Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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SOme help with module quest making...
Ok, so im working on my own module, and I can set up enemies, make the maps, and write the conversations just fine, how ever the quest making is my roadblock. I followed Mr. Hanson's youtube tutorials on making quests and a little bit of scripting.

However, it seems his scripting vids I watched, only allow us to set 1 quest. After I have set the nFirstTimeTalked with an NPC, how do I set up a third, fourth, fifth quest line dialogue and make it skip over the previous quests dialogue? Same in the quest scripting. He showed a good tutorial that got a single quest working, but then what about the 2nd, 3rd, 4th, 5th and beyond? I tried a couple different goofy things, none of them worked and broke even the first quest.....
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Showing 1-3 of 3 comments
Proleric 5 1 May, 2019 @ 12:33am 
From what you've already done, you know how to make a conditional script for a conversation node. If the quest has multiple stages, you need additional conversation nodes that only fire when the quest is at a given stage. One way of doing that is to check the current value of the quest journal entry:

return (GetLocalInt(GetPCSpeaker(), "NW_JOURNAL_ENTRYxxxxxx") == nnnnnn);

where xxxxxx is the tag of the quest, and nnnnnn is the journal entry number required.

See Toolset Manuals (downloadable from Neverwinter Vault) and Lexicon tutorials for more detail.
Originally posted by Proleric:
From what you've already done, you know how to make a conditional script for a conversation node. If the quest has multiple stages, you need additional conversation nodes that only fire when the quest is at a given stage. One way of doing that is to check the current value of the quest journal entry:

return (GetLocalInt(GetPCSpeaker(), "NW_JOURNAL_ENTRYxxxxxx") == nnnnnn);

where xxxxxx is the tag of the quest, and nnnnnn is the journal entry number required.

See Toolset Manuals (downloadable from Neverwinter Vault) and Lexicon tutorials for more detail.

But does that script work in general for any quest? Or only for the 1 quest, whose tag I put in the xxxxx slot?

I have 2 quests that work fine and flow through their dialogue just fine with my NPC. I just cant get him to switch over to the 3rd bit of dialogue talking about the 3rd quest. My third quest I set up to accept at the end of the 2nd quest's dialogue. It does accept the quest, but then he keeps repeating the same lines from end of quest 2.

Your saying that script will make him move to the 3rd quest and a 4th quest and so on? I just put it in a script and save it and it will work automatically for any quest? Or just for the single quest, whose tag I put in the xxxx slot?

Then for item acquired, idk how to get the game to accept the item pickup from the 3rd quest. My second quest it works, because I followed Mr.Hanson's tutorials, which was basically good for 1 item, and it works like a charm, but is that all the that script was good for?

Im honestly quite lost on this whole scripting thing for the most part.
Proleric 5 1 May, 2019 @ 5:11pm 
You need a different script for each conditional branch of the conversation.

So each quest can have its own journal tag, or they can all be steps in one journal if you like.

The NPC needs several conversation lines, for example

- if no journal is set, give quest 1
- if the PC has the item for quest 1, reward and give quest 2
- if quest 1 is given but not resolved, say "how's it going" or whatever
- if the PC has the item for quest 2, reward and give quest 3
- if quest 2 is given but not resolved, say "how's that going"

and so on. The NPC will only say the first line whose condition is true.

It is possible to work with fewer scripts, but that's definitely an advanced topic. For now, have a look at the manuals and tutorials I mentioned, as they explain this better than I can.
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