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.

Sunday, November 19, 2006

New Accomplishments

After a lengthy hiatus, I was able to find time over a couple of days to put some work in on the module. I finished painting all the areas except the two large barns, and then I got to work on various scripts and conversations. In the process, and after a lot of research and trial and error, I accomplished the following:

  • Put the command to change the music in the conversation with Crissa. Instead of messing around with user-defined events, I should have thought of this to begin with.
  • Learned how to make a hidden trapdoor. Instead of taking the PC to a new area, when the PC clicks on it, it reveals a hidden stash of gems. I had a hard time with this - no matter what I did, I couldn't get the trapdoor to open - until I realized that I needed to change its facing: the front of the door was against a wall, so the PC couldn't open it.
  • Turned the kids into henchmen, and added the script to have them join the PC.
  • Set up a trigger near the gate which activates if the PC has Jocen with him, but not the other. Basically, it makes Jocen start a conversation, and then leave the PC, run a short distance, and vanish. It also destroys Crissa (or at least it should - I forgot to check), and applies an alignment penalty to the PC. I also wrote the appropriate conversation thread for Jocen to go with this. This was another excercise which reminded me to always make sure all my semicolons are present.
  • Figured out how to rearrange the conversations so that only the options that should come up, do come up when the PC meets the kids.

And of course, there were the usual minor fixes, including having to tediously go through each area in the village and check every container - seems I forgot to remove the scripts that generate treasure on most of them.

This was the first time I actually got to test most of this stuff, and I can see that I'm going to need to do a lot of testing for bugs, as well as for difficulty. I found another conversation problem with Jocen, and what appears to be a repeating trigger, even though all the triggers are set to single shot. Things I need to do next time include:

  • Fix Jocen's conversation
  • Fiddle with Jocen and Crissa's scripts so that they don't get into fights. Not sure why this is happening as they have the herbivore onspawn script, which should prevent this.
  • Add an interjection trigger for Crissa like the one I have for Jocen, and write the conversation node to go with it.
  • Add a journal entry for when either kid leaves the PC when the PC activates this trigger.

And after all that, I then have to deal with the other subquest, which I'm sure will have it's own set of problems.

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