Custom module crashing
#76
Posté 15 avril 2012 - 02:39
1) In the top level of the tower during your escape, there was a pillar in the middle of the room with runes on it. If you use the pillar it should summon a little imp named strilinji. If you talk to the imp, it will give you a summoning stone that you can use to summon it whenever you like. Strilinji has as store that you can shop at and a bit of dialogue.
2) You may be speaking about the staff of the mensomancer. It's also in the tower during your escape. If you talk to the wizardess on the library level instead of killing her, she will give you the quest.
#77
Posté 15 avril 2012 - 09:57
#78
Posté 15 avril 2012 - 11:48
I'm trying to play Swords and Sorcery and it's supposed to be single player or multi, but I can't get any of my characters imported into the game. If I go to the roster it's empty and if I try the rs code it says I'm successful, but nothing happens. This happened once before and I ended up doing the mod solo, but I'd really like to have some companions for this. Can anybody tell me how to get them into the game? I had the same problem with Trial & Terror.
Thanks!
Karen
Modifié par Frosty44, 15 avril 2012 - 11:48 .
#79
Posté 16 avril 2012 - 04:58
Modifié par DannJ, 16 avril 2012 - 05:00 .
#80
Posté 16 avril 2012 - 09:36
Karen
#81
Posté 16 avril 2012 - 06:39
Frosty44 wrote...
Thanks DannJ! I'm a newbie when it comes to multiplayer since I only recently realized that a lot of them can be played offline. It says single or multiplayer and the ones I've tried like that have allowed me to use the Soz roster, but I guess it doesn't work that way in Swords & Sorcery. Nothing shows up in the roster so I guess I'll have to play solo if I want to do it.
Karen
Karen,
Swords & Sorcery is a stand-alone module, not a campaign, so it cannot use the SoZ party editor. The author or you would need to convert it to a campaign, which unfortunately for Mac users requires access to the NWN2 Toolset. I've posted step-by-step instructions for converting modules to campaigns both in the Toolset How-To thread and this blog post.
Regards
#82
Posté 16 avril 2012 - 09:23
Frosty44 wrote...
Nothing shows up in the roster so I guess I'll have to play solo if I want to do it.
No you don't.
GET THIS: Universal Companions
This is a wonderful little mod; works with just about everything; in fact, I can't recall anything it doesn't work with.
And be sure to vote him a 10 when you've used it.
Modifié par I_Raps, 16 avril 2012 - 09:24 .
#83
Posté 16 avril 2012 - 10:08
Karen
#84
Posté 26 avril 2012 - 01:14
Thanks!
Karen
#85
Posté 26 avril 2012 - 12:55
Thanks,
Dan
#86
Posté 27 avril 2012 - 12:26
Karen
#87
Posté 27 avril 2012 - 01:31
Universal Companions, a review
#88
Posté 27 avril 2012 - 11:44
#89
Posté 28 avril 2012 - 01:49
always wanted to say that,
#90
Posté 28 avril 2012 - 08:06
I have no idea how they picked this name for me....
#91
Posté 28 avril 2012 - 11:41
Frosty44 wrote...
I_Raps, I'd appreciate some help. I'm having problems with the Universal Companions mod and it doesn't look like the author is around anymore. I can save some of my chars to the DB (it crashes me to the desktop on most of them) and I get the message that the character has been added to the database, but none of them show up in the roster and the 3rd button which I think is supposed to be "Add saved DB to roster" is blank. Am I doing something wrong?
Thanks!
Karen
Universal Companions does not appear to be usable with the Mac App store version of NWN2. What is easily fixed is that the menu option to add DB chars to the roster does not appear properly, which is resolveable by changing the text in the xml to something shorter like "Add chars from DB". Unfortunately attempts to actually use the menu options generally just causes the game to crash. My advice is do not use it.
Regards
#92
Posté 29 avril 2012 - 06:00
I seem to be having a run of bad luck lately. I'm playing HMC 2 - Cimmerian Courage and imported my own characters. The problem is that none of the are attaching the enemies - they don't even see them as enemies. My main char is figting and the monsters are red, but the other characters just stand there and from their perspective, the monsters are blue! It's a major pain since every time I want them to attack I have to right click on the enemy and tell them to attack. This is really not fun when there's a lot of enemies. Can this be fixed? I used the "attack" message, but it doesn't help. I'm about to give up...
Thanks again!
