Why not just use the scripts from TSM? Change npcs and items.Coaan wrote:As for the quest idea, I can write up a summary of how the quest ought to go, but I fear I'm not a very good scripter. Willing to try, but it may be best to get someone that's actually competant to do it.
Suggestions Thread
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- Shambling Zombie
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Re: Suggestions Thread
- HATEFACE
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Re: Suggestions Thread
THe owner and proprietor of the Friendly Arm Inn should sells magical trinkets or ex-adventure(r) stuff. BTW is there even a sorcerous sundries?! I can't find it.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
Re: Suggestions Thread
It is located in Lower BG, not far from the entrance to the Elf Song Tavern.
Current Characters: Ravik Ports
Re: Suggestions Thread
I've played for 5 minutes and even I know where it isHATEFACE wrote:THe owner and proprietor of the Friendly Arm Inn should sells magical trinkets or ex-adventure(r) stuff. BTW is there even a sorcerous sundries?! I can't find it.

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- Vendrin
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Re: Suggestions Thread
Put some commoners out on the streets and the taverns. Make the city look a bit alive.
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- hollyfant
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Re: Suggestions Thread
This is going to come back and bite me, but...
Could the "detection range" of the monsters be increased? Right now, armed and armoured PC's can clunk around, see the beasties, gather up, make plans and then attack without any creature ever even noticing them. Even the monsters that wander up close seem to be blind and deaf.
We always spot them, they never spot us.

Could the "detection range" of the monsters be increased? Right now, armed and armoured PC's can clunk around, see the beasties, gather up, make plans and then attack without any creature ever even noticing them. Even the monsters that wander up close seem to be blind and deaf.
We always spot them, they never spot us.


- Ithildur
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Re: Suggestions Thread
hollyfant wrote:This is going to come back and bite me, but...
Could the "detection range" of the monsters be increased? Right now, armed and armoured PC's can clunk around, see the beasties, gather up, make plans and then attack without any creature ever even noticing them. Even the monsters that wander up close seem to be blind and deaf.
We always spot them, they never spot us.![]()
I've posted about this in the TSM forums; seems like this is an alfa wide standard; for some reason monsters have become nearsighted, hearing impaired, and dumbed down compared to alfa1. Players become used to this, and default to using tactics that would've been suicide in alfa1.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Suggestions Thread
It is not an ALFA standard. There is a problem with the AI morale scripts. One suggestion has been to remove the morale scripts, however, there are a few folks working on a fix, as far as I can tell.
- HATEFACE
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Re: Suggestions Thread
Why not use the wicked Storm of Zehir AI?
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
Re: Suggestions Thread
We are using it. However, it broke our morale scripts (I think).
- Ithildur
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Re: Suggestions Thread
Heegz, I'm quite certain what Holly and I are refering to is not related to morale scripts. The mobs stand there clearly unaware of unstealthed PCs, even though the PCs are close enough to see them. When you get closer, then they notice you and attack, or at times, flee.
Especially when it's sharp eyed/hearing/scent endowed creatures we're talking about, this seems off; wouldn't a wolf easily be aware of a fighter in full plate clanking up towards it at the very least the same time/distance as the fighter is aware of the wolf? While this is a bit more 'friendly' towards the style of play where you can explore around solo even if your pc has the stealthiness of a Harley Davidson, it doesn't seem like it fits ALFA's general approach to making mobs seem more aware/intelligent/not to be taken lightly, as well as encouraging group play and making scouting necessary in dangerous areas.
An examination of say, a wolf's sight/awareness range and the module setting for PC's sight range should shed some light on this, I would think.
Especially when it's sharp eyed/hearing/scent endowed creatures we're talking about, this seems off; wouldn't a wolf easily be aware of a fighter in full plate clanking up towards it at the very least the same time/distance as the fighter is aware of the wolf? While this is a bit more 'friendly' towards the style of play where you can explore around solo even if your pc has the stealthiness of a Harley Davidson, it doesn't seem like it fits ALFA's general approach to making mobs seem more aware/intelligent/not to be taken lightly, as well as encouraging group play and making scouting necessary in dangerous areas.
An examination of say, a wolf's sight/awareness range and the module setting for PC's sight range should shed some light on this, I would think.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Suggestions Thread
Ah, well I have no idea how sight range works. Is it a NWN2 thing that is different, or is it the BG module in particular?
- Teric neDhalir
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Re: Suggestions Thread
AFAIK the perception ranges are found in ranges.2da, and the default perception range that creatures use are found in appearance.2da.
What this boils down to is PC perception range (seen) = 50 metres.
Medium perception range (most mobs) = 20 metres.
Long perception range (giants, dragons etc) = 35 metres.
Long ranged attack = 50 metres.
Spot the problem? I'm sure I've seen it mentioned that giving monsters the same perception range as players causes major crashes, but I'd be interested in having that confirmed. It also explains the strange behaviour apparent in the morale scripts when mobs run away and then stop where they can be picked off with ranged weapons. I guess it's the way the OC is designed - you always get the drop on a static enemy.
I am happy to be corrected on any of the above.
TnD
What this boils down to is PC perception range (seen) = 50 metres.
Medium perception range (most mobs) = 20 metres.
Long perception range (giants, dragons etc) = 35 metres.
Long ranged attack = 50 metres.
Spot the problem? I'm sure I've seen it mentioned that giving monsters the same perception range as players causes major crashes, but I'd be interested in having that confirmed. It also explains the strange behaviour apparent in the morale scripts when mobs run away and then stop where they can be picked off with ranged weapons. I guess it's the way the OC is designed - you always get the drop on a static enemy.
I am happy to be corrected on any of the above.
TnD
- HATEFACE
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Re: Suggestions Thread
Sounds like the morale scripts are a touch too sensitive.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
- Teric neDhalir
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Re: Suggestions Thread
The morale scripts (if they're even using them on BG) fire off the OnPerception event. The question is at what distance can mobs "see" players. I've just made a little test mod with markers every 10m and a wee goblin standing about. As I posted above when you get 50m away he becomes visible (= within Perception Range Player). He doesn't actually "see" you and attack until you're 20m away (= within Peception Range Medium).HATEFACE wrote:Sounds like the morale scripts are a touch too sensitive.
So the question for the tech and gameplay boffins is:
Can the perception range of creatures be set to the same as players and if so is that considered "fair".