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How to get rid of that stupid fluo-green paint!


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#1
Vaalyah

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Undermountain, second level, fighting with goblin. Suddenly my PC starts flashing with green!
A floating sentence says something like "in this way, goblin can aim at you easily" (it disappears so fast, I've never been able to actually read it completely). I've had 2 or 3 sleeping time, changed my armour, dispel spell, whatever. The paint is still there and I HATE seeing my PC hanging around in green!
So, is there a way to remove that stupid colour? :pinched:
Thank you

#2
jmlzemaggo

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Yes there is, an easy one I forgot about, something available around at the time anyway. As you know that paint is to make you coming out of invisibility. A healer should do the trick? Or a restoration/dispell spell? A fountain nearby?

Wait for a true NWN master otherwise... I'm nothing but an amateur myself.

#3
Vaalyah

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I am a healer and I've tried everything with no result. However, I've just closed the game and, miraculously, the paint is no more there. No idea about how I've done!

#4
HipMaestro

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Sometimes all you need to do to solve the wonkiness is save and reload. Restarting the game is another more drastic method but you gotta do what you gotta do ;)

#5
jmlzemaggo

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I'm sure there is a true gamer way, a fair, "scripted" and regular one. To prove to everyone, mostly yourself, you're the smartest one always.


#6
Vaalyah

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Guys, could you also tell me if there exists a cheat to allowing 3 companions in the party? From what I've heard, I can have only two. I am going to meet soon Natyrra and Valen, but I would like to keep the adorable Deekin with me.

Any idea, please?

#7
HipMaestro

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Vaalyah wrote...

Guys, could you also tell me if there exists a cheat to allowing 3 companions in the party? From what I've heard, I can have only two. I am going to meet soon Natyrra and Valen, but I would like to keep the adorable Deekin with me.
Any idea, please?

My opinion is "NO".

However, oldmansbeard utility claims to provide the ability to build your party to whatever size you like based on characters you have already created.

So, in your case, you probably would need to build your own version of Naphyrra, Valen, Tomi, whoever... using their character screen to adjust the build to match as best you can and then port them into the current game.

The main issues I see are 1) Deekin is the ONLY henchman from Chapter 1 that is scripted to appear in Chapter 2, and 2) even if you are able to create your own "custom" versions of the henchfolk you want, there won't be any of the scripted interactions between characters that have been provided by the module, probably the most amusing part of the whole experience IMO.  If you just like to have a big party to venture through, OMB's utility should work fine.  Other than that, I am afraid you are limited to the party limit for OFFICIAL henchmen that the module provides.

#8
Vaalyah

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Hmmm, that would be a problem, since the reason I want more NPCs is because I like them interacting with my PC. If I build a copy of Deekin, he would not start dialogues with my character so it would be like not having him in my party...

#9
HipMaestro

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Vaalyah wrote...

Hmmm, that would be a problem, since the reason I want more NPCs is because I like them interacting with my PC. If I build a copy of Deekin, he would not start dialogues with my character so it would be like not having him in my party...

Yeah. That's the unfortunate part.  You probably wouldn't be able to make a Deekin clone anyway because PCs are limited to certain races and as you know, Deekin is a reptilian.  Even Valen as an outsider and Naphyrra as a drow will be hard to duplicate except perhaps for their respective skill set and general appearance.  There may be other haks that will allow you to integrate non-standard races into a PC but offhand I don't know what they are.

My advice is to keep Deekin in your party throughout the entire campaign, especially since his interactions are the most comical and you seem to enjoy his antics.  You can repeat the campaign another time changing the party mix to get a full experience of all the scripting the designers provided.  There are also romantic themes running through the campaign depending on the sex of your PC and how you interact with them.

Don't hesitate to stir the mix a bit even in the same chapter if for no other reason than to understand the backgrounds and capacities of each henchman. 

Also, once you get to Chapter 3 (if you haven't yet!) there will be another surprise personality thrown into the soup to further confound your enlistment choices.:happy:

#10
Vaalyah

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Oh, well, I am not finished Undermountain yet, so, a long way for chapter 3.

