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Party Members adding, Shadow Thief and more


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#1
SaveError00

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Hello, me again!

 

First question - how to add party member in module? I've set it at conversation (add party member) but nothing happen.

 

Second - how about level up the PC and others? If i set this script "x0_d1_level0" at levelup in module globals will be okay? Or maybe I need to create campaing and there i have to set all options (like level cap etc.)

 

Third - wat script will be good to set, that if PC dies, games ends (Loading screen or End, like in Baldur's Gate series)?

 

Fourth - there is class like "Shadow Thief of Amn". You have to get a contact with Amn Thieves to could choose that class. How to make it in own game?

 

Fifth - How about reputation? I used some scripts in conv to change it, but nothing happen. I want, that reputation will be like in BG - if prices at the shops are higher or lower, in GOOD areas bounty hunters will attack you, if you are evil, in BAD areas bounties will hunt you if your are good.

 

Sixth - Clock works fine, but now - is there any option, that some NPC will spawning only if there will be midnight or evening? And one of them will be no spawning there after first meeting?

 

Seventh - How to speak with objects? I put Boxes at my area and i want to start speak with them. If you choose there one option boxes will change their position and show doors behind them.



#2
Tchos

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All of the things you want are possible, though some are more complicated than others.  Some of those questions are really entire topics on their own, though a pointer to a tutorial would probably be best for those.  But for #7, to speak with an object you need to make the object non-static, usable, make sure it has more than 0 hit points, give it a conversation in its conversation field, and put a script in its On Used field, such as gp_talk_object.



#3
Dann-J

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4th: If you've got MotB or SoZ, then you don't need the Shadow Thief prerequisite feat.

 

7th: Give the usable placeable a conversation (as you would for a creature), and use the script called gp_talk_object in the OnUsed script slot.



#4
Kaldor Silverwand

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If you want to see an example of adding party members using conversations, I suggest you look at my Kings Festival Campaign, which allows you to do so with several pre-made companions. I also allow the use of the SoZ party editor for people who want to roll their own party members. I dont use the roster system to control the party members.

Regards

#5
andysks

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For the parts that require scripting I would recommend downloading EC's super include. Open it, search with a keyword and you can find some cool functions you didn't know they existed.

 

Other than that, I think you should read this before going further into building.

 

http://www.nwn2toolset.dayjo.org/



#6
SaveError00

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I've read those tutorial, but there are many "no answers". 

Kaldor Silverwand, where I could download your mod?

 

EDIT: Okay, found it at vault!



#7
Tchos

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The ones that have no answers are mainly because they're rather specialised things that either few or no modders have yet wanted to implement, but which could be done by anyone with an intermediate understanding of scripting and/or intermediate-to-advanced knowledge of the game's mechanics.  Since they're not particularly common tasks, nor beginner-level tasks, I wouldn't expect to find tutorials on them specificially.

 

However, one of the simpler things amongst them which hasn't been mentioned is #6.  There are numerous ways to approach it, but I would use an ipoint with a heartbeat script that checks the time.  If the time is right and the NPC is script-hidden, unhide the NPC.  If the time is not right and the NPC is not hidden, hide the NPC.  When you meet the NPC for the first time, destroy the ipoint so it will no longer do these things.  It will be up to you to move or destroy the NPC after talking to it.



#8
PJ156

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Or for #6 you can use uncle FB's npc control. Its not intuitive but it has instructions and you can do a whole lot more than make them disappear at night.

 

#2 if you want to level the PC on start then simply give them enough xp to get to the level you want. Simplest way to do that is to start a conversation with them. You can use tests in the conversation tree to find out what level they are now and give them xp accordingly. For npc's you can chose to give the xp to the party in the conversation script or you can tell the npc to auto level to the pc in the conversation that joins them to the PC. Brendan's Kings Festival will help you here. I used that for a lot of pointers and i think that one is in there.

 

#3 I am a fan of the default (respawn) but this is a choice for you rather than a technical question.

 

Good luck,

 

PJ