Guise, anyone figured how to edit the appearance of a created character?
I don't find any options beyond choosing a model.
In NWN's editor, you can link both player and NPC lines of any kind at any point. In Shadowrun it seems like you can only link NPC lines, and only directly after a player line. So if you have an "interrogation" kind of node where the player can ask many questions, you can't just set up the player lines as links - instead you have to copy-paste them a whole bunch of extra times. The same goes if you want to have, say, 3 possible NPC lines to all lead to the same new line via a continue - it's impossible to link here as well, so you have to add a player line to do the link off of.As for the dialogue editor, what do you mean by node links for player responses? Do you mean something like looping back to a previous node? You can do that by copying the NPC (blue) node you want to jump back to and use 'paste as link' on a player (red) node.
Wow they have a dragon for president... thats awesome.
Isn't there a nexus or some such for this game? I don't want to infect my pc with Steam for mods.
Definitely possible. There are global [story] variables that carry over, and you can manipulate them from dialogues, triggers, etc. You can then change the way the campaign plays out depending on their values.On a related note, did somebody experiment with C&C in editor yet? Mostly interested if non-linear story structure is possible, for example different dialogue options taking you to different maps, or having some sort of global variables that would be shared throughout campaign (tracking who you killed and didnt, objectives complete etc)?
OTOH the main problem with creating a nonlinear campaign is that - aside from gear/stats/etc - ONLY these global variables persist between maps (this is also due to the checkpoint save system, so we can hope this'll get changed if HBS is under enough pressure to add a real save system to the game). So you either need to have several hundred variables to store the state of the world and have a lot of 'on-map-load' triggers on each map to restore its state (which is kinda slow, too)... or you need to adhere to the mission-based structure used in the OC.
I would like to unlock more difficult (and therefore better paid) missions depending on reputation. Is there a way to permanently store a global variable for such things and make the availability of such missions dependent on it?
Working on my first map right now, chummers. Things are looking good. Made a couple of custom assets and added them successfully, so I thought' I must show off.
SmartCheetah - is it that you've 'Downed' them rather than 'permanently dead'-ing them, maybe?
Can you set up a custom event that causes the body to disappear after the player has looted it?Got a little problem with the last thing tho'. After killing the scumbags, they are still moving while lying on the ground, lol. Like they were wounded or something, not killed. Any ideas?
Or fighting a chromed gang boss called Metal Craze. His trademark battlecry: "Banal. Drek. Boring."I'm hoping for at least one module with the Codex as a seedy bar where you take missions.
Working on my first map right now, chummers. Things are looking good. Made a couple of custom assets and added them successfully, so I thought' I must show off.
Isn't there a nexus or some such for this game? I don't want to infect my pc with Steam for mods.