I was testing a mod in which the initial party is leveled up to about 4th level. In the course of testing out the mod the players all earned enough experience points to level up to 5th level. Four members of the party leveled up to 5th level fine. Two members would not let you continue on the level up screen. Their character screen indicated that they were ready to level up. If it has any relevance they were the Warlock and the Bard.
I actually had this happen with a Warlock before. I checked their properties but could not find and problems. They did level up upon joining the group to 4th level successfully.
Has any one had this experience?
JonnieR
Strange Level up Occurrence
Débuté par
JonnieRS
, juil. 10 2013 05:09
#1
Posté 10 juillet 2013 - 05:09
#2
Posté 10 juillet 2013 - 11:01
Do they meet their alignment restrictions? Bards can't be lawful, and warlocks can only be evil or chaotic.
#3
Posté 11 juillet 2013 - 03:35
Thanks for the reminder.The bard was lawful/good which I changed to chaotic/good. The warlock is neutral/chaotic which thought was okay. Remember these characters were leveled up to 4th level when they joined the group. The character screen indicates that that they are ready to level up, but when you press level up the continue button is grayed out on the level up screen.
#4
Posté 11 juillet 2013 - 11:00
You can level up illegal characters via script without any issues, but the level-up interface isn't as forgiving.
What level-up package does the warlock character have? The level-up package of a companion determines what class they can level up in via the level-up interface. Unless you've specifically allowed unrestricted level-up in the game, which potentially makes all classes available to them.
What level-up package does the warlock character have? The level-up package of a companion determines what class they can level up in via the level-up interface. Unless you've specifically allowed unrestricted level-up in the game, which potentially makes all classes available to them.
#5
Posté 12 juillet 2013 - 12:45
Dannj.,
Thanks for the information. I am sure the reason for the level up problem was the alignment problem. Warlocks are of a an evil alignment and therefore are not technically qualified for this mod, which focuses on good aligned characters. I have removed the warlock as a possible companion. I have readjusted the Bard and she seems to be fine. I need to find another suitable substitute for the warlock.
I also need to set-up a mechanism for Players to change out companions if needed. Any suggestions?
Thanks for the information. I am sure the reason for the level up problem was the alignment problem. Warlocks are of a an evil alignment and therefore are not technically qualified for this mod, which focuses on good aligned characters. I have removed the warlock as a possible companion. I have readjusted the Bard and she seems to be fine. I need to find another suitable substitute for the warlock.
I also need to set-up a mechanism for Players to change out companions if needed. Any suggestions?
#6
Posté 12 juillet 2013 - 12:50
JonnieRS wrote...
I also need to set-up a mechanism for Players to change out companions if needed. Any suggestions?
This is the same issue I've been dealing with.
You basically have two options:
a) Via conversations with the potential companions
I've tried option (
#7
Posté 12 juillet 2013 - 03:50
I prefer to add/remove companions via conversation. I have a script that checks whether the companion is in the same area as their 'hangout' waypoint. If not, they run towards the nearest exit waypoint for about five seconds, then jump to their waypoint in another area. If they are in the same area as the waypoint they just run straight towards that instead.
I prefer to SetRosterMemberSelectable() to false for companions, so that they can't be added or removed via the roster edit dialogue at any time (since it's also accessable via the menu button in the lower left corner of the screen). That way conversations are the only way to add or remove them. This is vital in the module I'm working on, since certain companions will refuse to join the party if someone they don't like is already in it.
I prefer to SetRosterMemberSelectable() to false for companions, so that they can't be added or removed via the roster edit dialogue at any time (since it's also accessable via the menu button in the lower left corner of the screen). That way conversations are the only way to add or remove them. This is vital in the module I'm working on, since certain companions will refuse to join the party if someone they don't like is already in it.
#8
Posté 12 juillet 2013 - 04:49
I had struggled with the Party GUI for a while, but decided to give it another go tonight because this is how I really wanted my party management to work.
The big difference, for me, is that I want you to be able to stay "inside" the inn (or whatever other location it is) and manage your party there, without having to exit outside.
I got it working.
Will post details in another thread. But it's exactly what I wanted...
The big difference, for me, is that I want you to be able to stay "inside" the inn (or whatever other location it is) and manage your party there, without having to exit outside.
I got it working.
Will post details in another thread. But it's exactly what I wanted...
#9
Posté 12 juillet 2013 - 06:14
Interesting alternatives. My mod wouldn't suffer if I did all the party management in the inn. I will look forward to other thread Colorsfade. What will the title be. BTW you could have hijacked this thread if you wished to. But it might be more valuable to the overall group if had its own thread.





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