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Cannot trade!


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#1
ZEW86

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I've just started replaying SoZ and I've installed the newest updates.

When I'm about to trade the green confirm button doesn't work, all I can do to move on is pressing the red abort/cancel button. Why is this happening?
And another thing, there almost aren't any encounters in the overland map anymore! Why?
I've got a great group of characters going on, but this trading problem and no encounters are kind of starting to spoil the experience :crying:

#2
ZEW86

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Now I am completely stuck! I need tradebars to advance in the game. I need tradebars to join a merchant guild.

#3
Ingthar

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Well, I can not help you beside a standard advise: Did you check that your override folder is empty? Leftovers from other modules or patches to UI may cause the problems.

Użytkownik Ingthar edytował ten post 24 grudzień 2010 - 01:00


#4
ZEW86

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It's empty...
I'm replaying the OC until I can reinstall the whole game. Don't got all the DVDs here. Just hope that'll solve it.

Użytkownik ZEW86 edytował ten post 24 grudzień 2010 - 03:45


#5
I_Raps

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Back when SOZ first came out, I had problems with the trading screen - not the same as yours, but similar. After some trial and error, I located the problem and informed the modder who fixed it.



My experience may help you, here. Look in your UI folders as well as Override.

#6
puiwaihin

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Could you trade before? Are you unable to sell? Try selling only and pay attention to the special resources (such as cold iron and salt) which count towards your maximum carrying capacity. If you have 10 salt or something like that it may be causing your problem.

#7
I_Raps

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puiwaihin - no, this is a true program fubar, not user error.  I know this with certainty.  Because - ironically - it just hit ME out of the blue a couple hours ago.

My first symptom wasn't the trade screen;  in fact, it was Resting that started to fail.  You could type R or click the tent and the rest screen would come up, but neither the actual rest nor the wait until dawn actually did anything.  After some trial and error, I found that I couldn't trade - just like the OP.  Also found that clicking on the character portraits did not change my controlling character, though the Function keys worked like normal.  Also, the Toggle Player Menu button didn't do anything.  This was aggravating.  After much trial and error, and examining every setting in the game to see if something could have changed, I tried loading a much older save - no dice;  tried quitting to the desktop and restarting - again, no dice.  I was about to reboot the computer when I decided to heed my own message above and look in my UI folders. 

I have an old browser that I've used for 15 years (ACDSee) which I love, but it leaves a file called descript.ion in each folder you look in.  After deleting those in the UI folders, I went ahead and found all of them in my two NWN folders (Documents and Program Files) and deleted them (187 if you're counting).  I also pulled a big SOZ mod out of Overrides.  I restarted the game and loaded the old save I mentioned.  Everything was back to normal.  But I WANT that mod.  So I exited to the desktop, put the mod back in Overrides and started again and... everything was back to normal including on the new saves.

ZEW86 or any future readers - I hope you find something here helpful.  GOOGLE turned up several past instances of the Can't Trade/Can't Rest problems, but no solutions.  I'm not sure what worked - you probably don't have descript.ion files littering everything, but you might have other extraneous files.  And pulling out the mod, forcing the game to read the original 2da and scripts and then reinstalling the mod also seems like a likely candidate as the solution - sort of an impromptu Reset button.

Użytkownik I_Raps edytował ten post 29 grudzień 2010 - 11:07


#8
AngryFrozenWater

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Sorry to necro this thread, but it is one of the few that Google coughs up and the only one which exactly mentions the problem of the OP and my problem. ;)

I wasn't able to trade as well in SoZ. It appears that one of the mods installed caused this problem. The solution was simple. After I renamed the override folder into override.bak (so I could figure out which mod caused this at a later date) I was able to trade again. The arrow buttons worked fine after that and I could finally sell ore and such for trade bars. ;)

I think the problem is caused by "The Complete Craftsman". I figured that out after uninstalling the mods one by one. If it didn't interfere I reinstalled them again. TCC was the only one left and after I disabled that one the problem went away. ;)

I hope this helps someone in the future. ;)

Użytkownik AngryFrozenWater edytował ten post 24 październik 2011 - 06:07


#9
kevL

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y, TCC and Rebalanced TCC both need a thorough vetting ...


on the other hand it's a system that makes me feel like a true Artificer.

