ActionSit
PC moves two steps towards chair, but not all the way, and does not perform sitting animation on it.
Workaround: KEMOs Chairs non the Vault
SetWeather
Does not work for WEATHER_TYPE_ SNOW or WEATHER_TYPE_LIGHTNING
WorkAround: GUI / Visual Special Effects?
SetEventHandler
Does not work for module or Area Objects
GetEventHandler
Does not work for module or Area Objects
ActionPlayAnimation
Does not loop a looping animation for the full time period specified by fDurationSeconds.
Workaround: Wrap in a self-calling delaycommand loop
SetFirstName
Does not work immediately on Items whose names have already been loaded by the UI (only updates after area
transition the object is moved in inventory)
Workaround: Force move the item in inventory
ActionRest
Ignores bIgnoreNoRest parameter (does not ignore AREA no rest flag, but does ignore nearby hostile creatures)
Workaround: Use ForceRest
SetDescription
Does not immediately effect the Examine window text upon inspection.
Workaround: Force Close and Reopen Examine Window
AddItemProperty
Does not work with ItemPropertyDamageReduction
Workaround: Use EffectDamage Reduction
GetFirstName
Does not return toolset edited FirstName value, will return correct value but only after SetFirstName has been called
Workaround: Assign value as variable, then set in OnSpawn
EffectDisintegrate
Does not appear to do anything
Workaround: Use a custom SEF file?
AddHenchman
Attempting to exit to the main menu while a henchman (not a companion) is added
crashes the client
Workaround: Don’t do it
StringToObject
Does not does properly handle Hex values which include A-F characters, which
is what ObjectToString can generates
Workaround: Use Custom function which correctly handles hex values
GetDescription
Does not retrieve the default description (original toolset defined description) Only retrieves correct value after SetDescription has been called
Workaround: Assign value as variable, then set in OnSpawn
GetclassByPosition
Does not return class_TYPE_INVALID when given OBJECT_INVALID
Workaround: Use wrapper function
DayToNight & NightToDay
Does not work. Displays/removes stars but does not change lighting & skybox
Workaround: Advance the time instead
EffectCutsceneGhost
Does not cause effected creature to ignore collision
Workaround: Use SetCollision
ItemPropertySkillBonus
Does not work with SKILL_ALL_SKILLS constant
Workaround: Add each skill individually
GetResRef
Does not work for waypoints, stores, sounds, or areas
Workaround: Assign value as variable to object in toolset and use Wrapper function to retrieve
EffectDisappearAppear
Creature does not reappear at passed in location
Workaround: Use custom animation instead
EffectDisappear & EffectAppear
Does not perform the animation
Workaround: Use custom animation instead
SetActionMode
Does not turn on or off all modes (or does not update the UI)
SetCutsceneMode
Does not fully disable UI while active, open gui screens can still be manipulated, some feats and modes can still be toggled
Workaround: Close/Hide open GUI screens, and/or open a transparent, full screen gui to intercept all mouse clicks
FadeToBlack
Does not fully disable UI while active, keyboard shortcuts will still execute (hotbar
mode/feat/skill toggles, 'R' for rest, etc)
GetDamageDealtByType
DAMAGE_TYPE_SLASHING/ PIERCING/BLUDGEONING does not work.
ItemPropertyDamageResistance
DAMAGE_TYPE_SLASHING/ PIERCING/BLUDGEONING Do not work (are ignored, UI chat logs indicates absorption, underlying HP values do not)
EffectDamageResistance
DAMAGE_TYPE_SLASHING/ PIERCING/BLUDGEONING Do not work (are ignored, UI chat logs indicates absorption, underlying HP values do not)
SetOwnersControlledCompanion
Does not swap control to a controllable associate (ex: familiar, ASSOCIATE_TYPE_**) when original PC is the currently active character
ForceRest
Does not trigger poison and disease saving throw stages
Workaround: Perform check manually before calling ForceRest, and reapply effects
after if necessary
[Action]JumpToLocation/Object
Does not work if creature is uncommandable, (cannot move, is paralyzed, etc)
Workaround: Use JumpPartyToArea? (comments say uncommandable can be jumped)
SetFog
Does not work (signature and description identical to SetNWN2Fog plus fFarPlaneClipDistance)
Get/SetCampaign**
Does not perform string length checking of the variable name for saving and retrieval
Workaround: Use Better Names or Globals instead
SignalEvent
Does not work for AOE object's user defined events
EffectAreaOfEffect
Does not properly display AOE if creator is the Module or an Area
Workaround: Use a placeable, creature or waypoint instead to create it
CreateObject
Does not work for creatures if the location is not walkable.
