Tchos Posted July 17, 2012 Author Share Posted July 17, 2012 For several things in this module, I need a progress bar like that which shows when you're picking a lock. Marshall's Legends Info plugin includes such a progress bar, but it's one of the plugins that requires an SQL database, since it's made for PWs. So, as with one of the other plugins, I set about to read the code and attempt to understand it well enough to make it work without the database. In fact, reading these scripts and struggling to understand how they were doing what they do was a great help to me in getting started with NWN2 scripting, when coupled with watching Marshall's tutorial videos, which I had done when I was looking into this stuff earlier this year, with his info box script. I'm no programmer, and have never had any classes on the subject, so I'm at a considerable disadvantage. Trial and error is how I generally work. I was exposed to the idea of generic scripts acting on local variables with his scripts, and that's what I've fully embraced in my own scripts. So basically, the Info plugin itself won't work for this purpose, because it somehow uses the database to update the local variables using values specified in the interface, but the scripts themselves mostly work fine if you add the variables to the objects manually, though there are some database calls in the scripts themselves. So the task is just to see what's going on that I actually need, and make a simpler script to accomplish it based on that. So, I stripped it down and modified it to retain all its functionality, but only require one script, with all its parameters remaining in variables. Also made a loadable variable set to put those variables onto a placeable. As it turns out, the generic placeable script I had written yesterday had some of the same functionality in it, because this progress bar script was made to do more than just display the bar, so it's a matter of picking which to run. I did notice that when I had it executing a chain of several scripts, the DelayCommand the progress bar script uses to close the GUI when it's done doesn't fire for some reason, so I had to move it elsewhere in the script and remove its delay. Regardless, it works, and I have three separate places where I can apply this immediately. The other script I mentioned at the end of yesterday's post also works, BTW. I went and added the progress bar to the hearthstone, and also added a nice special effect and casting animation to it. All that's missing is a sound effect. I was looking for a way to play a looping sound during the cast and then stop it when the time was up, but that doesn't seem simple enough to add. Currently I'm reworking an exterior prefab to fit the quest around some ruins. I think it's about ready to add the quest elements to it now. Link to comment Share on other sites More sharing options...
Tchos Posted July 18, 2012 Author Share Posted July 18, 2012 Aside from a cup of coffee, today's work started with some detail work on the landscape of the cursed ruins in the Forest of Linanoroc. Just Add Encounters: Jungle Paths was the best prefab I found, but it was made to be a jungle instead of a forest, so I had some replacements to make. I deleted all of the existing grass and replaced it with different flora more appropriate for this climate, and also replaced some of the tree selection and added others, and finally did some retexturing of the ground and reshaping of the paths to make it clear where you can walk. This quest has some exploration and collection involved in it, so I designed my modifications with that in mind. Happily, this area had no trouble with the walkmesh. I set up the journal with a custom token to inform the player how many items have been collected and how many remain, which also appears floating over the player's head when each item is collected. I was surprised to see there was no ga_ conversation script available to allow me to set the token initially to 0 (as a string, it would show up as an empty "" instead of the necessary 0), so I wrote one, since now I understand the "putting things between the parentheses of the void" thing. Better than having to write a separate script to fire any time I want to set a token from a conversation. I really wish there were a garland for wearing on the head available in custom content. There were several made for Oblivion, but I've looked pretty thoroughly for NWN2 resources, and found none. It would be useful not only as decoration for some of my NPCs, but to use for one of the items that the Sune priestess sells. Although I didn't have any trouble with the walkmesh for the forest, I needed to add a ramp to the docks so you can walk down on them, and that, of course, would never allow it to be done easily. It's incredibly aggravating, and doesn't make any sense that it's so unwieldy! I just have a small set of stairs that goes up to a small platform, and then another set of stairs that goes back down on the other side. Since the stair objects themselves didn't work after several attempts, I turned them into environmentals and put walkmesh ramp helpers in their place, but those fared only slightly better. It's connected fine for the stairs down, but the stairs up are plagued by a bloody gash across it, preventing walking. Only once was I able to get even a tiny gap in that gash, but it was so difficult to walk through I had to keep trying. Every so often I notice things that might be causing it, and try changing those. Once here, like in another area, that caused the entire tile to become unwalkable. It's still not working, and I have to stop. The only positive thing about the task is that during all the times I was adjusting and re-baking, I had a text file open where I was writing dialogue and item descriptions. BCK II also conflicts with Crystal Violet's signposts in the 2DA. More renumbering. Unfortunately, this is a short day, due to an early P&P session. I didn't even get to place the quest items in the forest. Link to comment Share on other sites More sharing options...
