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Quick toolset question
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RPGDot Forums > Neverwinter Nights - General

Author Thread
Roach
SBR Belfry Bat
SBR Belfry Bat




Joined: 20 Jan 2002
Posts: 3233
Quick toolset question
   

How do I start a conversation? I have it written, but nothing happens when I try to talk to the person. And how do I do a persuasion skill check?
Post Mon Jan 27, 2003 7:44 pm
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

First off I really struggled (and failed) with my module so I'm no expert.

I think you've created the conversation file but forgotten to associate it with the NPC. Right click on the NPC, choose Properties and the Basic tab. Right down the bottom is a field called Conversation. Click on the "..." button just to the right and choose the default conversation file for that NPC. If that's not it I'll think some more...

I intended to use a Persuasion check in my module but never got that far. The function I intended to use was GetSkillRank. You can get details on using this function and examples from http://www.reapers.org/nwn/reference/ . Look under Talents/Skills/Feat on the menu. That's as much "help" as I can give .
Post Tue Jan 28, 2003 12:34 am
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ffbj
High Emperor
High Emperor




Joined: 05 Feb 2002
Posts: 489
   

Persuasion is really quite useless, since you can try over and over again until it works. Of course without persuade skill the person won't talk to you but there is little sense in taking more than one persuade. I would just set the person not to talk to you unless your charisma is at a certain level. Use the wizards, text begins when, (choose condition), these can be nested within a conversation, so you can have one individual telling different, classes, levels, abilities, different things. I think to use it you type [Persuade] before the line of text, but best to check the forum index.
Post Tue Jan 28, 2003 9:00 pm
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Dhruin
Stranger In A Strange Land
Stranger In A Strange Land




Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia
   

I agree with your point but you can always set a variable if the first persuade attempt fails. It's always nice to have NPCs repsond realistically in this situation: "We already talked about this!", or similar.
Post Wed Jan 29, 2003 12:59 am
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ffbj
High Emperor
High Emperor




Joined: 05 Feb 2002
Posts: 489
   

Thats true. The other problem with persuade is that is set low, medium, or difficult. It is not set as a normal dc check. So if you set it to easy anyone with a persuade check will succeed. At hard only those who have pushed the skill will succeed. So medium seems to be the only reasonable setting in most cases. Knowing this a player might spend just enough to get that skill to the appropriate level, knowing they will almost always get their way, even if a variable is set. I guess it is not totally useless just broken.
Post Wed Jan 29, 2003 8:04 am
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