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#496758 xp-dependent encounters

Posted by ottomadenedamotto on 13 September 2010 - 03:57 PM in IE Help

The party's gold is pooled but not their XP, so there's no trigger that could identify the combined XP total. Possibly some crude hack using both XPGT() and NumInPartyAliveGT(), but it might be easier to use LevelPartyGT() instead of XP, that way you can decide what level (or hitdice) of enemies to use. There are mods that scale such spawns accordingly - possibly BGSpawn and Tutu's own spawn system - take a look at those scripts. You'd need a bunch of fairly similar script blocks to do the checks and spawning, but that is (IIRC) what those scripts do also.


Thanks for that. For now, though, let's assume that they attack as specified above. I still need to know how high their levels should be to pose a significant threat to a party of 6.



#496748 xp-dependent encounters

Posted by ottomadenedamotto on 13 September 2010 - 02:36 PM in IE Help

Okay, so here's a 2 part question.

The situation: I'm looking to set up 4 encounters which spawn if a certain NPC is in the party AND the party is just barely able to handle them. These are meant to be very difficult battles.

Part 1: I'm assuming that there's an easy way to script a tally of the party's total xp (since I don't want to assume party size and set an impossible challenge in front of a smaller party.) Assuming that you're talking to somebody who knows almost nothing about scripting, how do I do that?

Part 2: In order to make these encounters very difficult, I need to know how powerful to make the cre's. What do you think are reasonable levels for the assailants of the following encounters?

Encounter 1 - LevelPartyGT(9) - consists of 1 Kensai and 1 Archer

Encounter 2 - LevelPartyGT(11) - consists of 1 Abjurer, 1 Conjurer, 1 Priest of Talos, 1 Assassin, and 1 Wizard Slayer

Encounter 3 - LevelPartyGT(13) - consists of 1 Mage (vanilla), 1 Necromancer, 1 Jester, and 1 Inquisitor

Encounter 4 - LevelPartyGT(15) - consists of just 1 Monk

Thanks in advance!



#496434 Adding innate abilities by level

Posted by ottomadenedamotto on 10 September 2010 - 12:53 PM in IE Help

Great!  Thanks a bunch.



#496317 Adding innate abilities by level

Posted by ottomadenedamotto on 09 September 2010 - 01:12 PM in IE Help

So, I've been looking through the tutorials to find a solution, but no luck yet. I'd like to give my NPC the Blade's Offensive Spin (GA_spcl521) once per day at level 5, 15, 25, and 35. Is there a way to do this that doesn't involve making an entirely new kit for the character and gives the ability at those levels (not all at once when they join?)



#496161 [HELP WANTED] Coder, General Modding Staff

Posted by ottomadenedamotto on 07 September 2010 - 06:00 PM in Classifieds

I can check your stuff if you need help with that, but I'm probably best dealing in 1-1 discussion on MSN. The tricky thing is matching the hours.


For specific problems, I'll generally go to the help forums, but thanks. I'm really looking for somebody to get involved in the project in an official sense.



#496159 More Parse Errors?

Posted by ottomadenedamotto on 07 September 2010 - 05:26 PM in IE Help

Ah, I had a tilde missing there. Thanks.



#496156 More Parse Errors?

Posted by ottomadenedamotto on 07 September 2010 - 05:08 PM in IE Help

why do you have so many join variables?


They're meant to designate whether or not that path in the conversation had previously been taken. Removing them has no effect on this error.



#496132 More Parse Errors?

Posted by ottomadenedamotto on 07 September 2010 - 01:45 PM in IE Help

So, I'm working on installing an NPC and I've run into a very strange problem.  To make a long story short, here's what I'm getting from the installer:

Spoiler


And here's the bit of dialogue it's getting stuck on, beginning with line 27:

Spoiler


So, as far as I know, starting a piece of dialogue with "SAY ~" is pretty standard.  I've got a whole mess of dialogue above it that starts exactly the same way and that's getting through the installer, so can anybody tell me what I'm doing wrong?

Thanks in advance!



#495925 [HELP WANTED] Coder, General Modding Staff

Posted by ottomadenedamotto on 05 September 2010 - 03:14 PM in Classifieds

Posted by: ottomadenedamotto (but you can call me Otto)

Date posted: 09/05/2010

Looking for: Coder and anyone interested in helping

Details: I'm a novice modder working on my first full mod, an NPC intended to have a slightly more realistic friendship track. In a technical sense, the friendship is based around dialogue options which incrementally increase or decrease one of several variables. Those variables need to be above a certain level for the friendship talks to occur. Instead of a romance, there's a similar attraction variable which unlocks flirtpack-type options and casual encounters.

