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Module Release: Nihil Trilogy II: Chains of Misfortune


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#26
seraphimsage

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I'm trying to recreate the problem now, but everything proceeds smoothly for each of the arena-battles on my end, and I've tried all the download versions. If you can provide me some details I can hopefully narrow it down as I can't initiate the problem myself. Example: what download you chose, if you patched your nwn2 game to the latest update, and anything else that you think may have initiated this problem, such as exterior overrides in your override folder. Or maybe just a corruption that caused the game to revert to the old onDamage scripts.

Of this may seem obvious, but tell me how the first battle went. When you defeated them did they revert to a passive mode(blue highlight instead of the red highlight for hostile) and kneel on one knee, if so you have to get all of them to that state and then you can talk to them and end the first battle.

Not sure if the problem is just on your end, but there is a way to get past that part, and the next, and proceed to the final battle of the arena.
1) Go back to the last Autosave the game initiated when you entered Colussus.
2.) Proceed until you get to the arena waiting room which should occur once you spoken and left paris's house where the arena guards pick you up and bring you there automatically.
2) Before you start the arena battles, Hit the ' ~ ' key on your keyboard (on the top-right) to open the command prompt
3) Type in:    DebugMode 1
4) Hit the 'Enter' key on your keyboard
5) Type in:    runscript ga_global_int("cirabattledone", "=3")
6) Hit the 'Enter' key on your keyboard
7) Type in:   DebugMode 0
8) Hit the 'Enter' key on your keyboard
9) Hit the ' ~ ' key again on your keyboard to close the command prompt
9) Speak with the attendent Mordan the Announcer and Click on the 'I'm ready to face Achilles.' option
10) That should get you past that part, if not then please notify me right away.

For right now, I'm doing an emergency 009 update to add in a debug option in case something off occurs. I do hope that no one else has encountered this issue in the past two weeks, but better to be safe then sorry.:(

Note: As for the first game, I've decided to do one more update to just get rid of that small side-quest, as its been problematic from the beginning as most have tried to kill the rats instead of catching them(talking to them) which since they are set to plot you can't kill them in that fashion, they can only be destroyed correctly by talking to them one by one until you get to 12 for which then the boss rat comes out for which you can kill that one. As for the 'he' and 'she' issue, that is a conversation token issue, and I'll see what I can do

Modifié par seraphimsage, 25 février 2012 - 09:10 .


#27
OfficerDonNZ

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Oh so they're meant to kneel? They don't do that they just stay hostile. I only play on easy or normal but that shouldn't matter though I did change to DnD hardcore but that made no diffreance. The only thing I have in my override that might create problems is Tony K's AI. Other than that my game is up to date.

First battle everything went ok but as I've said I just reduce them to near death and nothing much else happnens. Reload and talk my way past them and face the red headed girl (forget her name) and the same thing happens I can only reduce her to near death and nothing else. Even dying and respawning makes no diffrance. Ther only other thing I can think of is a refuse the blood money quest but that should screw with things that badly.

#28
seraphimsage

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(((Issue Solved)))
Thanks for letting me know OfficerDonNZ.

That Tony AI definitely seems problematic, especially for the fact that my battle systems rely on overrides of the original onDamage, onDeath, and onSpawn systems from the original game. That may be the issue, and I'll need to test that to make certain.

Otherwise I recommend using the 'debug system' above presently, or if you like, I know that several others have got through the previous update so here is a link to the previous one if you're inclined to try once more. If you can't get through that one then it definitely stems from either that override or an nwn2 update issue.

Sorry again for the inconvenience, and thanks for notifying me, let me know if any of those fixes work for you. Thanks.

Modifié par seraphimsage, 07 mars 2012 - 08:01 .


#29
seraphimsage

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Its been nearly a couple weeks now since that issue arose. I researched Tony's AI and diagnosed those overrides as the cause of those endless battles. The reason for this is that it alters the default scripts for the onDamage and onSpawn script leading to some nasty bugs. To combat this I submitted the 009 update a week ago where I made custom scripts of those boss battles from the template of the default scripts and that seems to have solved that override problem and any future problems that could arise from exterior overrides.

No problems have arisen since then so I believe the module is now completely good to go, and I can began writing up the last part of the trilogy, which hopefully will be here by the following year. Until then.

Modifié par seraphimsage, 07 mars 2012 - 07:58 .


#30
nicethugbert

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Does it work with Kaedrin's?

#31
seraphimsage

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As I haven't tested those overrides yet, I cannot say for sure nicethugbert, but since the last chapter was capable of doing so, it is likely that this one can as well. I didn't do any changes to those 2das involved with PrCs as there are no added: classes, feats, domains, spells, crafts or any .tlk override; so I'm going to say yes, nicethugbert, it should work with Kaedrin's overrides.

The only plausiable concerns I can see, for which I'll need to test to make sure, is the exact changes it makes to the polymorph.2da and appearance.2da, but I'm going to say those problems, if they exist, are probably minor as those were touched upon in the first chapter as well, and didn't seem to warrant any or enough of a concern to exclude it from Kaedrin's Pack compatible mod list thread created by Arkalezth at:
http://social.biowar...7/index/5444966

Modifié par seraphimsage, 07 mars 2012 - 10:37 .


#32
seraphimsage

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Okay, I made it through a couple play-throughs of the mod with Kaedrin's and I found it to be about 98% compatible. The only problems lie in the unique poly-morphs some of the druids get, and levels never reach a point for which those are used anyway. Besides those I believe that anyone who wants to use Kaedrin can reasonably make it through this module with minimal problems.

#33
seraphimsage

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Looks like I accidently doubled my post. Anyways to reiterate, the mod is compatible with Kaedrins, aside from those minor issues mentioned, which are not even touched upon in the mod due to the level-requirements for them. So have fun with Kaedrins.

Modifié par seraphimsage, 08 mars 2012 - 07:10 .


#34
seraphimsage

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It has been a few weeks since the last update and about a couple months since the mod was officially released.

With another series of players running through the game-module in that interval, would anyone like to share their experiences?

Also, as I'm working on the final part of the trilogy, and while it is still in the ether on most facets, does anyone have any suggestions on what they would like to see, what could be expanded upon, and anything else that comes to mind? Thanks.