Does anyone happen to know of an easy method to remove the restriction of 1 teamwork benefit per every 3 levels in the SOZ adventurer's guild?
Perhaps a script to edit or something similar?
thanks
Removing the Level Restrictions (SOZ Adventurer's Guild)
Débuté par
sapientCrow
, nov. 30 2013 05:53
#1
Posté 30 novembre 2013 - 05:53
#2
Posté 01 décembre 2013 - 01:39
It's probly handled by the NPC who grants each feat. Check their conversations... if so, you can make a copy of their convo to Override and edit it as ye wish,
#3
Posté 01 décembre 2013 - 05:31
I figured it would be as easy as that so I went in and checked.
Under conditions I find m_c_training_allowed()
I removed that condition entirely and it still returns you are not experienced enough to train.
Under conditions I find m_c_training_allowed()
I removed that condition entirely and it still returns you are not experienced enough to train.
#4
Posté 01 décembre 2013 - 06:04
hm, seem to have found a glitch in the dialog: GroupTrance checks "m_c_tw_trance(100)" for the first improvement, then checks an apparently nonexistent script 'm_c_trance_prereq(200)' for the second; I think it should be "m_c_tw_trance(200)"
but anyway,
if you removed the conditional script "m_c_training_allowed()" then the node is always going to appear and break the fallthrough to "Which one?" You need to edit that script ( a copy in Override ) to always return false, but in the dialog itself leave the script in place as a Condition
but anyway,
if you removed the conditional script "m_c_training_allowed()" then the node is always going to appear and break the fallthrough to "Which one?" You need to edit that script ( a copy in Override ) to always return false, but in the dialog itself leave the script in place as a Condition
#5
Posté 01 décembre 2013 - 06:23
yah something is wrong with daerred as you can sneak around in the conversation if you do a never mind I want to train as well.
my problem now is trying to find the script that has that in it. I can not find any more information on what script it is referencing in the toolset.
Is it possibly hard coded? I did find a global variable that might fix it and that is the 00_nFeatsTrained. that is set to 5. If I set that to 0 it should register as me having another 5 available. I would rather figure out what the script check is though and remove it. Do you think if I set that gloabl to 0 it would cause isssues if I already actually had the 5 feats?
Or how about putting a global check in place of the m_c_training_allowed() and just adding that global to the saves xml?
my problem now is trying to find the script that has that in it. I can not find any more information on what script it is referencing in the toolset.
Is it possibly hard coded? I did find a global variable that might fix it and that is the 00_nFeatsTrained. that is set to 5. If I set that to 0 it should register as me having another 5 available. I would rather figure out what the script check is though and remove it. Do you think if I set that gloabl to 0 it would cause isssues if I already actually had the 5 feats?
Or how about putting a global check in place of the m_c_training_allowed() and just adding that global to the saves xml?
Modifié par sapientCrow, 01 décembre 2013 - 07:02 .
#6
Posté 01 décembre 2013 - 07:13
i wouldn't screw around with the globals; you can do it that way but it sounds like you just want a change to the dialog.
If i'm following you, you have to make the node on which 'm_c_training_allowed()' appears... to not appear. Hence resulting in a 'fallthrough' to a node you want...
if you look at the script:
see how it's returning FALSE or TRUE depending on your globals? Leave the globals alone (they're used elsewhere..) and Simply comment some lines so it always returns FALSE:
If i'm following you, you have to make the node on which 'm_c_training_allowed()' appears... to not appear. Hence resulting in a 'fallthrough' to a node you want...
if you look at the script:
int StartingConditional()
{
int nFeatsAllowed = GetGlobalInt("00_nTWFeatsAllowed");
int nFeatsTrained = GetGlobalInt("00_nFeatsTrained");
if (nFeatsTrained < nFeatsAllowed)
return FALSE;
return TRUE;
}see how it's returning FALSE or TRUE depending on your globals? Leave the globals alone (they're used elsewhere..) and Simply comment some lines so it always returns FALSE:
int StartingConditional()
{
//int nFeatsAllowed = GetGlobalInt("00_nTWFeatsAllowed");
//int nFeatsTrained = GetGlobalInt("00_nFeatsTrained");
//if (nFeatsTrained < nFeatsAllowed)
return FALSE;
//return TRUE;
}
#7
Posté 01 décembre 2013 - 07:40
Ok cool deal.
I had an issue where I could not refresh and get that script to show up because I was simply opening the copied dlg file. It was not finding the script. I now opened the module again and found the script in the temp folder. Is the script only created within the dlg file or is it somewhere else? I could not find it in campaigns or the scripts rar. It only shows if the module is open.
I had an issue where I could not refresh and get that script to show up because I was simply opening the copied dlg file. It was not finding the script. I now opened the module again and found the script in the temp folder. Is the script only created within the dlg file or is it somewhere else? I could not find it in campaigns or the scripts rar. It only shows if the module is open.
#8
Posté 01 décembre 2013 - 07:58
It's a module or campaign script. It's not stored in a place where it's available to edit from outside the module.
Also, if you just need a fallthrough, instead of editing the script, you could just remove it and put the gc_false script as a condition, whose only purpose is to return FALSE.
Also, if you just need a fallthrough, instead of editing the script, you could just remove it and put the gc_false script as a condition, whose only purpose is to return FALSE.
#9
Posté 01 décembre 2013 - 08:35
ok cool.
I altered the script and it works for 3 of them but not daerred which is really odd because it calls the same script. I have to get at the option by choosing his never mind dialog which has no check.
another one of those bizarre mysteries of nwn2 I think.
I altered the script and it works for 3 of them but not daerred which is really odd because it calls the same script. I have to get at the option by choosing his never mind dialog which has no check.
another one of those bizarre mysteries of nwn2 I think.





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