#10
painofdungeoneternal

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Sounds like the required gui scripts are not "on the fly" compiling, which blocks rest. This can happen if you only have a ncs file, or some other reason one of the includes is not including the correct libraries ( like you have something in override ).

I'll see if i can take a look at that TCC project at some point, perhaps CSLize it. I know of one item project which had SO MANY constants the game cannot compile it ( there is an in game maximum using the default compiler ). But then the AI tends to have the same issue, but on a gui script you cannot include such files or they go crazy.

#11
kevL

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i'm not sure how familiar you are with TCC, Pain,

but if you're going to tie into it sometime may I suggest going with the Rebalanced TCC? It is greatly expanded and a lot of the recipes make more sense.

One of the drawbacks of both versions ( i Believe ) is that they do not make use of the original OC-crafting's ability to automagically create an index (.2da). So every time I create a recipe or group of recipes I had to go through the index by hand carefully incrementing entries ... although this itself does not have much anything to do with the ( very potential ) issue you've pointed out, about gui scripts.


... offhand I can't think why the SoZ confirm button wouldn't work because of TCC. (but hey)



edit ( niceties )

Użytkownik kevL edytował ten post 26 październik 2011 - 06:49


#12
erin3372

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I have to necro this thread.... was a fix ever found for tcc vs. the trading buttons? I am currently having this issue. I can take tcc out and everything works fine, but I like tcc and would like to keep using it. Thank you.

#13
erin3372

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The fault seems to be with the ginc_crafting.nss and the ginc_item.nss. when those two files are removed the system seems to work fine. The ones in the template folder are the issue. The ones within the scipt folder don't seem to cause an issue... so does tcc need both sets of files?

#14
kevL

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I'm running a compare on \Scripts and \Templates. There should never be any duplicated files in \Override at all ( as standard policy ).

The only *duplicated* file that's different is 'ginc_crafting'. After look at this for a while, my suggested fix (hopefully) is simply remove all *.NSS files from \Templates. ( Templates are the .UTI files, not those scripts anyway )


note I'm looking at basicTCC, not rebalanced.



#15
erin3372

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my guess is they were left as... wait for it... Templates. :) solely left for the author as a fall back and since, at the time this mod was put out, it wasn't causing issues the author simply left it in or left them in for other people to use. i thank you for looking into this. i know little about scripting.



#16
kevL

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yeh .. i do a lot of scripting etc. and was surprised to see them in there. I'm gonna get a bit technical but here's what I think happened.

Ordinarily scripts need to be compiled to .NCS files to run at all. While crafting this isn't an issue: the .NCS files execute np. As PoDE mentions above, however, when a gui_script is called - such as when the trade screen OK is pressed - the engine/server recompiles the .NSS it needs *on the fly*, assumedly to prevent exploits on MP worlds. So my guess is that something got confused when recompiling a function from 'ginc_crafting' and that the author of TCC had 'no way of knowing' that files in the so-called template script directory would ever get compiled on-the-fly from an SoZ GUI call ...


but if everything works okay when you remove those redundant scripts, i think we got a fix



#17
Naeryna

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Are you sure you cannot trade? I though the same, until I notice you should just click on arrows next to price/bars and then just click on red X. You don't have to have green button to trade.



#18
kevL

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mine works normally tho. If i don't use the green button, all the numbers reset ...



#19
Naeryna

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I don't have green button at all and nothing resets. But he probably can't trade for real, I just saying this should be reconsider.



#20
erin3372

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i was having two issues. one: the "wagon" button would not bring up the popup screen for the trade inventory and... Two: within the trade screen the buttons were not functioning, except for the exit button. the arrow buttons would show the pressed animation but would not reset or transfer value at all. but... all seems well now and they are redundant files so i'm betting all is good.