Right at the "root" of your NWN2 folder (if we take DannJ's install path as an example, it'll be c:\Program Files (x86)\Atari\ Neverwinter Nights 2), you should see a file named nwncdkey.ini: that's where you CD keys are stored.
Cannot access the Shipwreck area
#76
Posté 18 février 2015 - 07:02
#77
Posté 18 février 2015 - 09:29
*sigh* What I got was the counterfeit keys I said I got from online. Unfortunately, that only makes sense.
#78
Posté 26 février 2015 - 10:59
Okay, I've reinstalled and have become able to run it in Compatibility Mode now. Let's see how it fares....
#79
Posté 26 février 2015 - 11:23
Okay, I've just tried a fresh reinstall AND running in compatibility mode.
IT'S STILL NOT WORKING. What do I do?
Should starting a fresh game make a difference? I tried via reloaded saves from last time around.
I did just have one thought: When putting Kaedrin's PrC Pack back on, I had to decide between the "Dialog.TLK" the pack came with, and the file by the same name that was already there. Could that be the problem? Can I have both in there at once?
#80
Posté 26 février 2015 - 04:53
OK! Serious progress at long last!
I've managed to get it working again - but it appears, sadly, that Kaedrin's thing WAS causing the problem; if I take that off, it works.
What's weird about that, though, is that I WAS able to use it just fine before when I was running Vista and not Windows 7 (and Compatibility Mode didn't seem to do a damn bit of good). I'd still like to be able to use it.
One thing I noticed that was very clearly different regarding when it was/was not working was that, when it WASN'T working, I'd try entering the Shipwreck site and it would autosave BEFORE loading the area. When it WAS working, I'd do the same thing, and it would load the area first, THEN autosave.
- GCoyote aime ceci
#81
Posté 27 février 2015 - 02:53
Anyone there?
#82
Posté 27 février 2015 - 03:13
OH FRABJUOUS DAY CALOOH-CALAY EUREKA EUREKA I MADE IT WORK!!!
Amongst the folders in Kaedrin's pack is one labeled "SoZ" (obviously, patches specific to Storm of Zehir) - I put everything in Kaedrin's Pack on EXCEPT THAT, and it WORKS!!!
- I_Raps aime ceci
#83
Posté 27 février 2015 - 05:42
#84
Posté 27 février 2015 - 06:41
ya Gratz!
sounds like thats a confirmed fix.
what version of kPrC
#85
Posté 27 février 2015 - 11:08
#86
Posté 27 février 2015 - 11:42
v1.42.1
#87
Posté 27 février 2015 - 04:27
(for research) Hoping you'll disable the confix and retry with that SoZ folder put back in. In Kaedrin's cmi_options folder, just set "UseConFix" to 0 (zero) and save the file.
When you successfully transitioned, with the SoZ folder removed from Kaedrin's, was there a cutscene?
#88
Posté 27 février 2015 - 10:36
You mean that problem where anyone wearing an item that increases Constitution takes massive positive energy damage on every reload? I had that problem a looong while back, but then didn't. I guess it has to do with which edition of the pack you're using.
"Cutscene?" Only the normal bit with the black and white picture and the game tip or Faerunian geography/history/mythology tidbit. I haven't gotten very far at all, I did just fix the problem.
#89
Posté 27 février 2015 - 10:46
By the way, a much easier question: How do I craft things in Storm of Zehir? I can't figure it out - and that's kind of important, given that my Favored Soul is specifically a mage-smith.
#90
Posté 27 février 2015 - 11:11
http://web.archive.o...id=462#creation
#91
Posté 28 février 2015 - 12:17
By the way, a much easier question: How do I craft things in Storm of Zehir? I can't figure it out - and that's kind of important, given that my Favored Soul is specifically a mage-smith.
You can theoretically craft things both the old way and the new way. If you remember the old recipes, and you find a crafting bench that can be opened to put things inside, then just do the same thing that you did before with the workbenches. I think I recall there was one like that somewhere in SoZ. The new way requires having a recipe (bought or found) in your recipe book for what you want to craft. Once you have a recipe, you just double-click on it in your book while standing near the appropriate bench.
#92
Posté 14 mars 2015 - 12:22
The new way requires having a recipe (bought or found) in your recipe book for what you want to craft. Once you have a recipe, you just double-click on it in your book while standing near the appropriate bench.
I've been trying this (trying to forge full plate, for example); it hasn't been working.
#93
Posté 14 mars 2015 - 06:34
What, nothing happens at all, or do you get some kind of feedback in the chat window?
#94
Posté 15 mars 2015 - 05:47
It says my lead character (I can't give the blueprints to my actual party smith) "uses item's special power," or something to that effect; you've seen the message. I get right up next to the forge, my character takes the action, and it nothing comes of it (the forge doesn't animate, for whatever that's worth).
Do I need to take some extra step with the ore I got from the shipwreck before utilizing it?
#95
Posté 15 mars 2015 - 06:20
i think 3 ingots are needed for full plate (plus mold & hammer)
and maybe everyone with any of the required components needs to stand near the forge (within a few meters, don't have to belly-up to it)
- GCoyote aime ceci
#96
Posté 15 mars 2015 - 06:25
If that's the only thing that shows in the chat window, then a script isn't firing. It should report on any missing items or unfulfilled requirements if it's working properly. Can you try it again with your override folder removed?
#97
Posté 16 mars 2015 - 09:07
Okay, I just tried that. Multiple times. NO CHANGE.
#98
Posté 16 mars 2015 - 10:05
Well, what's supposed to happen is that when you click on the relevant recipe, some yellow text will appear in the chat window, saying something like "Crafting failed -- you are not close enough to a workbench" if you fail, or "Crafting success" and a list of what items you lost and acquired. Since that's not happening, you either have a script missing or something is interfering with the script. The relevant scripts are k_mod_activate and x2_mod_def_act, located in your game install folder's Campaigns\Neverwinter Nights 2 Campaign_X2\
#99
Posté 17 mars 2015 - 02:47
Okay, I've found them both (both a .NCS and a .NSS in both cases, in fact); what do I do with them?
#100
Posté 17 mars 2015 - 03:43
I'm pretty sure that weapon and armour crafting uses entire crates of resources in SoZ, rather than individual ingots. If you read the armour recipe it should tell you what resources you need. Plus you'll have to have at least one party member with sufficient Craft Armour skills to make fullplate (at least 7 ranks - one less than the OC required). Not to mention at least 750 gold pieces.





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