Tchos Posted July 20, 2012 Author Share Posted July 20, 2012 So it turns out that using a custom token in my quest journal doesn't help, because it doesn't update the custom token unless you change the journal entry. If I wanted to create a new journal entry, I could just put the new information in it manually instead of reading it from a token. Also, my stairs and ladders weren't working for some reason. I tested to see if it was a problem with the walkmesh by putting a copy of the stairs and waypoint on solid ground, and trying it there, but that didn't work either. Strange, since the script worked fine on the ladder in one of my basements. It occurred to me that I had read something on these forums that might have something to do with it. Something about hit points and things that were converted to environmental objects and back again losing their hit points. These objects were all environmental objects at some point. So I checked the hit points of the stairs and ladders, and they were indeed 0. Why this mattered, I don't recall, but I gave them all some hit points just in case. When I tried it again, it worked. So just to restate what people said elsewhere, make sure your placeables have hit points if you want to interact with them. So now, instead of walkable ramps as I had planned, I have stairs and ladders that you click on to appear on the other side, with a little sound effect to help sell the idea. While I was at it, I added a line that fixed the problem of the player turning to face the door (or ladder) after using it, and instead face the direction of the destination waypoint. Also added a line to use a default door-opening sound effect if none is specified via local string, and put in a tiny delay before the jump, which lets the sound play, and shows the door opening just barely, much like the way doors are shown to open before a transition in Skyrim, from the videos I've seen of it (I haven't played it, myself). I wanted the player to be able to activate some holy water and then click on a quest item to sanctify the item, so I wrote a tag-based item activation script, but it didn't override the normal holy water behaviour, and my PC tried to make a ranged touch attack on the item instead of doing what I said to do in my script. Maybe the holy water would have to have a Unique Power property for that to work. I'll have to instead have the player activate the quest item, and do it that way, which isn't quite as neat. I could probably get around it by using a "special" holy water quest item instead of the normal stuff, but I wanted it to be flexible enough that if the player already had some, she could use that. So I'll have the quest item just check the player's inventory for normal holy water, and I'll try to make the procedure explicit in the quest instructions for the player. One correction: I tried putting that custom token information I mentioned earlier in a floating string over the player's head, but that didn't work either. But while searching for information on why, I did find an explanation of how to make it work in the journal, which is where I had wanted it in the first place. To make it update in the journal, I just have to remove the entry and then re-add it. I did that, and it worked. When it comes to walkmeshes, the toolset is a horrible beast, but these other things (like making special quest items that do fun interactive things for quests, or interesting interactions and conversations, or special little treasures) more than make up for that bother. It's fun, and I love it. I experimented with using the encounter triggers to place some things in the cursed forest. I had to read a tutorial to see how they were supposed to work. I thought at first that I'd draw an enclosed area, and the game would just put the specified creatures into that drawn area, but it's actually drawing a trigger that the player walks into, which spawns creatures at spawn points that apparently you have to "paint" down while the trigger is selected, with the spawn point painting tool that I've never used before. Right-clicking the trigger only gave the option to delete spawn points, not create any to move around. I'm not sure about this system. I prefer to have everything out on the table so that stealthy players can scout around, and placing enemies that they have no chance of seeing because they haven't spawned in yet seems very unfair to the player. I'll see if this "active" box makes it so that they spawn without player interaction, which I think would be better for my purposes. Nope. "Active" just means the trigger actually works, and if it's not ticked, then it doesn't do anything when you walk on it. Also, I don't like the sudden game hiccup that happens when the creatures spawn, which I remember from the OC. It always signaled that enemies who weren't there before are there now. I think that pause could be eliminated if I put the resrefs of the creatures into the area's "creature cache" field, but this test has determined that I won't be using encounter triggers. I'll just place the creatures manually. This "dirt mound" placeable I'm using for this quest is untintable, which makes it difficult to make it look good in the actual environment, so I added a tint map to it. Of course, this means that any instance of that dirt mound that exists in the game so far will be tinted black, because Obsidian set all the tint channels to black on any item without a tint map. Don't know why. Yes, come to think of it, that's not a good idea. I'll just make a new placeable of it so it won't replace the existing ones. Yes, that looks better. http://3.bp.blogspot.com/-A4Umkj6cA-k/UAncVPsvM-I/AAAAAAAADdY/_pDclzQm-Cw/s200/bcocc%2Bsoil.jpgNow to something I'm having trouble with: random loot drops. In the OC and expansions, creatures dropped things like pelts, claws, etc., which could be distilled for essences to use in crafting, and in the expansions, they just dropped essences directly. I've been combing through the spawn scripts and treasure generation scripts, and they claim to use chests to generate the loot, but those chests don't seem to exist in the blueprints. Do I have to find them in the OC and import them? They also say that beasts don't drop any loot, but they should certainly drop pelts. Sure enough, when I tried just placing a dozen wolves in an area, none of them dropped anything. So I need to get that working. Any tips? http://1.bp.blogspot.com/-ujlIQSvTpdM/UAncVb94DOI/AAAAAAAADdk/JbEYbhhklek/s200/bcocc%2Bwolves.jpg Link to comment Share on other sites More sharing options...
