What I'm trying to do is have an area where the PC will have to be stealthy and sneak around a house full of "hostiles" to find out some information. He/she enters in the basement where nobody is and then goes upstairs to look around.
Problem is I don't really want the two companions to follow as it will turn into a fight as neither are stealthy and one's a caster who will start letting off spells at the first sign of trouble ( she's done it before but a stay put in a corridor worked as it was only on one level ). So how could I get them to stay out of the way in the basement without having to split the party and have them re joining ?
Because this area has stairs linking levels together even if you tell the companions to stay where they are/puppet mode them they will follow after a door up/down is used. I thought not checking the party transition box on the doors would do it but they still follow. Jumping them outside has the same result as they rejoin after a new part of the area is entered.
Is there a way to make an area with stairs all linked without transitions and not looking awful ?
It will be possible to fight everybody but I'm going to put a script on the baddies so it will count how many die and xp will be rewarded for the least ammount of casualties.
Thank you..
Any Suggestons re. Stealthy Area.
Débuté par
Guest_Iveforgotmypassword_*
, oct. 09 2012 11:14
#1
Guest_Iveforgotmypassword_*
Posté 09 octobre 2012 - 11:14
Guest_Iveforgotmypassword_*
#2
Posté 09 octobre 2012 - 11:40
creative but very complex - my first thought is a feat - but knowing engine intrinsics that might not be "economical" for party play.
I have been toying around with an isolation script that keeps companions out of an encounter but so far it hasnt been promising with reasonable effort vs outcome.
have you ever seen something similar? it might be possible? but again that is a first thought. maybe incorporating some sort of gui?
I have been toying around with an isolation script that keeps companions out of an encounter but so far it hasnt been promising with reasonable effort vs outcome.
have you ever seen something similar? it might be possible? but again that is a first thought. maybe incorporating some sort of gui?
#3
Posté 09 octobre 2012 - 01:39
It sounds a lot like the thief questline in Baldur's Gate 1. You had to leave the rest of your party behind. But I don't recall if it actually forced the rest of your party out or if it just suspended them somehow.
One solution could be to lock them in a room by spawning a collision box in the doorway with dynamic collision, and then destroying it when you're ready for them to rejoin you. But yes, any transition will jump them next to you. And as long as they're in the party, if you save and reload, they'll appear next to you.
Why don't you want to remove them from the party but keep them in the roster?
One solution could be to lock them in a room by spawning a collision box in the doorway with dynamic collision, and then destroying it when you're ready for them to rejoin you. But yes, any transition will jump them next to you. And as long as they're in the party, if you save and reload, they'll appear next to you.
Why don't you want to remove them from the party but keep them in the roster?
#4
Posté 09 octobre 2012 - 02:40
A custom script on a door that only jumps the user should be enough to keep the party separated.
#5
Guest_Iveforgotmypassword_*
Posté 09 octobre 2012 - 02:55
Guest_Iveforgotmypassword_*
Morbane.. It all sounds rather complicated I'd be alright if it wasn't for the transitions and now as Tchos pointed out a reload will mess it up too.
Tchos.. I've actually used the trapping companions thing to my advantage quite a few times during romantic moments when it's all over all I do is open the locked and plotted door from the other companion's room and they appear. Or if it's upstairs I don't even bother as they turn up when the other two go down.
I didn't really want to remove them from the party as I'm a bit worried about them rejoining and losing skills/spells ( is there a way to avoid this ?) Or the player forgetting them ( they have been a permanent feature ) and destroying what comes next without me jumping in with reminders to go back and get them if they forgot.
Ideas I've thought of are..
Jump them into a cell from every transition ( reload will destroy it though ), have them removed from the party then magically appear and start a "let's join and get the hell out of here" conversation when the deed in the house has been done or changing it all into a kill everybody and run away before anybody notices area ( but I'd rather not ).
Tchos.. I've actually used the trapping companions thing to my advantage quite a few times during romantic moments when it's all over all I do is open the locked and plotted door from the other companion's room and they appear. Or if it's upstairs I don't even bother as they turn up when the other two go down.
I didn't really want to remove them from the party as I'm a bit worried about them rejoining and losing skills/spells ( is there a way to avoid this ?) Or the player forgetting them ( they have been a permanent feature ) and destroying what comes next without me jumping in with reminders to go back and get them if they forgot.
Ideas I've thought of are..
Jump them into a cell from every transition ( reload will destroy it though ), have them removed from the party then magically appear and start a "let's join and get the hell out of here" conversation when the deed in the house has been done or changing it all into a kill everybody and run away before anybody notices area ( but I'd rather not ).
