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Basic Conversation Questions + (NPC Faction Change, Become Companion, etc)


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#1
WaffleHam

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(I'm not really sure if this stuff all actually counts as Scripting, if not please redirect me to where I should post these questions)

(Next Paragraph states my problem) Greetings one and all, back when I messed around with NWN1 I never really posted on the forums and I didn't really bother with NWN2's toolset because back then I couldn't figure out that I had to press the "Ctrl" key to move about the screen XD. Anyways recently I decided that I'll be moving into Game Design for sure. Now while I'm working my way there I've come back to the NWN2 Toolset and begun full-swing solo production of a pretty lengthy module... It was going quite well, with exemplorary guides, etc... for many simple and advanced features, but that essential middle ground I can't really find anything for. (First of all I got everything before SOZ but not SOZ itself)

Now here's where I need help. In Conversations I need a guide or example that actually SHOWS me where/how to use the "Conditions/Actions/Node" part of the Conversation Editor and what they're each used for. (I kinda understand Node but don't know diddly about the other two)

I also need to know how to setup a Simple Faction Change on the NPCs part, (I could only find really complicated stuff on this worded in ways I couldn't get for events that were stated quite awkwardly,) all I wanna do with that is 1-have someone change from Defender/Commoner to Hostile and 2-In a seperate conversation have someone switch from Commoner to Defender.

I also can't seem to figure out how to have someone become a Companion (or Henchman), I know its pretty simple but I haven't been able to find anything useful on it. (Also if I need to make a custom Conversation for when they are a Companion I'll need to know that as well.)

The Next thing I need to know is how to have the NPC 1-Give the player an object in Conversation (flowers, gold, etc...) and/or 2-Take items away from a player. (Such as if the PC were to give a beggar some coins.)

Then there's what I think should probably be an easy question to answer but I can't seem to find (is it possible I'm blind to what's useful to me?) How do I make Conversations, events, Creature Killing, Door Transitioning, etc... Leave a Journal Entry?

Then all I really need to know isn't so much Conversation-Based. (How do Quests work and where can I find some good tutorials on making them with the Toolset... Can non-SOZ use the Overland Map and if so how do I set that up?)

Modifié par WaffleHam, 30 octobre 2011 - 11:15 .


#2
kamal_

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If you'd like to see many common things in action, take a look at Kaldor Silverwand's Silverwand Sample Campaign. It was made for this purpose.
Silverwand Sample Campaign

In conversations, the conditional is just that. You add a script that checks for something, and if it returns true, that line of conversation will appear. There are many scripts built in, and nwn1 tools like Lilac Soul's script gen will allow you to swiftly write many more (nwn2 has functions and abilities nwn1 didn't, so you can do more). So if you wanted to have and npc say a line only if the pc is a cleric, you do that here.

Actions are also just that, scripts that do something. Whether it's give an item to the player, make a mapnote appear, or advance the journal.

You should check out the Toolset Notes nwvault.ign.com/View.php
or the Don't Panic Guide nwvault.ign.com/View.php

#3
bealzebub

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That's quite a handfull of questions. You can check the toolset notes for your action, condition, and node questions. as well as definitions of conversation scripts (ie- faction change, create object, ect.)

check the toolset manual for comapnion creation.

journal entries outside of a conversation require custom scripting.

I don't think you can use the overland map without SOZ.

#4
kamal_

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You can't use the overland map without SoZ. I suppose technically you could make your own somehow that didn't rely on SoZ functions, but best to just get SoZ, since you get so much other content as well, and don't have to reinvent a complex system.

#5
_Knightmare_

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kamal_ wrote...

You can't use the overland map without SoZ. I suppose technically you could make your own somehow that didn't rely on SoZ functions, but best to just get SoZ, since you get so much other content as well, and don't have to reinvent a complex system.


I thought the last patch added the OM ability to the game even if you didn't have SoZ. Perhaps it does not have all the placeables and scripts used for it, but you could make your own of find copies of them somewhere....

#6
WaffleHam

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Thank you all so very much for replying and showing me to where I need to be. I'll be taking a look over all the content you posted on the morrow and hopefully will find the answers I seek. Thank you all.

#7
PJ156

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Hello WaffleHam,

Good to see  new modder coming through. If you break you questions down I'm sure you will get some more specific answers here. 

In the meantime the links are great starting points.

Also; I learned by doing as Kamal_ suggests and looking at how other people do things by opening thier mods. Kaldor silverwands mod was built for this specificaly. You might also try Lowena by jezla, there is a lot going on in a very short module.

I took forever to work out how to add companions, eventually I looked at Pool of Radiance Remastered and initially took some insight from there.

PJ 

#8
Clyordes

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Hi there,
The Toolset Notes are definitely a great reference guide to a lot of the mass of content in the toolset that isn't covered in anywhere near as much depth in the 'official' guide.

Personally, I like to see examples of things so I can copy the way they've worked or at least the principles - no point in reinventing the wheel, eh? I've not seen much of Kaldor's mod, although I've heard many great things about it. From the list of things you mention, most, if not all are implemented in the Reptile God adventure in my sig - see below. When you open it in the toolset, see especially the conversation of Baron Hochoch & possibly Ramne for examples of conditionals, actions, etc.
Also - for companion scripts, see the Purple Sloop for the companions themselves (check their scripts in properties) & their conversations for the adding companions & recall on dismissal scripts.

And keep posting questions if its not clear :-)

Cly.

#9
Kaldor Silverwand

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The sorts of things you are describing are features that most campaigns need. I wrote my Silverwand Sample Campaign based on what I learned with the toolset and tried to keep it very simple and straight forward so that new modders would be able to open the areas and see how things can be done without having to do a lot of analysis. If you open up some of the OC areas in the toolset you will see that even the smallest of areas can be jam-packed with a staggering number of waypoints, Ipoints, and triggers, making it very difficult to determine what is needed for basic functions. The Silverwand Sample campaign areas are intentionally simple to avoid causing toolset-migraines.

One thing to keep in mind is that I wrote the Silverwand Sample Campaign before SoZ was released, so it does not demonstrate the overland map, the party editor, and the party conversation features introduced with SoZ.

Regards

#10
The Fred

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_Knightmare_ wrote...
I thought the last patch added the OM ability to the game even if you didn't have SoZ. Perhaps it does not have all the placeables and scripts used for it, but you could make your own of find copies of them somewhere....

You can flag areas as OMs, etc, but I don't think they function properly. You don't have any of the GUI stuff either, I don't think.