Go to the root of the conversation of the NPC that should have a theme. Then select the "Current File" tab and enter a script like this for "Normal" and "Aborted":
#include "NW_I0_PLOT"
#include "NW_I0_GENERIC"
void main()
{
PlayOldTheme();
WalkWayPoints();
}
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The WalkWayPoints(); is just an example for an NPC that will resume walking waypoints after the conversation is ended.
In the "Actions Taken" tab of the first line of conversation enter a script like this:
#include "nw_i0_plot"
void main()
{
PlayCharacterTheme(79);
}
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The 79 points to a line in ambientmusic.2da where you can add entries for your own music which has to be a bmu-file.
Simply renaming the file extension of an mp3 file to bmu might work for converting mp3 to bmu, but there is also a program that will convert mp3 to bmu which you can find at http://neverwinterva...utility-package