How to use worldCommunityRegistry and worldCompiledCommunity

This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode

Summary

Published: Nov 10 by Sergey Last documented update: Dec 4 by Sergey

Wait, this is not what I want!

Requirements

Basics

There are two types worldCompiledCommunityAreaNode and worldCompiledCommunityAreaNode_Streamable

The difference between them is only that worldCompiledCommunityAreaNode must be registered in AlwaysLoaded type of .streamingsector

worldCompiledCommunityAreaNode_Streamable can be registered in other types of .streamingsector (exterior/quest/etc)

Theory

Working with worldCompiledCommunityAreaNode and worldCommunityRegistryNode

In general, we are specifying in worldCompiledCommunityAreaNode all our spots where we want to spawn NPCs/etc by its entryName/phase.

For example in the quest Riders on the Storm CDPR reactivates all needed NPCs by their reference, entry name, and phase name.

Setup your Wkit project.

Create .questphase .streamingblock and .streamingsector files

  1. Create archiveXL file and specify your .streamingblock and .questphase files

  2. Create NodeRefs for worldAiSpotNode and worldCompiledCommunityAreaNode

  3. Create worldAiSpotNode and its worldNodeData and assign created NodeRefbefore

  4. Create worldCompiledCommunityAreaNode and its worldNodeData

    Important: - In the Node/area/entriesData we specify an entryName/phaseName/spotId(AiSpoNodeHash) so in the future, we can Activate/Reactivate/Deactivate its entities by these params - sourceObjectId - it should match idof registry item

  5. Create worldCommunityRegistryNode and its worldNodeData

Details about the registry:

Important:

communitiesData - there are we specifying the type of NPC its template, entryName, and all possible phases

workspotsPersistentData - there we are adding a new spot into the engine's global registry by the hash of our AiSpotNode

Trying to spawn:

I set the point in front of H10 V's apartment so we should see Panam spawning once we send a command. To do so we need to create a few nodes in our .questphase

In our .xl file, we set that.questphase will trigger whenever we enter the apartment.

Then you can deactivate/reactive with SpawnManager

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