Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN SCRIPTS

- Jump to comments -
Title  Vuldrick's Random Quest Generator
Author  Vuldrick
Submitted / Updated  07-05-2006 / 11-22-2006
Category  Scripting routines
Expansions  Requires Both Expansions (SoU & HotU)
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Quest Giving
Includes  None
Description
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.

Files

NameTypeSizeDownloads
Vuldricks_Random_Quest_Generator.rarVuldricks_Random_Quest_Generator.rar
Submitted: 07-05-2006 / Last Updated: 07-05-2006
rar157.11Kb1239
Vuldrick's Random Quest Generator
SCORE OUT OF 10
9.97
11 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS

Getting a Job is so easy now!





You Must Be Logged In to Participate.
Comments (30):

1 2 3

Posted by boomshaka101 at on07/03/07
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 on07/03/07
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 on08/06/06
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 on07/03/07
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 on07/03/07
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 on08/06/06
It is hak independent. You can make it work in any module that has the expansions. _________________________ Vuldrick Garrison

Posted by SunZhao at 2007-02-1900:48:34    
Is it compatible with CEPv2? _________________________ -Let the Shoosting begin-

Posted by red at on01/28/07
Absolutely fantastic

Posted by Vuldrick at on08/06/06
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

Posted by SLATE at 2006-11-0501:00:40    
Has this been tested with nwn2 yet? I know you cant use nwn1 modules, but you can use scripts and erfs, I believe.

1 2 3

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Scripts


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters