When an enemy casts dominate person on the companion in the campaign I am making, they turn hostile, but after the spell wears off, they are not returned to the group. I have a couple solutions and I wanted to see which one has the broadest appeal.
1) Make companion immune to dominate person.
2) Add a node the the companion's conversation the only fires when they are not in the party which adds the character back into the party.
3) Fix the scripting for dominate person so that the problem doesn't happen.
As a player, which of these do you feel would provide the best gaming experience?
Style question regarding dominate person
Débuté par
M. Rieder
, mars 13 2011 01:13
#1
Posté 13 mars 2011 - 01:13
#2
Posté 13 mars 2011 - 01:49
1. NOOOOOOO!!!!!!!
Did I mention I don't like 1?
Did I mention I don't like 1?
#3
Posté 13 mars 2011 - 10:58
Well option 3 is clearly the best, but if you can make option 2 work so that you can just click him once after he's been freed from the domination and he instantly rejoins the party (without a convo firing so you can do it while still in combat) it would be a decent workaround.
#4
Posté 13 mars 2011 - 11:19
2 seems best unless you can fix the spell.
#5
Posté 13 mars 2011 - 01:17
What others said. In order: 3, 2, 1.
#6
Posté 13 mars 2011 - 04:15
"1" is a big "nooo!" (quote: kamal_)
"2" should be used as a back up for 3.
"3" is the best answer and after you get it fixed, post how you did it. Then we will build a shrine to you and worship ypu like a god!
"2" should be used as a back up for 3.
"3" is the best answer and after you get it fixed, post how you did it. Then we will build a shrine to you and worship ypu like a god!
Modifié par Alupinu, 13 mars 2011 - 05:06 .
#7
Posté 13 mars 2011 - 04:41
The best thing, imo, would be to make the companion automatically rejoin the party after the effect wears off. Easier said than done, however.
You could make the effect work as a daze, as it does for players. It's lame, but it's what BioWare did.
Ideally dominate would work on PCs just as it does on NPCs, but it doesn't, and the engine can't really handle it, so you just have to work around that as best you can.
You could make the effect work as a daze, as it does for players. It's lame, but it's what BioWare did.
Ideally dominate would work on PCs just as it does on NPCs, but it doesn't, and the engine can't really handle it, so you just have to work around that as best you can.
#8
Posté 13 mars 2011 - 06:08
Okay, option 3 it is, 2 as a back up.
#9
Posté 13 mars 2011 - 06:56
This is really strange. Initially when dominate person was cast on my companion, my companion left the party and became hostile.
But now that I'm testing it, dominate person only has a daze effect.
Is the daze effect normally what happens to companions when they are dominated? I'm confused because the effect of the spell has changed, but I didn't mess with that part of the code.
But now that I'm testing it, dominate person only has a daze effect.
Is the daze effect normally what happens to companions when they are dominated? I'm confused because the effect of the spell has changed, but I didn't mess with that part of the code.
#10
Posté 13 mars 2011 - 07:00
Ahhhh ha HA! I figured out what happened! It wasn't dominate person at all, it was my modified version of charm person that was being cast on my companion! It behaved like dominate person because of the modifications I have made to charm person.
#11
Posté 13 mars 2011 - 07:04
Okay, I fixed the bug.
New question:
Should I fix the Dominate Person spell so that it actually makes the party member hostile instead of dazed? Does anyone really care about this very much? If so, I'll fix it for my campaign.
New question:
Should I fix the Dominate Person spell so that it actually makes the party member hostile instead of dazed? Does anyone really care about this very much? If so, I'll fix it for my campaign.
#12
Posté 13 mars 2011 - 07:49
If you think you can fix dominate spell then by all means do. Nothing throws a wrench into an encounter like having one of your own people turn on you. LOL
#13
Posté 13 mars 2011 - 08:53
The default is for dominate and charm spells to cause daze on party members. This is because the game isn't set up to handle them properly. In fact, I don't think the player can even be dominated properly (the effect can be applied, but it doesn't do much). I did some experimentation a while back, though (albeit mostly in NWN1), and you can charm players. Theoretically, you could use this to simulate domination manually. However, making it work on PCs is a big challenge. Making it work on party members, at least, would be easier and a great step (imo), though it begs the question why it doesn't affect the player.
