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| Question(s) for Builders/Scripters/Modders https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=37228 |
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| Author: | LetumLux [ Wed, Apr 15 2009, 3:52 AM ] |
| Post subject: | Question(s) for Builders/Scripters/Modders |
NPC-owned Familiars! How does one set what an NPC's Familiar (and Familiar name) should be? Is this possible? Maybe I just missed it, but I couldn't find help for setting what an NPC's Familiar should be in the NWN Lexicon. Can anyone help? |
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| Author: | BrainSplitter [ Wed, Apr 15 2009, 4:19 AM ] |
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Can't be done, heh. Not in game, anyway. |
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| Author: | LetumLux [ Wed, Apr 15 2009, 4:40 AM ] |
| Post subject: | |
Does that go for in the Toolset, also? |
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| Author: | BrainSplitter [ Wed, Apr 15 2009, 4:43 AM ] |
| Post subject: | |
To my knowledge, yes. It'll default to a Nameless critter with either a Badger or a Bat (0 for Animal Companion and Familiar respectively) |
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| Author: | Douglas Hope [ Wed, Apr 15 2009, 4:51 AM ] |
| Post subject: | |
I don't think NPCs even use familiars without custom AI. |
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| Author: | LetumLux [ Wed, Apr 15 2009, 4:51 AM ] |
| Post subject: | |
Bah. Can NPCs have henchmen? Or rather; is there any way to simulate an NPC having a Familiar/Companion in a mechanical function, like a party member? |
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| Author: | Azrael [ Wed, Apr 15 2009, 4:58 AM ] |
| Post subject: | |
Could 'simulate' by having 2 NPC's, one the mage/druid, one the familiar/companion, then perhaps give them their own technical faction so if one is attacked the other attacks with it. (I imagine the two critters will be next to each other typically) Also a dm could then choose to possess either one of them, and be able to rp as them. |
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| Author: | Douglas Hope [ Wed, Apr 15 2009, 4:59 AM ] |
| Post subject: | |
LetumLux wrote: Bah.
Can NPCs have henchmen? Or rather; is there any way to simulate an NPC having a Familiar/Companion in a mechanical function, like a party member? Yes. Code: object oFamiliar = CreateObject(You know what to put here);
AddHenchman(your NPC, oFamiliar); You could even do nice AI coding for it. |
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| Author: | LetumLux [ Wed, Apr 15 2009, 5:01 AM ] |
| Post subject: | |
You're awesome, Douglas. <3 |
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| Author: | Douglas Hope [ Wed, Apr 15 2009, 5:05 AM ] |
| Post subject: | |
Caveat: I don't know if AddHenchman works on NPCs. |
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| Author: | LetumLux [ Wed, Apr 15 2009, 5:07 AM ] |
| Post subject: | |
I'll try to figure it out with my feeble scripting regardless. If it turns out that it isn't a possibility, then it isn't, and I'll just MacGyver something else. |
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| Author: | Douglas Hope [ Wed, Apr 15 2009, 5:07 AM ] |
| Post subject: | |
Here seems to be a guy who has worked this out a lot. There's some other things you want to take into account from there, I suggest piracy and breaking his code apart. |
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| Author: | Terra_777 [ Wed, Apr 15 2009, 5:32 AM ] |
| Post subject: | |
oFamiliar needs the henchmen AI set too, otherwise the command function won't work. |
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| Author: | Dev Disco [ Wed, Apr 15 2009, 8:34 AM ] |
| Post subject: | |
It's far easier to simulate it by giving teh spell Summon I-IX and then do this: Code: void FindAndSetName( object oNPC, string sName ){
object oSummon = GetAssociate( ASSOCIATE_TYPE_SUMMONED, oNPC ); SetName( oSummon, sName ); } void CreatePet( location lSomewhere ){ //I cheat the spell, so you don't even have to give it to the NPC ActionCastSpellAtLocation( SPELL_SUMMON_CREATURE_III, lSomewhere, METAMAGIC_ANY, TRUE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE ); //bit of a delay to make sure you catch the summon after it arrives DelayCommand( 3.0, FindAndSetName( OBJECT_SELF, "Super Grover" ) ); } //you call this in the OnSpawn script of the NPC like this //mind that the function supposes that the NPC is the caller CreatePet( GetLocation( OBJECT_SELF ) ); //use it like this if oNPC isn't the caller AssignCommand( oNPC, CreatePet( GetLocation( oNPC_SELF ) ) ); |
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| Author: | Kjetta [ Wed, Apr 15 2009, 10:54 AM ] |
| Post subject: | |
That looks sort of inte..ZZzzzzzZZzzzzZzzzzz (Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.) |
