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Author 22 Oct 2003 - New Hordes Scripting Commands
Jeff Marvin
Business Analyst


Joined: 08 Jun 2002
Posted: Wednesday, 22 October 2003 05:50PM

Get the technical details on a collection of the new scripting commands coming in Hordes of the Underdark, including the oft-requested function to change a creature's appearance.

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Kavon
Game Owner
Profile: KavonNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 29 Dec 2002
From: Connecticut, USA
Posted: Wednesday, 22 October 2003 07:10PM
Good job bioware for SetAppearance! Thanks.
_________________
For help with scripting get Lilac Soul's Script Generator
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Torham Zed
Game Owner
Profile: Torham ZedNWN
NWN: SoU
NWN: HotU
SW: KotOR Xbox
NWN 2


Joined: 17 Oct 2001
From: Skullkeep
Posted: Wednesday, 22 October 2003 08:34PM
Great news from BioWare!

Frankly, I've been a little skeptical of Hordes of the Underdark, since the "big bullet points" that marketing wants to list on the box don't excite me all that much (apart from the Underdark itself.)

But as the tag goes, "It's the little things." And each week we learn more of a TON of "little things" which are, in fact, actually BIG things that will make this expansion as worthy as SoU, and hopefully even better.

Good job!
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Sir Aoineko
Game Owner
Profile: Sir AoinekoNWN
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Joined: 23 Jun 2002
Posted: Thursday, 23 October 2003 01:40AM
Do this script functions will be available for those who don't have HotU ?
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SirJohnHawkwood
Game Owner
Profile: SirJohnHawkwoodNWN
NWN: SoU
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NWN 2
NWN 2: MotB


Joined: 03 Sep 2002
From: Rauenberg, Germany
Posted: Thursday, 23 October 2003 04:58AM
Quote: Posted 10/23/03 01:40:55 (GMT) by Sir Aoineko

Do this script functions will be available for those who don't have HotU ?

They will probably want to keep a single code base, so I would expect that it will be the same as with SoU.

-SirJohn
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Grimrider
Game Owner
Profile: GrimriderNWN
NWN: SoU
NWN: HotU


Joined: 11 Jul 2002
From: Vancouver, BC, Canada
Posted: Thursday, 23 October 2003 05:08AM
SetAppearance(). That's all I need to know. I'll just get ready to buy HotU now, since I know I'm going to do it anyway.

You rule, BioWare.
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mmealman
Game Owner
Profile: mmealmanNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 18 May 2002
Posted: Thursday, 23 October 2003 06:07AM
Are we going to finally get a way to script ground traps? That's the biggest hole in the current NWN engine.
  Profile: mmealman   Send Message To: mmealman
hubaloo

Joined: 05 Aug 2003
Posted: Friday, 24 October 2003 06:51PM
What I'd really like to see added to the toolset is sub-factions. That way I can have commoner/house1 and commoner/patrol1 and pissing one off doesn't necessarily piss off the rest of the town, nation, planet, etc. Of course, there'd be ways to adjust the entire faction (all subfactions) through scripting so that it could be easily scripted that attacking crippled kids on the street does piss everyone off. Automatic engine adjustments to faction status would only apply to subfactions, though perhaps if you fight a member of one subfaction in sight of someone of another subfaction both subfactions would turn hostile. Also you could set subfactions to dislike each other without having to worry about them actually attackign each other (but a PC attacking one subfaction in such a situation might get reverse benefits with the other subfaction or something).
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Kavon
Game Owner
Profile: KavonNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 29 Dec 2002
From: Connecticut, USA
Posted: Friday, 24 October 2003 07:00PM
Did that make sence? Why not just use a bunch of regulr factions? You know you can create them.. unless I don't understand what you mean.
_________________
For help with scripting get Lilac Soul's Script Generator
The Lexicon
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WWWWolf
Game Owner
Profile: WWWWolfNWN
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Mass Effect


Joined: 15 Jul 2002
From: Oulu, Finland
Posted: Sunday, 26 October 2003 07:53PM
Quote: Posted 10/24/03 18:51:38 (GMT) by hubaloo
What I'd really like to see added to the toolset is sub-factions.

What you really want is an overhaul of faction GUI in toolset to allow custom factions to go into subcategories (similar to custom palettes in main toolset view). Or something. The toolset already does stuff you mention, except that it thinks All Factions are Equal in Importance. Yeah, the intra-faction relationship modeller could be cooler, but how it'd be possible to do that better, anyway???
Left as an exercise to the reader
).

Okay, the on-topic stuff... krhm... As for the scripting commands, these things look good. Yeah, I'm definitely waiting for epic stuff like SetCreatureAppearanceType() and such
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"Thou art a thief and a scoundrel. Thou may not ever become an Avatar!"
Create NWN stuff in Blender!
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Sir Aoineko
Game Owner
Profile: Sir AoinekoNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 23 Jun 2002
Posted: Wednesday, 29 October 2003 09:18AM
Quote: Posted 10/24/03 18:51:38 (GMT) by hubaloo
What I'd really like to see added to the toolset is sub-factions. That way I can have commoner/house1 and commoner/patrol1 and pissing one off doesn't necessarily piss off the rest of the town, nation, planet, etc.

Very good idea! In fact instead of have only "faction" and "sub-faction" it may be great to be able to create a faction tree. I mean, for example, have 10 different orcs tribes’ factions under a main orcs faction. The good thing may be that change main orcs faction reputation may be to transmit to all sub-factions, while change orcs tribe reputation may change only this tribe faction. To create faction tree, the only thing we need, is a "parent faction" selector.
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