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NWN2 SCRIPTS

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Name  NPC Conversation Triggers v1.01
Author  MikeLM9215
Submitted / Updated  08-30-2008 / 09-07-2008
Category  Area
Type  Type - Henchmen
Format  Module Only
Patch  1.13
NWN2Game  All
Description
While trying to create a short module for NWN2, I realized I needed to have henchmen with conversation opportunities to fill in the empty areas of the module. Taking an NPC directly from NWN1, I found that most of the scripts were missing, and those that remained didn't work. The five triggers in NWN2 didn't work either. So I made a system for getting the same conversation types from the NPC. What I couldn't get was NPCs talking to eah other without the PC being part of the conversation.

The scripts are in an erf file and the six different types can be tried out in the demo module of one area. In the module the bones and carcass represent the center of the triggers. The carcass is for the party conversation between the three of you.

There are 6 trigger blueprints for party (NPC to NPC), one-liner random, one-liner set, conversation random, conversation set and advice random. Since the KEY TAG no longer exists on triggers to let the trigger keep track of what number the non-random line is, I have put a variable on the two non-random triggers. This variable must be changed to the line number you want spoken. I'm not exactly sure how advice and conversations would be different, but they had scripts in NWN1, so I made them.

There are 6 trigger scripts. Four of them are random. These scripts have 5 or 6 nodes to point to. Change the number to fit your module.

There are four scripts to return conversation variables to 0 so the line won't come up again during normal conversation. Conversations should be non-interruptible as the variable for the conversation will remain if the conversation ends prematurely.

There are 5 random conversation, 10 advice, 12 interjection, 12 one-liner, 10 party and 5 random one-liner scripts to use in conversations. If you duplicate them to get more nodes, remember to change the variables to match the script number.

v1.01 - One script had the wrong information. Corrected now.

Files

NameTypeSizeDownloads
NPC_triggers_v101.erfNPC_triggers_v101.erf
Submitted: 08-30-2008 / Last Updated: 09-07-2008
erf257.64Kb170
Triggers, script and a conversation to show you how to set up the variables.
NPC_Trigger_Conversations_v101.zipNPC_Trigger_Conversations_v101.zip
Submitted: 08-30-2008 / Last Updated: 09-07-2008
zip1.3Mb177
NPC_Trigger_Conversations.7z
Demo module to show six NPC triggers in action.
NPC_Trigger_README.rtfNPC_Trigger_README.rtf
Submitted: 08-30-2008 / Last Updated: 08-30-2008
rtf2.02Kb243
Same instructions as on page.
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SCREENS

Simple test area.


A commoner's response.


A three-way conversation.





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Comments (1):

Posted by ladydesire at 2008-09-15 17:42:46    
Very interesting concept; I will attempt to put it to good use in my upcoming Campaign.

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