Archived from groups: alt.games.neverwinter-nights (More info?)
Well, I did manage to get an NPC to become a Henchman in one of my
modules... but the process was time consuming and annoying.
What I did was to go down the list of scripts for the NPC, edit each
one, copy the script, then back out, change the name of the script
from x2_whatever to r2_whatever, then edit, replace the little "void
main" dummy script with the copy of the x2_whatever, then go into that
copy and change any instances of nw_c2_default# with nw_ch_ac# by
hand.
Repeat for the what, 10 or so different scripts.
Then I went in and rewrote the "on conversation" script some more
until I could convince the NPC to actually join the player's party.
So far so good.
Then I saved that script set as "henchplates" thinking that I would at
least not have to go thru that whole mess again for the basic setup.
Working on my "real" module instead of the little test one I was
playing with, I tried to convert an NPC I'd created into a henchman by
using "load script set" and selecting henchplates. Seemed to work
perfectly, turned all the x2_whatever into the correct r2_whatever...
only one problem:
All the scripts were back to default void main blank scripts! All
that "change by hand" work making the scripts do nw_ch_ac# was
missing, as was the rewrite of the conversation script to make the
henchman actually join up.
I'll bet there's some simple way to grab the actual scripts and plug
them into a new module, but hanged if I see what it is offhand.
While looking, I spotted lots more scripts that look like henchman
behavior stuff. Is there an easy way to wade thru them all so I can
see? Trying to read them in wordpad didn't work out well at all, most
of the lines were just little empty square boxes instead of legible
characters!
Lance
Well, I did manage to get an NPC to become a Henchman in one of my
modules... but the process was time consuming and annoying.
What I did was to go down the list of scripts for the NPC, edit each
one, copy the script, then back out, change the name of the script
from x2_whatever to r2_whatever, then edit, replace the little "void
main" dummy script with the copy of the x2_whatever, then go into that
copy and change any instances of nw_c2_default# with nw_ch_ac# by
hand.
Repeat for the what, 10 or so different scripts.
Then I went in and rewrote the "on conversation" script some more
until I could convince the NPC to actually join the player's party.
So far so good.
Then I saved that script set as "henchplates" thinking that I would at
least not have to go thru that whole mess again for the basic setup.
Working on my "real" module instead of the little test one I was
playing with, I tried to convert an NPC I'd created into a henchman by
using "load script set" and selecting henchplates. Seemed to work
perfectly, turned all the x2_whatever into the correct r2_whatever...
only one problem:
All the scripts were back to default void main blank scripts! All
that "change by hand" work making the scripts do nw_ch_ac# was
missing, as was the rewrite of the conversation script to make the
henchman actually join up.
I'll bet there's some simple way to grab the actual scripts and plug
them into a new module, but hanged if I see what it is offhand.
While looking, I spotted lots more scripts that look like henchman
behavior stuff. Is there an easy way to wade thru them all so I can
see? Trying to read them in wordpad didn't work out well at all, most
of the lines were just little empty square boxes instead of legible
characters!
Lance