Talking NPC Creature

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Well, after messing around with the database a bit, I managed to create a talking croc. Now I have a template where I can generate all sorts of NPC reptilians. Wasn't that hard to make either - all you need to do is take a talking npc and a monster croc, then replace all the animation, texture etc paths from the human NPC paths to monster\reptilian paths.

Unfortunately you can't just change the header tag from Monster to Npc. But at least this is possible.

Image:Talking-reptilian.jpg


Talking Monster NPC Quick Start

The most basic talking creature NPC needs a name, the mesh, the textures, an idle animation and a dialog pak.

So, import a standard NPC. Copy and paste the .dbr to (for instance) MyNPC folder in your database and rename. Then edit the following: (The examples are for a satyr npc)

in 'Actor Variables'

  • description to a tag you must create in your modstrings.txt file for the NPCs name.
  • mesh to the appropriate msh file. (eg. creatures\monster\satyr\satyr01new.msh)
  • base texture to the appropriate tex file. (eg. creatures\monster\satyr\satyrnew01.tex)
  • bump texture to its accompanying bmp.tex file. (eg. creatures\monster\satyr\satyrnew01bmp.tex)

in 'Character'

  • characterGenderProfile to the appropriate entry in the picklist (eg. Satyr) (If the monster is of a type that will wear armor)
  • characterRacialProfile to the type of monster (eg. Beastman) This will make a subtitle under your NPC's name when displayed. You might have to look up the correct entry in a monster's dbr.

in 'Animation sets'

  • charAnimationTableName to the appropriate animation set (eg. records\creature\monster\satyr\anm\anm_satyr01.dbr )

in 'Animation sets/unarmed' (if the moster is of a type that can carry weapons)

  • unarmedAttackIdleAnim to an appropriate anm file (eg. creatures\monster\satyr\anm\satyr_idle_beta.anm or brian_satyr_onehand_attidle.anm)

in 'NPC static dialog'

  • dialog pak to your own dialog .dbr file

You can pimp that basic NPC later to walk or carry a weapon, whatever.

For some monsters, the conversion of a monster into an NPC is not simply a matter of replacing the mesh file and the charAnimationTableName with that of the monster.

For monsters which come with the Immortal Throne expansion set, such as the Empusa and the Anteok, you will need to omit the charAnimationTableName entry for the proper animations to function, otherwise you will end up with a static puppet. You will then have to input the respective animations in place. For a simple NPC, inputting the address to just the proper idle animation (.anm) file will work fine. Make sure that if you specify at least the idle animation for the Animation Sets > Unarmed submenu.

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