I suspect that I'll have to finish it all by my lonesome, but I'd love to have some help. The dialogue's coming along well. I'd say I'm about halfway done with the friendship track as of this posting. What I need, though, is somebody who has at least a good idea of the coding/scripting fundamentals (spawning creatures, making sure the dialogue fires when it's supposed to, etc.) Ideally, I'd like for somebody to take a look at what I've written so far, make sure all the code's as it should be, and write up the scripts needed to do what I'm intending it to. I'm still figuring out how to make items and creatures, so I could definitely use some help with that too, but my needs are very modest there: just a few simple, unique items and 4 encounters which spawn if the NPC is in the party.

I suspect that an experienced modder can give me what I need with less than 2 hours of work, total. Naturally, I'll give appropriate credit for any contributions made to the mod, as well as offer what assistance I can give to you in return.

If you're interested in helping, or for more detail on the NPC, please e-mail me at ottomadenedamotto@gmail.com



#494906 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 08:06 PM in IE Help

Hmm. Too busy for dialogue, you say? You are testing on a patched installation, yes? I understand that you prefer not to post mod-specific dialogue, but at this point, it would help me diagnose your problem if I had the mod in front of me. Can you either upload it somewhere or email it to me at my screen name at gmail dot com? I'd be happy to help you sort it out.


Okay, I sent it to your Gmail account.



#494892 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 06:16 PM in IE Help

Hmm... no good.  Aiden's too busy to talk to Player1 now.  I tried the above and a few other things, but as long as that code's in the area script, Aiden's closed for business.



#494882 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 03:04 PM in IE Help

It worked.  Hooray!

And now on to the next problem...

The dialogue fires on sight of Player1: Awesome.  Eilthyra wanders off when it's over and disappears: Yes.  But then Aiden just stands around like a bump on a log.  I want her to walk over and say hi.

Here's my best guess:
IF
    See(Player1)
    NumTimesTalkedTo(0)
    CombatCounter(0)
    !See([ENEMY]) 
THEN 
    RESPONSE #100
             MoveToObject(Player1)
             StartDialogueNoSet(Player1)
END

But that's not doing a thing.

For reference, here's the dialogue.  I haven't bothered yet to make it my own, so it's pretty much a straight rip from the tutorial.
Spoiler


Come on, Aiden.  Get over there and say something...



#494876 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 01:27 PM in IE Help

Okay, here's Aiden-Setup.tp2
Spoiler


And here's Q!AR0406
Spoiler



#494868 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 12:29 PM in IE Help

Have you assigned Eilthyra's override script to her CRE? You can do that in the tp2 using this code. You would put this in after you name the CRE.

WRITE_ASCII 0x248 ~q!eilthy~ #8 // assign override script

Here's a block from Haldamir's tp2 where I assign everything to do with the NPC:

COPY ~haldamir/character/b!hal.cre~ ~override~
  ADD_CRE_ITEM ~leat04~ #0 #0 #0 ~IDENTIFIED~ ~ARMOR~
  ADD_CRE_ITEM ~sw1h01~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~
  ADD_CRE_ITEM ~sw1h02~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~potn52~ #0 #0 #0 ~IDENTIFIED~ ~QITEM1~
  ADD_CRE_ITEM ~bow01~ #0 #0 #0 ~IDENTIFIED~ ~INV1~
  ADD_CRE_ITEM ~arow01~ #14 #0 #0 ~IDENTIFIED~ ~QUIVER1~
  ADD_CRE_ITEM ~arow02~ #5 #0 #0 ~IDENTIFIED~ ~QUIVER2~
  SAY NAME1 ~Haldamir~
  SAY NAME2 ~Haldamir~
  WRITE_ASCII 0x248 ~B!HALS~ #8 // assign override script
  WRITE_ASCII 0x2cc ~B!HAL~ #8 // assign pre-joining dialogue file
  WRITE_ASCII 0x280 ~B!HALDAMIR~ #32 // assign DV
  WRITE_ASCII 0x34  ~b!haldas~ #8     // assign small portrait
  WRITE_ASCII 0x3c  ~b!haldam~ #8     // assign medium portrait


Nothing. the tp2 did give Aiden her starting gear, so I know it's doing what it's supposed to, but the dialogue still won't fire. Talking to Aiden initiates her joining dialogue and talking to Eilthyra gets you snubbed. The script and dialogue are the same as above, and assigned to Eilthrya both in DLTCEP and the tp2. Is there anything else I can try in order to make this work?



