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Force pre-generated character(s)?


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7 réponses à ce sujet

#1
CPK87

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First of all, sorry for all the questions - I hope I'm not spamming too much!

My next question is about forcing the player to use a specific character in a specific mod.  I did some looking around before posting this and found http://social.biowar...-8071799-1.html but that was over a couple of years ago, so I wanted to see if there were any updates on the matter.  

Basically, my mod requires the player to start with 3 specific characters, for story and gameplay purposes (mostly gameplay).  Are there any ways to assign a pre-generated main character along with a party at the beginning of the module, or is that still not really supported?

#2
Guest_Iveforgotmypassword_*

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I don't think forcing characters on people will be supported that much by players although personally I couldn't care less. What you could do to keep everyone happy is make the characters you want, export them and take their files from the "local vault" folder. Then include the files with the module and warn people that they should be used and any deviation will be at their peril then they can't complain and it's not too much work by you.

#3
andysks

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May I ask what your purposes exactly are? You could always direct the player on a documentation, which makes everything easier. For example, on Shaper of Dreams they tell you what last name you should pick, and that if you don't pick this one the story might not make sense sometimes. So, if the player doesn't make the character as you want him to, he'll have a bad beginning and probably restart, this time with the correct character. There's only so much we can control, some things we should leave to the player. If they want a good experience, they should follow the documentation.

#4
CPK87

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I understand why in most cases the player should be able to play who they want, but the core mechanic of my mod (crafting) requires the main character to be an armorsmith of a certain level, since there is no level progression at all (progression happens through item creation). I can go into more detail about my plans for the mod if you'd like - essentially, I'm not going for a traditional NWN2 campaign/quest, but rather attempting to put a unique spin on the gameplay. Because the characters need to have much higher crafting levels than their combat levels would realistically allow, I'll also have plot items attached to them that increase their crafting skills by the necessary amount. Without armorsmithing, the player won't be able to progress defensively.

In any case, what you guys suggest should be a suitable alternative, even if not ideal. I was just wondering if it were a more popular desire by modders and people had found a way to control it, but it's not a game-breaker by any means. Thanks for the info.

#5
Loki_999

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Put a big warning in the documentation and also in-game at the start of the module. Big disclaimer that using a non-suitable character (specify requirements) will mean the module is not possible to complete.

Put a check on the first area to not allow them to exit unless they have the required levels/skills/etc.

Grant XP at the start if necessary to get the required levels for the module.

#6
Alphapan

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I am also curious about forcing pre-generated characters. I will be interested in seeing how the OPs mod progresses.  

I am wondering if having a point where a loaded character turns into my premade character is possible. I would not overwrite anything, just change which character the PC controls and revert back later in the story. I am curious what function might help me achieve this. Also if this function could happen at load that might add to the OPs options Thanks.



#7
Morbane

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Also if this function could happen at load that might add to the OPs options Thanks.

the game does not allow for scripts to run prior to entering an area.

 

but i was thinking along those lines and knowing this had been tried before and abandoned - there would need to be an autosave & exit capacity. then you might be able to swap the chosen char for one available in your module, save and exit whilst giving the player a message box explaining the exit (in some story relevant way)

 

google or forum search for SetGender() function - this will explain my direction of a force exit game.



#8
rjshae

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Would it be possible to:

  1. Create a unique history feat for the protagonist
  2. Assign that feat to the pre-generated character and save the result to the .bic file
  3. Run a script at startup that checks if the player's character has the feat

That would make it a little challenging to try and work around. The feat text might describe the character background, &c.