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| Author: | Jes [ Wed, Apr 15 2009, 11:52 AM ] |
| Post subject: | |
I made Familiars and such have names by creating the characters normally, and then using Leto to convert the PC into an NPC. <.< |
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| Author: | Dev Disco [ Wed, Apr 15 2009, 11:59 AM ] |
| Post subject: | |
Kjetta wrote: That looks sort of inte..ZZzzzzzZZzzzzZzzzzz
(Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.) Oi, that's what half of the DMs do when Drow stuff is discussed. My favourite reply is: "I have no clue what you are talking about but I'll do it when you reach a conclusion. Simple instructions, please!". |
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| Author: | TormakSaber [ Wed, Apr 15 2009, 12:00 PM ] |
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Dev Disco wrote: Kjetta wrote: That looks sort of inte..ZZzzzzzZZzzzzZzzzzz (Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.) Oi, that's what half of the DMs do when Drow stuff is discussed. My favourite reply is: "Simple instructions, please!". Nuu... just me and Yossi.... |
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| Author: | Terra_777 [ Wed, Apr 15 2009, 15:10 PM ] |
| Post subject: | |
Find the .utc file of the npc you want to mod <resref>.utc found in temp0 found in your module folder when you have a module open in the toolset. Load your file using a .gff editor or leto and fix these: Code: /FamiliarType (int) /FamiliarName (string) /CompanionType (int) /CompanionName (string) CompanionType:
1: Wold 2: Brown Bear 3: Boar 4: Hawk 5: Panther 6: Giant Spider 7: Dire Wolf 8: Dire Rat FamiliarType:
1: Panther 2: Hell Hound 3: Imp 4: Fire Mephit 5: Ice Mephit 6: Pixie 7: Raven 8: Faerie Dragon 9: Pseudodragon Then force the NPC to summon using these: Code: // Summon an Animal Companion
void SummonAnimalCompanion(object oMaster=OBJECT_SELF) // Summon a Familiar void SummonFamiliar(object oMaster=OBJECT_SELF) |
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| Author: | LetumLux [ Wed, Apr 15 2009, 21:36 PM ] |
| Post subject: | |
Solid. Thank you muchly! |
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| Author: | LetumLux [ Wed, Apr 15 2009, 22:03 PM ] |
| Post subject: | |
Terra, where are the int and string functions found in Leto? I've been poking around and can't figure out where to manipulate them from. |
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| Author: | Terra_777 [ Thu, Apr 16 2009, 5:43 AM ] |
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Advanced editor. tools -> advanced editor or somesuch, should give you the whole gff structure on a table. |
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| Author: | LetumLux [ Thu, Apr 16 2009, 20:52 PM ] |
| Post subject: | |
I went diving into that but couldn't find anything that looked related to Familiars/Companions. It would be tied to the Feat: Summon Familiar (303) right? |
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| Author: | Terra_777 [ Fri, Apr 17 2009, 5:38 AM ] |
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Could be, I havent actually tried it myself. I do know that those are the places where nwn gets the familiar data so it shouldn't be impossible to add/modify existing fields to get the desired results. |
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| Author: | Selmak [ Fri, Apr 17 2009, 10:52 AM ] |
| Post subject: | |
You need to look up the hen_familiar and hen_companion 2DA files. If you have a utility like NWN Explorer you should be able to unpack these from the HOTU main data file. |
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| Author: | LetumLux [ Sat, Oct 17 2009, 15:37 PM ] |
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Question: Is it possible to have Doors (the ones in the Door tab, not the doors in the Placeable Objects tab) placed without having to be set into a door way? Could you have a Door in the middle of nowhere? Question A: If the Door must be set into a door frame, is there a way to "fake" a door frame or place a door frame separately? |
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| Author: | Dev Disco [ Sat, Oct 17 2009, 15:53 PM ] |
| Post subject: | |
It is possible, in a way. If you make a door in a citybuilding, and then you change the way teh building looks like the door won't change along. I think if you delete the building altogether you get a floating door. |
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| Author: | LetumLux [ Sat, Oct 17 2009, 15:59 PM ] |
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Fancypants. I'll play around with that. |
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| Author: | Xaviera [ Sat, Oct 17 2009, 18:26 PM ] |
| Post subject: | |
Dev Disco wrote: It is possible, in a way. If you make a door in a citybuilding, and then you change the way teh building looks like the door won't change along. I think if you delete the building altogether you get a floating door.
