ScriptObject TypeEventDescription
nw_d2_femalen/aStarting ConditionalUse in a conversation file to check if the PC is female.
nw_d2_malen/aStarting ConditionalUse in a conversation file to check if the PC is male.
nw_g0_charmCreatureOnHeartbeatDefault handler for any creature hit with the charm effect.
nw_g0_confuseCreatureOnHeartbeatDefault handler for any creature hit with the confuse effect.
nw_g0_convdoorDoorOnFailToOpenMakes a placeable start a coversation with a PC.
nw_g0_coversatCreaturen/aDefault handler - runs when a creature is clicked on by the PC to initiate a conversation.
nw_g0_convplacPlaceableOnUsedMakes a placeable start a coversation with a PC.
nw_g0_transitionDoorn/aDefault transition handler - runs when the OnAreaTransitionClick event is called unless another script is specified in the door's blueprint. 
nw_g0_dominateCreatureOnHeartbeatDefault handler for any creature hit with the dominate effect.
nw_g0_fearCreatureOnHeartbeatDefault handler for any creature hit with the fear effect.
nw_g0_sleepCreatureOnHeartbeatDefault handler for any creature hit with the sleep effect - creature sends a shout asking allies for help.
nw_walk_wpn/an/aDefault script assigned to the Normal and Aborted parameters on the Current File tab of a conversation - creature will resume walking waypoints if assigned.
x0_c2_spwn_corpCreatureOnSpawnTurns a creature into a decorative corpse (e.g. a placeable). All other AI script slots should be empty.
x0_c2_spwn_cowrdCreatureOnSpawnMakes a creature flee enemies. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9).
x0_c2_spwn_defnCreatureOnSpawnMakes a creature use defensive tactics in combat. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9).
x0_c2_spwn_l****CreatureOnSpawnTurns a creature into a lootable corspe (generates LOW, MEDIUM, HIGH, or UNIQUE treasure). All other AI script slots should be empty. Part of the XP1 Random Treasure System (see x0_i0_treasure). 
x0_c2_spwn_lootCreatureOnspawnTurns a creature into a lootable corpse. All other AI script slots should be empty.
x0_c2_spwn_rangCreatureOnSpawnMakes the creature a ranged attacker - creature will attempt to stay a ranged attack distance and use missile weapons. Use with the OC AI scripts (nw_c2_default series - replaces nw_c2_default9).
x0_d1_cast****n/aAction TakenUse in a conversation to tag the NPC as having cast a spell - uses SetLocalInt(OBJECT_SELF, "Deekin_Spell_Cast", <SpellId>);
x0_d1_did****n/an/aUse in a conversation to shift the PC's alignment - has a variety of amounts divided into TINY, SMALL, MEDIUM, LARGE, and HUGE.
x0_d1_g1_****n/aAction TakenUse in a conversation to make the PC play an emote animation and voice chat sound.
x0_d1_g2_****n/aAction TakenUse in a conversation to make the PC play an animation and voice chat sound.
x0_d1_hen_****n/aAction TakenUse in a henchman conversation to make the NPC activate a mode (detect, stealth, etc.).
x0_d2_has****n/aStarting ConditionalUse in a conversation to check if the NPC has a certain spell memorized. 
x0_d2_is****n/aStarting ConditionalUse in a conversation to check the PC's status - ony alignment or relationship (friend or enemy) with the NPC.
x0_d2_sk****n/aStarting ConditionalUse in a conversation to check if the PC has passed a skill check (uses the AutoDC function to check against EASY, MEDIUM, or HARD difficulties)
x1_<skill>_****n/aStarting ConditionalUse in a conversation to check if the PC has passed a skill check (uses the AutoDC function to check against EASY, MEDIUM, or HARD difficulties)
x2_d2_s_****n/aStarting ConditionalUse in a conversation to check if the PC has a certain spell memorized.
x2_it_exampleItemAllExample script for handling Item events. Edit a copy and save as the tag of the item you wish to create custom events for.
x2_<skill>_****n/aStarting ConditionalUse in a conversation to check if the PC has passed a skill check (uses various AutoDC functions to check against EASY, MEDIUM, or HARD difficulties)
x2_mod_def_loadModuleOnModuleLoadDefault handler for modules that do NOT use horses.
x3_mod_def_hbModuleOnHeartbeatOptional handler for modules with horses enabled - handles the adjustments for the Mounted Combat feat. This script is not assigned to the module by default.
x3_mod_def_loadModuleOnModuleLoadOptional handler for modules to enable horses. This script is not assigned by default.
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