The Personal Reputation and Reaction System 3 for NWN2 is a complete set of scripts that offer the following functionality:
NPC Reactions
Allows NPCs to react dynamically to players actions, factoring in one-on-one interactions, faction standing, differences in alignment, and charisma modifiers.
Ownership and Theft
Allows NPCs to own doors, chests and other containers, confronting players when they unlock, disarm, open or disturb these doors and placeables.
Security and Crime
Allows for security creatures to be assigned to come and watch over a door or container if an owner calls for help.
Picking Pockets
Allows similar theft functionality for picking pockets.
Skill Checks
Allows personal reactions to affect skill checks on a creature, providing a situational penalty or bonus.
Dynamic Rumors
Allows NPCs to provide the players with rumors, where better reactions mean better rumors.
Persistence
Allows module builders to flush all PRR variables to a standard Campaign Database for use in sequels, campaigns, or a persistent world.
Factions
A set of simple scripts makes dealing with factions much more pleasant.
Persistent Compansions
Uses the same database methods as the Persistent Companion scripts.
These scripts require only one overwrite of the standard OE NWN2 scripts, and all components are modular and easy to configure. Import the erf file and set up a few variables and you�ll be in business.
This is currently a beta release. Feedback is welcome.
Be sure to download the example module, as this provides a quick (and hopefully entertaining) look at how these scripts can be used.
UPDATES:
PRR beta_002
- Changed the rumors to use a new quality element and use the categories element for the original intent.
- Added dynamic delays to rumors.
prr_example_v0_2
Added the lizard camp and quests to go along with it.
Added persistent companions.
NOTE: As of prr_example_v0_2, you will need MotB to play the example module, but you can still use the scripts if you don't have the expansion yet.
looks like it will give me a big head start on dynamic interactions. thx for your work
Posted by -vendalus- at 2008-01-0612:16:10
You only need to add the factions if you want to allow the players to change how different factions feel about them through the course of the game. For example, if you have two factions (say druids and towns folk) and you'd like to create several opportunities for the PCs to choose to side with one over the other, you can use the faction functionality to help make this happen. How a faction feels about the PCs gets factored in to the final reaction, so as the PCs perform more tasks and gain the trust of the faction, all its members become more friendly. Creating one for merchants and goblins is not needed if you know they are never going to change. If you just want to update how NPCs feel about the PCs, then you don't need to use the faction functions at all. The system was built so that you can use as little or as much as you want. Most builders will probably just want the reaction scripts and possibly the theft scripts. Generally, you can jump in just by using the prr_template conversation as the basis of new conversations. It includes all the functionality for personal reactions. I'd suggest scanning through the documentation. I tried to write it so that it works up from simple functions to more complex. I've been thinking about a quick-start or cheat sheet document as well, so any feedback would be most appreciated.
Posted by sgt_why at 2008-01-0310:51:15
Hi vendalus! I'm going to download this and see about adding it into the Red Hand of Doom series ... I'd like to integrate all of the FRW "haks" into it and think this will help with the "realism" a lot. Will I need to go back and make extra factions to have this operate properly ? ie. one for towns folk, merchants, druid, goblins, etc. or does the code keep track of each NPCs "attitude" towards each PC separately (not faction based) ? I'm downloading now, so I'll check the documentation for answers as well. _________________________ the Red Hand of Doom campaign .. Click Here
Posted by Saphhira at 02:57:07 Voted10.00
Therefore I deleted the nw_i0_plot library from my module script list because I'm not using it for other script system. Then I've downloaded prr_3beta_002.zip and imported ERF in module. Now it works without problems. Thanks a lot for helping me!
Posted by -vendalus- at 2007-12-2910:39:57
Are you running MotB? I just opened a new module and imported the scripts and it compiled fine. I also opened up nw_i0_plot and my line numbers seem to be a bit different than yours. Do you have an nw_i0_plot in your scripts list? If you have not altered that script through another system or custom code, I'd suggest copying and pasting the code from a new module to see if that fixes it. (It might be worth noting that the version I am looking at does use SPELL_LESSER_GLOBE_OF_INVULNERABILITY). Again, PRR should not be touching that script, so it could be something else. If you keep digging and figure it out, please let me know.
Posted by Saphhira at 09:56:01 Voted10.00
I've updated it to 1.11 and it doesn't work. If I compile the single library (nw_i0_plot) there is no problem. If I compile all the script of the modules it said that in line 1253 and in 754 the variable isn't defined. I report here the lines: 754 if (nSkill == SKILL_PERSUADE || nSkill == SKILL_BLUFF || nSkill == SKILL_INTIMIDATE) 1253 ActionCastFakeSpellAtObject(SPELL_MINOR_GLOBE_OF_INVULNERABILITY, oFleeing); At the moment I've changed in the first line SKILL_PERSUADE with SKILL_DIPLOMACY and in the second line SPELL_MINOR_GLOBE_OF_INVULNERABILITY with SPELL_LESSER_GLOBE_OF_INVULNERABILITY and now everything works fine.
Posted by -vendalus- at 2007-12-2811:06:28
Saphhira, I've upgraded to 1.11 and everything compiled fine. The scripts should not be touching nw_i0_plot. Can you open the example module and try to compile it? If it works fine in the example module, there's a good chance it is something else. Let me know.
Posted by -vendalus- at 2007-12-2810:33:40
I'll upgrade to 1.11 today and test (I've been holding off). Thanks for letting me know.
Posted by Saphhira at 08:53:44 Voted10.00
Hi Vendalus, I'm using your PRR for my PW but at the moment I have some problems. After the patch 1.11 I can not compile your script and I have notice that the problem is on nw_i0_plot library. Did you modified it? Thanks a lot
Posted by MyHouse at on12/06/07
This is great. Thanks a lot! A must have for PW or SP.
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