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Author notes
Just give me credit.
File credits
This system is based on Uncle FB's original NPC control code http://nwvault.ign.com/View.php? view=nwn2scripts.Detail&id=278 and includes additional activities provided by Lugaid of the Red Stripes from his Dana'an series http://nwvault.ign.com/View.php? view=nwn2modulesenglish.detail&id=370 and nwvault.ign.com/View.php? view=NWN2ModulesEnglish.Detail&id=474. DannJ's Handy VFX http://www.neverwinter.nexusmods.com/mods/173 has been integrated, since it handles a number of things there are activities for but not items to equip, such as books.
Additional Credits kevL, who provided a superior waypoint selection function kevL, Lugaid of the Red Stripes, and MasterChanger, for assistance with a looping bug. See: http://social.bioware.com/forum/1/topic/164/index/10852636 _Knightmare, Kaldor Silverwand, Lugaid of the Red Stripes, and Shallina for code on selecting at random from objects with the same tag.
Additional ideas not credited elsewhere: BartjeD M. Reider Arkazleth The Fred Shaughn78 PJ156 Eguintir Eligard nicethugbert bealzebub rjshae MokahTGS (Why did my code turn PINK?!?!?! MOKAH!!!!)
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Requires Skywing's Advanced Script Compiler to compile the scripts http://nwvault.ign.com/View.php?view=nwn2plugins.Detail&id=99
This is an ai system for the generic commoners that occupy your towns/cities etc. It is not meant for anyone you want to follow a specific behavior or schedule. The goal is to provide an simple to implement, but relatively advanced AI for those "unimportant nameless npc" groups that fill out and add ambiance to game worlds. This ai allows your generic commoners to have schedules and carry out quasi realistic actions, automatically, and in as simple for a builder to implement manner as possible.
To greatly improve performance if you are using a lot of commoner ai npc's, in the script sh_npc_leg_oh, add the following at the beginning of the main() function. if (GetAILevel(OBJECT_SELF) == AI_LEVEL_VERY_LOW) { return; } Then npc's will not run their routines if players are out of the area. This will be less realistic as players enter the area and then the npc's adjust to a new time.