That works for placeable doors that you drop into an existing doorway, at least (which may or may not be what Letum asked) - then you erase or change the tile and you can move the door around to stick it elsewhere (eg. in a doorway that doesnt normally take one). I did this in the new Temple of Love to fit doors into angled openings. |
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| Author: | LetumLux [ Sat, Jan 22 2011, 10:05 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
What is the Ice Fiend monster? (The one that doesn't float.) I wanted to take a gander at it in the Toolset for a potential summon re-skin, but I can't locate it in either the standard list or the tail list. |
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| Author: | Nekhy [ Sat, Jan 22 2011, 10:11 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
It's just Ice Fiend. There's models 1, 2 and 3. Spelled 'Icefiend' in the skin selection. |
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| Author: | LetumLux [ Sat, Jan 22 2011, 10:17 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Ooooor maybe I should actually load up the Haks into the test module I'm using. Thanks, Nekhers! |
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| Author: | Nekhy [ Sat, Jan 22 2011, 10:20 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Yeah, loading the HAKs helps. |
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| Author: | LetumLux [ Mon, May 09 2011, 6:12 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
A glance through the Vault doesn't give me hope, but I figured I'll ask anyway; is it known if there if a way to disable the compass, either in a whole module or in a particular Area? |
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| Author: | Glyph [ Mon, May 09 2011, 12:56 PM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
after a short search it seams the gui is hardcoded, and cannot be edited with a simple hak or override =( but you can probably edit out the pictures which make up the compass, thusly removing it. unfortunatly probably permanently, and only on your machine. that said I haven't done much coding in nwn, there's probably a way. |
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| Author: | LetumLux [ Wed, Jul 27 2011, 2:00 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
... What is that voiceset that Stigma in the Triumvir has? I went through the available list in the toolset and I can't find it, and I assume there are others I can't access either if that is the case. |
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| Author: | Selmak [ Wed, Jul 27 2011, 5:44 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Tiefling, Female You're not missing much, it barely has any decent dialogue except for the battle cry, which will probably grate after about the fifth or sixth time you hear it. |
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| Author: | LetumLux [ Wed, Jul 27 2011, 5:52 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Right, thanks! |
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| Author: | LetumLux [ Sun, Jun 03 2012, 3:09 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Skin changers, how do they work? All this lycanthropy is very anti-climatic without it. Vault's only talking about polymorphs. |
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| Author: | -Cloak-and-Dagger- [ Sun, Jun 03 2012, 9:30 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
What you can do to simulate that is: 1. Open the Console (¬ button above Tab and to the left of 1) 2. Write in "DebugMode 1" to turn on the cheator mode. 3. Then write "SetAppearance ###" to change your guy into something else Where said # is : viewtopic.php?p=990535#p990535 It's essentially the same effect, except that the Skin Changer makes a fancy noise, changes your portrait, and lets you change back without a fuss. |
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| Author: | LetumLux [ Sat, Mar 16 2013, 2:56 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Alright, I have something I want to do and I have no idea how to do it.
