Agrenost - Beneath the Cobbles: the DIY Review
#26
Posté 12 décembre 2010 - 08:09
#27
Posté 12 décembre 2010 - 08:21
I'm editing my earlier out of date comments right away.
Modifié par jmlzemaggo, 12 décembre 2010 - 08:27 .
#28
Posté 13 décembre 2010 - 08:04
#29
Posté 13 décembre 2010 - 10:47
Bubba McThudd wrote...
Much more effective than relying on the AI controlled mage npc too!
Stack her up with 10 wands of Magic Missile and never rest, problem solved. At least, that's how I managed to keep her under control
#30
Posté 13 décembre 2010 - 11:10
Noelle Renee wrote...
Maybe its something else because it always crashes and opens a pop up window saying nwn has encountered a problem and needs to close wtf is the problem
Have you tried playing other modules? Does that error occur only with the Agrenost or is it an issue with NWN in general? In the latter case, you might get better advice in the Technical Support forum (don't forget to post your system specs!).
#31
Posté 13 décembre 2010 - 12:19
#32
Posté 19 décembre 2010 - 03:53
#33
Posté 19 décembre 2010 - 07:03
Modifié par Bubba McThudd, 19 décembre 2010 - 07:34 .
#34
Posté 14 juin 2011 - 04:19
I am interviewed by the lads over at Realms of Trinity in the Neverwinter Nights Podcast. Check it out at:
NWN Podcast
Modifié par Bubba McThudd, 14 juin 2011 - 04:21 .
#35
Posté 20 mars 2013 - 06:13
#36
Posté 20 mars 2013 - 06:26
#37
Posté 21 mars 2013 - 01:40
TimG wrote...
...On the Door Properties tab it has a box checked that says "key required to unlock" and below that is an empty box that is titled "Key Tag". Since that box is empty does that mean the right key isn't available?
Yes, that is what it means. A door set to require a key but with no key assigned to it is presumably either not meant to be opened, or is meant to be so only when specifically scripted. I am not familiar with this particular module, so I am not certain how much help I could be, but if you are trying to debug this situation you might want to check if there are any scripts set on the door, or perhaps a conversation that is meant to activate when it is clicked on. Could be there is something meant to unlock the door that is not working right. You might also check to see if there are any nearby placeables that one can interact with, or a nearby trigger. If there were any enemies you killed just before reaching the door, you might want to check if any of them have a custom "On Death" script that perhaps was meant to unlock the door.
If you just want to revise your version of the module so you do not have to resort to "Debug Mode" on future playthroughs, you could make a custom key, place it on the ground somewhere near the door, and then enter its tag in the "Key Tag" box of the door.
#38
Posté 21 mars 2013 - 02:09
I found an older copy of the module (with a save no less) on another computer. In Ver 3.0 the door is unlocked in the toolset with no variables that I can see. In Ver 4 the door is locked, still with no variables. I think it is just a glitch.
Hopefully the author will see the activity here and/or the vault and take a look at it.
It really is a great module and worth the fix.
#39
Posté 22 mars 2013 - 12:52
No matter, a fantastic module still
#40
Posté 06 juillet 2013 - 01:08
I can't enter some of the buildings (the ratcatchers ["ratcatchers shop"] and the bathhouse ["bathhouse"], precisely - which means I have to teleport directly to the baths area every time I need to take a bath after the sewers...); the game will freeze during the last quarter of the area loading screen. I've looked at the areas in the toolset, but can't find anything unusual. But my knowledge is very limited.
#41
Posté 06 juillet 2013 - 02:27
2. Try turning down settings. Especially "Shiny water". If shiny water seems to bug you, then never ever use it.
3. Have you got any other programs running?
4. Have you got similiar issues when playing other modules, especially OC?
#42
Posté 06 juillet 2013 - 02:54
1. Yes, I've downloaded exactly those from the module page.
2. I'll try.. But there's no water in these areas. Besides, I'm pretty sure it has something to do with exactly these two areas (which are not too demanding in terms of graphics), because the large city hubs, the baths itself, the sewers etc. all are fine - just those two areas won't load.
