In a mod I am developing my PC gains experience points and (unusally enough) another companion gains experience points but no one else in the party gains any exp. pts. I seem to remember that you had to specify this somewhere but I must have forgotten where. Any help would be much appreciated.
Companions not gaining exp pts.
Débuté par
JonnieR
, déc. 03 2010 04:08
#1
Posté 03 décembre 2010 - 04:08
#2
Posté 03 décembre 2010 - 05:12
I believe its in the Module Properties (accessed by highlighting the name of the module, then moving over to the Properties tab and opening it, then surfing around a bit... not sure exactly where it is...) and then select Share XP I think it is. If you don't do this, then I am pretty sure that only the characters that actually make a 'kill' get credit and gain the XP, otherwise, counting coup is the XP for the last deadly blow by whomever made it. Pretty sure that's how it works. Not real sure exactly where that switch is.
dno
dno
#3
Posté 03 décembre 2010 - 03:21
I think you are right that it works that way, but their is no share XP sweitch in the module property tab. Does anyone know which switch to throw to allow sharing of XP among all the active companions?
#4
Posté 03 décembre 2010 - 03:45
I think it is under the Campaign properties. There is an entry for "Companion XP Weight" and "Henchman XP Weight." They are both set to 0 by default.
#5
Guest_Chaos Wielder_*
Posté 03 décembre 2010 - 04:33
Guest_Chaos Wielder_*
There's also a variable "DesignerXPMod" on individual blueprints which must be set to a true value, like 1, for a creature to gain XP. That could be the problem as well. Check to make sure the blueprints in question have this changed(the default value is 0, I believe).
#6
Posté 03 décembre 2010 - 05:30
Knightmare, I set those properties to 1, it didn't make any difference. I believe that chaos wielder is correct. I will try and let everyone know if it worked.
#7
Posté 03 décembre 2010 - 05:45
Yes please do.
dno
dno
#8
Posté 03 décembre 2010 - 07:14
Well I went back and made sure all the Designer XP Mod properties were set 1. However, most of my companions already had that property set to 1. I tested again and things were exactly the same, that is, the PC got XP and one other party member, the Paladin, got XP but nobody else did. I thought they might have been the ones landing the killing blow, but in further testing others actually killed the monsters and they still did not get any XP, but the PC and Paladin did.
This is strange because I know this has worked in the past.
While I hope to still solve this, I am taking a different tack. I have added Kaldor Silverwand's brilliantly conceived Deck of Trumps. Now the module (campaign) starts in an Inn room and allows the player to select already created or to newly create 3 other party members. The party then has the option of hiring some addiitonal companions to fill in gaps in their capabilities. I have always believed that the player is more vested in the game if they personally create the characters in the party. This works just like the Storm of Zehir character creation. Of course I still want the to get the companion XPs working correctly.
This mod has the characters starting at level 1. However, I also have a script that levels players up to a predetermined level. I have attached this script to a book entitled the Book of Experience. . I know it is not unique or even very elegant but it seems to flow well when starting a mod that requires higher level characters.
This is strange because I know this has worked in the past.
While I hope to still solve this, I am taking a different tack. I have added Kaldor Silverwand's brilliantly conceived Deck of Trumps. Now the module (campaign) starts in an Inn room and allows the player to select already created or to newly create 3 other party members. The party then has the option of hiring some addiitonal companions to fill in gaps in their capabilities. I have always believed that the player is more vested in the game if they personally create the characters in the party. This works just like the Storm of Zehir character creation. Of course I still want the to get the companion XPs working correctly.
This mod has the characters starting at level 1. However, I also have a script that levels players up to a predetermined level. I have attached this script to a book entitled the Book of Experience. . I know it is not unique or even very elegant but it seems to flow well when starting a mod that requires higher level characters.
#9
Posté 04 décembre 2010 - 01:17
#10
Posté 04 décembre 2010 - 05:28
Okay, I deleted all the companions except for the Paladin. Then I recreated each one and made sure the Designer XP Mod had a value of 1. All of the companions are now gaining XP along with the PC and the rest of main party. I have run into this situation before and although I changed the value on existing companions I apparently did not save the instance already in the game, although the properties file indicated the Designer XP Mod did have a value of 1. There is probably an option to change all instances like NWN1 had, but I am not sure where that is.
#11
Posté 04 décembre 2010 - 09:48
For the change all instances I use codex's powerbar, I don't believe it is included as a option in the toolset.
For the companions I have tried to get into the habit of spawning in the companions into the area where the player will meet them, so I can change and update their campaign blueprint and not have to worry about loading the module they are in and updating.
For the companions I have tried to get into the habit of spawning in the companions into the area where the player will meet them, so I can change and update their campaign blueprint and not have to worry about loading the module they are in and updating.
#12
Guest_Chaos Wielder_*
Posté 05 décembre 2010 - 12:32
Guest_Chaos Wielder_*
As a rule, yes, you should have all creatures in your mod being spawned in rather than placed. It makes keeping track of what a creature ought to have *much* easier.
#13
Posté 05 décembre 2010 - 08:55
Chaos Wielder wrote...
As a rule, yes, you should have all creatures in your mod being spawned in rather than placed. It makes keeping track of what a creature ought to have *much* easier.
Not a "rule" that I follow. There are some things, like custom inventory control, that I find are more simply done with placed creatures. I also find that looking at an area that only has a bunch of spawn points to be difficult to understand and debug. Basically the best advice is just keep track of what you are doing, no matter how you choose to do it. No tool will allow you to work successfully on auto-pilot.
Regards
#14
Posté 06 décembre 2010 - 09:57
In general I agree with Kaldor on spawning in creatures. I spawn-in random encounters and if the creatures only appear under certain conditions, other than that I use placed creatures. However you prefer to do it, you have got to develop some sort of system so you can keep track of encounters, waypoints and triggers. I use a lot of secret doors and each secret door uses 4 waypoints and 2 triggers. I have developed a coding system that makes sense to me and identifies each secret door by number which I have recorded on a map of the level. Its a lot of work, but debugging the secret doors is a lot more work.
#15
Posté 21 décembre 2010 - 10:47
I've had the same problem in a module that's 99% finished - I'd never noticed it when I used the same companions in my first adventure, but hopefully this is another bug squashed & I may just get it uploaded for christmas!
#16
Posté 21 décembre 2010 - 11:31
Yep - that was it - all companions earning XP fine now.
What a fab forum - never failed to get help yet - cheers folks!
What a fab forum - never failed to get help yet - cheers folks!





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