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Stubbed my toes on some modding


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#1
I_Raps

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I've tried a couple little mods that haven't worked quite right, and I don't know why.

(1)  First, I modified the Horned Devil - c_summ_devilhorn.UTC - the one who is summoned by the Gate spell.  The new version is much nastier, which is good, but there's a hitch.  It doesn't unsummon when the caster dies.  I made a copy of the original and made some changes, but what did I do that makes him "persistent?"

(2)  I've tried to make the Prismatic Spray spell an Illusion instead of Evocation.  The only thing I found that seemed to matter was the entry in Spells.2da, but changing it doesn't seem to matter - even if the description in dialog.tlk is irrelevant, Safiya can still scribe it, so obviously I'm missing something.

I would appreciate any insight anyone can offer.

Modifié par I_Raps, 15 avril 2012 - 01:26 .


#2
kevL

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hey _Raps,

Safiya's specialization is Transmutation; her prohibited school would be Conjuration. nwn2.wikia says Illusion spells are prohibited to Diviners & Enchanters, rather



i haven't tried it but curious if you changed Spells.2da|Prismatic Spray to Conjuration, does Safiya no longer scribe it -- ps. just tried Prismatic Spray as Conjuration, gave a scroll to Safiya and it was ghosted red & message came up "prohibited school" ...

Re. summons
no idea. After looking into possible ways of de-summoning ( heartbeat/ondeath of summoner/summons ) I tend to believe the unsummoning is hard-coded in EffectSummonCreature( ), as implemented in the calling script 'nw_s0_gate'


yet, as long as your new nasty has the same resref as that spec'd in 'nw_s0_gate' i can't think why it wouldn't get obliterated onDeath of its master ..

Try simply copying the stock blueprint to Override and see if the problem persists,



( 'member, no duplicates of anything! ) then once you're sure the copied blueprint is working, change that up & retest

#3
M. Rieder

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You may have set the plot flag or immortal flag to "true" on the blueprint for the new horned devil. That could keep it from unsommoning.

#4
I_Raps

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kevL wrote...

hey _Raps,

Safiya's specialization is Transmutation; her prohibited school would be Conjuration. nwn2.wikia says Illusion spells are prohibited to Diviners & Enchanters, rather


She also loses Illusion for becoming a Red Wizard.

This one will be easy to test - I can just remove my Illusion Focus feats and see what happens to the Save DCs, but I'm afraid I already know the answer.

kevL wrote...

Re. summons
no idea. After looking into possible ways of de-summoning ( heartbeat/ondeath of summoner/summons ) I tend to believe the unsummoning is hard-coded in EffectSummonCreature( ), as implemented in the calling script 'nw_s0_gate'


yet, as long as your new nasty has the same resref as that spec'd in 'nw_s0_gate' i can't think why it wouldn't get obliterated onDeath of its master ..

Try simply copying the stock blueprint to Override and see if the problem persists,

( 'member, no duplicates of anything! ) then once you're sure the copied blueprint is working, change that up & retest


It's possible the two Devils I've run into so far are actually plotted and not summoned (Shadow theater).  I can't think of an easy way to set up a trial for this - having your own character summon a devil then get killed will stop the game in MOTB;  Safiya can't summon; Koraboros' devils in the OC are also plotted;  and I can't think of any handy opponent Gaters until the Academy (maybe the Malarites will oblige me, though).

"Just create a little mod of your own"  you say.  Alas, the days when I had a computer that could handle pathing/saving a NWN2 area are past.

M. Rieder wrote...

You may have set the plot flag or immortal flag to "true" on the blueprint for the new horned devil. That could keep it from unsommoning.


That would make them unkillable, though.  They die - it's tough, but they do die.  They're batting .500 against the Orglash.

#5
I_Raps

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Alright, I found another Spells.2da in an Overrides subfolder that I somehow missed before. I'm heading back to the Shadow Plane, but I think this problem is probably solved.

kevL I only searched again because your setting it to Conjuration successfully suggested I must have missed a dupe, so thanks again.


