npcs and commodities

  • I made a new commodity that I intend to give to one group right now its is the liberty rouges for testing.


    Commodities_per_faction.ini


    Problem is every npc faction has the commodity not just the rogues.


    [FactionGood]
    faction = fc_lr_grp


    MarketGood = commodity_bountyhunted, 0, 0


    Goods.ini


    [Good]
    nickname = commodity_bountyhunted
    msg_id_prefix = gcs_gen_commodity_bountyhunted
    equipment = commodity_bountyhunted
    category = commodity
    price = 20000
    combinable = true
    good_sell_price = 2.0
    bad_buy_price = 2.0
    bad_sell_price = 0.8
    good_buy_price = 0.8
    shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_2.3db
    item_icon = interface\neuronet\missionvendor\MV_missionbounty.3db
    jump_dist = 1




    Lootprops


    [mLootProps]
    nickname = commodity_bountyhunted
    drop_properties = 100, 0, 1111, 1, 150, 150


    [PhantomLoot]
    nickname = commodity_bountyhunted
    toughness_range = 0, 100
    percent_chance = 100 -------------> doesn't matter what I set this as the police and BH will still drop it just not everytime
    num_to_drop = 1, 1


    rmlootinfo


    [RMBonusLoot]
    archetype = commodity_bountyhunted
    num_to_drop = 1, 1
    faction = fc_lr_grp
    difficulty_range = 0, 20
    weight = 5



    Why would every ship drop it? I only set it up for the Rogues in per_factions?

  • This is why I am stumped, I don't know why any other groups other the fc_lr_grp would be dropping this commodity. I went through fo FLMM and deleted all the back ups to and any ghost files in the Freelance directory.

  • in commodities_per_faction.ini


    MarketGood = commodity_bountyhunted, 0, 0 should be MarketGood = commodity_bountyhunted



    Other than that I can't see anything you've missed.


    I presume the info is added to market_commodities.ini and select_equip.ini.

  • Well then my suggestion would be this:


    Deactivate all of your mods.


    Rerun the SDK or the JFLP, whichever patch you're using (JFLP is best), and then apply this mod alone to see if it works.


    One thing that interests me... Whenever I attempted to ADD something to either the shiparch or the solararch is caused all kinds of problems. I always had to modify an unused entry in those arches to make things work properly. I don't know how extensive your mod is, mine is mostly just a modification of the vanilla files and is set up as an optional client mod so any unmodded player can play on our server.



    What would happen if you were to change something unused such as holoviral_counterfeiting_technology or something to your bountyhunted item? Would it work then?