I have this problem, "conv conv" appears over PCs head, not only during combat but as I walk around in my areas.
There is a post already about that, _knightmare_ said you need to comment out line 40 on the script nw_c2_default4 on your scripts listings. I have no such script in my module, except of course the global one. When I open it, and try to do what _knightmare_ says, as expected it doesn't compile.
A while ago, I fixed this the same way on another module though. But on this one, I don't even have the script on the list. How is this fixed?
conv conv during combat
Débuté par
andysks
, sept. 21 2013 09:42
#1
Posté 21 septembre 2013 - 09:42
#2
Posté 22 septembre 2013 - 02:46
Do you have any haks that might include that script, or a copy of it in your override? Knightmare said it's bundled with a creature pack. You could try removing it, if so.
#3
Posté 22 septembre 2013 - 08:02
Yes I suppose I do have it from a creature pack, wouldn't I see the script on my list in the toolset though? I try to keep my override as clean as possible, here is a list of what I have in the folder.
Kaldor's context menu aditions.
Rogue Dao's lip flappers.
Prefab folder.
SoZ sound set selection menu fix.
Some item icons.
And some things just for me, like voice overs so I can select them from the toolset.
I have imported two creature packs in these two modules, Krondorl's D&D Monsters Compilation, and Storyteller's Evil Cults. I try to keep my modules as toolset only as possible with only the really necessary custom content. Could be one of these two creature packages that causes the problem?
Kaldor's context menu aditions.
Rogue Dao's lip flappers.
Prefab folder.
SoZ sound set selection menu fix.
Some item icons.
And some things just for me, like voice overs so I can select them from the toolset.
I have imported two creature packs in these two modules, Krondorl's D&D Monsters Compilation, and Storyteller's Evil Cults. I try to keep my modules as toolset only as possible with only the really necessary custom content. Could be one of these two creature packages that causes the problem?
#4
Posté 22 septembre 2013 - 01:15
when it happened to me, it came from all_creatures_001.erf, when I used the Custom Creature Conversion Project. The script nw_c2_default4 was in my script list though, and I commented out line 40 like _knightmare suggested.
#5
Posté 22 septembre 2013 - 04:02
For some reason it was not on the list. I re-imported Krondorl's creature pack and found it this time. Commented it out and I guess problem is solved
.
#6
Posté 23 septembre 2013 - 12:21
I think it would be better to just delete the script from your module, assuming the default script has the line commented out as well. It's generally not good to include extra copies of default scripts unnecessarily, because it interferes with overrides.
#7
Posté 23 septembre 2013 - 03:55
I compared the default nw_c2_default4 with the nw_c2_default4 included in Krondorl's creature pack, and also in the Custom Creature Conversion pack (the script's changes are the same in both) and my advise is to remove it from your module's folders. It makes several other changes from the default in regard to conversations that look to me like they're module-specific changes that are not needed for the monster pack and were included by accident, which affect automatic conversations based on listening patterns, and not meant for a general use default script. I believe specifically that the script was unnecessarily included in Krondorl's pack because it was in the CCCP. Better to remove it and let the game use the default, rather than patch a copy to better resemble the default.





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