Tchos Posted July 21, 2012 Author Share Posted July 21, 2012 There were several factors at work in preventing my creatures from dropping crafting components. The biggest one was that the default death script, which appears in the global script 3 times, along with all other default scripts (probably once for each of the official campaigns) was edited in SoZ specifically to remove the line that would have fired the command to generate the crafting components. I assume they did this because they use an entirely different system of crafting, and they changed the animal drops to the "bounty items" that were used in collection quests there. Personally, I like the crafting from the OC the best. The others were more convenient, yes, but a little too convenient. I didn't feel like I was making the items, but just paying for them. Crafting is a side pursuit that I enjoy in most games, so the one I'm supporting is the OC version. So, having found the problematic part of the script, I set about changing it. Rather than edit the death script, since I wasn't sure if editing it would affect the normal campaigns, I instead created a new script which included the dummied-out line, and specified it on the Deathscript variable on the creature, which the default script fires if there is such a variable set. I mentioned before that I use saved sets of scripts and variables for easy customisation of placeables and creatures, and so I saved a set that added this death script alongside the "wandering around" variables I like to have on my creatures. Another factor was the fact that it reads what component to create from the des_crft_drop.2da file, and most of the creatures in it just don't have anything specified to drop! But Shortbusrider did the work of providing a 2da file that specifies appropriate items for most of the creatures, like bear claws for bears, leather for deer, fire mephit hide for fire mephits, etc. So I used that. I don't know how they did it in the OC (unless I'm misremembering and they hadn't actually done it), but perhaps they had some other script, or they just put the components in the creatures' inventories manually. Next thing to fix was that the generator script checks to see if you have any crafting skills to determine whether it should drop anything. It doesn't check crafting feats, just skills. And it seems to only check the skill of the character that dealt the killing blow. If the character has a skill lower than 5, the comments state that it assumes that the player has no interest in crafting, and so it doesn't drop any components. For this reason, I wasn't getting any drops, because my sturdy tank dwarf that I was using to plow through the test creatures has only 3 points in crafting. I don't like this limitation, because if it's not taking the whole party's crafting into account, and if the highest damage dealers aren't the crafters of the party then the player may get very few components. So I moved the code from the include into my new death script, and removed that condition entirely Anyway, it works now. I spent most of the day on that problem. Next I reinstalled SoZ to restore the campaign resources I accidentally deleted when I was importing some material from the campaign. Then I started importing resources to use in creating some sailors and dock workers. Here is where I came to understand that there are no separate "pants" in this game, because I wanted the dock workers to be shirtless. I guess I was spoiled by starting out my real modding life with Oblivion, which had many separate and displayable clothing slots. I ended up doing some extensive texture work to make the various resources suitable for my purposes, and combined multiple resources, including some donated by PGB. I ended up using a nude base, and adding pants through Jester's catsuit base, since just painting pants onto the nude base resulted in something too skintight. My result is adequate, but could still use a more convincing material for the pants, and it doesn't quite match up on the side seams, which I'll have to fix. http://1.bp.blogspot.com/-Tr_D6fK6t3k/UAsb_7yI8KI/AAAAAAAADd0/K4Vb1PwnfC4/s200/bcocc%2Bshirtless%2Bman.jpg Then I placed the rest of the quest items in the forest and started populating it with wildlife, now that I have the loot drops working properly. Link to comment Share on other sites More sharing options...