#494858 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 23 August 2010 - 06:02 AM in IE Help

Ah, okay. Btw, do you know how to make an item untouchable like Boo and play a little description when the player tries to move it?



#494844 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 10:37 PM in IE Help

Well, I already have the script assigned to her override script slot via Near Infinity. Should I use the code instead? And if so, why?

Also, is this the same place where one gives to an NPC an item which can't be removed (such as Boo?) I can't figure out how to do that.



#494835 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 06:51 PM in IE Help

Well, while this topic is here, the mod installed and both characters appeared where they're meant to, but the dialogue just doesn't happen. I tried tinkering with it a bit, but I still have no idea what the problem is.

Here's Q!eilthy.baf
Spoiler


And here's Q!eilthy.d
Spoiler


Any thoughts?



#494830 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 03:40 PM in IE Help

Hey, it worked! Hooray!

Thanks for all your help!

And keep an eye out for future topics where I try to get my scripts/dialogues to actually do what I want them to.

Ipsissimus: Thanks for the heads up. I'll use spoiler tags in the future.



#494826 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 03:26 PM in IE Help

I think I remember seeing something about an NPC named Aiden in an old Mod Ideas thread. Is this the same NPC?


No, this one's my idea entirely. I'm pretty excited about it, but I'm trying not to talk it up too much until I have an idea of what I'm doing with the code-type stuff. Before starting, I took a look around to see if there were any NPCs already named Aiden, since it's a common name 'round some parts, but all I found was an Aidan.

Also, grr it's still not working. Q!eilthy.d now says exactly what you suggested above (plus the tildes which I think are where you meant):
CHAIN IF ~Global("AidenTalksToEilthyra","GLOBAL",1) ~ THEN ~Q!eilthy~ AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",2)~ 
== ~Q!adn~ ~Yep.~
== ~Q!eilthy~ ~We sure are!~
= ~Okay, I'm bored.~ 
DO ~EscapeArea()~ 
EXIT

But there's a new error now:
Compiling 1 dialogue file ...
Processing 1 dialogues/scripts ...

ERROR locating resource for 'CHAIN3'
Resource [Q!EILTHY.DLG] not found in KEY file:
	[./chitin.key]
ERROR: preprocessing APPEND_EARLY [Aiden/Q!eilthy.d]: Failure("resource [Q!EILTHY.DLG] not found for 'CHAIN3'")
Stopping installation because of error.
At least it's not another parsing error (I think.) But .dlg? I've never been told to make one in any tutorial. I thought that's what I was making by compiling my .d files.



#494819 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 01:05 PM in IE Help

I just want to preface this by saying that I really appreciate all the help I've been getting here. I'm still really surprised that I haven't gotten a single sarcastic response to any of my amateur mistakes and I think I'm looking at a really strong community.

Anyway, thanks for the script, berelinde. I can't tell you whether it works or not, but it got through the installer without any parsing errors. The dialogue, though, is still not going through. I'm not really sure what you mean by your last comment:

the only trigger you need and the only trigger you should have is ~Global("TAidenTalkedToEithyra","GLOBAL",1). Make sure you close the variable by setting it to two somewhere in the dialogue.

Should I not be using the Global AidenTalksToEithyria? And why would I set it to 2? As it is now, when AidenTalksToEithyria=1, Eithyria is supposed to leave the area and Aiden is supposed to approach Player1 to strike up a conversation. Neither of these NPCs are party members at this point.

Here's what I've got right now.

Q!Eilthy.baf (no error)
IF 
    Global("EilthyraExists","GLOBAL",1) 
    See(Player1) //or whatever DV you want
    Global("AidenTalksToEilthyra","GLOBAL",0)
    CombatCounter(0)
    !See([ENEMY]) 
THEN 
    RESPONSE #100 
        SetGlobal("AidenTalksToEilthyra","GLOBAL",1)
END 

IF 
    Global("EilthyraExists","GLOBAL",1) 
    See(Player1) //or whatever DV you want
    Global("AidenTalksToEilthyra","GLOBAL",1)
    CombatCounter(0)
    !See([ENEMY]) 
THEN 
    RESPONSE #100 
        StartDialogueNoSet(Player1) //or whatever
END
[i]On a side note, should I assume here that even though she's launching a dialogue with Player1, she'll actually carry out her conversation with Aiden instead?  If not, what should I use instead of StartDialogueNoSet(Player1)?[/i]

Q!Eilthy.d
[code]CHAIN IF ~Global("EilthyraExists","GLOBAL",1) // you need to register a modding prefix
GlobalLT("AidenTalksToEilthyra","GLOBAL",0) // try use shorter variables.
See(Player1)
CombatCounter(0)
!See([ENEMY])~ THEN EIL AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== ~AID~ ~Yep.~
== ~EIL~ ~We sure are!~
= ~Okay, I'm bored.~ // since Eilythra is still talking, you use Multisay instead. No need to reference her dialogue again.
//that EXIT was unnecessary: do this instead
DO ~EscapeArea()~[/code]

Here's the error report that comes up for that:
[code]Compiling 1 dialogue file ...

