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#1
Pompeii69

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I appreciate the willingness to help from folks here, and I apologize for what may perhaps be some pretty basic questions, but still...

1) The list of available characters upon the game start up?  How does one create a character that is available from that list, but is already a certain level?  For example, if I step through the character creation steps, then I end up with a level 1 character.  However, some of the characters already available there are of a different level.  How do I make available a higher level character from within that selection?

2) Encounters.  I get the gist of them, and have successfully placed one with a spawn point, and the encounter itelf is certainly marked as Hostile.  And yet the Drow Squad that spawns isn't hostile at all.  If they're marked as Hostile, shouldn't they be Hostile?

#2
kamal_

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1) Easiest explanation is that exported characters are the ones available to choose at startup. Create your character, and export it. Next time it will be available. There are several character creation modules on the Vault that will let you create and equip one (and often test them in combat as well).

2) Are the creature blueprints themselves hostile? I'm assuming you are not spawning the stock drow, which are hostile by default.

#3
Pompeii69

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When you say export it, do you mean export it from the toolset?

#4
The Fred

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In-game, there is an "export character" button. This lets you take a character from one module and play them in another. Exporting creates a file in your NWN2 directory for that character, which is what is read by that character selection screen.

#5
kamal_

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You can start a module as a player, level/equip the pc to your hearts content, and then select "export pc" from the menu. Assuming you don't want a ton of custom pc's for a player to choose from, this is the easiest.

It's technically not necessary to do it this way, but this is the easiest to understand. Exporting the player character creates a .bic file in the appropriate folder. Players of your adventure would need a copy of that .bic file.

#6
Pompeii69

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ok, thanx.

#7
Pompeii69

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kamal_ wrote...

2) Are the creature blueprints themselves hostile? I'm assuming you are not spawning the stock drow, which are hostile by default.


When I went to the Encounter blueprints, I chose Easy, then Drow Squad.  In the Encounters property window, it's set to Hostile, using the c_drow creature.  In my Area Content list, I choose the Encounter, right click and choose the properties.  In my blueprints area I look for Drow, find the c_drow creature, right click to choose properties, but it's FactionID is set to 4, not Hostile.  However, this properties window is read only, is doen't allow me to change anything.

Should I create a new blueprint based on the c_drow, then use that in the Encounter?

#8
Pompeii69

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deleted due to double post... sorry 'bout that

Modifié par Pompeii69, 25 juin 2011 - 05:01 .


#9
Pompeii69

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oops, sorry for the double post, the first one didn;t show up... thought I screwed it up

#10
Kaldor Silverwand

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You haven't modified the factions in the campaign have you? Sounds like the default hostile faction may be missing.

#11
Pompeii69

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Kaldor Silverwand wrote...

You haven't modified the factions in the campaign have you? Sounds like the default hostile faction may be missing.


No, not that I'm aware of.  I wouldn't even know how to go about that.  So I went to View->Factions, and Hostile is still listed, with 0 for Player, Commoner, Merchant, and Defender and with 100 in the column for Hostile.

#12
Pompeii69

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It would appear something very odd is going on... I deleted the encounter entirely from the area, dropped in a couple of individual drow creatures, copied from a blueprint and was sure to set their faction to Hostile. Saved, Baked, and went to run. The encounter still seemed to be in my area, and the two individual drows aren't showing up. Perhaps I should delete the area, perhaps even the module and try from scratch...

#13
PJ156

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Just a thought are they within eyesight of another non hostile creature. They will have a go at one an other in your absence which can lead to missing npc's.

#14
Pompeii69

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PJ156 wrote...

Just a thought are they within eyesight of another non hostile creature. They will have a go at one an other in your absence which can lead to missing npc's.


No, besides myself, they're the only two creatures... it's a very small area, for experimentation.  It's just an unlucky day today, nothing is really panning out for me...  :)

#15
Pompeii69

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I've deleted the module and started over, amd it's now behaving as I expect. Except for one thing, in the Encounter I have Active set to True, AutoReset to True, Spawn Once to False but it does not re-spawn anything if I re-enter it. What am I missing?

#16
_Knightmare_

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Did you kill off the creatures that spawned when you first entered the trigger? Don't think it will spawn any new critters until all the previous ones are dead/destroyed. Note that "destroyed" includes them not having a dead body laying there on the ground.

#17
Pompeii69

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_Knightmare_ wrote...

Did you kill off the creatures that spawned when you first entered the trigger? Don't think it will spawn any new critters until all the previous ones are dead/destroyed. Note that "destroyed" includes them not having a dead body laying there on the ground.


Yeah, I killed them, but their bodies were left.  SO I'll look into that.  Thanx again!

[EDIT]
I set it so the bodies decay, but the trigger (encounter) still doesn;t autoreset.

Modifié par Pompeii69, 25 juin 2011 - 09:26 .


#18
_Knightmare_

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Sorry, should have read previous posts more closely.

