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??
companion skills
Débuté par
chucker2
, nov. 29 2010 12:00
#1
Posté 29 novembre 2010 - 12:00
#2
Posté 29 novembre 2010 - 12:40
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
Posté 29 novembre 2010 - 06:31
wow that sucks
so do most people take bluff/intim/diplo on their char...............im assuming just max one or the other
thx
so do most people take bluff/intim/diplo on their char...............im assuming just max one or the other
thx
#4
Posté 29 novembre 2010 - 09:05
Taking one is as good as taking them all 90% of the time, though you don't really need any.
#5
Posté 29 novembre 2010 - 05:28
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
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
Posté 30 novembre 2010 - 04:21
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
Regards
#7
Posté 30 novembre 2010 - 05:03
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
it doesnt make any sense the way it is now
btw OC is what??
i only have the original black box nwn2
#8
Posté 30 novembre 2010 - 05:33
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
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
Posté 30 novembre 2010 - 06:00
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
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
Posté 30 novembre 2010 - 11:00
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
Regards
#11
Posté 30 novembre 2010 - 11:36
I don't know, Kaldor. I think it might, but I don't really know.
dno
dno
#12
Posté 30 novembre 2010 - 11:47
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.
I don't see any reason why it should be rejected.
Modifié par Arkalezth, 30 novembre 2010 - 11:47 .
#13
Posté 01 décembre 2010 - 12:56
If it isn't approved by tomorrow I'll post the scripts on my website and publish the link.
Regards
Regards
#14
Posté 01 décembre 2010 - 03:11
Must have meant pending. It is approved and available for download now.
Regards
Regards
#15
Posté 02 décembre 2010 - 06:51
thanks
i loaded it into the file
we'll see what happens when i spawn a new companion
thanks
i loaded it into the file
we'll see what happens when i spawn a new companion
thanks
#16
Posté 02 décembre 2010 - 07:43
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
Posté 03 décembre 2010 - 06:05
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
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
Posté 03 décembre 2010 - 06:12
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
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
Posté 05 décembre 2010 - 12:08
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.
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 .





Retour en haut







