Hey guys,
I'm an utter n00b at building modules for Neverwinter Nights but I wrote one with a very specific intent (in Word, not in the ToolSet) and I'm having a huge amount of trouble building it. Specifically, I'm having a terrible amount of trouble with scripted actions. Specifically, there's two things I'd really like to know right now:
1. How to have a character leave the room after he finishes his conversation. I know it has something to do with setting a way point, but it seems terribly complicated to me. How do I make him only walk out after the conversation is completed? Likewise, the door is not a legitimate exit so is there a way to just make him dissapear from the map?
2. How to I make it so that characters can enter an area after a conversation or action has taken place?
Please help guys. You're my only hope.
Module Building - Need Help
- Gilliatt
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Welcome to the forums.
I honestly have no idea how to do this, since I never played the game.
But I think the best places to look are the Bioware and the Neverwinter Nights Vault forums or pages. Have you tried them?
I honestly have no idea how to do this, since I never played the game.
But I think the best places to look are the Bioware and the Neverwinter Nights Vault forums or pages. Have you tried them?
Dr. Stein grows funny creatures, lets them run into the night.
They become GameBanshee members, and their time is right.
- inspired by an Helloween song
They become GameBanshee members, and their time is right.
- inspired by an Helloween song
You have to have a door for him to disappear, but it does not have to go anywhere or be openable by pc. It can serve as a final waypoint.
You will need at least two waypoints for your npc to go to and then set exit at the door. He/She will fade at that point.
Any exit or entrance of characters is set by triggers in conversation or triggers in your module. Either set the script to fire when you cross a certain point on the floor, or when a certain answer is given in a conversation with options.
Or even set the trigger for when the conversation is over.
It really is not hard and is done frequently, so you can dissect many modules to see how others have done it.
Hope this helps.
You will need at least two waypoints for your npc to go to and then set exit at the door. He/She will fade at that point.
Any exit or entrance of characters is set by triggers in conversation or triggers in your module. Either set the script to fire when you cross a certain point on the floor, or when a certain answer is given in a conversation with options.
Or even set the trigger for when the conversation is over.
It really is not hard and is done frequently, so you can dissect many modules to see how others have done it.
Hope this helps.
Life is too short to live slow.