StartNewModule/LoadNewModule
#1
Posté 30 janvier 2011 - 11:46
Now, in NwN2 I want to do the same thing. I've gotten the rod to load into my inventory, but there are a few questions I have about the functionality of the classes StartNewModule and LoadNewModule.
First - Why do neither of these functions cause the PC On Loaded to fire when the module is reloaded?
Second - Why is it that after using either of these functions to reload the module, the changes I've made in the toolset aren't shown?
Note: When I reload the module the first time, changes are shown. However, if I try to reload it again after that, changes are not shown. I don't understand why this is.
#2
Posté 31 janvier 2011 - 02:07
#3
Posté 31 janvier 2011 - 04:01
What have people been using to do quick reloads? Any ideas?
#4
Posté 31 janvier 2011 - 04:44
#5
Posté 31 janvier 2011 - 05:05
#6
Posté 02 février 2011 - 10:19
I just want to see if, for other people, these two classes do what they're supposed to.
Also if you could point out whether you're using NwN2 standard or NwN2 Steam that might be important too.
#7
Posté 02 février 2011 - 10:29
DotFreelance wrote...
I want to see some show of hands, so to speak. Who here uses scripts to reload their module that hinge on the StartNewModule/LoadNewModule functions? I'm going to guess pretty much everyone, because there aren't other classes available to do this task.
I just want to see if, for other people, these two classes do what they're supposed to.
Also if you could point out whether you're using NwN2 standard or NwN2 Steam that might be important too.
I don't use these. I click on the game menu, go back to the main NWN2 screen, and load the module again. It's really not that many clicks more.
I use the non-steam version.
#8
Posté 02 février 2011 - 10:31
Have you tried a reset item? Just curious if it actually is working differently for the steam version due to some strange directory wizardry.
#9
Posté 02 février 2011 - 10:32
And i've never used those functions, i use NWNX system extension to restart the entire PW. Kind of was planning on someday copying the restart of the module like MTT does so my restart function works in single player like it does on the server.
It really sounds like you want NWN2 to be just like NWN1. Just because things work one way in NWN1 does not mean it relates to NWN2 in any way, they are completely different games -- some of the improvements in NWN2 come from the developers making different choices completely--which make the reason something was so critical in NWN1 not even an issue in NWN2, but also meaning you have to learn new ways of developing entirely. You have to remember this game is not NWN1, and if it was it would really cripple what has been accomplished. Often improvements are 1 step backward and 2 steps forwards.
What i do is leverage override to do my testing. The reason changes do not take effect is the module is cached to a temp folder, and this does not reload entirely it sounds like. But using override for testing, ( mostly scripts ), i can actually do changes on the fly without reloading. Almost everything works from override, even though it only can handle changing an existing resource, adding a new resource of any type requires reloading the game entirely.
You might have to come up with something GUI related to fully reload the module - ie recreate that entire menu which initially opens an area for you inside another GUI-might be something i look at, at some point, or perhaps skywing can add that as a feature to his client extension ( for which he rewrote the entire resource loading routine nwn2 uses ). If you figure out how to do this please share.
If you can't figure out a way, when i get a chance to look at it i am sure i can figure a work around, or failing that request skywing take a look at adding it to his replacement of his resource loader.
Modifié par painofdungeoneternal, 02 février 2011 - 10:43 .
#10
Posté 02 février 2011 - 10:42
Oh, and I just thought I'd point out that the MTT importing of the ERF is what erased all the terrain/texture/water/grass data from my area/module.
Simply want people to understand this toolset is at an unacceptable level of bugginess still... I'm happy to work around it. I love the game and the module creation as much as I loved the old game and toolset. That is why, though, this is so absolutely maddening.
#11
Posté 02 février 2011 - 10:49
DotFreelance wrote...
As it turns out, painofdungeoneternal, the functions StartNewModule and LoadNewModule have one single purpose and they are not fulfilling those purposes, at least not correctly. It doesn't sound like I want NwN2 to be NwN1 ( although that's pretty much what the entire community wanted at the time ) but I want NwN2 to actually function correctly, like NwN1 and pretty much every other "big" budget game.
Oh, and I just thought I'd point out that the MTT importing of the ERF is what erased all the terrain/texture/water/grass data from my area/module.
Simply want people to understand this toolset is at an unacceptable level of bugginess still... I'm happy to work around it. I love the game and the module creation as much as I loved the old game and toolset. That is why, though, this is so absolutely maddening.
Not every function works. Like i said i never once used those functions, and they don't affect the toolset. This is true in NWN1 AND NWN2, remember NWN2 still never got that swansong patch which was released by bioware long after the official patching stopped. There is a patch which was supposed to finish up all the loose ends we were complaining about, but the lawsuit stopped it cold, and even if it did come out there was no complaints until you brought it up.
I also violently dislike the usage of ERF imports which are really a NWN1 feature which should be abolished. Use NWN2packer for that sort of thing, and make sure you have a backup. If anything in a erf has the same name it will overwrite. It is also a good idea to create your own name space prefix for all your files - i use csl for example. On MTT i used the manual method - that exe thing it uses which does everything for you is an invitation for problems. If you really prefer ERFs back up your stuff as you WILL lose it if you don't.
NWN1 had it's own foibles which required users being careful, and you end up getting used to them. NWN2 has quite a few fixes to the toolset via toolset plugins and the like. ( Good luck on not crashing using the appearance wizard for example, but Grinning fool who did the last patch has released a community made plugin that does the same thing better, why fix something when there is an option which is better from the get go. )
Modifié par painofdungeoneternal, 02 février 2011 - 10:57 .





Retour en haut






