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  Urk's Random One Liners for NPCs
Author  Urk
Submitted / Updated  07-26-2011 / 07-27-2011
Category  Conversation
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - General
Description
One thing I can't stand about large mods and PWs is that many areas, especially the cities, are veritable ghost towns. Of course this is easy to understand from a builder's perspective as setting up scores or even hundreds of NPC's with individual conversations, even simple one liners, is a royal PITA.

Urk's Random One Liners is a small, simple, easy to modify script set designed to allow large mods to be populated by NPCs that will speak random one liners when spoken to.

Using this script set scores, or even hundreds, of NPCs can be given a single conversation file scripted to allow each to offer a random one liners to players initiating conversations with them. Unlike similar scripts I've found on the web you can't just stand and speak to one person over and over to see all the speak strings. Once a speak string is set on an object it doesn't change. You can only get one (or optionally two) strings from each NPC and then you need to move on to another to see a different string. There is also an option that allows the conversations to reset after one game day.

I have made extensive use of this script set in my Rel Mord campaign mod and it adds a lot of mood and flavor, especially when the party breaks up to buy supplies and the DM has to split his or her attentions. I have 6 separate conversations developed that provide a broad range of potential clues and conversations for wandering PCs.

Conversation 1 is for Commoners.
Conversation 2 is for Guards.
Conversation 3 is for Nobles.
Conversation 4 is for Refugees (specific to that module).
Conversation 5 is for visitors to the city.
Conversation 6 is for students at Rel Mord University.

This package contains a sample character with Urk's Random One Liner scripts attached. To use simply modify and rename the conversation scripts. Mind you you'll need to modify the scripts to get them to say anything INTERESTING. The default strings will leave the NPC saying stuff like "ENTER ONE LINER #5a HERE".

If you want the one liner to change each time the npc is spoken with simply delete the top conversation node (or remove the "text appears when" script in that node). Personally I've never found a good reason to do that, but if you want to it's easy enough to do.

If you want the one liner to reset every 48 minutes (1 day of game time) just uncomment lines 46 through 51 in script 1.

By default the spoken line is determined by a 1d10 roll. This can easily be modified to allow for any number of possible one liners including a bell curve probability. For large mods or PWs you should consider using 2d20, 3d20 or even 2d100 probabilities and you should definitely uncomment the conversation reset lines. This has the advantage of having low probability results for rare or exceptional rumors (clues leading to quest givers, evil temples, thieves guilds, etc) and high probabilities for mundane results that can be used to establish mood, setting elements like current events, local politics and public figures, or local history like recent conflicts or political changes.

This conversation can be added to any object. No outside script support is needed.

DO NOT ENTER TEXT INTO THE CONVERSATION NODES. If they are not left completely blank the scripts won't function.

The first time a character speaks it will offer a unique one liner (called ONE LINER 1a, ONE LINER 2a, ONE LINER 3a etc). Each time after that it will speak a standard follow up line (called ONE LINER 1b, ONE LINER 2b, ONE LINER 3b etc.). The follow up line can be the same or different as the builder wishes. It's pretty easy to copy/paste the "if then" lines that set the string variables from script 1 to script 3. This is a handy shortcut even if you intend to change one liners after the first time the NPC SPeaks.

The standard scripts in this package are unmodified. You do not need to overwrite any scripts when importing the sample character or conversation file.

SHORTCUT FOR SCRIPTERS:
You can always add a line to a creature's OnSpawn script that sets the variable "ConvKey" to a random number on OBJECT_SELF (the conversation owner) and reset the variable according to whatever interval you choose by modifying script 1 to change the ConvKey variable rather than simply resetting it to 0. I chose not to do this to maximize the versatility and ease of use of the script, but using this technique you can then delete the top conversation node and just use script #1.

Votes and due credit are humbly requested, but not required. Having fun using these scripts is NOT optional.

Files

NameTypeSizeDownloads
rndconvonpc.erfrndconvonpc.erf
Submitted: 07-26-2011 / Last Updated: 07-26-2011
erf13.24Kb67
This erf contains a bioware standard creature (commoner, male) with the random one liners conversation already attached.
urk_rndconvo000.erfurk_rndconvo000.erf
Submitted: 07-26-2011 / Last Updated: 07-26-2011
erf9.7Kb64
If you're having trouble figuring out how to use these scripts download this erf. It contains a conversation with all the scripts already attached.
SCORE OUT OF 10
10
2 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
No Images




You Must Be Logged In to Participate.
Comments (4):

Posted by UrkOfGreyhawk at 2012-10-14 05:43:49    
Any time! Thanks for the vote, ninecoronas.
_________________________
If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.

Just another stupid blog

Posted by NineCoronas at 2012-08-18 06:47:34    Voted 10.00 on 08/18/12
BAM! Exactly what I need. I have been putting off writing my own version of this script (which would've came out to the same level of innovation xD). Thanks, mate! Credit'll be given ;)
_________________________
"A dagger in the night is worth a thousand swords at dawn..."

Posted by UrkOfGreyhawk at 2011-07-28 11:06:04    
WOW! Estelindis! I'm honored to have a vote from such a well known and respected member of the community!

M'Lady is correct. These scripts aren't innovative, just practical. I'm not a scripter by any stretch of the imagination. I'm just a builder that can patch together a script when I need to. I've been using this script set for more than three years, but I only just packaged it for general use because my little brother wanted to see it. I figured since I'd done all the work of cleaning up these scripts I should upload them while I was at it.
_________________________
If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.

Just another stupid blog

Posted by Estelindis at 2011-07-27 22:06:50    Voted 10.00 on 07/27/11
Lovely! :-D Nothing particularly innovative as far as I can see, but it does exactly what it's supposed to.
_________________________
KotOR Heads
FR Deity and Faction Cloaks
Fall-from-Grace Soundset

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 Tools


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