I've heard there's a romance option with Valen (of course my PC is a female... a drow CB cleric of Eilistraee... :-D in this optic the setting of this game is... awkward!), but I don't know about other. Plus... I simply adore Deekin, he's so sweet!



Maybe I could choose for Deekin + Valen... even if I would have liked a rouge in the party. Without a rouge, I have to waste ability points in unlock and remove traps...


#11
Marty Silverblade

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Vaalyah wrote...

Maybe I could choose for Deekin + Valen... even if I would have liked a rouge in the party. Without a rouge, I have to waste ability points in unlock and remove traps...


There is no need to do this. I played a Cleric with Deekin and Valen and got through with no problems. It was a while back so I don't remember the details but chests should just be able to be smashed open (Valen does craploads of damage) and I don't recall ever finding a trap that would kill me. Even if there are super powerful traps none of them are in places that prevent you gaining significant gold/XP or make your game somehow much harder.

#12
Vaalyah

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And what about locked doors or treasure chests? My PC has some ability points for opening lock, but I hate wasting those points, since rogues are supposed to be there for this reason...

By the way... what is Valen? (I mean, which class :-P )

#13
Bard Simpson

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Vaalyah wrote...

By the way... what is Valen? (I mean, which class :-P )


Valen is a fighter/weapon master.

#14
Vaalyah

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So... someone good in beating enemies. Perfect! :-D

#15
Bard Simpson

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Yeah, Vaalyah, Valen is great at pounding enemies, but don't forget Deekin. With RDD levels, he becomes quite a decent basher himself. It's just one more reason to love the little guy. ;)

#16
Vaalyah

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I already love Deekin! He's soooooooo sweet! Plus, to say the truth, my PC is not fragile and I usually kill everyone in sight without much help from companions. But I am always glad to have some good help because you can't even know what you will find in the next area! And I don't want to use Deekin because he IS fragile... I spend more time trying to keep Deekin away from damages than using him o_O

#17
Zesvotzashne

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HipMaestro wrote...

Vaalyah wrote...

Guys, could you also tell me if there exists a cheat to allowing 3 companions in the party? From what I've heard, I can have only two. I am going to meet soon Natyrra and Valen, but I would like to keep the adorable Deekin with me.
Any idea, please?

My opinion is "NO".

However, oldmansbeard utility claims to provide the ability to build your party to whatever size you like based on characters you have already created.

So, in your case, you probably would need to build your own version of Naphyrra, Valen, Tomi, whoever... using their character screen to adjust the build to match as best you can and then port them into the current game.

The main issues I see are 1) Deekin is the ONLY henchman from Chapter 1 that is scripted to appear in Chapter 2, and 2) even if you are able to create your own "custom" versions of the henchfolk you want, there won't be any of the scripted interactions between characters that have been provided by the module, probably the most amusing part of the whole experience IMO.  If you just like to have a big party to venture through, OMB's utility should work fine.  Other than that, I am afraid you are limited to the party limit for OFFICIAL henchmen that the module provides.


Can't you actually just edit the HotU campaign and up the maximum henchman limit to 3 (I wouldn't do anything else though, adding hakpaks seems to break the scripts), save it  use Linkboy and go to town?

I had a module edited to allow 8 henchmen once.... Was a fulltime headache but hilarious to go invisible and watch them struggle.

Modifié par Zesvotzashne, 06 septembre 2010 - 03:05 .


#18
Vaalyah

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That could be a nice idea but... I don't even know where to start to do that... I think I'd need a step by step tutorial!

#19
HipMaestro

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Vaalyah wrote...

4
That could be a nice idea but... I don't even know where to start to do that... I think I'd need a step by step tutorial!

Well... I suppose you could edit the
loadmodule
script and change
SetMaxHenchmen(3);
to another number like
SetMaxHenchmen(4);
, for example.

There are a few caveats worth considering, however...

