Dispatches From Neverwinter

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

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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.

Tuesday, May 22, 2007

Henchmen

Achieved a small success last night in that I figured out how to add an NPC as a henchman while in a conversation with a different NPC. It was actually pretty simple to do. What threw me off is that I used the Module Builders Henchman Kit, which, in retrospect, was a mistake. It's a useful system for a module that relies heavily on henchmen, but mine only uses them in a limited way, and so I don't need the level of complexity it offers. Also, because I'm new to this, I couldn't really understand the scripts used in the kit, which are very advanced. In fact, I ended up slightly modifying the basic add henchman script from the game and using that instead.

I also added in a new bit where one of the NPCs walks over to a holy water basin, does a short animation, and then returns and gives the player two vials of "blessed water," which are basically just cure light wounds potions. I was able to re-use an older script, so that was easy, but I also had to add a few new conversation lines, then cut the remainder of the conversation and paste it to the last new line. This, unfortunately, broke all the links in that part of the conversation, so I had to waste time recreating them all. Other than that, I had to do a bunch of tweaking so that the NPC who gets the water actually faces and stands near the basin, and I also so that the second NPC doesn't come over too soon (because it looks odd with him just standing there), or too late (because then he starts talking before he's next to the PC).

Overall, though I didn't work on it long, I felt like I achieved something positive, and that my momentum is returning.

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