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NWN2 SCRIPTS

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Name  Official Campaign rest script
Author  dan_upright
Submitted / Updated  08-07-2007 / 08-10-2007
Category  Resting
Forum Thread  Link
Type  Type - Resting
Format  Code Only
Patch  1.06
Description
An attempt to improve resting in the official campaign - when you rest, there is a chance that an encounter will spawn and approach you.

The chance of an encounter is based on the highest survival skill in your party.

Once again, consider this a beta version and let me know if you find any problems.

Files

NameTypeSizeDownloads
k_mod_player_rest.NCSk_mod_player_rest.NCS
Submitted: 08-07-2007 / Last Updated: 08-10-2007
NCS8.34Kb367
Place this in your override folder
k_mod_player_rest.NSSk_mod_player_rest.NSS
Submitted: 08-07-2007 / Last Updated: 08-10-2007
NSS5.68Kb319
Source code (not needed, just for anyone who's curious)
SCORE OUT OF 10
8.5
2 votes
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Comments (16):

Posted by kevinqx at 2009-05-17 03:09:36    
Doesn't seem to work for me.

Posted by Belanos at 2007-11-08 13:42:41    Voted 9.00 on 11/08/07
I've been trying out this script and I really like it. It certainly makes me think twice about resting in certain areas, just the kind of thing the game needs. I have one complaint though. Quite often if an encounter spawns, the creatures will appear behind my party even if I'm in a room with just a single door. This isn't very logical. How did they get behind me without me knowing about it, and why didn't they attack immediately when they came through the door? It would make it alot more believable if the creatures spawned always aappeared in front of the party, to make it seem like they just came into the room and caught me napping.

Posted by Micha_LNH_HSV at 2007-08-21 11:09:05    Voted 8.00 on 08/09/07
What about a new Version?
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by Micha_LNH_HSV at 2007-08-12 05:41:02    Voted 8.00 on 08/09/07
\\Update
I travel from Westhaven (there is no restscript function)
to the lizard ruin (with bevil) with my level 3 pc and all
works fine! Great witt the voicechat and the spawnpatrol.

I think there are two resolutions:
a.) You build 4 scripts (one for level 1-5, one for level 6-10, one for 11-15 and one for 16-20)
b.) You edit your script with a "levelquery"

_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by Micha_LNH_HSV at 2007-08-12 04:37:04    Voted 8.00 on 08/09/07
I tested it with a level 1 character: after 30 rest-attempts nothing happens too...
(something must be wrong with the script?)
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by Micha_LNH_HSV at 2007-08-12 03:45:39    Voted 8.00 on 08/09/07
Thanks for the feedback. I´ll try to start a new "oc game" with a level 1 pc. Also i´ll test to switch the game difficult level!?
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by dan_upright at 2007-08-11 16:03:24    
I think the difficulty of the survival skill check probably isn't scaling too well at mid to high levels, though I've had it spawn encounters for me as I've been playing the campaign at early levels.

In all honesty, my method of deciding the DC of the survival check is really meaningless - I'm open to suggestions on a better method that'll scale well with player level.

If I can't come up with anything, I might just resort to a base chance (game difficulty out of 6 or something), but I'll think on it first.


Posted by Micha_LNH_HSV at 2007-08-11 11:18:06    Voted 8.00 on 08/09/07
The new version dont work for me!?
I rest 30 times and nothing happens...
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by Micha_LNH_HSV at 2007-08-11 05:10:35    Voted 8.00 on 08/09/07
ditto
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by Gaias at 2007-08-11 05:03:26    
Cool beans dan_upright. I will give it a try and tell you what I think.

Posted by dan_upright at 2007-08-10 17:38:01    
I've uploaded the second version, should be a lot cleaner and less prone to anarchy now.

Posted by Micha_LNH_HSV at 2007-08-09 14:22:54    Voted 8.00 on 08/09/07
Ok thanks. I overlook that you upload the sourcefiles (nss) too. For now i edited it by myself. I can reproduce your "bug": For example: It´s very "bad" when you rest in the first room of a dungeon, so all enemys from the complete dungeon are walking to you. The idea with the "spawn patrol" sounds great. *waitingfornewversion*

thanks for your feedback and greetings form the german nwn community.
_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by dan_upright at 2007-08-09 13:47:46    
I'm busy trying to refine the script at the moment - I found it to be a bit awkward in (as predicted by Gaias) Eyegouger Lair, not just with the potential to be overrun but with the possibility that you could "invert" encounters by resting inside them and then triggering them on the way out.

So the new version will just make one survival skill check (using the highest survival skill in the player's party) and if failed, spawn a "patrol" based on either the nearest encounter or creature.

Oh and don't worry about the translation, I'm going to change that to use one of the in-game voice chats.

Posted by Micha_LNH_HSV at 2007-08-09 13:15:21    Voted 8.00 on 08/09/07
Nice, i´ll test it extensive.

Please can you make a german version?
This would be nice for our german server.

You habe to change only the on-screen text:
"enemys approach"
to
"Gegner naehern sich"

thanks
contact:
webmaster(at)lumpinationale.de


_________________________

Amdir
| Die Drachen von Samaris | SC Deutsch Patch | Chatgui Patch

Posted by dan_upright at 2007-08-08 04:21:20    
Off the top of my head I can't see any difficulty implementing that - I forgot to add that the number of encounters/creatures affected each rest is limited by the game's difficulty setting (although creatures will try to bring any nearby allies with them) - but I agree with you that some areas could be a huge headache.

Anyway, I'm running through the campaign with this installed atm to see if there's any trouble spots - I'll start a thread on the forums and see if I can get a list of potential problem areas.

Posted by Gaias at 2007-08-08 00:50:13    
Is their a way to limit this script exclude certain areas of the OC? As for what you have described with the resetting of spawned encounters, this could be a real nuisance depending on the area. Areas like Fihelis Mansion and Eyegouger Lair are already quite heavy in spawns and require multiple resting for most classes.

I understand the intent of this script is to create a sense of danger and caution about resting anywhere. But it could become a lesson in frustration if you have to continuously fight in the same area multiple times.

I will try this script out if you can provide an alternative with areas that are excluded if they have heavy spawn rates.

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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