1.  You will probably need to change the script parameter in all three HotU modules.  IIRC the script fires separately each time a new module loads (if it contains the script at all, that is).

2.  I am just guessing, but it may need to be recompiled and renamed.  Dunno never tried it myself.

3.  There could be unanticipated consequences throughout the game where other scripting may conflict with the max henchmen setting.  The consequences COULD result in a broken module.

4.  When Module 2 loads it is scripted to only "carry" Deekin fro m the previous chapter and no others.  If there is a way to circumvent this, I couldn't even hazard a guess on how to do it.

If you are the adventurous type, go for it!  Myself, I feel fortunate that the game operates reliably and avoid any potential gliches whenever I can.

As far as using the Linkboy... that is used only for porting pre-built PCs into a module and has nothing to do with the module-defined henchmen. But that (OHS) could be a more stable method to increase the party size, if that is your goal.  Honestly, since the campaigns are so easy to complete with the designed party size, I fail to see the advantage of building up an army other than just for vicarious thrills.

Good luck with whatever path you decide to follow, Vaalyah!

Modifié par HipMaestro, 07 septembre 2010 - 02:26 .


#20
Vaalyah

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No, I am absolutely not of the adventurous type. I thanks each time the game loads successfully and I am still trying to make also NWN2 runs! (well, the toolset). So, no adventures for me. I suppose I will keep my small party with me :-(

Thanks for the support guys! ^^

#21
kalbaern

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If the Module's Onload script is a default one (for each chapter) the simply editing it and dropping it into your override folder should suffice.

#22
Vaalyah

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Are you sure of this? Have you ever tried this before?

#23
Vansen Elamber

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Vaalyah wrote...

Hmmm, that would be a problem, since the reason I want more NPCs is because I like them interacting with my PC. If I build a copy of Deekin, he would not start dialogues with my character so it would be like not having him in my party...


If I had to make a complaint about NWN this would be it. Every time I get to the Seer's camp in Chapter 3 I always don't feel like finishing the game because as I have said in other post I play pretty much exclusively for the story and a huge part of that is the interactions your PC has with the companions in the party. Now suddenly I have these new companions I can use and I have to leave one of them behind.

I don't see why they could not have made it so that at that point you get to have three companions instead of two, because if you can summon or a party member can summon you can in effect have three so whats the big deal? They must have had complaints during beta testing in house, I can almost garantee that because any gamer who likes story hates to leave part of it waiting back at the temple.

#24
HipMaestro

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Vansen Elamber wrote...
I don't see why they could not have made it so that at that point you get to have three companions instead of two, because if you can summon or a party member can summon you can in effect have three so whats the big deal? They must have had complaints during beta testing in house, I can almost garantee that because any gamer who likes story hates to leave part of it waiting back at the temple.

Straying off topic but it really isn't all that mysterious why the designers set it up this way.  NWN is not BG.

So, the reason: It's for those who enjoy a challenge.  Two is one more than in either the OC or SoU.  Besides, there is so much uber equipment available, your allies can become almost godly with respect to the majority of the combat encounters.  Some of us in the antisocial fraternity sometimes play it solo, just for a boost, and it's fun even that way.

The easiest way to get all the available interactions is to keep stirring the mix.  Deekin/Valen for a while, then switch to Deekin/Naphyrra then Valen/Naphyrra.  In the last chapter, the mix is even greater, though some is extremely linear. There's plenty of opportunities for quality time with each combo,  ff you enjoy the interactions more than dealing with combat.  Allow each to complain about the temporary divorce and go about your business. They'll wait.  They are hired killers, eh?

There are ways to custom the party size, if that is your preference, just by resetting the max hench variable.

#25
Vaalyah

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Hip, you have a point, but there is another way to consider the game. Since you can choose how many companions have with you (also in old BG), why programmers had not left to us the choice? I mean: I want a challenge? I'm alone, or just with a companion. I want a lot of fun and a more "round" story? I walk with 3 NPCs. So everyone could have been happy!