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Anyone knows how NPCs reaction works?

charisma reputation reaction

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#1 @vGur

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Posted 18 February 2016 - 02:28 AM

Recenly discovered, that npcs reaction not only depends on charisma & reputation, but also on random 2d10 modifier. Some manuals say it's 2d6 or 1d10. It's really big randomness, because CHA 18 have only +5 modifier and Hero reputation gives only +4! 

Total score 7 & lower gives hostile reaction... What it really means? I've never been attacked for low charisma. 8-14 means neutral reaction, 15 and more gives You friendly reaction (more qusts, gold, npc join etc)

Example: With neutral reputation (no modifiers) and ugly CHA 6 you get 2d10-4 (modifier from CHA 6)  so result up to 16 gives You 11% chance to get Friendly (maximum, best possible) reaction, this is really srange. With high reputation You can push charima even lower and still get friendly reaction.

What i want to know is how Really differs hostile-neutral-friendly reaction and is this random modifier 2d10? If yes, how to make it lower, is there any patch for it? Also manual say that some NPCs have own reaction modifiers, but it's not listed anywhere in *.chr file according to DLTCEP, is it really exist?

 



#2 Roxanne

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Posted 18 February 2016 - 02:54 AM

Recenly discovered, that npcs reaction not only depends on charisma & reputation, but also on random 2d10 modifier. Some manuals say it's 2d6 or 1d10. It's really big randomness, because CHA 18 have only +5 modifier and Hero reputation gives only +4! 

Total score 7 & lower gives hostile reaction... What it really means? I've never been attacked for low charisma. 8-14 means neutral reaction, 15 and more gives You friendly reaction (more qusts, gold, npc join etc)

Example: With neutral reputation (no modifiers) and ugly CHA 6 you get 2d10-4 (modifier from CHA 6)  so result up to 16 gives You 11% chance to get Friendly (maximum, best possible) reaction, this is really srange. With high reputation You can push charima even lower and still get friendly reaction.

What i want to know is how Really differs hostile-neutral-friendly reaction and is this random modifier 2d10? If yes, how to make it lower, is there any patch for it? Also manual say that some NPCs have own reaction modifiers, but it's not listed anywhere in *.chr file according to DLTCEP, is it really exist?

You need to look at the settings in happy.2da (a file subject to excessive modding, so the values you may have can be quite different from vanilla or another installation) for the general rules, those define a breaking point where NPCs may show reaction to your reputation. However, not all joinable NPCs use this concept and some have their own system of evaluating their relationship to the PC.

There are also non-joinable NPCs (e.g. store/innkeepers or quest givers) that have other reactions coded into their dialogues and scripts (rmodchr and rmodrep, although I never saw that work in the game)

Romances/friendship etc often use a more elaborated system to check other conditions in the PC to qualify as friend or lover, this is free for the modmaker to choose, so there are no general rules for that.


Edited by Roxanne, 18 February 2016 - 03:05 AM.

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#3 Creepin

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Posted 18 February 2016 - 02:57 AM

What i want to know is how Really differs hostile-neutral-friendly reaction and is this random modifier 2d10?
@vGur, IESDP suggests that there's no dice roll in reaction determination at all, only plain 10 plus modifiers: Reaction = 10 + rmodchr + rmodrep (see rmodchr.2da and rmodrep.2da). Do you think its statement is wrong?
If yes, how to make it lower, is there any patch for it?
Far as I understand this is purely script trigger, so you doesn't modify reaction as such, you use things like ReactionLT(O:Object*,I:Value*Reaction) where you put desired value as you see fit.

Edited by Creepin, 18 February 2016 - 03:02 AM.

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#4 @vGur

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Posted 18 February 2016 - 02:51 PM

I've read IESDP (triggers section, always 10), Aerie WIKI (non-english fanbase, 2d10), BG2 manual (Encounter Adjustment, 2d10) and many others... Is Anyone really Know how it works? I want to make it 1d6 or 1d10 maximum, but 2d10 is NOT the RPG, it's roulette.



#5 @vGur

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Posted 18 February 2016 - 02:53 PM

Far as I understand this is purely script trigger, so you doesn't modify reaction as such, you use things like ReactionLT(O:Object*,I:Value*Reaction) where you put desired value as you see fit.

What check i could made if whole Reaction parameter is 90% random? It's have No sense.



#6 Creepin

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Posted 18 February 2016 - 03:42 PM

I really wouldn't rely on aerie.ru in that matter. Being good people and all, still taking data right out of manual without any further examination of whether it is correct sounds like their level of research. IESDP folk, on the other hand, while happend to be erroneous on rare occasions before, still do good share of actual research and testing, so if those you mentioned are all of your sources, I would bet on IESDP.

 

Actually, if noone of engine guru put down his word, you could easily do some tests for yourself. Just set up a dummy NPC with a dummy dialogue requiring trigger of reaction greater than 15 (for example) return true, and make a dozen of reloads while talking to him: if reaction will be the same all the time, it is plain 10, no dice.


Edited by Creepin, 18 February 2016 - 09:44 PM.

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#7 The Imp

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Posted 18 February 2016 - 06:36 PM

Actually, if noone of engine guru put down his word, you could easily do some tests for yourself. Just set up a dummy NPC with a dummy dialogue requiring trigger of reaction greater than 15 (for example) return true, and make a dozen of reloads while talking to him: if reaction will be the same all the time, it is plain 10, no dice.
It would be better if the dialog script would reflect the response ... so have the dialog response be "what's up 14" ... 13" .. etc. a 4th wall breaking thing that shows you exactly what's up.

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#8 -@vGur-

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Posted 19 February 2016 - 12:00 AM

I have "some" experience in weidu tweaks coding, but dialogs are beyond my reach for now. Have anyone saw any dialogs that include strings\actions for hostile-neutral reaction in original game? Maeby negative checks wasn't actually implemented (IF ReactionLT( 8 ) THAN Attack()), but only positive (IF ReactionGT(14) THAN JoinParty())

p/s If You don't Know what random number is, but have beamdog accaunt, please, ask them about this number and hostile\neutral reaction differences.

Thank You.



#9 Fiann of the Silver Hand

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Posted 19 February 2016 - 04:14 AM

You could do something as simple as any random NPC giving a gold piece based on the reaction. Just keep talking to him to establish if there's any randomness to it.

#10 @vGur

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Posted 19 February 2016 - 12:16 PM

If it's so easy, maeby You can do it? I don't know how to code it, and learning how to write dialog isn't point of This topic.



#11 Fiann of the Silver Hand

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Posted 19 February 2016 - 08:25 PM

I gave a suggestion for how to get the information you asked about. That's what is called "help". What you do with it is up to you. Looking like an ass is optional.

#12 -@vGur-

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Posted 20 February 2016 - 09:11 AM

Sorry, but Your "help" wasn't helpful for me at all, thanks for Reply anyway.







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