unrestricted level up?
#1
Posté 21 janvier 2011 - 11:51
A convo that should fire from a previous one using ga_start_convo did not fire during play test. this convo string has worked many times before in previous tests.
After much tearing of hair (what little I have) I came up with the answer that it only was a problem with mulitclass characters (again previous multi class test characters have not had the problem).
So my solution is this.
I have made the mod into a campaign since my previopus play tests thus the issue is with it being campaign not a fault of the convo?
I went into campaign settings and found allow unrestricted level up - I set this to true.
The convo now works okay for the multi and single class characters I have tested.
So my question is.
Have I really solved the problem? Do I need to set this setting to true to allow multiclassing? If so why would it be a convo that tripped or has it to do with the script ga_start _convo.
I don't want to have fudged this only to have it fail for players out in the field.
It is not the first convo that has gone to rat s**t since converting to campaign I have had two others that have fired the NPC node but not fired off the next PC node and have needed to be restarted in the toolset (not a total rewrite just a new convo, copy paste and rename - this has fixed this twice)
It is all a bit of a worry since these convos have worked may times before when play testing prior to associating the mod with a campaign.
PJ
#2
Posté 22 janvier 2011 - 02:25
#3
Posté 22 janvier 2011 - 07:51
Lugaid of the Red Stripes wrote...
I haven't worked in campaign mode, so I'm not really sure what's going on, but it seems your problem might stem from over-writing the default OEI scripts. When you overwrote them in your module, it saved those overwrites as module-specific scripts. In the campaign, with campaign-level conversations, it looks first for campaign-level scripts, which would be the old default OEI scripts, with your scripts still just associated with module-specific assets. So I guess you have to get all your old module scripts and re-save, re-compile, all of them as campaign scripts, and then load up all your conversations and re-add all the scripts back in.
Oh is that all
I think I understand what you mean, though everything (conversations and scripts are still at module level) thus my limited grasp of what the effect of using a campaign folder does is being challenged.
For future reference is this what you are saying?
When I put ga_start_convo into that convo action slot that script became specific to the module since it calls for a module specific resource (convo 2).
When I put my mod in a campaign and ran it it overwrote my specific use of ga_Start_convo with the default script from the toolset which does not have convo 2 associated with it so the convo did not fire?
Thus I might expect this to happen on any default script I have used in a convo action slot which calls on a module resource? If that is the case I would be better finding these by continuing to play knowing the problem may occur again and fixing it as it comes up
I have to say I live in a fog when it comes to these sorts of issues. I do not see them clearly at all.
Thanks for the response LotRS,
PJ
Modifié par PJ156, 22 janvier 2011 - 07:56 .
#4
Posté 22 janvier 2011 - 03:18
The solution could be as simple as opening and re-saving your conversations, or you might have to rebuild them script-by-script.
#5
Posté 22 janvier 2011 - 04:09
If your modified ga_start_convo is a campaign script, it will be avialable in all modules. You can place it on an action tab for campaign conversations and any module conversations.
If you reference a module specific resource (a script, conversation, item etc) it will only work within that specific module. You can have a campaign conversation (or othe campaign iresource) associated with a module resource, but you must have a condition or check to prevent it from being avaliable in another module.
#6
Posté 22 janvier 2011 - 04:40
What I am finding, and I think this falls in line with your posts, is that the script is called from a module convo and refers to a module resource but is not firing since I associated the mod with a campaign.
Where I have come across these hiccups I have created a new convo effectivly by copy pasting and resaving it. Then, thus far, it seems to have worked. I am not seeing any issues on custom scripts only on toolset scripts.
I am hoping to trawl these and fix them one by one, the list is quite short.
It is always a pain when somthing you don't understand fully starts to go wrong on you.
#7
Posté 22 janvier 2011 - 06:19
#8
Posté 22 janvier 2011 - 06:42
There is a big part of me that wishes I had thought of that





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