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looking for example mods.

Were there are samples of dialogs with quests like:

fetch me quests
experience reward quest
Item reward quest

Can anyone point me in the right direction?

I want to see working examples of experience as a reward or an item as a reward in a quest.

Thanks!

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If you have not seen them yet, there are a couple of tutorials on the wiki that cover some of these.

Implementing a Basic Quest - video series.

How to create a basic adventure with quests, dialog and scripts - written tutorial.

Maybe those will help. Unfortunately I haven't had time to update my series to include the reward part of the quest, but if you have specific questions just ask them. It's not difficult to add treasure reward to quests, or to script something specific.



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That's great Windemere, thanks. I need to also thank you for your YT video's they really helped me out.

As I approach the end of building the world and when I rationalize the current infrastructure of my world. Its time to start to gear up the narrative and also, how the world will be utilized. Dialog, but more importantly its the exchange during the end of a quest or completion of some goal an NPC set out for the PC(s).

Really there is many ways to dress up a quest or dialog, but at the end of the day there is really just

1. talked to NPC, completed some action.
2. Collect some object, or collect flags.

fetch, report action, measure objects.

I have read those suggestions and their great but don't give you the needed bits for the end. I need some examples I can open up the dialog and have look to see how we give out experience and gold for completing tasks.

I understand completely how to set up the journals, set up flags. build the conversation, but I'm lost on giving an item, or exp for completing a task.


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I don't really have an example handy, but I can give you a description of how things work in the game.

There are several different ways to handle this, and the different aspects can be handled differently.
a. Giving out individual items.
If you want the character to give a specific, individual item, the usual approach is to put that item into the character's inventory through the Items property in the sidebar. In Story, you can then add the item and a custom flag to the DB_GiveItemToEvent(_Item[/b], [b]_Flag[/b]) database. By setting the [b]_Flag in your dialog, you can have the item moved to the player.
This has the advantage and drawback that, because the item is in the character's inventory, the player can pickpocket it. This is an advantage because it adds options for the players, but a drawback because it isn't, generally, safe to assume the character has that item. You can, however, use a flag defined in the DB_HasStoryEvent(_Item[/b], [b]_Flag[/b]) to check in the dialog.

There is another way to handle this, which I will discuss in the following section.

[b]b. The quest reward screen.
You have likely seen the quest rewards that appear in a pop-up screen when you finish quests. These are added as treasure tables through the journal.
You start by putting the intended rewards into two treasure tables - one of which all items will be given to the player, and one from which the player will be able to select one or more additional objects.
It is also possible to add unique items to these treasure tables instead of the previous method for giving unique items.
These rewards are then handed by defining a specific entry in the corresponding journal, and filling in these two treasure tables in RewardTreasureTables and RewardOptionalTreasureTables. RewardTreasureOptionalCount determines how many of the optional treasure table's items the player can pick.
Then you add these to the
DB_QuestDef_QuestReward(_QuestName,_UpdateName,_Flag); Story database and set the _Flag to give the reward.

c. Giving gold.
You can use the DB_DialogMoneyTransfer helpers to transfer gold to and from NPCs, but it's also possible to just add gold to the aforementioned rewards tables.
There's also the ProcAddGoldToMagicPockets procedure if you want to directly add gold to the players rather than use the existing helpers for some reason.

d. Giving experience.
Although it is possible to add experience from Story, the usual way to give experience is to set a 'Gain' and 'Act' in the quest-completing journal update, where Act is the expected level of the quest and Gain is the percentage of the next level which the player should get upon getting that journal update.

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Brilliant stuff LarIlya, thanks again!


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