This system will allow a module designer to add random generated quests/jobs to their module. The Task Master NPC will spawn in five (5) randomly generated quests at a time. All quests must be completed before he will spawn in new quests. DMs have special conversation options with the Task Master that allow them to destroy all current quests or spawn new quests etc.
Mutiple Task Masters can be set in the module (see below) thus allowing the module to have as many quests spawned as the builder desires.
There are six (6) possible quest types that spawn into six (6) randomly selected areas. The NPC genders and racial types are chosen randomly as well. Random names and clothing
will be set on the NPCs and appropriate NPCs will be leveled up to match a CR range based on the PC's party average level (Note: I assume the PC is the player that initially got the Task Master to generate the quests). Each quest has multiple conversation options and most have multiple ways to complete the quest. Alignment shifts and awards are given as appropriate. XP gain and gold given for completion of tasks is also randomized to some degree.
Posted by PoisonTheMonkey at 2010-09-04 12:07:39 Voted 10.00 on 09/04/10
This is fantastic. Works like a charm. Will give credit. Thank you so much! _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by CAP 9fires at 2009-11-23 17:28:01 Voted 10.00 on 11/23/09
This is awesome, Vuldrick. A real treat to work with. Thanx pal. _________________________ Vox Populi. Vox Dei The Community Adventure Project
Posted by Ondaderthad at 2009-05-05 21:38:02 Voted 9.75 on 05/05/09
I don't think i voted for this excellent work before. So here you are.
_________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview
Posted by wmb1957 at 2008-08-28 18:02:04 Voted 10.00 on 08/28/08
Nice work, lots of fun and easy
Posted by Fleshmelter at 2008-04-01 07:25:56 Voted 10.00 on 04/01/08
One step closer to the HoF as it should be, excellent for filler quests! Anything to keep them PCs busy! _________________________ PW Action Server:
| Chaosgate |
Posted by hexmendacious at 2007-12-05 20:02:33 Voted 10.00 on 12/05/07
Amazing! Thanks a lot for this...
Posted by boomshaka101 at 2007-11-13 12:38:02 Voted 10.00 on 07/03/07
Mouldy --
I've scaled back my plan tremendously, as I discovered I have to re-create the system in order to get it to do all the things I listed. It can be done, but it's very time consuming. In the end, I just added a few more lines to each convo (for more variety), increased the mumber of spawn points to 10.
The system works as-is...out of the box. You don't need to do anything but set up the TMs. If you want to alter the specific details of each mission, just take a look at the "vg_questgen_inc" script. It's well documented, and I couldn't explain it better than the documentation.
It wouldn't do much good to post the script, because it looks the sames as the original, but for a few typed-over changes (which I did not document). The only "real" change I made to the script was on lines #184-#207. These lines use a d6(1) switch to identify areas. I changed that to d10(1), and increased the number of "cases" to match. Not rocket science by any means.
If you really want to go ahead an add unique TMs, let me know, and I'll tell you the plan I devised for it. Unfortunately, I never actually went ahead with it, so it I don't know if it would have worked or not.
any chance at being able to see the modified script to give me more of a idea of what to do myself?
Posted by boomshaka101 at 2007-08-10 18:10:10 Voted 10.00 on 07/03/07
No need to put yourself out. I've been able to dissect the code with a friend and some online help. Great system. Amazaingly expandable.
All I really need to do is change "vg_questgen_inc" and "vg_makequest". I'm making a Post Master, a Master Assassin, and a Mayor (all his assignments are kill/kidnap and all the criminals are monsters). I'm attaching the TM's own variable to the PC so the quest givers, acceptors, etc. to keep all conversations in one file. I've also increased the number of spawn points to 10.
Thanks again for your quick feedback and for submitting this system in the first place. Well worth the ten.
BS
Posted by Vuldrick at 2007-08-09 03:35:37 Voted 10.00 on 08/06/06
Its been a long time since I looked at this system, I will take a look on the weekend. _________________________ Vuldrick Garrison
Posted by boomshaka101 at 2007-07-27 16:52:31 Voted 10.00 on 07/03/07
EDIT previous post
It looks like I can add the class-specific responses between the node that calls "vg_spawn_cond" and the last (default) node. Will I need change anything on the "vg_spawn_cond" script?
BS
Posted by boomshaka101 at 2007-07-27 16:32:44 Voted 10.00 on 07/03/07
just to follow up on my last post(s).
i think i found an easier way to customize quests than my previous idea. basically, i just expand the taskmasters convo to have different start points based on the pc's class. ie. druids and rangers get one set of responses, while wizards and sorcerers get a different set all together. each response will call a different "vg_questgen_incXX" file with quests specific to each class. Mages and Wizards will have for "fetch", "gopher", and search missions, while fighters will have more kidnapping, murder quests and so on.
i believe this solution is better because you only need 1 taskmaster convo, and the convos for the other players could remain unchanged (although i did add more nodes for better variety of responses).
just thought i'd share the idea with you in case you ever release another update.
BS
PS--thanks again for the base mod...it's great!
Posted by Vuldrick at 2007-07-05 06:36:35 Voted 10.00 on 08/06/06
To boomshaka101:
You can do it that way. If you are a fair scripter, you may be able to just tweak the code I have to call for a few extra variables to do the same thing. Its a pretty good idea really and maybe I can incorporate such a change in my next update.
Anyway, think about trying to add some variable calls to the current scripts to make the generating scripts call for NPCs and items that are tagged by "area type." That way you dont have more scripts to worry about; better that one set do everything I think.
