Gnorian
Game Owner
NWN NWN 2 Mass Effect PC
Joined: 23 Jun 2006 |
Posted: Wednesday, 27 December 2006 12:10PM |
This thread is for people who have little experience with the new toolset, to ask questions about making companions, and for people who have made companions before and have lots of experience to answer these questions.
I'll start things off with a couple of questions...
1. Is there a tutorial for the creation of companions, and if there is, where can I find it?
2. What would the very first step to making a companion be? |
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Dorateen
Game Owner
NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 24 Dec 2005 |
Posted: Wednesday, 27 December 2006 03:36PM |
I hope this will help you. Mind you, I've personally found it useful for adding self-created party members. But I imagine its intended purpose is to include joinable companions in your module.
Credit to Celestian the Good:
Making a companion, step by step.
First create your companion NPC. I made a fighter/wizardlevel 1/1 and called him Melf the Elf. His Tagname is "melf" and his resref/template was gh_henchman_melf01.
Load up this new NPCs properties and select import properties->script set and load up "c_CompanionScripts.xml". If you do not have this file you can create it by loading the properties of one of the official campaings companions and selecting export properties->script set and save as "c_CompanionScripts.xml".
Next create a conversation.
Right click the root section, select add and for the text just say "Would you like a new companion"? right click the line you just created and click add and for the text use "Yes, please join my group.".
Now, find and click the "Actions" tab below and add the following global action scripts:
ga_roster_add_object ga_roster_selectable ga_roster_party_add ga_reset_level
Once you have all the scripts added and in the order above click "refresh" for each script to see the variable options. Once you see those enter in the following values:
ga_roster_add_object sRosterName:melf sTarget:melf ga_roster_selectable sRosterName:melf bSelectable:1 ga_roster_party_add sRosterName:melf ga_reset_level sCreature:melf bUseXPMods:1
Replace "melf" with whatever tag you used for your companion.
Save the conversation and then add it to your new companions conversation (under properties).
Place the NPC somewhere in your module and go talk to him. Hit the "yes" response and he should be your new best friend! _________________ "I'll kill you, you'll see!"
"Well that's... just... dandy!"
"Aye, that's the game!" |
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Gnorian
Game Owner
NWN NWN 2 Mass Effect PC
Joined: 23 Jun 2006 |
Posted: Thursday, 28 December 2006 03:17AM |
Thanks Dorateen, you rock. Quite difficult to take in, isn't it? I'll go through it step-by-step later.
I have another question though? How do you work in Level Adjustment? Like, a gnoll has +1 Level Adjustment, while a drow has +2. Or don't they have level adjustment in NWN2?
Either way, thanks again. |
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Dorateen
Game Owner
NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 24 Dec 2005 |
Posted: Thursday, 28 December 2006 03:51PM |
I've only experience in making companions out of standard adventuring races (dwarf, elf, human, halfling) so I'm not sure how the level adjustment would work.
However, I start by selecting the creature blueprint, and editing the properties. If you begin with a drow, it probably has that level modifer already built into the blueprint. If you check all of the property tabs, you may find a field to adjust level modifiers or multipliers.
As for the Gnoll, I can't imagine how that would work... but it sounds interesting! Again, you should be able to play around with the gnoll blueprint in the toolset, then give it a new tag, and place him into your module.
Hope that helps! _________________ "I'll kill you, you'll see!"
"Well that's... just... dandy!"
"Aye, that's the game!"Edited By Dorateen on 12/28/06 15:52 |
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Gnorian
Game Owner
NWN NWN 2 Mass Effect PC
Joined: 23 Jun 2006 |
Posted: Friday, 29 December 2006 01:35AM |
Thanks, I'll try it. It seems making your own blueprint isn't a good idea, because when I tried it, the gnoll was invincible, he wouldn't attack the player if the player attacked him, all his skills and feats were messed up so I had to fix it all, he had NO scripting at the time so I had to copy the standard gnoll's scripting, and there was more but I won't go into it.
Another thing that's bugging me though, is how does the influence system work?
Thanks again. |
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Gu7
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 Mass Effect
Joined: 27 Feb 2004 |
Posted: Friday, 29 December 2006 03:08AM |
I hope Obsidian puts in a "Companion wizard" in the Toolset, something that will help automate the companion creation process. I tried Celestial's stuff and it worked, but i had problems figuring out how to make respawn scripts apply to them.. how to have them leave the party and rejoin it.. and so forth. It was very confusing  _________________ Beginner's Guide to Co-op- Video Game Mercenary Blog |
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Demon Wraith
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2 NWN 2: MotB Mass Effect PC
Joined: 25 Jun 2003 |
Posted: Friday, 29 December 2006 03:49AM |
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There's an Import Properties button you can use to import companion scripts to the companion. |
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Gnorian
Game Owner
NWN NWN 2 Mass Effect PC
Joined: 23 Jun 2006 |
Posted: Friday, 29 December 2006 10:35AM |
Wait, there's a guide to making companions?!? If so, please post a link to it.
