Thank you in advance
Cannot access the Shipwreck area
#1
Geschrieben 18 April 2011 - 06:54
Thank you in advance
#2
Geschrieben 18 Juni 2012 - 04:37
#3
Geschrieben 19 Juni 2012 - 05:38
Perhaps if you tried some other transitions then go back to the Cove ... or try an earlier save, or ......
#4
Geschrieben 19 Juni 2012 - 06:53
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.
Bearbeitet von I_Raps, 19 Juni 2012 - 06:57 .
#5
Geschrieben 19 Juni 2012 - 07:11
GameSpot post
Bearbeitet von I_Raps, 19 Juni 2012 - 07:11 .
#6
Geschrieben 20 Juni 2012 - 05:02
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
Geschrieben 24 Januar 2015 - 08:56
*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
Geschrieben 24 Januar 2015 - 09:47
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
Geschrieben 24 Januar 2015 - 08:34
Ah, thank you! It worked.
#10
Geschrieben 25 Januar 2015 - 06:22
np. has anything gone buggy, or does it look like things corrected themselves?
#11
Geschrieben 25 Januar 2015 - 08:01
Not that I can tell. All's well with the shipwreck site.
#12
Geschrieben 25 Januar 2015 - 08:12
coolio
#13
Geschrieben 31 Januar 2015 - 08:06
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
Geschrieben 31 Januar 2015 - 08:36
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
Geschrieben 31 Januar 2015 - 09:41
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
Geschrieben 31 Januar 2015 - 10:35
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
Geschrieben 31 Januar 2015 - 11:04
T,
here's the adulterated script. If something's wonky it should let us know. (as long as the event fires, etc.)
#18
Geschrieben 31 Januar 2015 - 11:15
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
Geschrieben 31 Januar 2015 - 11:21
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
Geschrieben 31 Januar 2015 - 11:38
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
Geschrieben 01 Februar 2015 - 12:20
How would I know which is the correct one? This is pretty far down the rabbit hole for me.
#22
Geschrieben 01 Februar 2015 - 12:54
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
Geschrieben 01 Februar 2015 - 06:29
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
Geschrieben 01 Februar 2015 - 07:50
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
Geschrieben 01 Februar 2015 - 10:10
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 ?





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