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Help getting custom content to work together


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#1
Fezzik1

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Hello folks,

I'm new and have little experience with modding or even PC gaming. I've been poking around the vault and this forum as well. I have Kaedrin's newest (1.42) pack, which I chose for it's fixes and some of the content. I had a minor personal victory when I figured out how to disable the stuff I didn't want. I also have Tony K's AI mod. Something in Kaedrin's is clashing with the AI. (My companions stand around watching me get nailed.) I believe it's the PRC pack because the AI works again if I yank the PRC pack from my overrides.

So ... to my point, I thought I'd throw out a line and see if anyone more competent than I am had already figured out how to get them to play nice or perhaps just point the newbie to the problematic file conflicts.

Thanks,

Fez

P.S. Hope I'm in the right place.

P.P.S. Edited the title for clarity.

Modifié par Fezzik1, 07 mars 2012 - 03:57 .


#2
painofdungeoneternal

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His content does support TonyK's ai - note that the AI is actually included in 1.23 and the last release includes minor features obsidian decided to omit.

Do you have the 2da files which come with the AI? Sounds like you are missing some files for the AI.

#3
Fezzik1

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Thanks Pain,

I'm not at my home PC right now. Would you suggest downloading the AI mod again? It was working before I added the PRC, then I thought I was ready to start. Maybe I botched something, all I did to Kaedrin's was turn off some of the available to player fields.

I tried it quickly last night with the 1.23 AI, but I like the options for creature wandering/opening doors/etc. Does the vanilla AI do this?

#4
painofdungeoneternal

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Vanilla AI is tony k's AI, however they borked some things and Tony K released what he termed fixes and UI enhancements -- not even sure if you need it but i prefer to have what the author says is the correct version.

The 2da files are needed for the AI to act intelligently. Specifically henchclasses.2da, henchspells.2da and henchracial.2da make the AI actually understand options for each spell, class and race, i'd make sure you have those.

If they are just standing around, it's very likely you are running into a silent error or some sort in the AI, giving them a kick in the butt ( via sending a follow me, guard me type command ) is recommended.

I'd be very much surprised if there is an issue between kaedrins and tony K's ai as they don't really have anything conflicting, but it is very easy to not follow instructions for end users, the devil is often in the details.

Modifié par painofdungeoneternal, 07 mars 2012 - 08:13 .


#5
Fezzik1

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*grins* Thanks again Pain. I'll give it another check and look for "operator error" in my installs ... then move on to kicking my companions in suitable areas.

#6
Fezzik1

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I did some testing (pulled Tony's mod off the vault and reloaded it), the 2DA files where there either way and it made no difference. There's something goofy with Kaedrin's new pack (1.42), I pulled the previous (1.414) version off the vault and it works fine. Everytime I put the newer version in my override folder, my fighter companion (beginning of the OC) just stands around doing nothing in battle. I don't have the expertise to figure out which files are clashing .... anyway, thanks again Pain.

#7
MasterChanger

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If you haven't done so yet, you should probably report this bug to Kaedrin on his forums.

I believe he often wants a link to a saved game so that he can do the bug-hunting. You could upload it to Dropbox or something for that.

#8
Fezzik1

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Working on that .... tried to register last night with an email account that had gone inactive and missed the registration email from the site. *sigh*

#9
RedRover72

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Just download the sourceerf from Tony's vault page, move any modified scripts from kaedrin into the folder, recompile. presto, works fine again for me.

x2_mod_def_unaqu is an include on Tony's compiled scripts, Kaedrin made a change somewhere along the way to make toons pick up an item if they got disarmed. not sure if that is the script causing the problem.

either way, recompiling from tony's source worked great for me.

Red

Edit:
P.S. if you're not familiar with scripting, you could hose something pretty good, do this at your own risk. make a backup just in case it doesn't work

in order to recompile
1) you'll need to extract  source scripts from Tony's erf with the toolset
2) you'll also need to download Kaedrin's source. Check his forum for the current hosted location of the source files. Only copy duplicate NSS files to Tony's source folder.
3)recompile ALL of Tony's scripts with a compatible compiler, like nssclc
4)copy the newly compiled files to your override directory, overwriting Tony's older files

Modifié par RedRover72, 04 mai 2012 - 01:49 .