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is there a console command to rest my character?


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#1
Calgacus

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I know its cheating but I'm playing a single player mod as a wizard and the frequent need to rest is slowing me down as I must travel across 10 transitions (one to town, one into the bath house, one into the bath - and then back to town again for 2 more, then into an inn and then to a room for 2 more, then back to inn, then to town, then to sewers - for 10) to do so and get back to action.
If I could just use a consiole command I could save a   ton of time and maybe enjoy an otherwise good mod.  if not, is there another way to rest easy?

Thanks

#2
Karvon

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It would depend on the mod and the scripts used. If an area is marked as no rest, not sure there'd be away around that with console commands. If it's by scripts, it would depend on the variables. You might be able to set or unset some of those with console commands, you might not.



Karvon

#3
jmlzemaggo

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That's one of the major problems in modules. Most of the time, I don't like, sorry, hate, rest restrictions... if it's not perfectly handled by some author who knows his NWN also as a player.
Some modules could be amazing, but end up being just painful because of that, and make them simply unfunny to play as a full or half spellcaster... which speaks of every class... but the fighter and the rogue.
You should be allowed to rest right in the middle of 1000s of enemies. That's wouldn't be too smart maybe, but your only choice. Just as in RL: your only choice.

I don't know any cheat solving that most painful NWN situation.
Probably the best way to destroy 2 years of work on what could have been otherwise a great module.

I'm no scripter in NWN, but I know for certain there is a way to sort of resplenish mana like in Diablo, and having your PC magically rested and fully "respelled", which is the real matter here, just by drinking some elixir or taking the right bath in the right fountain. In game.
I'm afraid today, one will have to go through the editor to have his PC benefit of such a gift.
But, again, I don't know of any in game workaround against such a pain... unless exporting your PC every single time to rest else where. What a bore...

I think I know of the module you're talking about, it's a great one, but, for instance, that very specific problem stopped me to play it any further.

That would be wonderful if some script wizard could come up with an easy "forced unlimited rest bottle or system" as an override mod, one to be used in any module.

Unfortunatelly, I'm afraid no one is talented enough around here to build such an impossible wonder, right...? :devil:
And I'm afraid, today, "impossible" finally became human.
We failed... Shame on us! :sick:

Modifié par jmlzemaggo, 05 février 2011 - 08:59 .


#4
Calgacus

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When making a mod I make a forecerest mana potion to handle resting, the idea was to forbid resting everywhere so the potions would be the only way to rest, then I could control how many the player could have. I wonder if I could put something like that in the override folder and then spawn in the item with a console command?

#5
Calgacus

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OK, problem solved. First I made a wand witha tag of  "mana" and a resref of  "manawand", then I made a script called "mana" which called forcerest(). Then, with tthe toolset stillopen, I copied the mana.ncs and manawand.UTI files into my override folder.  Closed the toolset. Opened my saved game and issued the "dm_spawnitem manawand" console command and presto - I have a Wand of Mana with unlimited uses. Can I post the files somewhere up here so others can DL them? or on the vault maybe.

Learned how to do this from: http://social.biowar...387541#4393318

Modifié par Calgacus, 05 février 2011 - 08:05 .


#6
Lightfoot8

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What Module are you running?



It sounds to me that it would be simpler to just override the OnPlayer rest Script in the override.



That would work unless they have placed there rest script in a Hak.

#7
Calgacus

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would that work if the areas are all marked no rest in the toolset?

#8
jmlzemaggo

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I'm so proud being part of the same people you guys are... Right on the Vault, Calgacus. Where you belong and deserve to be. Override would make your mana potion universal, usable for every one, in any circunstances. There is a great mod, the Alignment Manager, by Gangster No.1, one I have been able to use in whatever module I was playing, since you just have to debug/spawn a specific item into your inventory. In game. When you need it. Just like yours.
Impossible isn't NWN, neither human.
I'll surely use that Wand of Mana in your honor as soon as you want me to test it.

Modifié par jmlzemaggo, 05 février 2011 - 08:53 .


#9
Calgacus

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OK, its on the vault, search for Wand of Mana once it gets approved. But isn't there a way to put a file up here on the bioware boards?

#10
Fester Pot

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You have to create a project, then upload your files under the project.



FP!

#11
Calgacus

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OK, try to dl it from social.bioware.com/project/4139/#files let me know if that link works for you.

Modifié par Calgacus, 05 février 2011 - 10:22 .


#12
jmlzemaggo

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no file in it yet...

#13
Calgacus

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Sorry , try again, i had to mark the file as visible to everyone.

#14
Calgacus

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Just updated the project with another little utility, a limitless bag of holding. social.bioware.com/project/4139/#files

Modifié par Calgacus, 06 février 2011 - 01:46 .


#15
Calgacus

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Just updated the project with another little utility, a Wand of Gather which teleports your non-PC party members to your spot.  Useful for gathering stragglers caught up in narrow passages. social.bioware.com/project/4139/#files

Modifié par Calgacus, 06 février 2011 - 07:05 .