#6
Guest_Iveforgotmypassword_*
Posté 09 octobre 2012 - 04:13
Guest_Iveforgotmypassword_*
Lugaid of the Red Stripes.. Sorry I missed your post it must've come just as I did mine. I had been hoping that the party transition box did that but it doesn't. I think I can use a script that I normally put on area transitions with journal conditions and just delete the journal stuff and the get next faction member part. I'm going to investigate possibilities but it seems it's all a bit more complicated than I thought.
#7
Posté 09 octobre 2012 - 07:26
There is no risk removing companions from the party. They’ll come back at the exact same state they were and will be granted the XP earned by the PC since they left.
They should preferably be :
- Set as CampaignNPC (it may work if not, but I can’t guarantee, you may have to save their state explicitly). As CampaignNPC, it’s done automatically for you.
- Despawned after being removed from the party, especially if the PC enters a new area
and even more if he enters a new module.
Use ga_roster_member_party_remove_all(1, 1) to remove and despawn them
To recall them use a custom script using the function AddRosterMemberToParty or from a conversation the standard script ga_roster_party_add.
I did some stairs linking (mainly for two special towns in 16 Cygni). Although a bit tedious to do, it works rather well with wood balconies.
They should preferably be :
- Set as CampaignNPC (it may work if not, but I can’t guarantee, you may have to save their state explicitly). As CampaignNPC, it’s done automatically for you.
- Despawned after being removed from the party, especially if the PC enters a new area
and even more if he enters a new module.
Use ga_roster_member_party_remove_all(1, 1) to remove and despawn them
To recall them use a custom script using the function AddRosterMemberToParty or from a conversation the standard script ga_roster_party_add.
I did some stairs linking (mainly for two special towns in 16 Cygni). Although a bit tedious to do, it works rather well with wood balconies.
Modifié par Claudius33, 09 octobre 2012 - 07:30 .
#8
Guest_Iveforgotmypassword_*
Posté 09 octobre 2012 - 10:04
Guest_Iveforgotmypassword_*
Claudiuss33.. Thank you that's good to know and made me more confident in their removal. I've tried removing them during a conversation ( they disappeared straight away without the despawn part ) and bringing them back whilst chatting with somebody else and they returned fully dressed with xp and skills but I still wasn't sure as I've never done this before and thought they had to have somewhere to go to be collected. The last companion to leave during my modules fell victim to a ga_destroy and returned later but different but that was part of the plan.
I don't know if they're campaign npc's but they have been around for quite a few mods and I just used ga_roster_add_object, ga_roster_selectable,ga_roster_party_add and ga_reset_level when they joined from conversations ( campaign ) they held.
It's not subtle and is going to involve a quick see you later ending to a conversation in the basement and the PC talking to a rat (not literally it'll just own the conversation ) to get them back but that's definitely preferable to madam sorceress letting off fireballs and missile storms while the player does his/her best to hide !
ps.. Good idea with the balconies and stairs..
I don't know if they're campaign npc's but they have been around for quite a few mods and I just used ga_roster_add_object, ga_roster_selectable,ga_roster_party_add and ga_reset_level when they joined from conversations ( campaign ) they held.
It's not subtle and is going to involve a quick see you later ending to a conversation in the basement and the PC talking to a rat (not literally it'll just own the conversation ) to get them back but that's definitely preferable to madam sorceress letting off fireballs and missile storms while the player does his/her best to hide !
ps.. Good idea with the balconies and stairs..
#9
Posté 09 octobre 2012 - 10:44
ga_roster_campaignnpc flags a companion as a CampaignNPC.
As for the play with wood balconies, these two shots gives an idea of what is possible to do with a bit of rescaling.
nwvault.ign.com/fms/Image.php
nwvault.ign.com/fms/Image.php
As for the play with wood balconies, these two shots gives an idea of what is possible to do with a bit of rescaling.
nwvault.ign.com/fms/Image.php
nwvault.ign.com/fms/Image.php
Modifié par Claudius33, 09 octobre 2012 - 10:45 .
#10
Guest_Iveforgotmypassword_*
Posté 10 octobre 2012 - 07:40
Guest_Iveforgotmypassword_*
Wow I like those shots I think I'm going to have to pay more attention to the balconies part of the placeables in the future.
As for my troublesome companions i'll be adding the campaign part to their joining conversations.. Thank you..
As for my troublesome companions i'll be adding the campaign part to their joining conversations.. Thank you..





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