The reason for this is that the blueprint spawned from the trigger (c_drow) is of the Defender faction (faction #4). That's why they are not hostile. You will need to make a copy of the drow creature blueprint and change its faction to Hostile (faction #1). Then tell the trigger to use this other version instead of the default one (Creatures section of the Encounter Trigger properties). If you plan on using the same customized trigger more than once, you might consider making it into a blueprint as well.

As to the trigger being set to hostile, this has nothing to do with the resulting faction of the spawned creatures. Rather it determines what will set off the trigger itself. Triggers must be hostile towards the creature that sets it off. In this case, any trigger you want the player/PC to be able to set off should be marked Hostile. The other options come into play with things like traps (which are essentially just triggers with special scripts attached to them). Those traps set by the player become the Player Faction (faction #0). That makes it so that a player and party can move over their own traps without setting them off, but anything that the Player faction is hostile to - such as the Hostile faction - will set off the trigger/trap.

Hope that's not consufing to read/understand...

#19
Pompeii69

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_Knightmare_ wrote...

Sorry, should have read previous posts more closely.

The reason for this is that the blueprint spawned from the trigger (c_drow) is of the Defender faction (faction #4). That's why they are not hostile. You will need to make a copy of the drow creature blueprint and change its faction to Hostile (faction #1). Then tell the trigger to use this other version instead of the default one (Creatures section of the Encounter Trigger properties). If you plan on using the same customized trigger more than once, you might consider making it into a blueprint as well.

As to the trigger being set to hostile, this has nothing to do with the resulting faction of the spawned creatures. Rather it determines what will set off the trigger itself. Triggers must be hostile towards the creature that sets it off. In this case, any trigger you want the player/PC to be able to set off should be marked Hostile. The other options come into play with things like traps (which are essentially just triggers with special scripts attached to them). Those traps set by the player become the Player Faction (faction #0). That makes it so that a player and party can move over their own traps without setting them off, but anything that the Player faction is hostile to - such as the Hostile faction - will set off the trigger/trap.

Hope that's not consufing to read/understand...


Not too confusing, it's what I ended up doing.  Creating a new Drow from the blueprint, and changing it around including inventory (equipped weapons) and faction, and it works.  Except that it doesn;t AutoReset and spawn more.

#20
MasterChanger

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Pompeii69 wrote...

I've deleted the module and started over, amd it's now behaving as I expect. Except for one thing, in the Encounter I have Active set to True, AutoReset to True, Spawn Once to False but it does not re-spawn anything if I re-enter it. What am I missing?


Two more settings to adjust: Auto-reset Count should be -1 (if you want it to respawn infinitely) or some finite integer. By default this is set to 0. Auto-reset Delay determines how long after the encounter creatures are wiped up the new encounter may spawn (though it must still be re-triggered, meaning you must exit and re-enter the trigger). By default this is set to 60 (seconds).

#21
Pompeii69

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MasterChanger wrote...

Pompeii69 wrote...

I've deleted the module and started over, amd it's now behaving as I expect. Except for one thing, in the Encounter I have Active set to True, AutoReset to True, Spawn Once to False but it does not re-spawn anything if I re-enter it. What am I missing?


Two more settings to adjust: Auto-reset Count should be -1 (if you want it to respawn infinitely) or some finite integer. By default this is set to 0. Auto-reset Delay determines how long after the encounter creatures are wiped up the new encounter may spawn (though it must still be re-triggered, meaning you must exit and re-enter the trigger). By default this is set to 60 (seconds).


I didn't even think of the reset count... d'uh....  thanx

#22
Pompeii69

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One final question (final for now... lol)?

Is there anyway to start the module where the player doesn;t select a character, but it playes out with a predetermined character, and party?

#23
Kaldor Silverwand

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I haven't done this, but I know people have asked about it before, so you may find something about it using Google, probably in the remains of the old forums. However, I will respectfully repeat to you what I said to them, I advise against trying to force the player to play with the character you want. Chances are fewer people will want to play a module if they are hamstrung by the author. If you make your conversations generic or check for race then you can get by and leave choices like that to the player. Just offering my opinion as a player and a modder.

Regards

Modifié par Kaldor Silverwand, 26 juin 2011 - 02:19 .


#24
Pompeii69

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Kaldor Silverwand wrote...

I haven't done this, but I know people have asked about it before, so you may find something about it using Google, probably in the remains of the old forums. However, I will respectfully repeat to you what I said to them, I advise against trying to force the player to play with the character you want. Chances are fewer people will want to play a module if they are hamstrung by the author. If you make your conversations generic or check for race then you can get by and leave choices like that to the player. Just offering my opinion as a player and a modder.

Regards


Good advice, if it were a mod I was going to let others play, but that's not my intent at all.

#25
_Knightmare_

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You can't bypass the choosing the character screen (not in any reasonable way that I know of). If you are playing this yourself, just choose the PC you want to use. Otherwise, just ask the person playing it to choose the PC you provided a .bic file for.

If you launch the module through the toolset, it will automatically load the first character listed in your Local Vault folder (as listed alphabetically by file name in that folder). You can change the file name through Windows to make it listed first if you want, this will not change the PCs name in game.