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Feat not working for Hunt through the dark.


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#1
Femanon.tg

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I'm trying to get snowflake wardance to work with a hunt through the dark, I'm using a combination pack and thought it might be broken, but it works just fine on other modules, Looking through the code and scripts on both sides, I cant think of anything that would keep it from working. Has anyone dealt with such issues before? Is there anyone with enough knowledge to know how to properly fix this issue so the feat works for the module? 

#2
Arkalezth

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You're using Kaedrin's pack, no? Some modules are not compatible with it (check the link in my sig, though only some are included). Do other things from the pack work (feats, spells, etc.)?

#3
Femanon.tg

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Not sure... I dont remember the makeover version of OC being incompatible as I played heartwarder paladin a while back. Either way, I'm more interested in how to go about fixing it than if its compatible or not. AHTTD is not a very complicated module, I don't really get why it isn't 'compatible', but searching in your thread I noticed a few links down.. is what it's asking is to simply change the events to go from looking like the default to looking like the campaign image?

http://nwn2customcon...ll-instructions

the instructions where not all that clear..

#4
Arkalezth

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I'll leave that question to someone else, but did you check if other things from KPack work?

I'm pretty sure I tried the OC Makeover briefly and it didn't work with Kaedrin's (some of its stuff at least), but that was ages ago, so who knows.

Which links are down?

#5
Tchos

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If you change the events in a module or campaign without knowing if the author put any custom code into those event scripts, you risk breaking something in the module.

#6
kevL

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A Hunt through the Dark Remastered uses its own version of Spells.2da, which is a critical file for much of kPrC Pack to work. ( basically all kPrC spells & feats rely on it )

aHttD seems to be using a very old version of Spells.2da, ie. pre-SoZ. It would not surprise me if you could take the aHttD Spells.2da out of 'beholder.hak' and just let the kPrC Spells.2da kick in ...


Note that other functional scripts like equip/unequip ( Module Properties ) still won't work properly (unless they're edited in, etc*).

/fyi



* and, like Tchos notes, these should be compared with the originals. But i think the major problem here is Spells.2da

#7
Femanon.tg

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How would one go about editing scripts in? I can change the 2da easily if there aren't too many conflicts, I'm used to doing this or that, I even did a dirty merge of complete warlock and KPRC/Tome/Etc which was rather fun and mostly successful.

>>Which links are down?

The down refers to the direction the links are located, not their status. I provided a copy of said link.

#8
kevL

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It doesn't look too bad. These are the module properties events of aHttD

Acquire: sbr_onacquire
Activate: sbr_onactivate
Enter:
Leave:
Abort:
Heartbeat: ** k_mod_hb **
Load: x2_mod_def_load
Start:
PC Loaded: ** k_mod_pc_loaded **
Death: ahtd_player_death
Dying: ahtd_player_dying
Equip: x2_mod_def_equ
Level Up: ** k_mod_player_levelup **
Respawn: ahtd_player_respawn ( event doesn't work as far as i'm aware )
Rest: sbr_onrest / ** k_mod_player_rest ** ( either merge those two, or just call 'cmi_player_rest' from sbr_onrest )
Unequip: x2_mod_def_unequ
Unacquire: x2_mod_def_unaqu
User:

- the ** file ** entries are blank and need to be added. The only potential merge is for Rest; and if you just put an ExecuteScript() call to 'cmi_player_rest' it should do the trick.

ExecuteScript("cmi_player_rest", oPC);

goes under Rest_Finished / Rest_Cancelled, near the bottom of 'sbr_onrest'.


I haven't looked (and don't want to ;) at Spells.2da but it wouldn't surprise me if the kPrC .2da works fine. Since it's in 'beholder.hak' i assume it's just some beholder spellabilities ... ( and these might be in the kPrC already )

nota bene: I'm using an earlier version of the kPrC Pack.

Modifié par kevL, 04 juillet 2013 - 12:06 .


#9
Femanon.tg

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According to the links I posted there are a lot more K_mod_ scripts available for every line. Aren't these also required? Are the callbacks different or do I just write ExecuteScript("cmi_player_THING", oPC); every single time?

#10
kevL

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Femanon.tg wrote...

According to the links I posted there are a lot more K_mod_ scripts available for every line. Aren't these also required?

no. ( my version of ) kPrC uses these events mainly:

k_mod_hb -> cmi_mod_hb

k_mod_heartbeat -> cmi_mod_hb

k_mod_pc_loaded -> ccs_pc_loaded -> cmi_pc_loaded -> cmi_pw_mod_start

k_mod_player_equip -> x2_mod_def_equ -> cmi_player_equip
-> cmi_player_equip
( ccs_player_equip -> cmi_player_equip )

k_mod_player_levelup -> cmi_player_levelup
( gui_ccs_player_levelup -> ccs_player_levelup -> cmi_player_levelup )

k_mod_player_rest -> ccs_player_rest -> cmi_player_rest

k_mod_player_unequip -> x2_mod_def_unequ -> cmi_player_unequip
( ccs_player_unequip -> cmi_player_unequip )

k_mod_start -> ccs_pc_loaded -> cmi_pc_loaded -> cmi_pw_mod_start

( the first calls the second calls the third, etc. ) So unless the author of aHttD has changed the default k_mod_* or x2_mod_* scripts, just let Kaedrin's version override his; nothing to change there. But since half the module events in aHttD are empty, you should probably slap in the relevant cmi_* scripts ( instead of the k_mod_* scripts that i noted with double asterisks above ! )


Are the callbacks different or do I just write ExecuteScript("cmi_player_THING", oPC); every single time?

Kaedrin has already done that for the k_mod_* and x2_mod_* scripts. The only script/event that needs doing is the aHttD Rest script -- once all that is done, compile the script, save the module, and hope for the best

Modifié par kevL, 04 juillet 2013 - 07:39 .