Tchos Posted July 22, 2012 Author Share Posted July 22, 2012 While I was doing some texturing, I went ahead and looked for a suitable flat plane placeable that I could use to make some placeable notes and envelopes. I made three: a piece of parchment with writing on it, a blank piece of parchment, and an envelope. Then I encountered the most bizarre and incomprehensible problem yet. Only one of them will work at any one time. All three are clones of a single model, with textures reassigned to unique ones using MDB cloner. They each have very different names in the placeables.2da. But when I place them into a scene, they all have the same appearance. Even if I manually change the appearance of the placed instance, it looks exactly the same. When I have only one of them in a scene, if I change the appearance to an unrelated model, and then back to one of mine, the appearance will change! But placing any of the other two items will make them look like that one. This is both in the toolset and in the game. I can go to a different area, and place a different one in that area. So I know they're all working. They all show up normally, but not in the same area together. I don't know what to make of it. I was going to make two more envelope variants, but considering this strange circumstance, I'll leave it as is. If I can't put a letter in the same room as its envelope, then it limits its usefulness. Still, having these available is better than having to use a book or a scroll when you want to reveal information through a handwritten note. http://4.bp.blogspot.com/-HLdDgiSP0c8/UAx9ShmnIwI/AAAAAAAADeQ/w-v8_bjOQ9U/s200/bcocc%2Bplaceable%2Bletter.jpg http://2.bp.blogspot.com/-QOy1AuPDhak/UAx9SaWy3TI/AAAAAAAADeE/hsYQ-Rch4sc/s200/bcocc%2Bplaceable%2Benvelope.jpg http://4.bp.blogspot.com/--FDaApG5Jco/UAx9S2euDvI/AAAAAAAADec/Igfy95aOaTw/s200/bcocc%2Bplaceable%2Bpaper.jpg One of the things I really love about this toolset is that any placeable can be made interactive. That was a major limitation of the Gamebryo engine games, like Oblivion. If you wanted something to be interactive, it had to be made into an "activator", and I don't think it had all these different ready-made events to which to attach scripts. I was looking for owlbears today, and had no luck. I found some for NWN1, but I don't see they were converted to NWN2. I also found a WIP thread on the RWS forum from three years ago showing what looked like a finished owlbear for NWN2, but couldn't find any release for it. While I was placing some mobs, I was a bit put off by the fact that the toolset doesn't come equipped with any creature variations. Is there supposed to be a script somewhere that adjusts the abilities, skills, levels, etc. of a base creature's template? I'm thinking not, or at least Obsidian didn't do it that way, since I opened up the OC and found the customised goblins which mostly only existed as placed instances, though a couple of special ones existed as blueprints. I exported several of them from there, since they were of a more appropriate level and had appropriate sets of abilities for this location. I also came to understand the purpose of creature blueprint sets, like those made by Storyteller. Previously, I had assumed their main purpose was for visual variety, but as I learned, the different looks also include different sets of skills. I imported Storyteller's humanoid blueprints. I also imported Gizmo's Spawner, since it looked to be very simple and straightforward, using only 1 script and 1 placeable, and it uses variables extensively. With it, I can essentially do the same thing a placed encounter can do -- specifying a group of possible enemies to randomly pick to spawn -- except not require the player to step on a trigger. It uses a heartbeat script, which makes me a little wary, because I don't want to have too many things running in the background. Plus, I don't need it to respawn anything when the creatures are dead. For now, I've just added a line to the script that sets it to inactive at the end of its first run, but it would probably be better to find another way to fire the script that only happens once. Then I opened up the SoZ campaign and exported many nice creature and item blueprints that would have been useful to have in the base toolset. I won't be using many of them, but I like to know what's available. One exported creature had gb_wanderer script set on it, which I hadn't seen before. It seems to be an alternative to the variables I've been using to set things like stealth spawning, walking around and using animations, etc. Reading through it, I saw a line that I had seen before in the death script, which allows creatures to shout things when fighting, like calling for help or yelling a one-liner, but I didn't see any option for setting a variable to enable those. That led me to a forum post where Pain explained how to use those flags with a variable. Personally, I would prefer that they just all had separate variables that could be set, but I can use that one master bitwise one. It'll just make it hard to read which ones have already been set, though I suppose I could put that information in the comment field. What I don't know is if using the separate variables like X2_L_SPAWN_USE_AMBIENT will interfere in any way with the use of NW_GENERIC_MASTER. Link to comment Share on other sites More sharing options...
