Here's one that's got me stumped as to a cause.
The "Human Mage" npc in this shot does not exist in that area. That npc is not there in the toolset, and there are no scripts spawning anything in the area. The Legends master OnEnter is applied to the OnClientEnter of the area, and the OnEnter has a script that just sets ScriptHidden status of the two actual npcs in the area. The Human Mage is not one of the two actual npc's just given this appearance, it had the conversation of the Human Mage blueprint. It does appear to be very close to or in the spot where one of the real npc's is placed in the toolset (I killed the npc while testing, but not in that spot, left the area, and re-entered to find this). I tested again later, and repeated the previous, but the npc did not appear.
This mystery npc problem also has happened periodically in another area, where I get 4 barmaids that appear. However that area is a city exterior so it's no big deal, the Human Mage appeared in a 2x2 shop that should have been empty at the time.
250x150http://4.bp.blogspot.com/-7jEzubA3ulw/UNZNXlyyyMI/AAAAAAAABSc/kEVf0OVD7Os/s1600/she%27s+not+there+in+the+toolset.jpg[/img]
NPC appears where they shouldn't
Débuté par
kamal_
, déc. 23 2012 01:53
#1
Posté 23 décembre 2012 - 01:53
#2
Guest_Iveforgotmypassword_*
Posté 23 décembre 2012 - 11:45
Guest_Iveforgotmypassword_*
Did you check the area contents tab ? The naughty mage might be right under the shop/ way up in the air or in a cupboard. If not then it's probably a script... Or magic !
#3
Posté 23 décembre 2012 - 07:39
This happened to me a lot with cows appearing in the masons in Lakeside.
The problem for me was that the npc waypoint was tagged the same as the cow in another area so the cow would appear on the same time of day as it was due to be at that waypoint. The fact that the npc did not appear in other tests suggests she is not supposed to be at that tag at that time?
Another possibility is that it is the first sign of sentinence in the NWN 2 codes. It is starting to put out its machines to watch what is going on ... at some point it will reach full awareness and it will start to see us as impure. Uncommonly slim and attractive women in, painted on, skintight clothes will start appearing everywhere and begin cleansing this polluted land. I just hope we have invented time travel by then.
Cheers,
PJ
The problem for me was that the npc waypoint was tagged the same as the cow in another area so the cow would appear on the same time of day as it was due to be at that waypoint. The fact that the npc did not appear in other tests suggests she is not supposed to be at that tag at that time?
Another possibility is that it is the first sign of sentinence in the NWN 2 codes. It is starting to put out its machines to watch what is going on ... at some point it will reach full awareness and it will start to see us as impure. Uncommonly slim and attractive women in, painted on, skintight clothes will start appearing everywhere and begin cleansing this polluted land. I just hope we have invented time travel by then.
Cheers,
PJ
Modifié par PJ156, 23 décembre 2012 - 07:41 .
#4
Posté 23 décembre 2012 - 08:43
lolPJ156 wrote...
... I just hope we have invented time travel by then.
Cheers,
PJ
#5
Posté 23 décembre 2012 - 09:20
In this case that npc is never supposed to be there, the waypoint that's where she appeared is a generic stop waypoint with the default tag of that waypoint type. While I don't really need to have the blueprints for this npc or the generic barmaid npc, I'm concerned it's just going to switch to using npc blueprints I do need.
#6
Posté 23 décembre 2012 - 09:53
is the mage from somewhere else? if so, then the mage is walking there somehow.
Otherwise, check the creatures in the area under the Toolset, as suggested above it could have been painted in by accident (do that all the time, paint is selected whenever you mess with the blueprints)
Otherwise, check the creatures in the area under the Toolset, as suggested above it could have been painted in by accident (do that all the time, paint is selected whenever you mess with the blueprints)
#7
Posté 23 décembre 2012 - 09:54
test it ...
rename the Human Mage blueprint
see if something spookie happens
rename the Human Mage blueprint
see if something spookie happens
#8
Posté 24 décembre 2012 - 12:10
kamal_ wrote...
In this case that npc is never supposed to be there, the waypoint that's where she appeared is a generic stop waypoint with the default tag of that waypoint type. While I don't really need to have the blueprints for this npc or the generic barmaid npc, I'm concerned it's just going to switch to using npc blueprints I do need.
Is she being spawned into this area from a blueprint or does she exist as an instance elsewhere. Is she looking for a stop waypoint at certain times in her "base" location.
I would try renaming the stop waypoint as a test and see if she still turns up.
Also are you testing the area with the start location in the area. I.e. just dropping into the area to observe and check triggers and convos, or are you arriving at the area after teting other parts of the mods. If it is the former you will always arrive at the same time of day so her behavior is not time based but erratic for another reason. If the latter then the time at which you arrive in the shop may vary making her seem erratic when she is actually doing something very predicatble.
I know much of your module has FB style scripts so my thinking is based on the issues I have had.
I have never had multiple spawns but then I do not spawn on enter. I always have the npc's as instances.
PJ
#9
Posté 24 décembre 2012 - 01:00
I've changed the blueprint to reference a ghost from the Dragon Magazine article on Crimmor, the "Lost Lady" (a famous spirit that everyone in the city knows about), added the invisibility vfx, and made the npc unbumpable, so you pass right through her. That should turn this strange bug into a strange bug that's accounted for in a lore correct manner if any player runs across this. So for now I consider the matter "solved", even though why the npc appeared is still a mystery.
The npc doesn't use Uncle FB style scripting, it has the stock scripts for npcs (it's just someone standing there while you talk to someone else). The npc exists as an instance, but that instance is two 16x16 exteriors away in a separate interior, so the npc would have to make three area transitions and cross 32 tiles of space to walk there. I can't imagine that happening.
The npc also appeared after I was in the area, exited, and then re-entered about 10 seconds later, so it couldn't have just walked in in front of the pc who was standing at the door.
I am testing in the full game, and this is not the start area.
With the barmaids, they spawn as soon as I enter the first external area. This is generally the same time every time, but I can test somewhat easily since the main variable is whether I chose to level up a new pc in the first area. They're not really a problem, as they spawn in what will be a crowded external area.
The npc doesn't use Uncle FB style scripting, it has the stock scripts for npcs (it's just someone standing there while you talk to someone else). The npc exists as an instance, but that instance is two 16x16 exteriors away in a separate interior, so the npc would have to make three area transitions and cross 32 tiles of space to walk there. I can't imagine that happening.
The npc also appeared after I was in the area, exited, and then re-entered about 10 seconds later, so it couldn't have just walked in in front of the pc who was standing at the door.
I am testing in the full game, and this is not the start area.
With the barmaids, they spawn as soon as I enter the first external area. This is generally the same time every time, but I can test somewhat easily since the main variable is whether I chose to level up a new pc in the first area. They're not really a problem, as they spawn in what will be a crowded external area.
Modifié par kamal_, 24 décembre 2012 - 01:06 .
#10
Posté 24 décembre 2012 - 06:54
Good that you have a conclusion Kamal_ even if it's not the one you might have wanted.
PJ
PJ
#11
Posté 07 janvier 2013 - 12:42
Just a late thought: a HeartBeat running on another area/object that uses JumpToWaypoint? A simple typo of the oWP name might make it happen. Anyway, cheers.





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