Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#612570 16/09/17 05:04 PM
Joined: Jun 2013
addict
OP Offline
addict
Joined: Jun 2013
Yes, I am a former NWN2 aurora modder:
NWN2 frontier

I am considering buying this game. However, I was wondering, in the state of this toolset, if it would be possible to:
make a big rock "interactable"
give a "mining" skill or knowledge to the character, and have some way to show it.
upon interaction, make a check depending on mining level, and depending on the result, destroy the rock, give some "craftable stones" to the character, check a possible mining skill increase, injure the character...
Some more variable could be the mining pick quality, for example...
Could be done either directly, or through a dialogue ("would you like to mine this rock ?" "yes" "no"...

Any thoughts ?

Last edited by Cromcrom; 16/09/17 05:18 PM.

Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Jun 2013
addict
OP Offline
addict
Joined: Jun 2013
When I say "skill", I don't mean forcibly a Larian like skill, it is just a character tied variable, that I could "interact with", at least, a way to see its "level"


Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Jun 2013
old hand
Offline
old hand
Joined: Jun 2013
I don't think outright adding abilities (abilities are what you level up in divinity) is possible. So displaying "you have mining skill 5" in some way would always be janky.

You could do it through dialog, through floating text, through an item you click which would display a text overhead to tell you how high your mining skill is. Something like that.

But I don't know of any way to integrate it into the character screen and make it fancy like that.


All the rest of it you could do one way or another. It's quite easy to assign variables to whatever you want. Some types of variables/flags can be more than binary so you could do it that way. Or set the "level" of skill in a database is another option. Making virtually any object intractable is possible.

The other thing I'm not entirely sure on would be destroying the the rock. While you could certainly offstage it, I don't know that rocks have destruction animations or models. There's one root template for a destructible rock in the game called: NAT_Rock_Eroded_Big_D_Destructible. So that one SHOULD have proper models and all that. But the other rocks probably don't.

Last edited by SniperHF; 16/09/17 06:22 PM.
Joined: Jun 2013
addict
OP Offline
addict
Joined: Jun 2013
That's great already, thanks a lot. Do you know if you can start a dialogue through activating an inventory item ?
Otherwise, what you describe sounds really good. And the fact that there are more mods on the workshop in 2 or 3 days, than there were in years for the first one, is a tribute to how moddable it can be.
I might fall to the temptation then ^^


Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Jun 2013
old hand
Offline
old hand
Joined: Jun 2013
Yes you can start a dialog with an item. Well I should say you could in the first editor and I see no reason why You can't in the second but I've never actually tried it.

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Yes, you can have dialogs with items.

Joined: Jul 2014
member
Offline
member
Joined: Jul 2014
Originally Posted by Tinkerer
Yes, you can have dialogs with items.


I do that everyday. My wife and kids thinks I'm nuts, but I don't care.

Joined: Dec 2013
old hand
Offline
old hand
Joined: Dec 2013
Originally Posted by Cromcrom
That's great already, thanks a lot. Do you know if you can start a dialogue through activating an inventory item ?
Otherwise, what you describe sounds really good. And the fact that there are more mods on the workshop in 2 or 3 days, than there were in years for the first one, is a tribute to how moddable it can be.
I might fall to the temptation then ^^


This is how we implemented dialog with an item in our demo mod:

1. Under the Item State->Use Actions property of the item, within the drop down menu for actions, choose "Story_Use" and add "Send a use event to Osiris".

2. In one of your story scripts, add the following to an INIT block:

Quote
DB_Dialogs(ITEMGUID_<Name>_<GUID>, "dialog name");


This will assign the dialog file "dialog name" to the item referenced by its GUID.

3. Somewhere in the KB section of your story scripts:

Quote
IF
CharacterUsedItem(_char, ITEMGUID_<Name>_<GUID>)
THEN
Proc_StartDialog(1,"dialog name", _char);




DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
I think your way implements starting the dialog in two ways at the same time. I would expect that having the DB_Dialogs() entry by itself should be enough. And without a DB_Dialogs() entry, you could use the osiris action + Proc_StartDialog().

Combining both won't cause obvious problems as starting a dialog with someone who is already in a dialog silently fails, but it complicates things more than necessary.

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Originally Posted by Tiqon
Originally Posted by Tinkerer
Yes, you can have dialogs with items.


I do that everyday. My wife and kids thinks I'm nuts, but I don't care.


Made my day. HAHA

Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Just an idea, if you really want to see the value in some sort of UI, you can make a custom status (well bunch of them) that will represent the level of mining.

So if you don't plan have mining lvl 99 or something similarly crazy, but will have something like Mining 1-10, you can create statuses lvl 1-10 in stat editor and permanently apply it your character, so it will always be shown near the portrait. It is a bit of manual work, but then you can store them in database and clear/assign as your char progresses.


Moderated by  Larian_KVN 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5