Adding commodities
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I’m trying to add a few unused commodities to our mod.
VIPs and Prisoners for example.
In commodities_per_faction.ini the following shows for the liberty police:
[FactionGood]
faction = li_p_grp
MarketGood = commodity_vips
MarketGood = commodity_prisonersNow, the commodities have been added to goods.ini and market_commodities.ini but the police just don’t seem to be carrying them.
Also, I notice that junkers around rochester carry all kinds of cargo, but when they’re around manhattan, they’re always empty.
Is it a zone thing?
What should I be looking at if I want the NPCs to be carrying these commodities? -
add them to your loadout’s robo
only prob there is the fixed amount, defined in the actual loadout will always be the same for all ships that use that ship at that level… this can also be useful too, but not the same as commodities_per_faction.ini
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Have you added them to,
select_equip.ini
goods.ini
LootProps.ini
rmlootinfo.ini
commodities_per_faction.iniThose are all the entries you need if i remember right, know i’ve repeated a couple you already mentioned. Ships on patrols generally don’t carry anything but ones in encounter zones do.
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I missed the rmlootinfo.ini additions.
Can you explain the numbers to me?hfuel for example has num_to_drop = 1, 2
but, we know for certain that much more than 1 or two gets dropped when you’re killing an h-fuel transport.
I’m assuming it’s a percentage of the cargo which is probably determined by the hold_size in the shiparch.
[RMBonusLoot]
archetype = commodity_prisoners
num_to_drop = 1, 7 <= (10% to 70%?)
faction = li_p_grp, …etc.
difficulty_range = 0, 21 <= what’s this?
weight = 1 <= what’s this?Thanks,
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As i understand it the
num_to_drop = 1, 7 <= (10% to 70%?)
means what you suggest, can also be a single figure so
num_to_drop = 1
I use the above on pilot drops from ships.
Difficulty range is to do with mission difficulty, not rank, i tend to have mine at 1, 100 but if you want to keep something out of players reach for a while then raise the first number to something like 19 or 25.
Weight? No idea, i have everything at 5 but not really sure what it means.
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Num_to_drop is literally the number to drop, but I think PhantomLoot has more of an effect. A single figure simply duplicates the first for the second, as you’d expect. And this is random mission loot - what you get from a transport would be part of its loadout (or phantom).
Weight is a weighting. The weight values for a faction are added, a random number is picked within that range, then it runs through the loot in order until the accumulated weight exceeds the random number.
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Make sure there are bases that sell or buy the equipment, as this is needed for npc traders to carry them. Also only zone based trade encounters can carry things on their own.
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Re: the bases that buy/sell the loot. I have the following set for vips in rmlootinfo
[RMBonusLoot]
archetype = commodity_vips
num_to_drop = 1, 7
faction = li_p_grp, br_p_grp, ku_p_grp, rh_p_grp, co_os_grp
difficulty_range = 0, 21
weight = 1You’d think that Spa and Cruise would carry VIPs in their ATs at New York, but I’ve yet to see one.
I have Orbital S&C buying VIPs but not selling them. Does that have any effect on whether or not they carry them?
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Problem solved…
Typo in commodities_per_faction.