View Full Version : Making the NPC's hold the items I give them.


Lazy Bonzo
Mon, 29th Jul '02, 11:27pm
I got NWN today and was playing around with the toolset. I've got my NPC conversations and merchant parts working. However i then tried to make one of the NPC's more stylish. I went into his inventory and equipped him a 2-bladed sword +3 and made his tunic look neater. In the toolest he is holding the double-bladed sword but his tunic/top part has not changed. When i play the module neither work. Help? please?

P.S i know about the item level thing and he is of a high enough level to use both items. They are equipped on him, not jus in his inventory.

[ July 30, 2002, 22:45: Message edited by: Blackthorne TA ]

Gnolyn Lochbreaker
Tue, 30th Jul '02, 1:19am
Check the robe/tunic that you made and see if changing the appearance turned it into armour (with an AC, more weight, etc). If it's armour the NPC has to have the correct feat (Light, Medium or Heavy) to wear it.

The other thing that I can think of is to make sure that you update all instances of the altered equipment. If you modified a specific item, you will almost always have to do this. Find the item you modified on the right-hand side of the pallette, right-click on it and select "Update Instance".

Those are the only two things I can think of at the moment.

Xaelifer
Tue, 30th Jul '02, 3:25am
Check and see if the "Identified" box is clicked in the properties tab, and there aren't any unnecessary specific-class requirements.

Changing the torso appearance also changes the Armor type, as Gnolyn was saying. And editing the item in the palette list doesn't change it if it's inside the guy's inventory - you have to discard that one and put the new copy there.

[ July 30, 2002, 04:27: Message edited by: Xaelifer ]

Lazy Bonzo
Tue, 30th Jul '02, 9:22pm
Thanks! I solved it. The weapon didn't work because i didn't set up the right feats/skills/proficiences. Nor had i for the armour. But to get the armour to work i had to change the model to one of the basic ones (elf,human,dwarf etc) since the model i was using (human male 4 or 5) 'overlays' the armour. But thanks for what you said it helped me work out how to get the weapon part working.

8people
Wed, 7th Aug '02, 7:45pm
D'ya know how to get NPCs you make to duel wield?

Gnolyn Lochbreaker
Thu, 8th Aug '02, 2:22am
Place the second weapon in their off-hand ;) As with the above examples, make sure that the NPC has all the requisite feats. The tool-set might require that the NPC have the two-weapon fighting, feat I'm not entirely sure about this (any NPC I've made that dual-wields also has two-weapon fighting).

Rastor
Thu, 8th Aug '02, 4:26pm
The tool-set might require that the NPC have the two-weapon fighting, feat I'm not entirely sure about this (any NPC I've made that dual-wields also has two-weapon fighting).Provided they have the feat to use the weapon, two-weapon fighting is not needed to dual wield.

Lazy Bonzo
Thu, 8th Aug '02, 5:08pm
Both what Rastor and Gnolyn have said is true. But it will only work if you actually equip the items. If they are in the inventory, and they are told to attack, then they just equip one of the weapons (however sword and shield work :confused: )

Erran
Fri, 9th Aug '02, 2:20pm
Another one to watch, there is not necessarily a link between the 'armour' you give/equip them with and their AC, you have to manualy set 'natural armour class'. It does adjust for dex bonus / penalty though.

8people
Sat, 10th Aug '02, 9:26am
I thought I had selected all the requid thingumibobs but I'll check again :roll:

Oh yeah, can you make characters immortal? or can you make items you give them make them so?

Lazy Bonzo
Sat, 10th Aug '02, 2:18pm
Yes you can. there are 2 ways i can think off. You could create and equip them with a skin item that gave them 100% resistance and immunities to all damage. You could also just tick plot in their properties and nothing can hurt them. I think there is also a script to do it.