I was back at designing some "simple" ambient background this week and thought I would have a few NPCs sit around the tavern. So, knowing the ActionSit function that I have used before, I thought it would be a simple task to implement. Wrong! If you are a builder, then the chances are you already knew this, but I did not and am not always up to date with some of the hangover functions from NWN1 that do not work with NWN2. Animations had a overhaul in NWN2 and so I should not have been surprised when it failed to work. I suppose I just hoped it would be one of those functions that would somehow still tie into the code and do the job.
In the end, I searched the Vault and found a couple of entries that covered seating characters in NWN2. One was KEMO Custom Chairs, which is an outstanding piece of code, but I believe too complicated to use unless you want "sitting" to be quite a high priority in your module. However, Patcha's more basic piece of code, To sit on objects (v1.76), came with only one basic script that handles the sitting, which was far more easy to incorporate into my own module. There were one or two anomalies that I would have preferred to have working with the script, such as NPCs getting up if knocked into, but I am not sure if it is possible because of the way NWN now handles animations. I am continuing to investigate this, but you can see the results already in this shot:
I have also just downloaded Misery Stone by jclef. I probably don't need to promote the quality and high standards we already know of jclef and BouncyRock Entertainment, so let's just say I am convinced you will enjoy it, even though I have not yet had the chance to start it myself. I have that privilege in the next few days hopefully. :)
The poll with respect to "How Much Freedom Do You Really Want" has come to an end and it looks to me that the majority of players (29/38) are still prepared to be responsible for their own actions in the game, even if it means they might "blow it" through miscalculated play. That serves as a comfort to a degree, because it supports my own style of play and, by default, design. I was still surprised, however, that of the 29, there were 15 who were what I would consider "ultra" responsible and ready to take the blame for any "mistake" they made even if it meant ending the game for them. This was even more die hard than I like to play.
At the other end of the spectrum for style of play, came the remaining 9 voters who prefer a style similar to the official campaign, or, for 1 voter, would like the game to guide them even more so. For those players, I hope my own design preference (minimal help) does not exclude them, because of the design parameters I have implemented that allows a player to finish a quest even if they make mistakes - unless, of course, they really bodge things up by ignoring all the warnings and indications of what may happen if they continued along their current path. That said, I have also made the decision that the main quest cannot be broken, even if a player does make it "difficult" for themselves.