View Full Version : Conversations and Scripting


Lazy Bonzo
Tue, 30th Jul '02, 10:17pm
Ok it's probably more scripting but it involves conversations. I think it needs variables.

What i have is one person (tane). When you talk to him you can get him to tell you the barman is having some dificulties. Then when you next talk to the barman you can offer to help. But at the moment you can offer to help (and say you've spoken to tane) the barman without speaking to tane. I think i need the conversation string with Tane to set a variable and then the barman to check the variable whenever you speak to him.

Then when you do offer to help you have to go and kill theses bats (yes i know they did it in the tutorials of BG1 and IWD (with rats and beetles respecitvely) but this is me doing it, so hmmph!
What i want to know it what do i have to set to happen when you've killed the bats, so that the variable changes to tell the barman (and tane possibly) that you've done the quest?

I have looked in the SP pages on the toolset and downloaded the scripting parts. From there i found a few examples but can't work out how to use them in my module. Please help :help:

[edit] just found another problem that i think i need a script to make work. How do i make an object be inside a cage? In the toolset it is shown as inside it but in the game the creature is outside the cage (bad news for my adventurer :( )

[Edit] Just looked on the Bio NWN boards it's been asked about 5 times and basically it's impossible to put anything inside a cage, even a humanoid inside a humanoid cage, stupid mistake in the game :( The best solution was to put the prisioner in a room behind a door (see through one) that can only be opened by a key. Not a good solution but good enough.

[ July 31, 2002, 22:35: Message edited by: Lazy Bonzo ]

Masterfulks
Wed, 31st Jul '02, 1:39am
I dont have any answers but I have a question of my own....

I have an adventures guild in my little mod and I was wondering how to make it so when the pc's bring what he wants that he would reward them with exp. and gold. Also how would I set it so that he would change text the after they completed a quest?

thx

Rastor
Wed, 31st Jul '02, 3:28pm
I also have a few questions along a similar vein. For my campaign, I want to have NPC henchmen actually pipe in on conversations (similar to what you saw in BG2). Is there any way to actually do this?

Also, how do I have an NPC become a henchman? Yes, I looked through the other topic on this, and it did not help at all.

[ July 31, 2002, 16:32: Message edited by: Rastor ]

Lazy Bonzo
Sat, 3rd Aug '02, 6:49pm
Ok i've solved my problems (took a lot of reading through everything i could find on variables). I now have other problems which im in the process of solving on the Bio boards.

From learning about variables i can help Masterfulks. Your problem is similiar to mine in that you need to set the variables then unset them. I can't check NWN at the moment (im at a different house to my house with NWN at). Read this variable tutorial (http://nwn.bioware.com/builders/sctutorial1.html) it should help you (you pretty much just need to modify the "A REALLY SIMPLE EXAMPLE QUEST DIALOGUE" part).

When i can if you still don't understand and need help i'll paste in my scripts for setting and checking in conversations.