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.
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.