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NWN2 SCRIPTS

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Name  PRR 3 for NWN2
Author  -vendalus-
Submitted / Updated  10-28-2007 / 01-17-2009
Category  NPCs
Forum Thread  Link
Type  Type - Reputations
Format  Module and Code
Patch  1.07
NWN2Game  NWN2
Description
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.

Files

NameTypeSizeDownloads
prr_3beta_002.zipprr_3beta_002.zip
Submitted: 10-28-2007 / Last Updated: 12-01-2007
zip3.7Mb635
The erf for import and extensive documentation.
prr_example_v0_2.zipprr_example_v0_2.zip
Submitted: 10-28-2007 / Last Updated: 12-01-2007
zip9.8Mb507
The example module, providing a quick look at how the system works.
SCORE OUT OF 10
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9 votes
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SCREENS

This poor fellow got caught...


From the mage's lab take the portal to the Underdark - from the example module.


Ambassador Blaranitra - from the example module.


An example of race reactions - from the example module.





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Comments (30):

1 2 3

Posted by -vendalus- at 2007-12-0118:23:40    
The new version is up with the changes mentioned below. I've also tested this with the Persistent Companion scripts and added them to the example module. Works great!

Posted by -vendalus- at 2007-11-1521:20:37    
I've actually got the code restructured to use the new category/quality elements, and I hope to post it soon.

Posted by MyHouse at on12/06/07
I see where you are going with the elements. If quality was set for current area and I could mix the rumors with the other elements that would work too. Category could be for large rumors that everyone would know. Subject would elemenate speaking about ones self. And Quality be area specific. My thought was that if say an NPC was "Out of town" giving rumors to the PC. He could still talk about his home town.

Posted by MyHouse at on12/06/07
A script parameter would be more flexable. Such as a NPC could give rumors of another area specific and where conversation is takeing place. Ex: Every one knows about the Lich Queen rumor 100 miles north but only residents close by would know rumors that the watch could be paid off...The more flexable the better.

Posted by MyHouse at on12/06/07
Any chance this can be set up to do rumors based on area tags? A particular NPC could be used to do area only rumors for basic quests. And large quests for the whole mod.

Posted by -vendalus- at 2007-10-3117:48:14    
Will do on the lights. For the wand, not yet. That's something I definitely plan on doing though.

Posted by Saphhira at 00:35:46    Voted10.00
The library is really too dark. Put some lights or live a torch in the starting area. There are also DM wand for changing the reputation of PC?

Posted by -vendalus- at 2007-10-3017:18:38    
Thanks for the comments SDJ. Please let me know how it goes!

Posted by SDJ at on10/30/07
Hi there, I am planning to add this in my PW server. It's really useful because social skills like diplomacy, and other ones that I added, will gain the importance that deserve. With the CD checks in dialogues players will try to focus in this skills, not only the combat ones. Also by this way npc can be better integrated to their surrounding world, being able to react if are robbed, insulted or if the PC is rude (speaking with a noble without good manners can produce - influence). I'm also trying to figure if PC will be able to improve their rank in factions by this way. Gaining influence with the Guard faction can improve your rank to Lt for example (completing missions for them and speaking correctly to your superiors can be a good reason). Or being really good at performance can improve your reputation among the students of yout musical academy (CD checks "performance" at plays or concerts is a way). As you see, with imagination a lot can be done with your work I think, and thanks for it, because I was wondering how to create a similar system, but I'm not a scripter xd Some advice for PW? I mean, you tested this in online modules? I will try, thanks to share your work and time ;) _________________________ SDJ - Oriental style 3D Models (Pack 2) Link SDJ - Oriental style 3D Models Link 142 Oriental portraits Link

Posted by Urlord at 2007-10-3010:35:56    
I will hold off on voting just yet, however your code looks very good so far. I have a situation where my PW is split into several factions. Some factions start off friendly to PC Races and others do not. There are quests where PCs can alter their reputation with each faction. If a faction reputation is in the extremes, a PC could become neutral or even an ally of a normally hostile faction and vice-versa. For Example, the Goblin faction is currently at war with the nearby human town. Therefore, the Goblin faction starts off as hostile to PCs. Through quests and actions, PC could make it so Goblins are no longer hostile to them. Will your system handle this? I mean if Bob the PC has raised their repution with the Goblins to a point where they are no longer hostile to him, what happens when he approaches a group of Goblins? What happens if Bob the PC is partied with PCs that the Goblins Should be hostile to? Does this maintain across server resets? I use NWNX4 and a MySQL Database. Are you open to possibly having the capability to connect to this instead of the default campaign database? The PRR 3 system looks very good and if it can handle situations like these, I would not mind converting my PW to using it and even assisting in the development of a MySQL connector. _________________________ Peace, Jim AKA Urlord Visit the Persistent World of Nymri

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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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