Karen
#93
Posté 29 avril 2012 - 04:17
Once battle is engaged everything is well,
So i finally decided to look into it. It sure seems to be a Campaign setting : UsesPersonalReputation ( "Determines whether individual creatures can have local modifiers to their faction's reaction to a particular creature. Setting to false generally prevents neutrals from accidentally going hostile." ). tested: If TRUE, a companion has to be given the manual order to attack faction Hostile ; if FALSE, the cursor is red and indicates that companion is already in hostile mode.
if this is all that's involved .. we may or may not be able to set you up Frosty. It seems like a simple edit to Campaign.Cam (???), a small file that is exclusive to individual campaigns.
Of further note though, Kaldor, is the campaign switch in 'k_mod_load' (or other, onModuleLoad event) --
// A flag that reflects the engine setting for whether or not we use personal reputation; this is a consideration in spell targeting SetGlobalInt(CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION, FALSE);
Unfortunately i have no idea how the two switches are related, if the Campaign switch overrides the module switch or what, which grieves me because the behind-the-scene behaviors of Use Personal Reputation is (very likely) hardcoded, and i'd prefer to use it but bleh
#94
Posté 29 avril 2012 - 07:59
kevL wrote...
I was getting the same behavior in my hobby/tester campaign ... my companion joins, but creatures that are Hostile to my PC were blue to the companion. I had to right click on the critter, and issue the Attack command before she would go hostile. The cursor that appears when hovering over the creature was "Talk to" instead of the "Attack" cursor that my PC has.
Once battle is engaged everything is well,
So i finally decided to look into it. It sure seems to be a Campaign setting : UsesPersonalReputation ( "Determines whether individual creatures can have local modifiers to their faction's reaction to a particular creature. Setting to false generally prevents neutrals from accidentally going hostile." ). tested: If TRUE, a companion has to be given the manual order to attack faction Hostile ; if FALSE, the cursor is red and indicates that companion is already in hostile mode.
if this is all that's involved .. we may or may not be able to set you up Frosty. It seems like a simple edit to Campaign.Cam (???), a small file that is exclusive to individual campaigns.
Of further note though, Kaldor, is the campaign switch in 'k_mod_load' (or other, onModuleLoad event) --// A flag that reflects the engine setting for whether or not we use personal reputation; this is a consideration in spell targeting SetGlobalInt(CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION, FALSE);
Unfortunately i have no idea how the two switches are related, if the Campaign switch overrides the module switch or what, which grieves me because the behind-the-scene behaviors of Use Personal Reputation is (very likely) hardcoded, and i'd prefer to use it but bleh
I never use the Personal Reputations and haven't played with it. Editing the campaign.cam file isn't really an option though for Mac users since they don't have access to the Toolset. and the campaign.cam file is not an editable text file like the ini files and 2da files are.
Unfortunately for Mac users, if you just want to play the OC then the Mac App Store version of NWN2 is fine. But if you really want to download 3rd party content and mod your game, then buy the Windows versions and use Boot Camp with Windows XP or Windows 7 for the most flexible playing experience.
Regards
Modifié par Kaldor Silverwand, 29 avril 2012 - 08:03 .
#95
Posté 30 avril 2012 - 01:30
Karen
#96
Posté 30 avril 2012 - 11:20
welcome to the world of micromanagement!!
#97
Posté 30 avril 2012 - 01:02
- found in 'x2_mod_def_load' (onModuleLoad event)
// A flag that reflects the engine setting for whether or not we use // personal reputation; this is a consideration in spell targeting // BMA-OEI 11/14/2006: Defaulted TRUE to enable spell targetting neutral PC associates (nw_i0_spells) SetGlobalInt(CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION, TRUE);
ok, this really doesn't belong here :\\
Edit, gaaaah * goes to find an anthill to stick head into *
// 8/17/06 BDF - Since we don't use personal reputation, we have to make the spell // targeting system aware of this somehow (x0_i0_spells: spellsIsTarget()); // USES_PERSONAL_REPUTATION = FALSE
Edit2, and yet another place to set UsePersonalReputation : when viewing the FactionTable, custom factions can have "global" TRUE/FALSE set individually ...
Modifié par kevL, 30 avril 2012 - 08:08 .
#98
Posté 13 mai 2012 - 11:04
Thanks for all of your invaluable help!
Karen
#99
Posté 12 juillet 2012 - 02:54
Karen : )
#100
Posté 14 juillet 2012 - 11:13





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