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Non attackable attackable npcs?


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15 réponses à ce sujet

#1
Kossith123

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Yay another thread by Kossith :D

 

So after testing in a "test module", I tried attacking npcs which were neutral to me, and they would attack back with the onphysicalattack script.

 

So I went to import this into my current module, and for some reason, my neutral npcs dont have the attack option. All the settings are the same (including pvp settings) and I just don't get the option..

 

Anyone have any idea on why the attack option on neutral npcs have gone?



#2
Jezla

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Check the faction settings.  If the faction is friendly to the PC, you cannot attack.



#3
Kossith123

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They're at 50% which is neutral, which has always been giving me the option to attack.



#4
Jezla

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Is it a custom faction or one of the base factions?



#5
Tchos

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Are you using a campaign?  Check your campaign settings for the setting "PlayersCanAttackNeutrals".



#6
Kossith123

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Not a campaign.

 

I have tried the base factions and my original custom faction, and the option to attack is gone completely.



#7
kevL

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my advice? Use a campaign, even for a single module.



#8
Kossith123

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http://puu.sh/bO3hU/7b7e28d0b7.jpg

 

Pic proof, I'll try turning it to a campaign, see what itll do ;p

 

What is the difference from converting it to a campaign though?

 

My project is cut up into 4 modules, so I assume they'd have to be all campaigns?



#9
Jezla

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You only need one campaign.  You can associate multiple modules with it.  It must be as Tchos suggests.  I did some testing with modules I've made and my standalone mods allow attacking neutrals, but my campaign doesn't. 

 

[Edit] - Sorry, didn't pay enough attention, you said it isn't a campaign.  I'm kind of stumped then. 



#10
Kossith123

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Yeah I just added all my modules to it ;p

 

Attackneutralnpcs is on true, and I still dont get the attack option..



#11
kevL

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try checking your 'Use Personal Reputation' switches

- there's one in the Campaign settings, that i think overrides the one in
- onModuleLoad script

- and it can also be set for individual factions in the Faction Table.

if i remember correctly,


suggest turning it off for NwN2 ...


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#12
Kossith123

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After looking into it more, it's from the legends plugins I'm using.

 

I'm a huge novice at scripting so I have no idea how to fix that? and it's currently preventing me from continuing on my project >_<

 

EDIT:

I tried a test module before using the plugins, and then without, and they both have the attack option, so now I'm totally stumped..



#13
Kossith123

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http://puu.sh/bQl8Y/08aa141652.png = Modules properties on the working module with the attack option

 

http://puu.sh/bQlc6/91c83e25d7.png = Modules properties on the module with no attack option



#14
kevL

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1) http://s26.postimg.o...aign_Editor.png

2) in the onModuleLoad script: 'x2_mod_def_load'
//SetGlobalInt(CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION, TRUE);

3) http://s26.postimg.o...ction_Table.png


- might should work.


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#15
Kossith123

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Thank's a lot man, you've been a huge help :)

The option has reappeared due to the steps I took which you gave! I owe you a lot!



#16
kevL

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beer jk

might as well add something else i noticed here: with personal rep on, companions' AI won't like to auto-attack hostiles.

so, verdict is that PR is a no-go in NwN2.


(maybe there's a niche use for it somehow)