Tchos Posted July 23, 2012 Author Share Posted July 23, 2012 I should mention that the reason I decided to use a spawning system for my creatures was not because I wanted any to respawn, and not really anything to do with randomness, but was for the same reason I'm using spawn points for normal NPCs -- so that I can edit them from their blueprints, rather than their placed instances. That'll make it easy to tweak things, without having to open the area and hunt for multiple copies of the same creature, for instance. However, my tests showed this system not to be usable for me, because the creatures that it spawns don't seem to retain the variables that I set on their blueprints -- namely, to walk around, or enter search mode. So I'll have to just use normal, on-enter spawning, which takes longer to set down the waypoints and set the variables, but results in mobile creatures. On the topic of mobile creatures, though, I also noticed that only the humanoid creatures were actually walking around using the X2_L_SPAWN_USE_AMBIENT variable. Creatures like wolves and bears were not. To make them wander, I had to use the command ActionRandomWalk(); in their spawn script. I tried using the single-line journal update with the setting to "override higher", for the purpose of updating the custom token in it, but it yielded inconsistent results. It did not update the token every time, but it seemed to only do it when different party members triggered one of the updates. So I'm going back to the previous method of removing the journal entry and then re-adding it. This has the side effect of showing two updates in the chat window. Another issue I noticed is that when party members other than the main character trigger the floating text, it appears twice over their heads, where it appears only once for the main character. I don't see anything that would cause that. Trying it instead with SpeakString instead of FloatingTextStringOnCreature. SpeakString worked, though when I first tried it, the object spoke the string instead of the PC, so it prefixed the string with the name of the speaker. I assigned the command to the PC instead, and that worked fine. For the record, I also found that FloatingTextStringOnCreature works without doubling the string if you set the parameter "broadcast to faction" to "false". I had been leaving off that parameter, which defaulted it to "true" and that apparently causes doubling on party members other than the main one. But I like SpeakString better in this case, because it drifts upward before disappearing, while FloatingTextStringOnCreature sticks without moving on top of the player's head before disappearing. I wanted to have a cursed item, but the "cursed" flag makes it impossible to pick up the cursed item from its container. I looked briefly for a solution, but decided to discard the use of a cursed item, because it was just a throwaway addition for flavour. Then I found that my script that uses the holy water to sanctify a bowl uses up all holy water in the player's inventory instead of just one. Still working on that. There are a couple of things I can try. Another thing I noticed is that I'm getting the death prompt (respawn/load) when my main character dies, even if I have party members still alive. That shouldn't happen. Link to comment Share on other sites More sharing options...
Tchos Posted July 24, 2012 Author Share Posted July 24, 2012 My quest to fix the unintended action of consuming the player's entire inventory of holy water led me far and wide, through wikis, forum posts, and deep within the core includes of the Community Script Library, but nowhere did I find a script that would do quite what I was looking for. It seems like it should be a pretty simple and common event to want to use up a single piece of a stackable item! Am I missing something fundamental? At any rate, the CSL scripts had some useful checks, and I found something close to what I needed -- a script that splits a stack and distributes the items between players. So I took that and tried changing it so that it would destroy one of the split stacks. I don't know why it didn't work, but I instead lost the whole stack, plus another whole stack minus one. The fact that it had made a less-one stack was encouraging, though, so I instead set it to delay the creation of the less-one stack until the whole stack had been destroyed. This wouldn't compile. In my search for why, I learned that object functions can't be delayed, but a straight wrapper of an object function can. So I made a wrapper, and this time the script worked. Finally! Starting with a stack of 3 holy waters, after sanctifying the bowl, I'm left with 2. It works by counting the number of a particular item in the PC's inventory, keeping that number as an integer. Then it deletes the inventory supply of the item, subtracts the desired number from the integer (1 in this case), and creates new copies of the item in the PC's inventory equal to the integer with the number subtracted. After suppressing the feedback that said "Lost Item: Holy Water (3)" followed by "Acquired Item: Holy Water (2)", and manually adding a chat window feedback saying "Lost Item: Holy Water (1)", no one should be the wiser (except for everyone reading this)! Of course, if there was an easier way of doing this, I'd like to have known. Next, I got the wandering monster on rest system working. You may recall when I was getting started with this, that I couldn't get most of the creatures to appear, and I traced the problem to the fact that the creatures specified in the 2DA file were campaign-specific monsters that didn't exist in the default toolset. I had not yet edited any 2DA files, and was hesitant to do so at the time, but now my hak file contains a full dozen! So I looked at it again, and it made a lot more sense than it did before. I added the blueprint names of some appropriate