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Huppy
10-25-2010, 04:33 PM
Just wondering if anyone has encountered this ?

I have been trying to spawn various types of npcs, using both gm commands
and an npc editor (georgestools). I have no problem creating or spawning the
npc, BUT, its always in human race form, no matter what variables I set.
I have spawned existing named mobs, and they always show up in human
form. Can't seem to find out why. I've tried this even in zones, where that
particular mob exists in the zone database. (using npc id's to spawn).
I am wondering if my database is corrupt or something. I even changed my
own race (which is actually human), using #race (target), then #save.
The #save part didn't work.

csb4623
10-25-2010, 05:20 PM
can you see races other than humans on other servers? after you created the npc, look in the database and wee what his race is. Is it 0 (generic human) or 1 (human)? Have you tried creating an npc through the query browser?

Huppy
10-25-2010, 08:58 PM
Yes, I can see all other races, even on my own server. After I create an NPC, for example, In the tutorial I spawned a_large_rat (npc id 2011) level 1, race 36, class 1, body type 21.
When it spawns, there is a human npc standing there called a large rat.
I look in the database and the race still says 36. If I type in #npcstats, the race says 36. Have no idea what "query browser", your talking about.

blackdragonsdg
10-25-2010, 09:31 PM
If all character races show up as human then something is definitely wrong some where but if it is just a few keep reading.

Part of what you are encountering is normal. Why you might ask, well that is simple, not all races are displayed correctly in all zones using a default setup.

Using your rat issue...race 36 is not locally supported for any of the tutorial zones. So unless race 36 is supported globally then model will show up as human. In tutuorialb try spawning your rat npc then target it and type #race 415 then press enter and see if it displays correctly.

A bit of a deeper explanation is this....open your everquest directory then locate and open the file TutorialB_chr.txt....those are the races that are allowed locally for the zone tutorialb. In SoD client the contents would be as follows:

13
rtn,rtn
btn,btn
dke,dke
tar,tar
dre,dre
spq,spq
dsg,dsg
rkp,rkp
seg,seg
box,box_chr
brl,brl_chr
cst,cst_chr
bon,bon_chr

rtn,rtn is rat race #415 which was mentioned above. You can circumvent the locally allowed races issue by modifiying your GlobalLoad.txt located in your Everquest\Resources directory. You can find references on how to do this by searching the forum.

Huppy
10-25-2010, 09:57 PM
Thank You blackdragon, yes, I was reading some on the "GlobalLoad" fix.
But just so I understand something, is that just a fix on the individual client end ?
What I mean is, would every client that connects to my server need to have this fix
to see the npc's I created ?
But anyways, here's something I tried: I went in to Crypt of Decay and spawned a Bubonian Mystic (one of the rats in there), and no suprise, it was human.

csb4623
10-25-2010, 10:09 PM
yes if you files in the everquest folder, you have to distribute it to everyone to for it to load correctly.

csb4623
10-25-2010, 10:17 PM
so what I'm gathering is, when you go into crushbone for example. you see the normal orcs that are suppose to spawn there, but if you try to #dbspawn one it will show up as a human. And if you create an npc with race 54 (old orc), it shows as race 1(humans). What about the global models I.E. humans, trolls, 458(new orcs), etc. Do they show correctly? Are you using the right gender. for example, a rate would have to be gender 2 for neuter. using 0(male) or 1(female) would cause a human to appear. also the body type should be accurate.

blackdragonsdg
10-25-2010, 10:22 PM
Thank You blackdragon, yes, I was reading some on the "GlobalLoad" fix.
But just so I understand something, is that just a fix on the individual client end ?
What I mean is, would every client that connects to my server need to have this fix
to see the npc's I created ?
But anyways, here's something I tried: I went in to Crypt of Decay and spawned a Bubonian Mystic (one of the rats in there), and no suprise, it was human.

It is sounding more and more like there is something else going on with your display issues. If that is the case then changing your GlobalLoad may or may not have any effect.

Each player connected to your server would have to modify there GlobalLoad in order for everything to show up in every zone because those changes are on a per client basis.

blackdragonsdg
10-25-2010, 10:33 PM
so what I'm gathering is, when you go into crushbone for example. you see the normal orcs that are suppose to spawn there, but if you try to #dbspawn one it will show up as a human. And if you create an npc with race 54 (old orc), it shows as race 1(humans). What about the global models I.E. humans, trolls, 458(new orcs), etc. Do they show correctly? Are you using the right gender. for example, a rate would have to be gender 2 for neuter. using 0(male) or 1(female) would cause a human to appear. also the body type should be accurate.

I have never used the #dbspawn command before so I am not going to comment on its usage.

Try this, go back to crushbone, pick an orc and use #showstats on it, get its npcidnumber of X then type #npctypespawn X and see what happens. It should show up as a copy of the original orc.

Huppy
10-25-2010, 10:53 PM
OK, It looks like it WAS the GlobalLoad that fixed it. I found that one post
that had an "overwhelming" list of lines to add to the global file.
I spawned "a large rat" by the main bank in PoK and a rat actually showed
up. (chuckle)
So just to make sure, I logged on another client puter and toon, which did
not have the global fix, and all he could see was the human.
Thanks for all your help on this, I really appreciate it. But since, I always
make back-up disks of my SoD client, I will just have to make another.
I can send the global fix to my friends, but if I ever put the server on
Emu public, a couple of quests, I am creating, will have humans for them.
(unless their client has the fix).