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Home Forum Index Neverwinter Nights 2 NWN2: Builders - NWN2 Scripting Wandering monsters
NWN2: Builders - NWN2 Scripting
Wyrin_D'njargo
Game Owner
NWN 2 NWN 2: SoZ Mass Effect PC
Joined: 16 Nov 2006 From: Cambridge, UK |
Posted: Monday, 18 December 2006 11:33AM |
Has anyone worked on Wandering monster scripts? I'm thinking of the kind of thing whenever you rest there is a percentage chance of a group of enemies spawning nearby - to try and make resting in dungeons more hazardous _________________ Mod: Palace of the Silver Princess here Mini-mod: What's Bugging Costen? here |
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Morrandir Eichblatt
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 16 Feb 2004 |
Posted: Monday, 18 December 2006 02:00PM |
Isn't this exactly implemented in SP campaign? Iirc there were mosnters spawning when trying to rest in the finals Illefarn dungeon. So perhaps this would be a good spot to start investigation. _________________ German persistent world Hochwaldallianz |
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Lord Niah
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 19 Jun 2002 From: Chicago |
Posted: Monday, 18 December 2006 02:56PM |
George Zoeller made a wandering monster system for HotU, which is still available in NWN2. You just have to find the right scripts and hook it up. Also, it requires that you use a custom 2da file to store the wandering monster tables.
The OC also uses some wandering monster code which codes the encounter table directly into the rest script, with no ability to customize it by area. _________________ Read my blog here
Forgotten Realms Weave |
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Controllore
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 20 Sep 2006 |
Posted: Monday, 18 December 2006 04:35PM |
View the module properties, in the On Module Load event you will see "x2_mod_def_load". Uncomment the line (around 123)
SetModuleSwitch ( MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE )
Then where you see
SetWanderingMonster2DAFile( "des_restsystem" )
uncomment it and change "des_restsystem" with any other name you choose. "des_restsystem" is the name of the 2da file that will be used for the wandering monsters (type, percentage of appearing at daytime/nighttime). Edit des_restsystem.2da, do your changes and save it with the name you used in x2_mod_def_load.
That should do it.
Edit: Into your areas, insert a variable named X2_WM_ENCOUNTERTABLE of type string. Its value must be the name used for the TableName in the des_restsystem.2da.Edited By Controllore on 12/18/06 16:49 |
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