@Grey Roger: I found where those raiders are generated. Sort-of.
The relevant code is in PROGRAM\LandEncounters\LanEnc_init.c:
This then triggers the following from quests_common.c:
I think this actually gets executed by LEnc_login.c:
Nothing .vcskip related there; instead it checks for a "DisableEncounters" attribute instead.
Simple solution might be to replace that with .vcskip and just use that one attribute for EVERYTHING instead of having two separate ones, as appears to be the case.
The relevant code is in PROGRAM\LandEncounters\LanEnc_init.c:
Code:
int InitLandEncounters()
{
int n;
n = 0;
LandEncounters[n].id = "ENC_RAIDERS";
LandEncounters[n].StartingQuest1 = "LandEnc_RaidersLogin";
LandEncounters[n].StartingQuest1.QuestType = "Location";
LandEncounters[n].StartingQuest2 = "LandEnc_RaidersStart";
LandEncounters[n].StartingQuest2.QuestType = "Locator";
Code:
//------------------------------------------RAIDERS----------------------------------------------------
case "LandEnc_RaidersLogin":
Code:
bool LEnc_LoginStart(ref location, string encGroup, string encLocator, int maxChrQuant)
{
ref player, CurTemplate;
player = GetMainCharacter();
string sTempName;
if(!CheckAttribute(location, "type")) return false;
CurTemplate = GetLandEncTemplateByID(location.type);
if(CheckAttribute(location, "DisableEncounters") == true && sti(location.DisableEncounters) != 0 ) return false;
Simple solution might be to replace that with .vcskip and just use that one attribute for EVERYTHING instead of having two separate ones, as appears to be the case.
