hace ::
may 20, 2010 - 9:27
#2
|
|
|
how about a special crib with all those people?
|
|
|
|
3 years hace ::
may 20, 2010 - 9:32
#3
|
|
|
That sounds pretty awesome :D (also, the idea that I can kill Mearo over and over again makes me devilishly happy <3)
I have no idea what's possible with this NPC stuff - would it be possible to create "new" NPCs that are essentially copies of existing ones with different outfits/facial features and such? Cuz that could be really, really fun.
|
|
|
|
3 years hace ::
may 20, 2010 - 9:36
#4
|
|
|
how about a special crib with all those people?[/quote]
Crib spawns aren't going to work. Those are special and we can't even get zombies/pirates to spawn there even though they are still Saints in everything but mesh and morph. No, this really should be a separate area outside the main story and game completely. That's why I was thinking of the Volition island since it's an easter egg and we can just setup a teleport easter egg to it somewhere out of the way.
|
|
|
|
3 years hace ::
may 20, 2010 - 9:51
#5
|
|
|
That sounds pretty awesome :D (also, the idea that I can kill Mearo over and over again makes me devilishly happy <3)
I have no idea what's possible with this NPC stuff - would it be possible to create "new" NPCs that are essentially copies of existing ones with different outfits/facial features and such? Cuz that could be really, really fun.
I only recently discovered where the npc outfits and physical features were controlled. For the longest time we all thought it was via the npc xtbl file and were all confused why edits didn't work. It turns out that it's actually controlled through a binary cvtf file though that we need to hex edit. So, yeah, eventually we'll be able to do it. It's just now in a very experimental and trial and error stage. I would love to dress all the copied npcs for this mod in purple outfits too if we can. :)
|
|
|
|
3 years hace ::
may 20, 2010 - 10:33
#6
|
|
|
That sounds like a great idea.
|
|
|
|
3 years hace ::
may 21, 2010 - 8:13
#7
|
|
|
I would love to dress all the copied npcs for this mod in purple outfits too if we can. :) [/quote]
Really? Cuz I'd just like to see Mearo in Jessica's outfit 
|
|
|
|
3 years hace ::
may 26, 2010 - 10:12
#8
|
|
|
I'm not quite a fan of this mod. Just a little fancy here that we actually killed those NPC (or they got killed...) and recruiting them isn't quite in my To-Do List (rarely do recruit anyone anyway), but I like the fact that it has uncovered some information about how NPC are dressed.
|
|
|
|
3 years hace ::
jun 21, 2010 - 9:48
#9
|
|
|
I've been trying to get a clone of Maero working as a test, and I seem to be missing something. For the test, I have the clone (named STMaero for Saint) as the driveup homie. What happens when I call him though is that the car spawns a block away with no driver and never pulls up. Either STMaero is invisible, or he just refuses to spawn. Any suggestions or input would be great. EDIT: foamcup saw some problems with the pre and des files which I've corrected. Thanks foam! I also added all the mesh and textures files and renamed them STMaero* instead of Maero*. Clone Maero now drives the car up and opens the door and joins you. He has a purple arrow on the hud map and follows you around, but is invisible. Here's the current MaeroST test: finalack.com/Idol/SR2_Maero_npc_clone_te...What the heck am I missing here? It's driving me crazy!
|
|
|
|
3 years hace ::
jun 21, 2010 - 9:35
#10
|
|
|
Its just like the custom cutscene! It's driving me up the wall, I must be missing the variable from a file/s somewhere
Modder of Saint's Row 2 for two years.
|
|
|