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Key Ring?


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10 réponses à ce sujet

#1
ColorsFade

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 I followed the very helpful Toolset Guide on How To Make A Key. It worked fine for making the kay and making the key work with the doors I intended. So far, so good. 

However, a couple of questions: 

First, I thought keys in the OC were invisbile - meaning they were placed on an invisible keyring somewhere. Myabe I remembered wrong. This key I created shows up in my inventory. I don't really want that because the player could destroy/drop/sell the key before they use it (not likely, but I'm trying to prevent dumb things from happening). 

So, I thought maybe if I set the key as a Plot item, it wouldn't be droppable. But it still is. Once the quest giver gives the key to my character, I can immediately drop it. 

I noticed on the blueprint for the key I created there's a "Container Preference" property. So, I set it to Key Ring thinking it would end up on my invisible key ring. Not so, it still shows up in my inventory. 

What am I doing wrong? Does the key ring not exist? Does marking the item as Plot not work as I thought? 

Also, I have removed the item from the NPC, saved, then make the Plot/Preferred Container changes and put it back on the NPC. Still doesn't behave as I expect it to. 

Either my expectations are wrong, or something is amiss. 

#2
Dann-J

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There is no 'key ring' in NWN2. Keys remain as individual inventory items.

The 'plot' flag prevents you from selling the key, but it's the 'cursed' flag that prevents you from dropping or transfering it. You have to activate the 'cursed' property via script after the player picks the key up though, otherwise you can't pick it up at all.

If you are spawning the key into the player's inventory via a conversation (rather than having the player find it and pick it up), then the key blueprint can start out with the 'cursed' flag enabled.

#3
Tchos

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Just be sure you actually remove the key from the player when they use it, if you're going to forbid the player from getting rid of it on their own. For keys, I wouldn't do any settings like that, since they have obvious use, whereas for other quest items that may not be obviously useful, it might be worth doing.

#4
ColorsFade

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Okay, thanks guys. I remembered keys wrong then.

I have it now so that the quest giver takes the key back when the player completes the quest. I can live with the key being droppable.

#5
Tchos

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You can just set the door or chest to remove the key on use, if there's no further use for it after opening the object. It's in the properties for the locked object.

Modifié par Tchos, 25 février 2013 - 01:43 .


#6
ColorsFade

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Yeah, but it's used for two buildings Tchos. I could create two keys, of course. I'll have to think about it.

#7
Morbane

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isnt there a 'droppable' flag?

nvm - for creatures' items after they diee

:innocent:

Modifié par Morbane, 25 février 2013 - 07:45 .


#8
Guest_Iveforgotmypassword_*

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You could also scrap the key and just open the door when the quest is given. Give the door a tag and just use the default open door script in the conversations. You can even open two doors at once if they have different tags.

#9
kamal_

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http://nwvault.ign.c....Detail&id=3600
Many scripts transfer without problem from nwn1 to nwn2.

#10
ColorsFade

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Thanks kamel_

I did see that keyring. I am considering it.

@Iveforgotmypassword: Well, keys are something that are going to come up, so I had to learn how to make one, plus it has the advantage of being more "realistic' (I hate that word when we're talking about a world filled with magic and such, haha). I think it just makes sense to have the quest giver hand the hero a key, have them use it, and then return it. My only concern was having the player drop or sell the key after they acquired it.

I think the way I have it setup will work and I'm happy enough with it. But the addition of a Keyring might be a nice extra piece to the puzzle.

#11
Dann-J

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You could try creating a container object, giving it a key ring icon, and setting it to automatically swallow anything you pick up that has a certain base item type. The bounty satchel and recipe books in SoZ behaved like that.

I'm not sure whether there is a specific base item type just for keys though. I also haven't tested whether doors can detect the presence of a key in your inventory if it's inside a container.