<!-- must explicitly be of this faction --> <replace sel="//set_value[@name='this.$RemainingAmount' and @exact='[(this.$AllSlots.count * 0.85f * player.chardensity)i - this.$CurrentNPCs.count, 0].max']"> <set_value name="this.$RemainingAmount" exact="50"/> </replace>
Nicely done. I've used this for the last couple of years and have a little over 600 hours of game time with this installed.
I recently started a new playthrough, as a Yaki Pirate this time, and noticed that your mod doesn't seem to affect the Yaki bases. All others work fine, but the Yaki bases are devoid of any additional NPC's.
Hella nice work with this, Shamon! As far as I can tell...seems to be working as advertised with current game v4.20! I followed an older comment posted below, about changing a variable in the xml file, from 100 to 50, and I noticed a difference more than when it was set to 100 (and flying to another sector also helped in noticing the change)!
Also, I noticed that the folder to be extracted and placed into the extensions folder is named 'More NPC'...now I don't know if it makes a difference with the naming structure, but I noticed that no other mods ever have spaces in their folder names...furthermore, within the xml file, I noticed the ID name for the mod is 'More_NPC'...again, don't know if this matters...but just to be sure, I renamed the 'More NPC' folder to 'More_NPC'.
Stations feel more alive with more npcs! Thank you for this! Endorsed!!
find the file named 'NPC_Instantiation.xml' in this mod's archive ...change 100 to whatever you want, but keep in mind that higher numbers might break the game (or not, who knows, lol!)
40 comments
<!-- must explicitly be of this faction -->
<replace sel="//set_value[@name='this.$RemainingAmount' and @exact='[(this.$AllSlots.count * 0.85f * player.chardensity)i - this.$CurrentNPCs.count, 0].max']">
<set_value name="this.$RemainingAmount" exact="50"/>
</replace>
Btw do i need to delete everything inside that XML and replace it with this or only some part of it and keep something ?
Or you are using mods that cause conflict.
I recently started a new playthrough, as a Yaki Pirate this time, and noticed that your mod doesn't seem to affect the Yaki bases. All others work fine, but the Yaki bases are devoid of any additional NPC's.
<?xml version="1.0" encoding="utf-8" ?>
<diff>
<replace sel="//set_value[@name='this.$RemainingAmount' and @exact='(this.$AllSlots.count * 0.85f * player.chardensity)i']">
<set_value name="this.$RemainingAmount" exact="50"/>
</replace>
</diff>
Also, I noticed that the folder to be extracted and placed into the extensions folder is named 'More NPC'...now I don't know if it makes a difference with the naming structure, but I noticed that no other mods ever have spaces in their folder names...furthermore, within the xml file, I noticed the ID name for the mod is 'More_NPC'...again, don't know if this matters...but just to be sure, I renamed the 'More NPC' folder to 'More_NPC'.
Stations feel more alive with more npcs! Thank you for this! Endorsed!!
У меня не осталось старых файлов для сравнения.
<?xml version="1.0" encoding="utf-8" ?>
<diff>
<replace sel="//set_value[@name='this.$RemainingAmount' and @exact='(this.$AllSlots.count * 0.85f * player.chardensity)i']">
<set_value name="this.$RemainingAmount" exact="50"/>
</replace>
</diff>
this is working on 4.00 HF 1 and I didn't find issues with saves
Thanks