You will of course have to make new quest items and NPC appearances . . . or make code that changes NPC appearances based on the "area type" _________________________ Vuldrick Garrison
Posted by boomshaka101 at 2007-07-03 08:30:58 Voted 10.00 on 07/03/07
EDIT previous post--
It occured to me that I'd also make a copy of the vg_taskmaster convo called vg_taskmaster_xx with lines edited to match the area (no additions/subtractions, just edits).
i'd do the same for any custom questgiver i make (i.e. convo vg_questgiver_xx).
Again, thanks in advance....your base mod and it's tools are making it really easy for me to make an in-depth, SP mod.
BS
Posted by boomshaka101 at 2007-07-03 08:20:07 Voted 10.00 on 07/03/07
Thanks for the answer in the Universal Base Mod post. Now I have a question about customizing the Taskmaster & tasks for different areas. I'd like each quest to be consistent with the flavor of the area. For example: a forest quest wouldn't fetch a bar of iron, but a rare plant or animal skin.
My idea: 1)make taskmasterxx (using variable TMXX) for a given area; 2) make copy of vg_make_quests called vg_make_quests_xx. 3) change the #include on vg_makequests_xx to #include "vg_questgen_inc_xx" 4) make copy of vg_questgen_inc called vg_questgen_inc_xx. 5) update the TM's convos to call the _xx scripts instead of defaults 6) change item, questgiver, villain, etec resrefs to characters more appropriate for the area (either cusom or built-in).
Will this work? Is there a easier way? Is it not do-able?
Thanks in advance.
BS
Posted by Vuldrick at 2007-03-14 20:25:07 Voted 10.00 on 08/06/06
It is hak independent. You can make it work in any module that has the expansions. _________________________ Vuldrick Garrison
Is it compatible with CEPv2? _________________________ -Let the Shoosting begin-
Posted by red teflon at 2007-01-28 18:09:12 Voted 10.00 on 01/28/07
Absolutely fantastic
Posted by Vuldrick at 2006-11-05 13:12:50 Voted 10.00 on 08/06/06
I have not tested this system in NWN2, but I have tested my environmental dangers code. It seems any code can be imported. A few minor tweaks might be needed due to changed function names or replacements . . . but I have not seen problems so far.
Give it a try and let us know how it goes :) _________________________ Vuldrick Garrison
Has this been tested with nwn2 yet? I know you cant use nwn1 modules, but you can use scripts and erfs, I believe.
Posted by Usheen at 2006-08-26 12:01:36 Voted 10.00 on 08/26/06
Really an excellent system. Very easy to modify and pretty well documented.
Posted by Vuldrick at 2006-08-06 07:02:20 Voted 10.00 on 08/06/06
I thought I would vote to get the ball rolling here. I want to see what others think about the system . . . if you want enhancements or additions, etc.
Come on folks . . . "vote early and vote often" :) Let me know what you like and don't like please. _________________________ Vuldrick Garrison
Posted by ATOM at 2006-07-08 11:49:46 Voted 9.00 on 07/08/06
Excellent work much appreciated and really shines on solo play mods.Thanks.Andy _________________________ Three Headed Troll Art Wurks
Posted by ATOM at 2006-07-08 11:48:39 Voted 9.00 on 07/08/06
Yep this worked perfectly for me on my other older computer?Its just one of those things.Anyway the main thing is i got it running so it was just an issue with my NWN installation on my other computer.Thanks for the help.Brilliant work by the way.Andy _________________________ Three Headed Troll Art Wurks
Ok... Wait a moment...I need to read a little bit better... In your last post you explained where to find it so I will look there. Doh...I'm such a noob at this. lol
I looked at the 2 different taskmasters and they look the same. I guess I don't understand what you mean by string. I really really need this spelled out on how to edit this to add more than 1 taskmaster. If you could give me something specific to look for and let me know how to edit it, and also how to add new wp, That may clear things up for me. Honestly I don't even know where to find the string your refering to. Thanks in advance your your help.
Posted by ATOM at 2006-07-08 08:39:21 Voted 9.00 on 07/08/06
Thanks.I have another 2 gig computer which i will try this out on later.I will let you know what the outcome is.Andy _________________________ Three Headed Troll Art Wurks
Posted by Vuldrick at 2006-07-08 07:03:13 Voted 10.00 on 08/06/06
Your machine is just as fast as one of mine, so that should not be it. I am using the latest CEP version (1.52 I think is the number?).
I would love to know if anybody else gets this compile error though, cause I can't reproduce it so far. _________________________ Vuldrick Garrison
Posted by ATOM at 2006-07-08 03:40:00 Voted 9.00 on 07/08/06
Thanks.It mst be something on my computer if it is not a problem for anyone else.I imported the areas into another mod and added the new cep files.I removed one of the taskmasters.Still got the exact same error messages?OID 8000000P,tag taskmaster,error stack underflow?When i compile your mod i keep getting two compile errors on vg_make_quests and vg_questgen_inc.Got it to partially work when i removed one taskmaster.It now gives you the quest list after a few attempts.I find gnome and talk to him but the conversation ends when i ask him for the job.My computer is a pentium 4 2.6 with 2.5 gigs of memory so its not that slow,but that was a possibility.Thankfully and hopefully its only me experiencing this problem.What cep version did you use?Although i dont think that would make much difference.Thanks for all the help and suggestions.Andy _________________________ Three Headed Troll Art Wurks