#14
Posté 13 mars 2011 - 10:17
I was just wondering… Would you need to change the party members scripts from Companion back to creature? And if you wanted him to rejoin the party then obviously back again to Companion scripts?
@The Fred, good point about the player. You could script it so the player always made his save no matter what?
@The Fred, good point about the player. You could script it so the player always made his save no matter what?
Modifié par Alupinu, 13 mars 2011 - 10:20 .
#15
Posté 13 mars 2011 - 10:20
I can make dominate person work perfectly on Companions, I did it by accident! I think you could make it work on the PC by turning all the PC's companions to a faction which is hostile to PC and neutral toward hostiles. This will give the appearance of being dominated, though the PC will still be able to do what he/she wants. Maybe a faction change with the confusion effect would be better.
Thoughts?
Thoughts?
#16
Posté 13 mars 2011 - 10:20
By the way, Making the dominate effect more realistic is done by a temporary faction change. This is what I did to modify charm person, since the current charm person is not appropriate for my campaign.
#17
Posté 13 mars 2011 - 10:47
But then you would have to change the original encounters faction to that of the PC’s.
The question I’m wondering is ‘would you need to break up the party first?’ Seems like you would, to do it while the party is still formed would be very unnatural for the game engine and may even result in a crash, maybe?
Another thought is does the pc have his own faction? Almost seems like he should for the logic to make sense. If you could just change that then lovers would become haters and haters would become lovers.
The question I’m wondering is ‘would you need to break up the party first?’ Seems like you would, to do it while the party is still formed would be very unnatural for the game engine and may even result in a crash, maybe?
Another thought is does the pc have his own faction? Almost seems like he should for the logic to make sense. If you could just change that then lovers would become haters and haters would become lovers.
#18
Posté 14 mars 2011 - 01:38
The party breakup seems to work just fine. Putting it back together is something I have never messed with.
#19
Posté 14 mars 2011 - 10:18
Currently, PCs are dazed rather than be charmed or dominated.
Domination has, afaik, no actual effect on PCs.
Charm, however, does - it runs a special heartbeat on the PC just like it does on any other creature (and just like Confusion does). So, you could simulate domination by having a charm effect which makes the PC determine their combat round using the standard AI instead.
However, there are some issues with this.
Firstly, the player could, in NWN1 at least, still cancel their actions by clicking on them. In NWN2, it might be possible to work around this by hiding the action bar GUI.
Secondly, there are a whole host of faction issues to worry about. So, whilst I have contemplated using Charm effects to simulate possession by, say, an intelligent item etc (anything which might be loosely on your side, and so not require a faction change, or which would cause specific overridden behaviour), I've not really built up the courage to try and do a whole faction re-haul for general combat use, which is what I think you might need.
Domination has, afaik, no actual effect on PCs.
Charm, however, does - it runs a special heartbeat on the PC just like it does on any other creature (and just like Confusion does). So, you could simulate domination by having a charm effect which makes the PC determine their combat round using the standard AI instead.
However, there are some issues with this.
Firstly, the player could, in NWN1 at least, still cancel their actions by clicking on them. In NWN2, it might be possible to work around this by hiding the action bar GUI.
Secondly, there are a whole host of faction issues to worry about. So, whilst I have contemplated using Charm effects to simulate possession by, say, an intelligent item etc (anything which might be loosely on your side, and so not require a faction change, or which would cause specific overridden behaviour), I've not really built up the courage to try and do a whole faction re-haul for general combat use, which is what I think you might need.
#20
Posté 15 mars 2011 - 12:58
It does sound like a monumental undertaking. Too much for me with working on my campaign. It would be a nice little mod though.





Retour en haut