#16
jmlzemaggo

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I'm testing those 3 right now.
(On the social.bioware download page, the "bigbagofholding" text doesn't seem complete?)

Well, I let you know, 'launching the Calgacus NWN show right... now!
I can't say how great that job is without getting banned for french cursed words, but every player will, in his very own terms... and intimacy.
Par le sang de tous les Diables! Oups... :police:
Thanks, Mr. :wizard:

[EDIT] Test done, I just PM you.

Modifié par jmlzemaggo, 06 février 2011 - 09:12 .


#17
Skildron

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Hi,

could you include the source code (*.nss) of your scripts in the zip files? I am interested in how you did this, because all my tests so far with an item I called RestEnforcer worked only as long as the module creator allowed tag base scripts in his onLoadModule script.

Greetings
Skildron

Edit: After a short test, I found that the same goes for your manawand. The tag based script mana.ncs never gets executed if the module you are playing does not allow tag based scripts to execute.

Modifié par Skildron, 06 février 2011 - 09:30 .


#18
jmlzemaggo

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Well, yeah, it's not working so far.
Maybe you should give a look at those fountains in some modules which can refresh and respell at the same time. But I'm afraid it's gonna be coded either in the module itself or its hak... I believe there is such a fountain in "A Dance with Rogues, Part One" as well as a few other modules.
I'm totally illiterate when it comes to tech in NWN. All I have is faith, and a few testimonies of its power.
That's a start.

Modifié par jmlzemaggo, 06 février 2011 - 09:53 .


#19
Skildron

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Quick and dirty hack:

Create a script called restscript in the toolset with the content below. Compile this script and put the *.ncs in your override folder:

//restscript.nss

void main()
{
        object oPC = GetFirstPC();
        ForceRest(oPC);
}

This could be refined for more than one pc, etc.

In the module you are playing, enable DebugMode, and run this script with:
dm_runscript restscript

That's the only way I can think of that circumvents any restrictions a module author might try to enforce.

HTH
Greetings
Skildron

Edit: If we carry on this discussion, why should move to the tech help or the scripting forum.

Modifié par Skildron, 06 février 2011 - 10:48 .


#20
Calgacus

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Yes, I should have mentioned that all the scripts require tag based scripting to be allowed in the module. I uploaded the code the project discussions page  .

I tested these things out in the module Agrenost, and they worked there.  Also in my own small testing module, but thats all so far.

Modifié par Calgacus, 07 février 2011 - 03:45 .


#21
Calgacus

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Hi Skildron, my wand script is basically the same as yours, i just put it on a wand for convenience and to allow a player to target henchies.

Thank you all for the input and let me know if you have any ideas for more little utilities. What pet peeves do you have when playing that might be addressed with a utility?

#22
Skildron

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Calgacus wrote...

Yes, I should have mentioned that all the scripts require tag based scripting to be allowed in the module. I uploaded the code the project discussions page  .

I tested these things out in the module Agrenost, and they worked there.  Also in my own small testing module, but thats all so far.


I tried it in a module series called "Lords of Darkness" I'm playing atm - there it does not work, neither does my own rest enforcer (basically the same as yours, only without the nice visuals and floating texts). After checking the modules in the toolset, I found that the author used his own onItemActivate script, that allows only for certain module specific items to work. So that's another place to stop users from importing items that start tag based scripts. You can, of course, edit the module onItemActivate script to allow any item script to run and then place the changed version in your override folder so that it overrides any hak based script versions and also works in already made saves of the module. Everybody has to decide for himself if that kind of cheating is worth the effort.

Greetings
Skildron

Modifié par Skildron, 07 février 2011 - 08:49 .


#23
jmlzemaggo

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 It's not cheating. I see it more as making a module playable when it's not. Playing a module with no rest areas, and I mean none, near to 0, as a wizard doesn't make much sense. And that kind of "uneasiness"  ;) happens a lot. Again, there is this Alignment Manager, by Gangster No.1 which works in every module I played, modules where this manawand for instance doesn't.
And it seems to work the same way, with .ncs & .uti files.

[EDIT!!!!!!]
I tried those 3 scripts in Agrenost - Beneath the Cobbles, and the 2 I was in a situation to test worked like a charm!!! (No henchies around in that old savegame, so I can't confirm for the "wand of gather")
That's already amazing, and I know of one Bubba Thudd who's might get really happy about it!
Great job, Calgacus, already.
I'll try in HotU later...

Modifié par jmlzemaggo, 07 février 2011 - 12:57 .


#24
Skildron

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I suspect that resting restrictions are especially used by those who like to balance the game in epic levels in favour of non spell casting characters - but that is only a wild guess.

Greetings
Skildron

#25
jmlzemaggo

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The way I see it, Skildron, it's more like many authors don't necessarily play NWN. I made a few modules myself, but even at the time, I've always been a player at first.
And even a player needs to rest...
I want you to play a wizard forced to struggle for his life with nothing but a greatsword and see if it still sounds like a balance to you, after a couple of undeads dungeon levels... ;-)

What you guys have made here could be of a true help in a few modules I know of.

Modifié par jmlzemaggo, 07 février 2011 - 08:55 .