Jump to content

Arcana or various mods which adds crew roles, but new behaviors.


SealOnBoard

Recommended Posts

Posted

I noticed some mods adding new crew roles, and gives a new behavior to its own, such as new update at Arcana mod(March, 28th)
Is there any way to make that npcs compatible to sexbound?

I know there is a crew behavior replacement in sexbound's behavior files, but just duplicate or modifying that code to new behavior files that doesn't do the tricks.

Are there any people can give me a advice to make it compatible?

Arcana 1.4 updated crew roles and behaviors.zip

Posted (edited)
8 hours ago, jyang04 said:

I noticed some mods adding new crew roles, and gives a new behavior to its own, such as new update at Arcana mod(March, 28th)
Is there any way to make that npcs compatible to sexbound?

I know there is a crew behavior replacement in sexbound's behavior files, but just duplicate or modifying that code to new behavior files that doesn't do the tricks.

Are there any people can give me a advice to make it compatible?

In theory doing exactly that should work fine;

If it does not, there maybe more to it than just adding in a behaviour, such as missing data (arousal, for example) or something deeper.

Edit: If i wasn't clear, it's a very case-per-case matter, "new behaviours" shouldn't be a thing, as that implies they're running their own separate AI nodes and think-trees, thus being a whole new NPC beast and requiring their own types of patches, but usually, most mods "inherit" things from a NPC type.
EG:

Spoiler
  • "Crew member" is a NPC type, a "base" for all other NPC types. It has the scripts necessary for the Crew Members to run and work.
  • Then "Crew member soldier" exists, inherits most of everything from that base, including it's scripts, and "overrides" only cosmetics and weapons, so they use specific weapons, have their default uniform a certain color, etc.
  • Then a mod comes in and inherits, not from the base, but from that NPC, and overrides the scripts...
    This means; that the NPC won't use the same scripts that were patched into the Base Crew Member type, and thus do not inherit Sexbound functionality most of the time.

 

Edited by red3dred
Posted
2 hours ago, red3dred said:

In theory doing exactly that should work fine;

If it does not, there maybe more to it than just adding in a behaviour, such as missing data (arousal, for example) or something deeper.

Edit: If i wasn't clear, it's a very case-per-case matter, "new behaviours" shouldn't be a thing, as that implies they're running their own separate AI nodes and think-trees, thus being a whole new NPC beast and requiring their own types of patches, but usually, most mods "inherit" things from a NPC type.
EG:

  Hide contents
  • "Crew member" is a NPC type, a "base" for all other NPC types. It has the scripts necessary for the Crew Members to run and work.
  • Then "Crew member soldier" exists, inherits most of everything from that base, including it's scripts, and "overrides" only cosmetics and weapons, so they use specific weapons, have their default uniform a certain color, etc.
  • Then a mod comes in and inherits, not from the base, but from that NPC, and overrides the scripts...
    This means; that the NPC won't use the same scripts that were patched into the Base Crew Member type, and thus do not inherit Sexbound functionality most of the time.

 

I keep looking into the sexbound's crewmember behavior, and I want to understand about how it works.

    "children": [
      {
        "title": "Sexbound",
        "type": "module",
        "name": "sexbound",
        "parameters": {}
      },
      {
        "title": "crewmember",
        "type": "module",
        "name": "crewmember",
        "parameters": {
          "inspectCooldown": { "value": [60, 180] },
          "inspectObjects": { "value": true }
        }
      }
    ]
  }
}

module- sexbound means, using the sexbound features, but, what is the working of "Crewmember" module? 

And if I try to make adding the behavior file to have sexbound functions, thus I have to all behaviors in sexbound files in the behavior folder?

I can't get out from the idea, might getting it possible.

Since I had succeded to make the viera's sxB support to work again, but that case, that doesn't use the different behavior file.

  • 4 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...