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Party Spokesperson


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10 réponses à ce sujet

#1
Chris Spray

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I have a big problem with NWN2. 

 

My character is a squishy sorcerer, and when a fight starts after a speaking encounter, she is to the fore, and gets splattered.

 

Is there anyway I can make my fighter the spokesperson so that he can take the dent?

 

Thanks.



#2
Tchos

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I believe Kaldor Silverwand's OC Makeover mod changes that.  Usually it's due to the NPCs being set to "Can speak to non-player owned NPCs" = FALSE, which they all are in the original campaign.  Very annoying.  Not sure if that also happens in MotB, but I know it doesn't in SoZ.

 

I made sure that nonsense didn't happen in the module I made, as well.  I also play as squishy casters.



#3
Chris Spray

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I've installed the mod you mention, but can't find an option to change party spokesperson.

 

Any ideas?



#4
Tchos

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According to the mod description, you should be able to speak to any character while controlling a companion, and speak to them with that companion.  Is that working?

 

I know his mod sets all NPCs to "Can talk to non-player-owned NPCs", which is necessary for what you want, but I don't know if he changed the triggers or trigger scripts that are set in the OC to swap the currently controlled character with the main PC, which is the other half of the puzzle.  If not, I can create a replacement script that would do that.



#5
Chris Spray

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I still switch to my main when talking to NPCs.

 

If you would do that it would be outstanding!



#6
Tchos

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If you're still switching to your main when actively speaking to NPCs when you choose to do so, then I think something must be wrong with your installation of Kaldor's mod.  My script will not help with the triggers until that part works for you, so you'll need to troubleshoot that part first.



#7
Chris Spray

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I don't know what could be wrong with my installation of Kaldor, since I get the new rest system and party editor.

 

I'm going to try again with a save game made after installation of Kaldor.

 

Later: That didn't work. Do I need to start a new game?



#8
Tchos

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Ah, I know what it may be -- since it runs from the spawn script, any creatures that have already spawned in your saved game won't be affected.  That would be any creatures that were manually placed in the currently running module (the OC is comprised of multiple modules), or any creatures in areas that you've already visited if they're spawned via the On Client Enter script.  I think most in the OC were placed manually, so you'd have to wait until you go to a new module (and forget about the NPCs in the current module), or start a new game, or manually change the settings of the NPCs directly.

 

Here's a little script to set it manually.  Put this in your override folder, then while in game, click on an NPC you want to talk to so that they appear as your current target, open the console (`) and type

debugmode 1
rs talk2me
debugmode 0

Then try talking to that NPC with a companion.



#9
Chris Spray

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Thanks, but I figured it was easier starting again.



#10
Kaldor Silverwand

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My OC Makeover mod does allow anyone in the party to do your talking for you, but Tchos is correct about the spawning. Please note though that I did not review and test all of the cutscenes in the OC so I suggest you save prior initiating a cutscene (or just save often) so that if it was in fact necessary that your main PC do the talking for a particular cutscene you can simply reload and redo the conversation.

Regards
  • GCoyote aime ceci

#11
Chris Spray

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Thanks Kaldor!