NWN2 OC plot fixes
#76
Posté 19 novembre 2010 - 04:24
I think you've done a lot of great things, but some things make me cringe. If you were to make the options switchable, a great many more people would take advantage of your hard work.
Your hard work and dedication IS appreciated.
#77
Posté 28 août 2012 - 02:25
I also dislike that something, not sure what, causes my followers to not keep following me whenever I go to another area.
Can you please point out things I need to delete to fix this?
#78
Posté 28 août 2012 - 10:18
He last logged in at the Vault in 2010, so he's unlikely to answer.Liniathe wrote...
I like the mod, I really do, but some of the things you added I do not like, such as adding pausing before hostiles, then I have to waste time unpausing instead of just attacking. I have looked through the folder and I can't figure out what to delete in order to disable that.
I also dislike that something, not sure what, causes my followers to not keep following me whenever I go to another area.
Can you please point out things I need to delete to fix this?
This might fix your pausing issue.
dl.dropbox.com/u/3879894/pause.7z
NWN2_Plot_Fixes\\Utils there is a script called ga_pause, open the 7 zip I provided and override his ga_pause with mine (mine does nothing). Then, all times he calls this (it's probably being called all over the place by him), will not do anything.
There is a seperate script that he is using to pause cutscenes.
Removing his AI folder will likely fix the followers issue.
#79
Posté 28 août 2012 - 11:50
Thanks, I will try that.
#80
Posté 30 août 2012 - 09:01
Maybe it is an invisible crossbow, designed by the relentles poet?I_Raps wrote...
WRFan wrote...
Eyegouger Lair:
At the end of the Bonegnashers you meet a prisoner. If you take him along, he fights with a crossbow. Except that he doesn't have a crossbow. He uses the crossbow animations with empty hands and it's just dumb.
I fixed that for myself - gave him a crossbow in his utc and equipped him with it in the onjoin script. His crossbow has unlimited ammo to get around any problem on that end.
olov.utc and 13a_add_olov.NSS
#81
Posté 30 août 2012 - 09:12
Let us know if that worked. :happy:Liniathe wrote...
Ah I see, guess I am slow. xD
Thanks, I will try that.
#82
Posté 31 août 2012 - 05:40
Adam024 wrote...
Maybe it is an invisible crossbow, designed by the relentles poet?
WenderRender?
#83
Posté 05 septembre 2012 - 10:54
kamal_ wrote...
Let us know if that worked. :happy:Liniathe wrote...
Ah I see, guess I am slow. xD
Thanks, I will try that.
It doesn't work for all the random pausing, so I just removed the mod.
#84
Posté 11 janvier 2015 - 11:19
I am sorry to revive this old thread, but....is there a way to keep the enemies AI the same? Also, is there a way to use this mod together with the Romance Pack mod? The only way to do so seems to be removing the companions dlgs, which would be duplicates of the ones in the other mod.....is it possible to merge them? Thanks!
#85
Posté 12 janvier 2015 - 10:24
Oh, and also....i've found a bug: ralidor cannot be looted...And apparently, the first statue of the ritual didnt give me the power....
#86
Posté 12 janvier 2015 - 11:25
the OC Plot Fixes is quirky at best, bug-ridden and idiosyncratic at worst. It has never been sanctioned by the community
#87
Posté 12 janvier 2015 - 12:02
Oh. And i thought it would fix things, lol. It certainly does, though, but it introduces brand new bugs.
It's a pity.
#88
Posté 12 janvier 2015 - 12:22
aye. I guess it could serve as a basis ... but fixing the OC'd be a *lot* of time & effort
Arkalezth once said: just roll with the [standard] bugs ![]()
#89
Posté 12 janvier 2015 - 12:30
Mmmh, i think that this mod fixes in a good way some major bugs, though (like axle's quest, or garius fight at crossroads, or the keep management). Maybe, using only those fixes won't break anything. Gona try that
#90
Posté 12 janvier 2015 - 01:11
k
#91
Posté 12 janvier 2015 - 03:51
Lol, now in jerro's haven, i KILL HIM and the conversation that should trigger after his defeat, doesnt trigger....wtf.
#92
Posté 12 janvier 2015 - 04:58
lol,
deinstall plot fixes, start again
#93
Posté 12 janvier 2015 - 06:11
Ehe, i guess i'll have to do it.....there is no way to enforce that scene to happen trough console command right?
EDIT: i solved reinstalling the mod....looks like i did remove something that shouldn't have been removed.
#94
Posté 12 janvier 2015 - 07:24
everything can be solved with the console ...
![]()
#95
Posté 14 janvier 2015 - 02:02
My OC Makeover also modifies the OC, but I made an effort to avoid forcing my play style on others. If the author of this mod had done the same it could have become a standard.
Regards
- GCoyote et kamal_ aiment ceci
#96
Posté 14 janvier 2015 - 11:22
Well, that mod DOES fix some of the biggest bugs of the game....The bad thing is, it also introduces brand new ones, even worse than the old ones.
Anyway, did you make a mod that fix/alter the OC? If so, can you provide a link? I am very interested in that sort of mods, especially if they fix some or all of the thousands of bugs of the game
#97
Posté 15 janvier 2015 - 12:39
Thousands? I guess I should thank my lucky stars that I only ever experienced one bug in the OC.
#98
Posté 15 janvier 2015 - 12:54
Since patch 1.23 I haven't encountered any game-breaking bugs. Just the occasional misfiring script that causes temporary amusement.
I remember one play-though where my character's helmet wasn't removed during the trial, and someone was asked to identify who they saw committing a particular crime. They pointed at my character with his full-faced helmet still on and swore that it was him. ![]()
Unless the gaggle of unfinished quests are considered 'bugs'. Poor old Simmy never did get his adamantine powder, we never got to see The Hollows in the game (although the models are available in the toolset), and that poor Neverwinter privy man apparently died for nothing.
#99
Posté 15 janvier 2015 - 01:12
I don't know for sure why, but the burnt-out husk next door to the Sunken Flagon seems to be where the Hollows was going to be rebuilt, and I speculate they changed the player base to Crossroad Keep either for story reasons where it may have become unavailable, or maybe because it wasn't a big enough space for the eventual fix-up projects, choices, and side quests they decided to give the player.
As for the poor Privy Man, I think we can just assume that his bowels exploded waiting for that one outhouse in the city to be unoccupied.
#100
Posté 15 janvier 2015 - 11:08
Well, i actually encountered many bugs since i restarted playing nwn2. The most gamebreaking one is Garius at crossroads keep, during the siege: the cinematic messes up, he casts too many spells, and therefore he doesn't summon the elemental. Only way ive found to skip this bug, is skipping all cinematics, so that he doesn't cast all those spells. Pretty annoying.
Also, at crossroads keep, some special missions never spawn (maybe its just bad luck though, but meh.)
Axle quest is bugged as hell (thief path, act 3)...
Sometimes, even Leldon quest bugs out.
And i've experienced even more of them :/





Retour en haut






