Speciically, having trouble getting the Gelatinous Cube to appear in the game. Have tried both Appearance files (Gelatinous_Cube and Gelatinous_Cube_Medium); have removed the visual effect I was adding (made it transparent and added some bones and a short sword), played wuth sizes and room placement...nothing is working. What Am I missing?
Getting Pains Monsters To Appear in the Game
Débuté par
Darin
, juil. 07 2013 12:23
#1
Posté 07 juillet 2013 - 12:23
#2
Posté 07 juillet 2013 - 12:33
Did you use the appearance.2da on the vault page?
#3
Posté 07 juillet 2013 - 01:01
yes, and other bits do work, and it shows up in the toolset, just not in the game.
#4
Posté 07 juillet 2013 - 02:19
The idea with the haks is that it's got everything you need, if you use the appearance.2da provided, it should just work.
However what is going on could have conflicts with other content, or omitting something which is needed, just have no idea what could be going on, but as released all the creatures were tested and usable in both toolset and in game.
I would see if it works with using just the complete set of haks provided, in a new module with nothing in your override, and nothing else, making sure you put the appearance.2da in a hak at the very top of the list, followed by the other haks. Then based on that, see about adding the other content you are using, or removing haks you'd prefer not to use, you should be able to know what is going on based on when the problem shows up again.
However what is going on could have conflicts with other content, or omitting something which is needed, just have no idea what could be going on, but as released all the creatures were tested and usable in both toolset and in game.
I would see if it works with using just the complete set of haks provided, in a new module with nothing in your override, and nothing else, making sure you put the appearance.2da in a hak at the very top of the list, followed by the other haks. Then based on that, see about adding the other content you are using, or removing haks you'd prefer not to use, you should be able to know what is going on based on when the problem shows up again.
#5
Posté 07 juillet 2013 - 02:35
Good point, i'll clear my override and test it.
#6
Posté 07 juillet 2013 - 02:41
even a clean override the cube fails. I'll check the 2da info vs the on eon the vault
#7
Posté 07 juillet 2013 - 03:06
weird...clear override, downloaded the 2da from the vault, and now the stirge fails too (or it was failing before and I just noticed it now)...but yes, now all the modles are fail with the 2da from the vault in my campaign folder, and no files in my override.
#8
Posté 07 juillet 2013 - 03:40
I'm pretty comfortable with 2DAs and custom content, and I still had trouble getting the carrion crawler to show up. I got it working, but I don't know what it was that I did that fixed it, or if it was just voodoo.
#9
Posté 07 juillet 2013 - 03:42
also weird, if I open the 2da in the toolset, it works...but only from the Override folder; it did work from the campaign folder, but now it doesn't. really strange
#10
Posté 07 juillet 2013 - 03:54
Sounds like you still have too much going on, if it's in campaign its probably not the dominant file, or you removed the content from override which it was using and it's not actually using the provided haks.
2da in a new hak attached at top of list of haks with ALL your 2da files in it. The haks for pains monster pack attached underneath this. Nothing in campaign, in module, or override. Use nwn2packer to see what is going on, or to look for other 2da files.
Choose one method to organize your files and keep everything in haks, in your module, in campaign, or in override, but haks should result in the least problems ( and the idea is to reduce the required downloads for players ).
2da in a new hak attached at top of list of haks with ALL your 2da files in it. The haks for pains monster pack attached underneath this. Nothing in campaign, in module, or override. Use nwn2packer to see what is going on, or to look for other 2da files.
Choose one method to organize your files and keep everything in haks, in your module, in campaign, or in override, but haks should result in the least problems ( and the idea is to reduce the required downloads for players ).
#11
Posté 07 juillet 2013 - 04:13
I do; I keep everything in the campaign folder (most reduction for player, since you have to download it anyway). Weird issue is this it now no longer works from there...(also, went from 1.82 or so to 4.34 in file size from saving, that was odd as well)
#12
Posté 07 juillet 2013 - 05:02
Everything in the campaign folder? Assuming you extracted the contents of the haks I provided. I imagine there is something else being loaded from another location, look for duplicate files, especially 2da files. Either that or it's missing stuff which was in those haks i set up, which is not in your campaign folder.
What i did was designed for those who organize via hak's, they give a little better control over what is loaded, the player must have the exact named haks in their hak folder, and you can control precedence by setting the order in the module list. ( not to mention, many players already have the monster pack, RWS, and the other huge haks just from playing other modules or PW's )
What i did was designed for those who organize via hak's, they give a little better control over what is loaded, the player must have the exact named haks in their hak folder, and you can control precedence by setting the order in the module list. ( not to mention, many players already have the monster pack, RWS, and the other huge haks just from playing other modules or PW's )
Modifié par painofdungeoneternal, 07 juillet 2013 - 05:03 .
#13
Posté 07 juillet 2013 - 06:43
EpicFetus: You might want to make an exception for 2DA files. They're the only ones that gave me unpredictable results when stored in the campaign folder. I use a single hak, and it contains nothing but 2DA files.
#14
Posté 07 juillet 2013 - 06:54
Can I ask a slightly off the wall question, just in case this is not a 2da problem. Are the creatures you are trying to see the only ones in the test area and what faction do you have them set to?
They do have a nasty habit of killing one an other off before you get there though I am guessing this is unlikely in a test situation?
PJ
They do have a nasty habit of killing one an other off before you get there though I am guessing this is unlikely in a test situation?
PJ
#15
Posté 07 juillet 2013 - 12:14
PJ - good thought, but I was testing with only a single creature in the area; fairly certain it is some sort of 2da issue, since it works in Override folder (used to work in campaign folder). Also works in the toolset, just not in the game (which is weird; you'd think that the toolset would use the proper 2da file for the campaign based on the hierarchy). Where else, aside from Override, may a 2da file be lurking to cause this?
#16
Posté 07 juillet 2013 - 12:57
Overide, Hak, campaign and module I believe.
You've not got a copy in the module perhaps. Not actually sure if it can exist there and if it did, what precedence it would take - lowest for sure.
Good luck
PJ
You've not got a copy in the module perhaps. Not actually sure if it can exist there and if it did, what precedence it would take - lowest for sure.
Good luck
PJ
#17
Posté 07 juillet 2013 - 01:11
weird thing is all the other 2das in my campaign folder seem to be working as well...it's just the appearance.2da that is failing. This is weird and very frustrating. Also fails in new module, and checked my mod folder, no 2das in there.
#18
Posté 07 juillet 2013 - 04:56
PJ156 wrote...
You've not got a copy in the module perhaps. Not actually sure if it can exist there and if it did, what precedence it would take - lowest for sure.
Just so you know, it can. And yes, the precedence is very low.





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