I have created a campaign with one module in it. I am using the party editor which requires it to be a campaign. I put all the journal entries in the campaign not the module. However, when I test for a quest stage by using the journal entry # it doesn't test correctly. The onlt thing I can think of is that the journal should have been in the module, but that doesn't seem to make sense. The journal is updating properly.
Specifically when I speak with an NPC or a potential companion I test the journel entry to elicit the right response, but it keeps ignoring the entry and defaulting to no entry.
Any ideas?
Campaigns and Journey Entries
Débuté par
JonnieRS
, avril 22 2013 04:08
#1
Posté 22 avril 2013 - 04:08
#2
Posté 22 avril 2013 - 04:29
You're correct that the journal should be on the campaign, not on the module.
My first question is to ask how you're setting the journal entry.
(Incidentally, reading your question has helped me solve a journal check related NPC problem I was having.)
My first question is to ask how you're setting the journal entry.
(Incidentally, reading your question has helped me solve a journal check related NPC problem I was having.)
#3
Posté 22 avril 2013 - 05:28
I set the journal with the statement
ga_journal quest tag entry #.
It seemed to work because my journal was undated after I did that.
ga_journal quest tag entry #.
It seemed to work because my journal was undated after I did that.
#4
Posté 22 avril 2013 - 05:52
As far as I can tell, with no other parameters, what you specify there will set the journal only on the current PC Speaker, which may return inconsistent results if you speak with more than one party member. Try setting the parameter bAllPartyMembers to TRUE. When you call the function via script, it defaults to true, but if you're doing it through the conversation script, it defaults to false.
Also, you'll get unpredictable results if you use the ga_ version outside of a conversation.
Also, you'll get unpredictable results if you use the ga_ version outside of a conversation.
Modifié par Tchos, 22 avril 2013 - 05:53 .
#5
Posté 22 avril 2013 - 04:16
It appears that it is only set on the speaker and not the other players but there isa a problem with "ga_journal". There are five parameters to set but it does not let you 2 of them,.
"// ga_journal(string sCategoryTag, int nEntryID, int bAllPartyMembers, int bAllPlayers, int bAllowOverrideHigher)
/*"
And it will only let you set bAllPartyMembers to 1, there is no way to set int bAllPlayers to 1 for instance.
"// ga_journal(string sCategoryTag, int nEntryID, int bAllPartyMembers, int bAllPlayers, int bAllowOverrideHigher)
/*"
And it will only let you set bAllPartyMembers to 1, there is no way to set int bAllPlayers to 1 for instance.
Modifié par JonnieRS, 22 avril 2013 - 04:19 .
#6
Posté 22 avril 2013 - 05:11
I fixed the problem of chnaging the parameters, I had to rearrange the screen to see the other parameters and I chnaged them, but there was no change in other players who still don't recognize the journal setting.
I would prefer to use variables to signal the quest stage if I could script better. I would just increment a quest variable and test on that vaiable. I would need a basic script to set the variable and then one to test the variable against current values. I thought I could name the variable Iquest and increment by 10 for each major quest stage. It would be very complicated I don't think. Then I use >, >=, etc to test the quest stage.
How do you keep track of quests?
I would prefer to use variables to signal the quest stage if I could script better. I would just increment a quest variable and test on that vaiable. I would need a basic script to set the variable and then one to test the variable against current values. I thought I could name the variable Iquest and increment by 10 for each major quest stage. It would be very complicated I don't think. Then I use >, >=, etc to test the quest stage.
How do you keep track of quests?
#7
Posté 22 avril 2013 - 05:52
I use ga_journal, but I make sure the bAllPartyMembers parameter is true (ie set to 1).
#8
Posté 22 avril 2013 - 05:59
I use the journal wherever possible, since I've found it reliable and convenient, so I'd continue trying to find the problem here. This guide argues the advantages of using the journal for that purpose.
If you want to try using local variables instead, you can try using ga_local_int in a conversation to set your Iquest on the player, for instance. That's essentially what the journal itself is anyway.
The next thing I'd check is to make sure that the tag is identical in both the action that sets the journal stage, and in the conditional that checks it. Also, are you putting just a number into the field to check the stage, or are you using <, <=, etc.? According to this thread, only <, >, =, and ! are used.
There's also another way of setting the journal than using ga_journal, using the conversation's node tab (under "quest") which might be more convenient since you can just pick the quest stage from a list instead of typing it in manually.
If you want to try using local variables instead, you can try using ga_local_int in a conversation to set your Iquest on the player, for instance. That's essentially what the journal itself is anyway.
The next thing I'd check is to make sure that the tag is identical in both the action that sets the journal stage, and in the conditional that checks it. Also, are you putting just a number into the field to check the stage, or are you using <, <=, etc.? According to this thread, only <, >, =, and ! are used.
There's also another way of setting the journal than using ga_journal, using the conversation's node tab (under "quest") which might be more convenient since you can just pick the quest stage from a list instead of typing it in manually.
#9
Posté 22 avril 2013 - 09:07
What's really frustrating here is that I used the journal in other mods and its worked perfectly. I must have something wrong which I will find eventually. I agree with Kamal and Tchos that ja_journal works well and it seems to be working now. When I use the conditional ga_journal_entry is where I am having the problem. It seems so simple but I must be doing something wrong. I will post you back when I find the solution.
#10
Posté 22 avril 2013 - 10:20
I noticed that all the converstaion with the potentail companions are not classified as campaign conversations. These convo's are where I am testing for the journal entry. Does that make any difference?
#11
Posté 22 avril 2013 - 11:23
No, in a campaign with only a single module, it doesn't make a difference. You can freely mix and match campaign conversations and module conversations. If you had two modules, and the conversation was in one of the modules, then you wouldn't be able to fire that conversation at all from the other module unless it was a campaign conversation, that's all.
#12
Posté 22 avril 2013 - 11:49
I loaded up a partially compeleted mod in which this all works perfectly. I haven't been able to find a difference betrween the mods as yet. The party editor works like it should and so does everthing else but the condition ga_journal_entry.
#13
Posté 22 avril 2013 - 11:58
If you are using a conversation, is it not easier (and more stable) to set the Quest condition column as opposed to using an Action?
#14
Posté 23 avril 2013 - 03:11
Is this the only conversation journal check that doesn't work in the problem module? Do no journal checks work there?
BTW, the conditional version of the script is gc_ (C for Condition, or Check), not ga_ (A for Action).
BTW, the conditional version of the script is gc_ (C for Condition, or Check), not ga_ (A for Action).
#15
Posté 23 avril 2013 - 03:13
I solved the problem. Actually I am ashamed to say I always tag my quests with lower case letters and I accidently put a capital letter in the middle of a tag. I must have looked at spelling 10 times. The type used in NWN2 Builder makes it difficult to spot errors sometimes.
I have plenty of stories written that would make great mods, I just wish I had the technical talent to make more professional looking mods. I need a partner.
I have plenty of stories written that would make great mods, I just wish I had the technical talent to make more professional looking mods. I need a partner.
#16
Posté 23 avril 2013 - 03:41
Some of the fonts can be changed under View>Options (Conversations, Journal, Script), but not in all parts of it.





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