[Aiden/Q!eilthy.d] PARSE ERROR at line 12 column 1-17
Near Text: 
	syntax error

[Aiden/Q!eilthy.d]  ERROR at line 12 column 1-17
Near Text: 
	Parsing.Parse_error
ERROR: parsing [Aiden/Q!eilthy.d]: Parsing.Parse_error
ERROR: compiling [Aiden/Q!eilthy.d]!
Stopping installation because of error.

As you can tell, I'm really new at this and I just don't know what the problem is. Am I only supposed to be using CHAIN for dialogue involving party members? If so, what's the alternative?



#494785 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 22 August 2010 - 01:09 AM in IE Help

Thanks for your help. That definitely seems to get it closer to being installed, but I'm still getting a parsing error. I made it a .d file set as Eilthyra's default dialogue and C&Pd exactly what you have above:
CHAIN IF ~Global("EilthyraExists","GLOBAL",1) // you need to register a modding prefix
GlobalLT("AidenTalksToEilthyra","GLOBAL",0) // try use shorter variables.
See(Player1)
CombatCounter(0)
!See([ENEMY])~ THEN EIL AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== ~AID~ ~Yep.~
== ~EIL~ ~We sure are!~
= ~Okay, I'm sick of looking at you.~ // since Eilythra is still talking, you use Multisay instead. No need to reference her dialogue again.
//that EXIT was unnecessary: do this instead
DO ~EscapeArea()~
That's everything in Q!eilthy.d

Here's the response I get:
Copied [Aiden/Q!eilthy.cre] to [override/Q!eilthy.cre]
Compiling 1 dialogue file ...

[Aiden/Q!eilthy.d] PARSE ERROR at line 12 column 1-17
Near Text: 
	syntax error

[Aiden/Q!eilthy.d]  ERROR at line 12 column 1-17
Near Text: 
	Parsing.Parse_error
ERROR: parsing [Aiden/Q!eilthy.d]: Parsing.Parse_error
ERROR: compiling [Aiden/Q!eilthy.d]!
Stopping installation because of error.

I'm stumped...



#494777 Non-Joined NPC Dialogue

Posted by ottomadenedamotto on 21 August 2010 - 07:28 PM in IE Help

Okay, so here's another thing that's got me scratching my head.  All the dialogue tutorials I've seen have to do with party members talking to each other.  I just can't for the life of me figure out how to make two non-party NPCs have a conversation once in sight of Player1.  I tried, but it caused a parsing error in the installer.  I figure that I'm way off, but here's the patchwork script I threw together from what I've seen in some tutorials:

This is meant to be Eilthyra's override script, where she has a conversation with Aiden, then walks off to disappear.  For the curious reader, Aiden (a joinable NPC) has an override script to approach Player1 and begin her default dialogue file when AidenTalksToEilthyra=1, but that one didn't bring up any parsing errors, so here's hoping.

CHAIN IF ~Global("EilthyraExists","GLOBAL",1)
   GlobalLT("AidenTalksToEilthyra","GLOBAL",0)
   See(Player1)
   CombatCounter(0)
   !See([ENEMY])~ THEN EILTHYRA AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== Aiden ~Yep.~
== Eilthyra ~We sure are!~
== Aiden ~Okay, I'm sick of looking at you.  Fuck off.~
EXIT

IF
   GlobalLT("AidenTalksToEilthyra","GLOBAL",1)
THEN
   RESPONSE #100
   EscapeArea()
END

So, where am I going wrong here?  Does this need to be split into a script file and a dialogue file?  If so, how do I get the script to launch the dialogue?



#494760 Response #100

Posted by ottomadenedamotto on 21 August 2010 - 09:31 AM in IE Help

Okay. Thanks.



#494738 Response #100

Posted by ottomadenedamotto on 21 August 2010 - 01:18 AM in IE Help

So, this is obviously not a question from an expert, but I see "Response #100" everywhere in the scripts. Since it is so common, I can't really look it up anywhere. Can somebody explain to me what this is?

Thanks in advance.



#494717 Kit-Mod THAC0

Posted by ottomadenedamotto on 20 August 2010 - 09:56 AM in IE Help

Hmmm... okay. Thanks for your help.