Also, can anyone please tell me how I record my voice and then use it in a conversation? |
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ByblosHex
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB
Joined: 21 Dec 2002 |
Posted: Saturday, 30 December 2006 01:44AM |
Quote: Posted 12/27/06 15:36 (GMT) by Dorateen
I hope this will help you. Mind you, I've personally found it useful for adding self-created party members. But I imagine its intended purpose is to include joinable companions in your module.
Credit to Celestian the Good:
Making a companion, step by step.
First create your companion NPC. I made a fighter/wizardlevel 1/1 and called him Melf the Elf. His Tagname is "melf" and his resref/template was gh_henchman_melf01.
Load up this new NPCs properties and select import properties->script set and load up "c_CompanionScripts.xml". If you do not have this file you can create it by loading the properties of one of the official campaings companions and selecting export properties->script set and save as "c_CompanionScripts.xml".
Next create a conversation.
Right click the root section, select add and for the text just say "Would you like a new companion"? right click the line you just created and click add and for the text use "Yes, please join my group.".
Now, find and click the "Actions" tab below and add the following global action scripts:
ga_roster_add_object ga_roster_selectable ga_roster_party_add ga_reset_level
Once you have all the scripts added and in the order above click "refresh" for each script to see the variable options. Once you see those enter in the following values:
ga_roster_add_object sRosterName:melf sTarget:melf ga_roster_selectable sRosterName:melf bSelectable:1 ga_roster_party_add sRosterName:melf ga_reset_level sCreature:melf bUseXPMods:1
Replace "melf" with whatever tag you used for your companion.
Save the conversation and then add it to your new companions conversation (under properties).
Place the NPC somewhere in your module and go talk to him. Hit the "yes" response and he should be your new best friend!
Note that the NPC's tag must be 10 or less characters for these scripts. |
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Vendalus
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 30 Jun 2002 |
Posted: Saturday, 30 December 2006 02:31AM |
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Thanks for posting. Saved me a huge amount of time. |
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SirNugz
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 Mass Effect PC
Joined: 31 Dec 2006 |
Posted: Sunday, 31 December 2006 06:23PM |
Great posts, thanks so much...
How would you integrate that with a quest (in other words, 'get this obj for me first then I'll join'?
Thanks, I am very new to scripting/conversations but it is very fun to learn! |
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malrion
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 22 Mar 2003 |
Posted: Sunday, 31 December 2006 06:30PM |
Just use one of the gc_ scripts (gc_item_check)? I dont remember. Anyways. Use the GC script under the conditions tab (right next to the action tag) Press refresh next to the gc_ script you have selected, and enter the TAG of the item you want the NPC to check for. Make the conversation for that line say "Here mr NPC dude, I have your stuff" Then, on the next line (where the NPC is speaking) have him say "Oh man dude like thanks, now i will teh join your party" for the actions tab of that conversation node, just repeat the steps up above to add a henchy.
If you need more details let me know. |
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Dogar
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 30 Jun 2002 |
Posted: Sunday, 31 December 2006 11:21PM |
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Thanks for all the info everyone put into this thread, but I'm still wondering, how can I make a companion's conversation change after they join so I don't always get the "would you like to join me" conversation. And how can I make them leave the party afterwards? |
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Vendalus
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 30 Jun 2002 |
Posted: Monday, 01 January 2007 12:22AM |
I think "gc_roster_available" should test whether they are available to be added or not, but there are some notes concerning multiplayer that make me think you have to be careful how you use it. As for removing companions, check out "gc_comp_remove" and "ga_comp_remove." There is also "ga_roster_party_remove."
Still testing these so can't say for sure exactly how they work. |
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SirNugz
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 Mass Effect PC
Joined: 31 Dec 2006 |
Posted: Monday, 01 January 2007 12:26AM |
Thanks Malrion, I appreciate it.
I'll make sure I've got it right using an item that already exists in the game, then I'll work on creating a unique item I want for my specific scenario (in this case medication for a bipolar Paladin, sort of a Minsc character but actually drawn from a friend of mine LOL).Edited By SirNugz on 01/01/07 00:28 |
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