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Cannot access the Shipwreck area


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#1
gonlaz

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Hello, I searched the old forums to try and figure out what may ba hapenning, no luck. Just hoping there may be an aswer out there, has anyone else experienced this?
Thank you in advance :) 

#2
PhencerOne

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I'm having the same issue, I try to enter the wreck and it saves my game, then I'm right back on the world map again, sometimes when it happens my party members also appear on the world map near me.

#3
kevL

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I took a look. The scripting that handles that transition is intricate (unshrink PC, do Autosave, close & open GUIs, etc.), but it should work unless there's custom content in Override that's hampering it, or perhaps the SoZ install is misaligned somehow. Forcing a transition is straightforward in the OC or MotB (ie, no overland map), and since I can't see any YES/NO variables that would need setting it requires intricate scripting to find out what's wrong, and workabout it.

Perhaps if you tried some other transitions then go back to the Cove ... or try an earlier save, or ......

#4
I_Raps

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One thing we used to do in the early days in situations like this is to delete the area file from your saved game folder. This will be something like "F_X2.z"

Be sure to make a backup first.

You may get a few inconsistencies (e.g. Umoja may be back outside in the town square), but you should be able to proceed.

Edited by I_Raps, 19 June 2012 - 06:57 PM.


#5
I_Raps

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p.s. This person apparently got around this bug by getting a later patch:

GameSpot post

Edited by I_Raps, 19 June 2012 - 07:11 PM.


#6
MokahTGS

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There may be a way to jump to this area via the console comands. Open the console by hitting ~ and type DebugMode 1. Next type dm_movetoarea u05_shipwreck_cove and you should transition to the area.

I have hit this bug before in my development of Jabberwocky, which uses an OM. There is some sort of script failure that breaks the map, and it can get fixed by transitioning out and back in.

#7
TheManInTheMoon

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*blows dust off thread*

 

I've just encountered this problem myself - I'm trying to solve it via "dm_movetoarea u05_shipwreck_cove"...but it says it's an invalid command, despite your and other sites' vouching for it.



#8
kevL

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i couldn't get it to work either,
try this one:

`
debugmode 1
rs ga_jump_players("u05_wp_from_g00", 1, 0)
debugmode 0
`

it needs to run from the "G" module - the Samarach area, near the transition i guess.



#9
TheManInTheMoon

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Ah, thank you! It worked.



#10
kevL

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np. has anything gone buggy, or does it look like things corrected themselves?



#11
TheManInTheMoon

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Not that I can tell. All's well with the shipwreck site.



#12
kevL

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coolio



#13
TheManInTheMoon

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Okay, this isn't good. Now I can't get into the Stone Knives Tribe cave - or the Underdark Market. Interestingly, I CAN enter the common room of the inn in the City of Gilded Pearls.

 

I have a strong feeling the autosave function has something to do with it. Is there any way to disable it? I looked at the game options controls, but couldn't find anything like that.

 

Barring that, what else can I do?



#14
Tchos

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Autosaves are done through triggers laid out in the areas that run a saving script when you cross them.  Yes, it is possible to disable them by putting a dummy script with the same name as the one used for autosaving into your override folder.  However, that probably isn't your problem.  Is there any kind of error reported when you are unable to enter those areas?



#15
kevL

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I've been hunting ...

these autosaves per the OverlandMap aren't triggered. They're scripted [through the onUsed event] w/ DoSinglePlayerAutoSave() - a hardcoded function.

So i decided to adulterate the script that fires for transitioning to places like the Cove, the Tribe Cave and the Black Market, and add plenty of debug. And removed the autosave jic.

Transitioning into a city like Rassatan is different



https://dl.dropboxus...Z_oLMap_test.7z
If you extract those two files ( ka_olmap_visit.NSS/.ncs ) to your /Override, then load the game and try one of the faulty transitions, it should start spouting messages to the chat window. The first line should be "run ( ka_olmap_visit )". Maybe we can figure something out.

if it runs, what's the last line it prints?


ps. Do a search through your /Override for "ka_olmap_visit" first. There can be only one.



#16
Tchos

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It's unfortunate that the overland map autosaves are done in a different script than the triggers, which would make it more complicated, but since kevL has done the work, it should be fine.  Just to be clear, my suggestion of using a dummy script was to prevent any default triggers from running a script containing that hardcoded function DoSinglePlayerAutoSave().

 

However, I'd still want to know what errors you receive upon an unsuccessful transition before you change the scripts, because it may have nothing to do with autosaves.



#17
kevL

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T,
here's the adulterated script. If something's wonky it should let us know. (as long as the event fires, etc.)



#18
TheManInTheMoon

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 Is there any kind of error reported when you are unable to enter those areas?

First of all: No. My party just stays where it is on the Overland Map, save that the entire party is now milling around, and certain elements of the normal (non-Overland) UI replace the Overland Map paraphernalia. Random encounters likewise work 100% normally, for the record. Thank you for the very quick response!

 

I'm now trying your 7Z file....



#19
TheManInTheMoon

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ps. Do a search through your /Override for "ka_olmap_visit" first. There can be only one.

 

Oh, wait - this. I appear to have no fewer than 8 such files, some ending in "NCS," others in "NSS," and one "ncs" at the top. This is AFTER I put your 7Z files in my Override folder. That wasn't a serious mistake, was it?

 

Well, I've just tried it regardless, and for the time being, at least, yes, the first line was what you said it should be, and the FINAL line was:

 

..return from JumpPartyToArea() SUCCESS



#20
kevL

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yeh. Okay, here's the lowdown on script files: they come in pairs.

the human-readable file is the .NSS, the compiled machine code is the .NCS
think of script files with the same name as the same script; keep pairs together.


and uh, i'll let you sort though those ~8 'ka_olmap_visit' scripts for a while ... figure out where they came from and which ones you'd like to keep.



#21
TheManInTheMoon

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How would I know which is the correct one? This is pretty far down the rabbit hole for me.



#22
kevL

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i suggest that you rename the "Neverwinter Nights 2" folder in your Documents to "Neverwinter Nights 2_bakup"

then start the game and start the module Uninvited Guests. Talk to Pitney then exit.

That creates a new "Neverwinter Nights 2" folder in Documents. Finally copy your current save from the backup folder to the Saves folder in the new structure, and you're gtg.



#23
TheManInTheMoon

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Okay, I just I tried that last thing. It didn't work.

 

What happened to the 'ka_olmap_visit'  script line of inquiry? That appeared briefly promising....

 

For the record. I've done everything I've not been able to do presently, before - but not on Windows 7. This whole problem has been pursuant to my changing from Vista to Windows 7.



#24
kevL

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What happened to the 'ka_olmap_visit' script line of inquiry? That appeared briefly promising....


unzip it to yer clean /Override, start game, try transition.

#25
Yapadekoi

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Hello,

 

what a coincidence I had exactly the same bug two days ago:

Impossible to enter shipwreck, stoneknives tribe or blackmarket.

I used the console command

rs ga_jump_players("u05_wp_from_g00", 1, 0) 

to enter shipwreck and continue gaming but now I can't enter other area except samargol.

 

 

The guilty module seems to be kaedrin prc.

Without it everything seems to work.

Its this module which contains the 8 ka_oldmapvisit too.

 

However giving the fact this module seems to be highly popular I don't understand why this nasty bug didn't appear on other people before ?