[edit]  Success.  Toe number 2 is straight now, and the aching is starting to subside.  But as gratifying as watching Khai Khmun and his frat brothers blow their DC30 saves and die was, the non-appearance of any horned devils indicates they are not plotted, so toe number 1 is still throbbing.


p.s.  After playing the Icewind Dale mod lately, I've had a suspicion - which I've just confirmed.  The Stone of Many Alarms does work in Rashemon, even in the Shadow Plane.

Modifié par I_Raps, 15 avril 2012 - 05:16 .


#6
kevL

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what i Did, was have Kaelyn summon a Gate : using Kaedrin's PrC Pack she gets a Solar summon using the exact same method as the stock 'nw_s0_gate' script; a check is made for Good-Evil aln and the resref-string is changed appropriately. But the method is the same, a .Utc is placed in Override and the spellscript does EffectSummonCreature( ) with this new string & resref.

- an insta-death on Kaelyn :( made the Solar evaporate right on que,


But you seem to be saying you want NPC Gate to get a tougher mob. I heartily approve. And your test area is the Shadow Theatre, vs. the red mages .....

Khai seems to be using just a standard Gate spell (the conversation/script that starts the battle doesn't have any special Horned Devil summons, neither does area OnEnter, nor Khai's event slots)

- here's a vid of Khai's devil : NWN2 MotB - Act 1 - Khai Khmun - it disappears when Khai dies < mark 8 min. Here's another Horned Devil in the initial battle w/ red wizzies : NWN2 MotB - Act 1 - The Veiled Theater < mark 2 min.


but again, both seem to be using the standard summoning (Gate) spell. Tested: Khai Khmun battle, copied 'c_summ_devilhorn.UTC' to override, changed only its name and when Khai died the (correct, override) devil dissipated no prob. The standard creature is already flagged not Plot, not Immortal ..

.. refraining from making references to thorns in dragon paws, opps! jk, curious

#7
I_Raps

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kevL wrote...


yet, as long as your new nasty has the same resref as that spec'd in 'nw_s0_gate' i can't think why it wouldn't get obliterated onDeath of its master ..



That was it.  I somehow borked the resref.

#8
kevL

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cool, may do some beefing up myself,

maybe even try putting back in that Protection-from-Evil thing ..

#9
I_Raps

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Tying up loose ends, here is an account of the trial with the corrected resref.

(1) Entered Theater. The RW here decided to tease me; we went six rounds killing everything else and ignoring him, had to unsummon Safiya's MordSword to prevent it from killing RW, until he finally summoned the Devil. Now, all hands directed attack on RW - Safiya was crit by the Devil for 72 and her spell failed (of course), but my Necromancer answered with a crit of his own to spit the RW on the end of the Ice Harpoon. *The Devil disappeared as intended*

(2) Joy turns to confusion as we enter the Shadow Theater. Safiya jumped the gun on me and killed the RW while the screen was loading - as soon as everything came into view, I paused and moused over RW - he was still standing but dead. We proceeded to mop up the Erinyes, but A HORNED DEVIL APPEARED BEHIND US and kept fighting on! I believe this WTF moment was a timing issue, but I am perplexed.

(3) On to the stage. Again, they fought devil-less for three or four rounds - and these are not guys you want to tapdance with. Finally, one of them summoned a Devil; they both died the next round, the lackey done in by my Necromancer's tentacles and Khai, ironically enough, cleaved in twain by my OWN Horned Devil. Hmmph! Their Devil disappeared on cue, so I am prepared to declare the experiment a success despite round (2).

Of course, just to put the perfect final touch on it, the on-death script failed to fire (probably because the final blow was struck by a summons). *headpalm*

#10
kevL

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I'm sure its the

GroupOnDeathBeginConversation("Khai", "safiya", "b05_khai_dead");



in 'b05_a_khai_attk' script. Note, using GroupOnDeathExecuteCustomScript( ) and coding the finale conversation to start manually is far more reliable.

Anyway, chuckles re. devil action!

Modifié par kevL, 16 avril 2012 - 02:38 .