When Used or Bashed, it checks for a specific Class Level. If Class Level is not met, nothing happens, the PC just hits it to no effect. If Class Level is met, then a VFX fires, and it replaces the PLC with a different PLC. How the hell do I do that? |
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| Author: | Glim [ Sat, Mar 16 2013, 8:25 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
If no one else has time to write the script for you, PM me the details and what you need it for and I'll see if I can find time at some point, though I'm rather backlogged atm. |
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| Author: | exkilter [ Thu, Mar 21 2013, 0:35 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
question about amia dragon disciples hi, i run a private pw that a few friends and i play on from time to time. i've disallowed rdd because i think it's ott. i notice that the amian 'dragon disciple' has the 'dragon abilities' feat limited to a str increase of +4, rather than the usual +8. if it's not rule-breaking, could sb tell me how you did it? that would really be a boon, and if it's a change i could duplicate, it would allow me to reintegrate the rdd into the pw i'm running. thanks -ex. |
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| Author: | Terra_777 [ Thu, Mar 21 2013, 1:54 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
You can do it with nwnx (funcs and leto) to directly modify the stats and simply lower them as they hit a certain rdd level or apply a permanent supernatural strength decrease effect which is reapplied upon resurrection and rest. |
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| Author: | 666WaysToHell [ Thu, Mar 21 2013, 1:59 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
When you give a NPC the ability feats, Great Str, Dex, etc; does that show up when the NPC is spawned in? I've noticed that I can give a NPC Great STR IX but his Strength according to the Character Properties remain the same, which makes it odd when giving them certain feats that have certain requirements. |
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| Author: | exkilter [ Thu, Mar 21 2013, 3:28 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Terra_777 wrote: You can do it with nwnx (funcs and leto) to directly modify the stats and simply lower them as they hit a certain rdd level or apply a permanent supernatural strength decrease effect which is reapplied upon resurrection and rest. yes, this is a workable option. i've tried this both ways. when applied as an effect, the status icon for decreased strength appeared on the top of the screen [normal, but undesirable], and using leto, the character was rejected as illegal. of course, i could just turn off 'allow only legal characters', but i'm really worried that'll open all sorts of cans of other worms.is this how it's handled on amia? |
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| Author: | exkilter [ Thu, Mar 21 2013, 3:33 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
666WaysToHell wrote: When you give a NPC the ability feats, Great Str, Dex, etc; does that show up when the NPC is spawned in? I've noticed that I can give a NPC Great STR IX but his Strength according to the Character Properties remain the same, which makes it odd when giving them certain feats that have certain requirements. this is close to another approach i used. each 'great str' feat increases the character's str by 1. if you customise cls_feat_dradis.2da, you can take out feat 942 [draconic abilities] and add the epic 'greats' at appropriate levels, which actually does increase the stats appropriately, as you'd expect. if you add them counting down starting from, e.g., 'great str x', this will still allow the player to choose the rest of the greats in the series because normal feat selection is bottom-up. on the down side, however, it ends up cluttering up the player's feat list with lots more feats, and also obviously makes those feats unavailable for selection at epic levels [which may not be a bad thing, depending on the philosophy].as this may be applicable to npc's, well, i think the same principle should work, but you wouln't need to count down, because the npc won't be leveling and choosing feats. so if you wanted to give it +9 to str, you'd add 'great str i' to 'great str ix'. or you could just add it directly in the blueprint at define-time. |
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| Author: | LetumLux [ Sun, Jun 30 2013, 4:33 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Okay, I need help with scripting a trigger. It needs that will make a reflex save when entered, and if it is failed, it will transition someone to another Area. How do I do? |
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| Author: | Glim [ Sun, Jun 30 2013, 5:27 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
Depends. One way would be a trap type trigger that calls a small script that ports the PC to the given area when its triggered. But then you also have a disarm/search DC involved. Or you can keep that part hidden. The other way would be just to make it a generic trigger and add a few more lines (for the reflex save part of it) to the script. It really just depends on what you're using it for. Feel free to fire me a PM. |
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| Author: | LetumLux [ Sun, Jun 30 2013, 7:36 AM ] |
| Post subject: | Re: Question(s) for Builders/Scripters/Modders |
So shall it be! |
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