3. Nope.
4. Nope, but I just did a recent reinstall so I haven't played much since then, solely three premiums I'd missed before.
Oh, but maybe I have an idea: I decided to try out the "community patch 1.70" during my latest reinstall, and it seemed to work fine with those premium modules. But maybe it doesn't like this (older) CEP version?
#43
Posté 06 juillet 2013 - 06:38
- try emptying override folder(if you have anything in it)
- try reloading earlier save or starting anew and see if you can go straight to those areas
PMed the creator of the patch. I'm not sure if it could cause such a thing as I myself have not installed it(incompatible with my NWN language version).
I hope Bubba (The Builder) is still active and might be able to help you out. I have myself not played this module
#44
Posté 06 juillet 2013 - 07:34
heya was pointed to me by werelynx - there was crashing issue in CP 1.70 indeed, happened in city exterior due to the error in bugfix for a lights on one tile. I didnt read it whole, not so far sure which areas are that exactly, but if you are using CP, try download and install latest version, even if its beta.Isewein wrote...
Thanks for your answer!
1. Yes, I've downloaded exactly those from the module page.
2. I'll try.. But there's no water in these areas. Besides, I'm pretty sure it has something to do with exactly these two areas (which are not too demanding in terms of graphics), because the large city hubs, the baths itself, the sewers etc. all are fine - just those two areas won't load.
3. Nope.
4. Nope, but I just did a recent reinstall so I haven't played much since then, solely three premiums I'd missed before.
Oh, but maybe I have an idea: I decided to try out the "community patch 1.70" during my latest reinstall, and it seemed to work fine with those premium modules. But maybe it doesn't like this (older) CEP version?
EDIT: hmm so its interior? that shouldnt been caused by CP.
Anyway, if you already cleaned override and problem persists, try uninstalling CP first. If you used installer ther should be a file called x2patch.key.bak in NWN directory. All you have to do is temporary rename xp2patch.key for something like cp_xp2patch.key and remove the .bak from the backup file, restart nwn and you should be running vanilla.
If crashing still occurs it has nothing to do with CP. If yes, try newest version but anyway let me know about it.
Modifié par ShaDoOoW, 06 juillet 2013 - 07:38 .
#45
Posté 07 juillet 2013 - 12:09
I tried uninstalling the CP, but when I replace x2patch.key with the backup, the game crashes immediately on load?
#46
Posté 07 juillet 2013 - 12:27
you either did it wrong or the backup was made wrong by installerIsewein wrote...
Unfortunately, even starting a new game won't change anything.
I tried uninstalling the CP, but when I replace x2patch.key with the backup, the game crashes immediately on load?
in either case try download vanilla xp2patch.key from here and copy into your NWN folder
assuming you have english game version it shouldnt crash anymore
#47
Posté 07 juillet 2013 - 07:21
#48
Posté 07 juillet 2013 - 10:46
TLK doesnt matter, its a version of x2patch.key that matters however I dont have german backup around.Isewein wrote...
Oh, I didn't know the langugage of the version mattered. I have the German version, but did overwrite it with an English tlk. Sorry... ^^
Anyway since there is no 1.69 german everyone should be using 1.69 english with translated TLK. Easiest then would be to get 1.69 critical rebuild (needs english tlk to work), which will restore vanilla default, then apply german TLK (except TLK the german and other languages differs only in a translated credits screens).
#49
Posté 07 juillet 2013 - 11:30
But I assume I'll have to try...
#50
Posté 07 juillet 2013 - 11:52
well, if you throw away the german game version you ll gain at least one benefit from it - no more compplications with CPIsewein wrote...
No need for that, I play the game in English. I just have this old German version. Not sure if all this installing and uninstalling and patching and unpatching isn't going to do more harm than good...?
But I assume I'll have to try...
there is no german version for 1.71beta so you will be able to use it after it at least, and although beta its worth it trust me
to everyone with not english install reading this - really the only real difference in english and other language is TLK, these versions contain only a translated credit screens which are not needed anyway. So better to install english 1.69 critical rebuild (to do it you need english TLK otherwise installer doesnt recognie game version) and then replace english dialog.tlk with 1.69 translated TLK in your language





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