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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Oct 15, 2002.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Z-Layrex)

    Don Moar, Tools Programmer

    Updating Instances: No, you're not missing anything. To update all instances of 20 different blueprints (creatures, doors, items, etc.) in your module, you will have to use the "Update All Instances" function 20 times. If we get the time, this might be something we can address in the future.

    Tokens: I don't believe that the tokens available in the conversation editor will work in text outside that system (i.e. player messaging, item descriptions, etc.).

    Build Module: The Build Module function is primarily intended to perform a series of sanity checks on the module. In particular, it can recompile all the scripts, check for unused resources (excluding those that are referenced only in a script) and look for objects that are placed in invalid areas (i.e. having a create on top of a house, which is unreachable by the player). The function can be configured to perform any of the tasks individually since a full build on a large module could take a long time.

    More:
    You're right, Av, that's exactly the way it works. A change to a header script (a script that does not have its own void main() or int StartingConditional() function) REQUIRES that ALL scripts that include it be recompiled in order for the changes to take effect.


    Area Transistions: Just to be clear, doors (and other objects) have both a name and a script tag. Area transitions work off the script tag, so if they are not unique among the objects involved, the game will get... confused.

    Conversation Editor: The conversation editor displays text as a sequence of alternating NPC - PC statements. By default, the NPC statements are red and the PC statements blue. Also by default, the NPC that speaks the text is the NPC that owns the conversation (i.e. the NPC that has this conversation assigned to it). It is possible, however, to assign any object to speak a line of text in the conversation by selecting its tag from the Speaker Tag field in the conversation editor. If the PC does not say anything during the conversation (i.e. all the PC lines are blank, resulting in either [Continue] or [End Dialog] nodes), then if the conversation is initiated via scripting (the player doesn't start the conversation by clicking on the NPC) the conversation will play without any involvement by the player. That is, it will look like the NPCs are involved in their own conversation, giving the player a sense of overhearing something.

    Jonathan Epp, Quality Assurance


    Chat Colours: Make sure you put it under the [Chat Colors] heading, like so:

    [Chat Colors]
    TalkColor=240,102,1

    Also make sure you put it into the nwnplayer.ini, and not one of the other .ini's by accident.
     
    Last edited by a moderator: Jan 4, 2018
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