Aller au contenu

Photo

companion skills


  • Veuillez vous connecter pour répondre
19 réponses à ce sujet

#1
chucker2

chucker2
  • Members
  • 14 messages
hi
just pulled the game out after a couple years

currently just into neverwinter

i am getting the feeling that the 'companions' skills for diplomacy, intimidate, bluff don't mean alot when talking to npc's, cause it alway make my character interact with npc's even if i try to have the companion do the talking??

what's the deal??

#2
manageri

manageri
  • Members
  • 394 messages
Your char does all the talking, companion skills are irrelevant there. The only "conversation skill" that has any use outside of conversations is bluff in conjunction with the Feint feat, so that's the only reason to have any of those skills on other chars than the PC.

#3
chucker2

chucker2
  • Members
  • 14 messages
wow that sucks



so do most people take bluff/intim/diplo on their char...............im assuming just max one or the other

thx

#4
manageri

manageri
  • Members
  • 394 messages
Taking one is as good as taking them all 90% of the time, though you don't really need any.

#5
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
The skills are used far more in SoZ than ithe OC, but SoZ isn't as main character centric as the OC, so the skills of party members are used rather than having to load up your main PC with them.

If you have MotB and SoZ as well, then you can install my OC Makeover SoZ Edition which, among other things, allows party members to speak with NPCs in the OC where possible. The OC wasn't really designed for it so it isn't perfect but it is an improvement.

I can also take a look and see if I can jimmy up an alternate spawn script that will allow it in the OC.

Regards

Modifié par Kaldor Silverwand, 29 novembre 2010 - 05:32 .


#6
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
I've uploaded a script to the vault that will allow party members to talk to NPC's in the OC. Once it is approved I'll post the link.



Regards

#7
chucker2

chucker2
  • Members
  • 14 messages
wow that would be cool

it doesnt make any sense the way it is now



btw OC is what??



i only have the original black box nwn2

#8
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
That's the OC. Briefly:

NWN2: OC (Original Campaign)

NWN2 X1 MotB (Mask of the Betrayer)

NWN2 X2 SoZ (Storm of Zehir)



So when someone says, the OC, we're not talking Orange County (which is ironic, because Obsidian's offices are in the OC) we mean the Original Campaign or the first game in the series.

You have now been properly schooled. Recess!

dunniteowl

#9
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
It isn't approved yet, but when it is it will be downloadable here.

Just a reminder that this will not be compatible with other mods that alter the default creature spawn script. For example, mods that increase the difficulty of creatures or change their AI are probably not going to be compatible.

Regards

Modifié par Kaldor Silverwand, 30 novembre 2010 - 06:21 .


#10
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
Strange that it isn't approved in the vault yet. Does "Not Approved" mean "Pending Approval" or does it mean "Rejected"? Anyone know? I haven't seen it before.



Regards

#11
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
I don't know, Kaldor. I think it might, but I don't really know.

dno

#12
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
I believe I've seen that once, meaning "pending approval" (and it definitely can be that way for more than one day), but I can't tell for sure.

I don't see any reason why it should be rejected.

Modifié par Arkalezth, 30 novembre 2010 - 11:47 .


#13
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
If it isn't approved by tomorrow I'll post the scripts on my website and publish the link.



Regards

#14
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
Must have meant pending. It is approved and available for download now.



Regards

#15
chucker2

chucker2
  • Members
  • 14 messages
thanks

i loaded it into the file

we'll see what happens when i spawn a new companion

thanks

#16
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages

chucker2 wrote...

thanks
i loaded it into the file
we'll see what happens when i spawn a new companion
thanks


Sorry, that's backwards. It is a bit confusing, but the flag must be set on the NPC you speak to, not the companion doing the speaking. It is a setting on the NPC that indicates it can speak with non-PC party members, not a setting on the party member that indicates it can speak with NPC's. So when NPCs are spawned - which is generally the first time a module is loaded - my script will set them to be able to converse with non-PC party members. That is why if you have already been to a module before the patch you will not be able to speak with those creatures except with your main PC.

Regards

#17
chucker2

chucker2
  • Members
  • 14 messages
hey Kaldor

a little feed back

worked well from what i could tell............i have no idea if the other companions skills affected the talking but they did talk to npcs

But.....i had crash issues when trying to do the cargo quest going into the Back Alley



i also had loaded a script edit to increase the party member number from 4 to 6 (found on these forums from last year) so that may have done it too



anyway i removed both and was able to get into that instance



the other script edit was

"open console with ~

DebugMode 1

rs ga_party_limit(6)

DebugMode 0"



not being a computer tech type i thought maybe that particular quest bugged due to enlarged party number



as i said i liked both edits and may try reinstalling them but do you think these edits may bug out more instances like this



you seem like a techy guy so thought would be appreciated




#18
chucker2

chucker2
  • Members
  • 14 messages
oops

just read your post prior to mine

so what is considered a module..........is it OC vs future games like SoU,or is it Neverwinter vs Forte Locke within OC??

Are you saying the patch wont work until i hit the next module if i install it while im in the current module?

thanks again

#19
I_Raps

I_Raps
  • Members
  • 1 262 messages
chucker2 - It seems like YOU'RE the guinea pig right now. I would be interested to hear how it works out when you do load a new OC module.

As for your Back Alley problem - I'm sure the Party Limit has nothing to do with it, at least not directly. One thing it sounds like is a problem that occurs a lot in certain areas in SOZ - when you spawn in, because of the crowding a familiar, persistent summons, or animal companion will trip the trigger and crash it. The solution is to unsummon everything before you go in.

Modifié par I_Raps, 05 décembre 2010 - 12:10 .


#20
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
I am certain neither mod caused the crash. It was just coincidence that removing them seemed to solve the crash.

Crashing in this transition has been reported at least once before here.

Regards

Modifié par Kaldor Silverwand, 05 décembre 2010 - 08:45 .