This whole idea started with a thought like "What are they doing all this time in the Copper Coronet?"
I know there are ideas to give all those commoners a bit of personality (I'm not sure if it became a mod). Maybe this could be done to the regular NPCs as well. I mean they all have great personalities but their lives only seem to go on while the PC is around.
It makes sense for Cernd to wait at the druid grove but why would Viconia hang around for days and weeks at the graveyard? The same goes for most of the other NPCs.
So when the party leaves for spellhold those who stay in Atkatla could change their hanging-around-area, so after the PCs return they would have had a bit of life on their own to talk about. I had a few ideas for some of them.
Anomen: at his Orders' headquarters (given he didn't fail his test)
Haer'Dalis: in Trademeet, beginning to explore Faerun
Mazzy: somewhere in Atkatla to recruit for her own adventure party
Nalia: in the Slums to help people
Viconia: in the Slums or the Docks, trying to make a living
...
New comments of the commoners could give some hints for where to find the NPCs now. I don't know how complicated the coding would be but it would certainly add some more atmospere to the game.
Adder
Member Since 14 Aug 2004Offline Last Active May 28 2006 12:17 AM
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- Age 40 years old
- Birthday September 21, 1984
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Gender
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Location
Dresden, Germany
Topics I've Started
Changing the NPCs' locations
22 October 2005 - 12:27 PM
Two Questions
29 September 2005 - 10:31 AM
While writing Banters and Interjections for my NPC-Mod I ran into a few (well, two) problems. They're probably very simple to solve but since I'm rather clueless, some help would be nice.
1. The Banters between my Layne and some of the Bioware-NPCs should run in a special order. So the third Banter for example will only occur if the LOCALS for one and two are set on 1. When I tested the whole thing the first two Banters (Initiated by Layne) work fine. The third one (initiated by Aerie) however won't.
What I suspect to be the problem is that the variables are local-files, so Aerie's file cannot check what's going on in Layne's file.
Is that right and (more importantly) is there a way around it?
2. I wanted to add some Interjections with some of the peasants, which I coded like this (I'm not doing the following with Copy and Paste, so spelling mistakes are possible)
When I tested this and similar dialogs all that appeared were the usual Bioware ones. Did I do something wrong or did I just have very bad luck with the randoms?
1. The Banters between my Layne and some of the Bioware-NPCs should run in a special order. So the third Banter for example will only occur if the LOCALS for one and two are set on 1. When I tested the whole thing the first two Banters (Initiated by Layne) work fine. The third one (initiated by Aerie) however won't.
What I suspect to be the problem is that the variables are local-files, so Aerie's file cannot check what's going on in Layne's file.
Is that right and (more importantly) is there a way around it?
2. I wanted to add some Interjections with some of the peasants, which I coded like this (I'm not doing the following with Copy and Paste, so spelling mistakes are possible)
APPEND Celvan IF ~InParty("Layne") See("Layne") !StateCheck("Layne",STATE_SLEEPING) RandomNum(2,1) Global("celvanlayne","Ar0300",0)~ BEGIN layne SAY ~poem~ IF ~~ THEN DO ~SetGlobal("celvanlayne","Ar0300",1)~ EXTERN ~LayneJ~ celvan END END
When I tested this and similar dialogs all that appeared were the usual Bioware ones. Did I do something wrong or did I just have very bad luck with the randoms?
Another scripting-question
11 June 2005 - 02:48 AM
I'm still bugfixing on a triangle-dialog in my NPC-Mod. When the NPC is confronted by a figure of her past, the PC can either keep her (works out nicely), leave her alone and watch a fight between them or turn against her.
After the fight that should follow the last two options, the survivor will have one or two more lines before he disappears. I tried to realise this with the following script:
So if I understood things correctly, this should initiate the dialog when Layne (the NPC) died. Unfortunately that other guy seems to be pretty impatient, he makes his little speech and disappears while Layne is still very alive.
Any idea how this could be fixed?
After the fight that should follow the last two options, the survivor will have one or two more lines before he disappears. I tried to realise this with the following script:
IF !InParty("Layne") Allegiance(Myself,NEUTRAL) Global("LeftLayne","GLOBAL",1) Died("Layne") THEN RESPONSE #100 Dialogue(Player1) END IF !InParty("Layne") Allegiance(Myself,NEUTRAL) Global("SoldLayne","GLOBAL",1) Died("Layne") THEN RESPONSE #100 Dialogue(Player1) END
So if I understood things correctly, this should initiate the dialog when Layne (the NPC) died. Unfortunately that other guy seems to be pretty impatient, he makes his little speech and disappears while Layne is still very alive.
Any idea how this could be fixed?
External Files
30 May 2005 - 08:33 AM
I just tried to compile/install an early (right, very early ) version of my NPC-Mod. After lots of minor dialog mistakes I get the following error-message:
This part of the dialog takes part between two NPCs, one of them in the party. Here are the dialog-lines:
Then the in-party NPC...
I'm sure this is a very stupid mistake but I stared at the files for about two hours now, and I have no clue
I would be very thankful for any help.
[Mask/Darean.d] parsed Processing 1 dialogues/scripts ... Adding DAREAN to internal list of available DLGs ERROR: Cannot resolve external symbolic label [ED1] for DLG [LAYNEI] ERROR: Cannot postprocess DAREAN ERROR: problem processing D files: Failure("cannot resolve label") ERROR Installing [Mask], rolling back to previous state
This part of the dialog takes part between two NPCs, one of them in the party. Here are the dialog-lines:
BEGIN Darean IF ~InParty("Layne") NumTimesTalkedTo(0)~ THEN BEGIN 1 SAY ~Now look who came back to daylight.~ IF ~~ THEN EXTERN ~LayneI~ ED1 END IF ~~ THEN BEGIN 2 SAY ~Yes, I can see your new companions...~ IF ~~ THEN GOTO 3 END
Then the in-party NPC...
BEGIN LayneI //Encounter Darean IF ~~ THEN BEGIN ED1 SAY ~Save me your boasting, Darean. I'm not alone anymore, so leave.~ IF ~~ THEN EXTERN ~Darean~ 2 END
I'm sure this is a very stupid mistake but I stared at the files for about two hours now, and I have no clue
I would be very thankful for any help.
File-Names
29 May 2005 - 07:41 AM
Well, I finally managed to get myself a copy of Icewind Dale. For comfort I would like to burn it on a single DVD like it's described at the Baldur's Gate forum, but there's a little problem: The game was in a computer magazine, so there's a lot of junk on the CDs as well.
So, if it's not too much trouble, could anyone give me the names of the files that are part of the actual game?
It would be very nice
So, if it's not too much trouble, could anyone give me the names of the files that are part of the actual game?
It would be very nice
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