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Neverwinter Nights Scripting

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Using NWN engine for games other than RPG's? [23 Mar 2007|03:37pm]

The more I think about it, the more I think it's workable. I can see mostly two different game-styles that could be done with it; the first being survival-horror such as Resident Evil and Silent Hill, the second a point-and-click-adventure, albeit using a 3d engine. I can work out some of the logistics, such as creating monsters that only do a set amount of damage, making the PC's skills mostly redundant and focusing it more on the players knowledge and skills instead, and removing the need to level up (any 'rewards' would purely be either unlocking part of the plot, or an object of some kind). Does anyone see any problems with this?
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Combat Dummy Script... Help? [21 Sep 2006|01:51pm]

[ mood | confused ]

I've been trying to make combat dummys die like in the NWN prelude, but they are damage resistant. How do I overide the damage resistance? This is exactly what I'm trying to do:

An NPC tells the character ti 'kill' one of the dummys. After the character destroys one of the dummys, experience is rewarded, and the NPC tells the character to report to another NPC in another area.

Thanks in advance to anyone who can help...

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Hello [12 Jul 2006|02:16pm]

[ mood | cheerful ]

I'm a newbie to scripting, but I have a couple modules I am working on. I am really struggling with scripting because I do not understand what the commands do. Does anyone have any advice for me?

Also, I am looking for a way to cause an NPC to give the PC's two options: To fight them, or to open a shop. How do I script this?

Thanks in advance!

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Removing plot-items [03 Oct 2005|04:37pm]

I'm trying to come up with a script which will remove all plot-items from a character's inventory but so far it's been quite a dead-end.

Any suggestions?

Edit:Problem solved.Collapse )
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Neurik - the dwarf cleric [24 Sep 2005|08:55am]

This isn't a about scripting but I think some of you out there might know this.

What is Neurik, the dwarf cleric, wearing when he's located in the temple at Beouronas Well? Armour? Clothing? What kind?
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[19 Jul 2005|09:10pm]

Hello. Honestly, I don't have any intention of getting really deep into the knowledge of NWN scripting, I'm just making a short project, and wanted to ask:

I would like for the character to leave a certain area, and then come back to the area later (after some action has been fulfilled) and find it all destroyed. I was thinking that, if it was possible, I could just create two areas, one okay, and one destroyed, and just have the gate lead to one or the other, depending on whether the aformentioned action has been fulfilled.

Does that make sense? Any thoughts? Thanks for any help.
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[26 Apr 2005|12:35am]

wow that sucks, I just typed like a whole paragraph only to have it deleted...

Ok here is the gist of what I said

*GameSpy: DragonWR12LB
*Builder of: Port Lylindial (
*Scripting: Pretty Damn Good
*Port Lylindail: Sole builder of a MP module for 2.5+ years
*Scripting Help: Just ask
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Script for Parties [08 Apr 2004|11:00pm]

Okay so I'm desigining a module and right now every one who talks to one of the key NPC's gets the quest assigned to them--even if they're in a party that's already completed the quest.

How can I make it so that when a PC sets a flag from a conversation that it applies to the whole party and not just the PC?
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Hello and an introduction [02 Feb 2004|02:17am]

Upon completion of my previous project, the wizard's house, I realised something startling. No one wanted a place to relax and simply chit chat. They either wanted to pvp the entire house or RP eveything through dice ("roll to see if you laugh at my joke"), and thus the entire point of it was ruined. Oh well, learning the nwn online community a bit more each day. SO. I created(and am still creating) something much more suited to my tastes and theres. A samurai mod using both my own creations and editing a few existing hakpaks. I have not yet decided if I will simply make it a one land place for people online to come, or an entire mod with multiple areas that people can play offline too, quests, etc. Regardless, I am very proud of my recent work and would like to show off some screenshots to get some excitement going, that way when it is released I have avid bug reporters! No NPC's yet, just a solid layout of the outside and one of the inside houses. :D Enjoy!

18 image files, 800x600 each, approx 3.1 megs totalCollapse )
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Two NWN Scripting Questions: [04 Jan 2004|07:27pm]

[ mood | confused ]

I have two problems. The first is that I'm trying to get an NPC to kneel and pray when not being talked to. I pulled the script from CH.2 of the main campaign and changed the names, but I can't get the guy to kneel on the waypoint.

Also, I've placed an invisible object, renamed the tag and the object, and I've got a trigger that when you walk in it, the invisible object is the recipient of some text so you get a description when you enter an area. Unfortunately, in the game, it says "Invisible Object: 'TEXT'".

How can I get it to stop saying invisible object?

Here's that script:

void main()
object oEnteree = GetEnteringObject();
object oRuins = GetObjectByTag("RuinedPillar");
AssignCommand(oRuins, ActionSpeakString("The pillar is ancient. The designs are elven. They are reminiscent of Cormanthor. There may be more elven ruins nearby."));


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Script Confusion [17 Oct 2003|01:47pm]

I'm working on a module and I'm up to a point where when the PC's pick something up, I want it to advance their journal. Unfortunately, I suck at this.

The items are tags "OrcChiefHead" and "BugbearChiefsHead" I want each one to advance the journal entry one spot. The journal entry's tag is "throughtheforest" and the journal entry sequence numbers are 2 & 3.

7 comments|post comment

Hello and a question [03 Jul 2003|12:18pm]

[ mood | creative ]

Hi everyone, just got round to Joining the community, and the main Neverwinter Nights one. Currently I'm waiting with bated breath for the SOU UK release tomorrow. And hoping I'll be able to convince my fiancee I can afford it.

I've just got back into module creation recently, there was too much other stuff going on for a while ad I'm currently working on a series of scripts to repopulate a dungeon, just for the fun of it mainly. One thing I wondered though, how resource intensive are triggers? I was going to use onHeartBeat scripts (very small ones) to run the system but I had another thought of a patrolling monster triggering populators as he patrols. The idea being you see that there is a big bad guy and while he lives the dungeon slowly repopulates itself.

Any thoughts?

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Database Functions SoU Expansion Pack [22 Jun 2003|04:11pm]

Is there anyone who understands the use of the database functions? The thread that's supposedly a how-to on the bioware board is next to worthless.
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An update [07 Jun 2003|02:01pm]

[ mood | happy ]

Neverwinter Nights Shadows of Undrentide Will be released on June 19th 2003!

Lets hope the put the memory leak fix in there.

5 comments|post comment

:E new [07 Jun 2003|10:19am]

Hey I am new. ;p I work the Dungeon Eternal 3 mod. If anyone has any questions about the CNR tradeskill system feel free to ask.
3 comments|post comment

[13 May 2003|10:10pm]

Is anyone successfully running NWN under Linux? I'm having some trouble getting it running at more than 2.8 fps, and I need help!
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A warm welcome [16 Feb 2003|02:02pm]

[ mood | accomplished ]

I would like to welcome people to my community. I created this as a place for people who are building NWN modules to discuss code, design, and other in depth topics of world building with Neverwinter Nights.

To start it out so people get a feel of things, I created a script to allow for the players to kill NPC's and yet maintain a persistant world. I dubbed it the PriestofPelor script.

Priest of PelorCollapse )

So there ya are. When an NPC dies the priest "teleports" in casts ressurection on the NPC and "teleports" out.

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