Author Topic: Accepting NPC's into party  (Read 2671 times)

CyberSpyder

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Accepting NPC's into party
« on: September 05, 2003, 10:27:02 PM »
If you accept someone into your party after already having 6 members, that NPC's circle becomes green, but no choice comes up as to whom get's lost. Additionally, the new NPC cannot be controlled or accessed, and the game drags dramatically. Reloading does nothing to fix this...you must shut it all down and boot up the program again from scratch.

Offline weimer

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Accepting NPC's into party
« Reply #1 on: March 12, 2004, 08:29:29 PM »
Interface problem with IWD2. I can't actually make the game do anything different here -- you get the same effect by Ctrl-Q'ing multiple people into your party. The solution is thus "don't do that then", although I could hack something into dialogues where any transition has a "JoinParty" action gains a duplicate and a check against the current party member count. However, even that would be something of a hack because a character that didn't join a "full" party wouldn't behave as expected after failing to join.

Ideas?  

CyberSpyder

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Accepting NPC's into party
« Reply #2 on: March 20, 2004, 02:58:18 AM »
How about adjusting dialogs slightly? Maybe tell the pc that they cannot join at this time until there is room, or insert a warning into dialog with an opt out should the conditions not be met, so the pc can meet the conditions and start dialog once more to have the npc join.

Roar

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Re: Accepting NPC's into party
« Reply #3 on: June 19, 2004, 02:11:44 AM »
The previous solution would work. In fact, Arcanum actually uses this a lot in order to determine party size and all that..

 

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