creatures, including some custom ones, and tried it out. Success -- now I have fully functional MotB-style resting with random encounters. I suppose that does cut into my earlier statement that I wouldn't include any possibility of XP grinding in my module, but I suppose there will be that possibility after all, if anyone really wants to exploit it. Next was fixing the death system. I found Kaldor Silverwand's instructions on which files from SoZ need to be included for the death system to work, and also looked at his example in King's Festival. That, and the Silverwand Sample Campaign, are real treasures for a beginning modder. This was simply a matter of using the proper scripts from SoZ, though, and once I did that, the death and bleeding system worked perfectly. Party members, including the lead character, fall down bleeding after 0 HP, and lose 1 HP every tick until they acquire a deficit of half their total HP, at which point they die. Even the main PC stays dead, without prompt, until raised from the dead. Talking to other NPCs while the main character is dead works also. I haven't tried a full party wipe yet, though, to see if a prompt shows up in that event. I'm starting to have more and more trouble loading my main town area, though. Even with everything else shut off and trying to load it first thing, it's crashing the toolset on load. I hope I can get everything hooked up before it stops loading altogether. I had to restart the computer to get it loading at all. I spent some time laying out spawn waypoints, activating doors, and dealing with more walkmesh issues -- more time than I would have otherwise, just because it's so difficult to load this one. I also set an area-specific On Client Enter script instead of the generic one I use for other areas, so that I can edit the NPCs that spawn there without having to open the area and modify the area's local variables, again for stability reasons. Also changed a flag on a roof piece from BCK, making it so that it does not fade with the trees. The building the roof is on top of does not fade, so it was showing the normal roof underneath, which I covered with this one because the original is not tintable and I thought it would be easier than adding a tint map for it. I tested the death system with a full party wipe, and it functions as expected. A prompt only appears upon the death of the whole party, saying "You have been defeated", and not offering any respawn. Now we're back to the superior BG/IWD system! Next I added some more icons and created some more quest items and treasures, and edited some of the conversations to give out those items. Link to comment Share on other sites More sharing options...
Tchos Posted July 25, 2012 Author Share Posted July 25, 2012 Today I did some more work in the town placing some of the quest NPC spawn points in the world, and putting their placeables around them. Also implemented another of my side quests, and imported the necessary resources to do so (which one is a surprise), as well as creating an NPC to give it out. I had already written a good deal of her dialogue, but I had to flesh it out. Aside from putting the things in place for the quest, testing and more walkmeshing, I had some overhauling to do with the imported resources and their scripts. It needed a lot more feedback, animation, sound effects, and interactivity, and also needed to be faster and more productive. I also switched it to use tag-based item scripts instead of the module script it was using before. I haven't tested it yet, but I tried using some combat animation with the wildcard in the front, but with a specific weapon type specified for the proper effect. What was confusing was that the animation is called "ATTACK01" in the animation viewer, but everywhere I see people mention it, they call it "1ATTACK01" instead. I'm trying it with the 1 in front. Link to comment Share on other sites More sharing options...
Cluas Posted July 26, 2012 Share Posted July 26, 2012 (edited) My quest to fix the unintended action of consuming the player's entire inventory of holy water led me far and wide, through wikis, forum posts, and deep within the core includes of the Community Script Library, but nowhere did I find a script that would do quite what I was looking for. It seems like it should be a pretty simple and common event to want to use up a single piece of a stackable item! Am I missing something fundamental? Hi Tchos, interesting. I have the same problem with my testing (in NWN1). I'm probably going to end up insane :wallbash: In my quest the PC collected up to 20 items, but i can't get the npc to take JUST ONE. It's everyting, or else the crazy thing happens, that the NPC will take a whole STACK of items (in this case 10). I spended days trying to figure this out. It almost had me give up the whole quest and start over. I guess a solution would be to make the items unstackable, but my PC can't run around with up to 20 of the same items, not stackable.... I got pretty close though, using Lilacs Script Generator. I could set the script to take/check for a specific amount of items (including 0 :blink: ) - It just wouldn't work. It seems it only count the stacks :down: I will let you know if i ever find a solution to this, but i wouldn't count on it (No help to find in the manuals. But I'm looking through loads of tutorials). Looking forward to see your finished module, soon :dance: Edited July 26, 2012 by Cluas Link to comment Share on other sites More sharing options...
Tchos Posted July 26, 2012 Author Share Posted July 26, 2012 Cluas, did you see the solution I settled on? It does work now. It's a bit roundabout, but the result is transparent to the player, and results in the player retaining a stack of 1 less than they had before. Link to comment Share on other sites More sharing options...
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