Workaround: Combine with GetIsLocationValid and CalcSafeLocation
ActionUseSkill
Does not work for all skills (Taunt, SetTrap)
Workaround: Use Wrapper function and/or ActionUseTalent
ActionStart Conversation
Does not work on DMs after they've possessed an NPC
ActionCastSpellAtObject/Location
Ignores the nMetaMagic parameter and does not set correct caster
level when bCheat = TRUE
ActionMoveToObject/Location
Does not work if target is in another area. Does not continue or log failure if location is blocked
ResistSpell
Causes GetSpellResistance result to reset to zero.
SetDescription and GetDescription
Do not have an identified parameter at all which is needed-see NWN1 version. GetDescription works on NPC's
but not on players.
EffectAbilityIncrease
Has trouble if the effect does not stack, does not give stat increase, but any secondary effects, slots, spells and the like get a boost. So if you get a con boost of 4, have a +4 magic item that gives you 4 con already, and are 1st level, your hit points go to 12 while your max hit points stay at 10. Also affects other stats but they are a lot harder to measure ( for example this can boost your spell slots above normal ). If you are not wearing magic gear it has no effect.
GetHasSpell()
Is broken for the Summon Creature I-IX spells. It always returns the sum of the squares of the sum of identical spells in the wizard and cleric spell level 1 slots. This means that it will return a positive number whether or not you have a Summon Creature spell (even if you can't cast it at all).
--------------------------------------
The following effects have no ID, and are thus unable to be detected, removed, replaced when they are in effect. ( those with ID 0 i specifically applied the effect, then iterated the effects on the target to get the ids that are active, and removed them as i echoed info about the effects. ).
- EffectBABMinimum <- ID 0
- EffectCutsceneDominated<- ID 0
- EffectDarkVision <- ID 0
- EffectKnockdown<-ID 0
- EffectLowLightVision<- ID 0
- EffectModifyAttacks<-ID 0
- EffectNWN2SpecialEffectFile <- ID 0
- EffectSeeInvisible
- EffectSeeTrueHPs
- EffectSetScale
- EffectSummonCopy
- EffectSummonCreature
- EffectHeal
- EffectDeath
- EffectDamage
- EffectAppear<- are these deprecated with EffectAppearDisappear?
- EffectDisappear<- are these deprecated with EffectAppearDisappear?
leave an effect to remove.
- EffectNWN2ParticleEffect <-- causes an error if you use it???
- EffectNWN2ParticleEffectFile<- no result at all
EFFECT_TYPE_NWN2_DEX_ACMOD_DISABLE
--------------------
The following functions should be deprecated or are otherwise NA to NWN2
OpenInventory (Workaround: use a Custom GUI)
CopyItemAndModify
GetItem
Appearance
Get/SetTile**
Dis/MountObject
RecomputeStatic
Lighting
SetPanel ButtonFlash
GetLastReSpawn ButtonPresser
SetPlaceable
Illumination
EffectTimeStop
--------------------
The following functions were listed as broken but I have not tested them to confirm if they still are.
ActivatePortal
Does not work
GetName
Only returns english names
AddJournalQuest Entry
Ignores bAllParty Members parameter
Adjust Reputation
Does not adjust only a single player w/ respect to NPC faction, adjusts all players. Need to be able to effect only a single player
OnAreaExit
Doesn’t fire for an inter-module transition
OnClientLeave
Doesn't fire for an inter-module transition
Bearbeitet von 0100010, 20 Juli 2010 - 01:21 .





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