I am working on a NWN2 module and am curious if there is any way I can force the player to be a character that I have designed. That is, I want it to essentially skip the Create Character / Choose Character screen and want the game to immediately launch after choosing to play the module.
How to force player to use certain character?
Débuté par
Dustblooded
, août 09 2011 04:29
#1
Posté 09 août 2011 - 04:29
#2
Posté 09 août 2011 - 04:48
I'm not aware of any, although you can run an on-load script to see if the player chose the pre-generated character, then exit if they haven't. I wonder though, does the character generation process use XML interfaces? Perhaps there is a way to modify those for a specific module so as to force the selection?
#3
Posté 09 août 2011 - 04:59
You can't just launch without the character screen, you can detect whether they are using the character you want and quit if they're not. By far the easiest thing to do is just provide the character and ask players to use it and say any other characters are not supported. (eg: tell people the story assumes you are a male LG fire genasi monk named Ted Burningfeet).
#4
Posté 09 août 2011 - 05:00
I am not sure where one could alter those. It could be a lead though.
#5
Posté 09 août 2011 - 05:05
That sounds like a decent workaround, Kamal. Forgive me, but I am relatively new to the toolset. Would I provide that text before/during the character selection, and if so, how? I was not aware I could edit things before the actual module was launched.
#6
Posté 09 août 2011 - 05:23
You would script it into the pcloaded event of your module, and i would say the best idea is to pop up a dialog saying this is not the correct character they are using and the module does not support the character chosen.
I would not kick the player out, it could be the 4th time they played your module, and some folks don't care about balance or anything else. Sometimes they just want to mess around and see what happens, as long as they know the module does not support what they are doing, the issue is entirely on them.
Even though you could spend some time and make the specific character being required as part of the plot, and make the npc's attack or ignore any other character as well. Or make them watch powerless as the real character cannot be found and the forces of evil overtake the town, perhaps even showing a movie showing the devestation. Or just have all the townspeople running around franticly.
This sort of thing would be more of an easter egg, only a few would find, but it would also make it clear you made a one character module without telling folks OOC, and be something quite a few would remember.
I would not kick the player out, it could be the 4th time they played your module, and some folks don't care about balance or anything else. Sometimes they just want to mess around and see what happens, as long as they know the module does not support what they are doing, the issue is entirely on them.
Even though you could spend some time and make the specific character being required as part of the plot, and make the npc's attack or ignore any other character as well. Or make them watch powerless as the real character cannot be found and the forces of evil overtake the town, perhaps even showing a movie showing the devestation. Or just have all the townspeople running around franticly.
This sort of thing would be more of an easter egg, only a few would find, but it would also make it clear you made a one character module without telling folks OOC, and be something quite a few would remember.
Modifié par painofdungeoneternal, 09 août 2011 - 05:25 .
#7
Posté 09 août 2011 - 05:34
Thanks for the detailed reply. That sounds very much along the lines of how I like to make games. I'm not afraid to let the player die or mess things up, and it could result in some very fun scenes, both to craft and to discover in play.
#8
Posté 11 août 2011 - 07:43
I wonder if it would make sense to detect whether the player is using the prerequisite character, then, if not, provide that character as a companion? That way you can at least build in the plot dependencies on that character and know that the player can get them to work when the companion is accompanying the PC. In a sense, the player will be running a side kick.





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