Archived from groups: alt.games.neverwinter-nights (
More info?)
Well, it was worth a try
"Dylan Hunt" <quantum@look.ca> wrote in message
news:s8KdnbHUZe-OtQHd4p2dnA@look.ca...
> Thanks Hans
>
> That is very helpful. In my struggles I also found a few scripts
concerning
> the outcast. Most seem to deal with getting the ghoul to say random
> one-liners, but two were interesting.
>
> One seemed to give and take the stuff. It would check to see if you had
the
> amulet and would take the lever and the key from the ghoul and give him
the
> amulet. It also seems to give xp.
>
> The other, called 2Q3_Outcast_9 was very interesting. It seems to set the
> fetch items for the quest and makes the ghoul lord a quest giver.
Perhaps,
> for whatever reason this script isn't running. I'm going to try running
it.
>
> DebugMode 1
> runscript 2Q3_Outcast_9
> DubugMode 0
>
> I'll let you know if this works.
> "Hans Wein" <hwein_nospam_@gmx.net> wrote in message
> news:c7fj6v$ic1$01$1@news.t-online.com...
> > Dylan Hunt wrote:
> >
> > > In DebugMode what is the name of the variable that needs to be
> > > toggled to get the ghoul to give me the next conversation, or at
> > > least the option of giving him the amulet?
> >
> > I think it's impossible. The most essential script line looks like this:
> >
> > iResult = GetLocalInt(Global(), "NW_J_FETCHPLOT") >=30;
> >
> > AFAIK, with the console you can only change variables which are stored
> > directly in a selectable object like creatures or placeables. In this
> > special case the variable isn't stored on the character, but on a "local
> > object" named "Global", which is accessed via an include script.
> >
> > HTH
> > Hans
> >
> >
>
>