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Old 03-20-2006, 06:00 PM   #1
LiquidZoo
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Recruitable NPC scripting Q's

I have an idea floating in my head right now for a new recruitable NPC. Nothing solid yet, but I have some questions about certain scripts.

For the purposes of this example, assume that HK-47 has been replaced, but we have not yet visited Tatooine.

On Tatooine, have the scripted exit occur when you leave the Ebon Hawk for the first time. My assumption is that it would be simplest to do this by unequipping anything that is equipped to my recruit, destroying him/her from the party table, and spawning him/her as an NPC to give the final dialog. Is this the easiest thing to do, or would there be an easier way? This way, I think, the Recruit would leave, even if they weren't in your current party. There might be an easier way.

Ok, going along with the same scenario as before, now assume that you killed Juhani in the grove. Since that is the case, the recruit could now have the option of staying with the party all the way to the end (might cause unknown issues on the Unknown World, I'm not sure) by moving from HK-47's spot to Juhani's spot. Again, I'm thinking it might be easier to remove them from the party, spawn the NPC, and recruit them again. Is this right?

Assuming the above scenario, does anyone know of anything that might cause issues? Such as, if you are Dark Side on the Temple? Just wondering for some base work on a larger project.
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Old 03-21-2006, 12:27 PM   #2
Darkkender
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Ok thinking that I followed along slightly well here.

Having a scripted exit would work fine for the most part as you described above. It would take a little bit of fancy footwork.

The only real issues being caused by any recruit would be dialogue related as they still use default dialogues for cutscenes for the most part.

Your thought of the recruit jumping to Juhani's spot would be fine. Effectivelyyour correct on the part about recruiting/unrecruiting/rerecruiting.

I would take a look at my recruit darkkender mod for some help on this. One of the key elements is that it allows you to unrecruit darkkender and then recruit him back into somebody elses spot. Now I'm sure there has to be a smoother transitionary method that can be used that would make things work much better ingame however it hasn't been done yet.

here is a link to the mod:
http://www.pcgamemods.com/6-0-0-3200-8.html

I would focus on the scripts and the methods in which are used in there. Break it apart and use the parts that would be benificial to you.


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Old 03-21-2006, 01:27 PM   #3
LiquidZoo
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I will do so, thank you.

I am planning it out right now, definitely a huge WIP that will take some time to complete. I'm still in the research phase to see exactly how to do it and pull it off. I would, of course, make sure about the lines in any of the dialogs, as well as a few other tricks that I have planned to see if I really can get them working. Don't want to give away too many of my ideas just yet, though.

I've done lots of researching so far, still lots more to do. There are some fabulous Recruit mods out there to learn from.
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Old 03-21-2006, 01:42 PM   #4
Darkkender
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Quote:
Originally Posted by LiquidZoo
There are some fabulous Recruit mods out there to learn from.
Yes there are especially Recruit Redhawke. The only thing Recruit myself has going for itself is the In and out partymember feature.


Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
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