Dispatches From Neverwinter

A journal of my progress as I (attempt to) learn how to build modules for Neverwinter Nights.

Name:
Location: United States

Started playing Neverwinter Nights back in November '05 and got hooked. Tried to write my own module, but I just didn't have the time. Maybe I'll try again someday.

Saturday, November 25, 2006

Almost Finished With The Village

After working on it for weeks, I'm just about finished with the village of Cheswick. The following things are finished.

  • All interior areas have been painted, as well as the village exterior.
  • All triggers, encounters, and scripts associated with them are finished. Much of the time I worked on the module this weekend was spent fixing this. At first, I didn't have the full code to make sure no trigger went off more than once. Then I had to change a ton of variables. Then I had to rewrite several scripts. I even turned deleted a couple of them and replaced them a script that goes in the OnEnter event for the area. Now they all seem to be working, and they all seem to be working only once. Well, one of them didn't seem to work at all, but at this point I don't care.
  • The conversations for Jocen, Crissa, Jerym, and the mule are all finished, and all the scripts associated with these conversations are in the right places.
  • The journal entries for the Jerym subquest and the children's subquest are finished and set to go off at the right places.
  • All the dozens of minor fixes have been taken care of, at least until I find some more that need fixing. This includes uncluttering the shed Jocen is hiding in - in one test, I went in there after I had the mule following me, and found I couldn't reach Jocen because the mule was in the way.
Of course, not everything is done. Jocen and Crissa still get into fights with the monsters. The fact that they have scripts that are supposed to make them cower makes them behave oddly: they'll cower, then lash out and attack. In turn, the monsters attack them. They can't actually die, so it looks stupid to see them taking a lot of hits and damage, but never dying from them. I also apparently put the scripts that removes them as henchmen in the wrong places. I think I fixed that, but it's likely to be a moot point: I'm probably going to change them so that they follow me around in the same way the mule does, rather than make them henchmen. In theory, that'll keep them from getting in any more fights. Also, I still need to write a script that will make peasants spawn and walk by while the PC is conversing with Jerym the first time. However, other than that, the village is finished. Now it just needs to be tested. More specifically, all the iterations of the two subquests need to be tested, i.e., bring the children to Jerym but not the mule, and vice versa, and bringing both at the same time. I allowed for all this in the conversation. Hopefully it'll all work.

Although this took much longer than I expected, and I got hung up repeatedly fixing a few things, and on some very dumb mistakes (incorrect tags, missing semicolons, etc...), I'm pretty happy with how things turned out. The mule subquest worked fine the first time I tested it, as did the script that makes the children run off if the PC decides to abandon the quest while one of them is following him. Except for the henchmen thing, the conversation with Jerym that ends the subquests also seems to be working properly. I suppose I could do more work tonight, but I think I've done enough for one evening. Now I think I'll actually play for a little while.

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