Quest Scripting

New models, textures, & integration of 3rd party content.

Moderators: ALFA Administrators, Staff - Technical

Locked
User avatar
oldgrayrogue
Retired
Posts: 3284
Joined: Thu Jan 24, 2008 7:09 am
Location: New York
Contact:

Quest Scripting

Post by oldgrayrogue »

Are we using this? And if not why not?

http://nwvault.ign.com/View.php?view=NW ... tail&id=92
User avatar
Heero
Beholder
Posts: 1930
Joined: Wed Jan 14, 2004 9:52 pm

Re: Quest Scripting

Post by Heero »

I am going to test it out. Hopefully today.
Heero just pawn in game of life.

12.August.2013: Never forget.
15.December.2014: Never forget.

The Glorious 12.August.2015: Always Remember the Glorious 12th.
User avatar
Swift
Mook
Posts: 4043
Joined: Sat Jan 03, 2004 12:59 pm
Location: Im somewhere where i dont know where i am
Contact:

Re: Quest Scripting

Post by Swift »

Had a look at it today. Good but limited. If you want an NPC to give out more than 1 quest, you need to play around with merging dialogue and it doesn't play too well with existing NPCs since the creation process creates a new dialogue file each time.

Additionally since it is entirely scripted (doesnt use the standard NWN2 journal) the XP and gold rewards are set up as part of the quest, so every quest created would have to go through a little script editing to have XP and gold rewarded by our ACR scripts, rather than the TKL scripts (as I presume the custom scripts we use are for logging and tracking purposes).

Does have some good features though. Scaling options, timers, somewhat randomized spawns.
Locked