I got this problem today while playtesting. My companions were staying dead, not even groaning. I want the death system to work as in the OC, and there was a post about it recently. I followed what it says by copying the k_mod_dying and death from the OC folder and put them to my campaign folder, attaching them to each module. Why is this happening? Any ideas?
Companions stay dead.
Débuté par
andysks
, oct. 03 2013 03:11
#1
Posté 03 octobre 2013 - 03:11
#2
Guest_Iveforgotmypassword_*
Posté 03 octobre 2013 - 03:25
Guest_Iveforgotmypassword_*
I actually wanted a couple of mine to die but found it impossible ! On the companion's properties check you have the companion b scripts installed, no permanent death, selectable when dead and resurectable checked too.
#3
Posté 03 octobre 2013 - 06:21
Nope... still dead. This is strange. I have played my campaign through building over and over. Companions never had an issue. It happened I guess when I tried to use the k_mod_player_* scripts but I don't see why. I didn't rename them... I just copied them. Could this be a reason? I copied both NCS and NSS versions in my campaign folder, recompiled just to be sure.
#4
Posté 03 octobre 2013 - 06:31
So I changed the scripts to the nw_o0_death and dying, and the companions still like it dead. This means the scripts are not the problem but the companions...
#5
Posté 03 octobre 2013 - 06:43
Check that the property 'Corpse can be robbed' is FALSE for companions. Otherwise they stay 'dead'.
Sorry translating back to English the toolset's rather approximative translation to French
Sorry translating back to English the toolset's rather approximative translation to French
Modifié par Claudius33, 03 octobre 2013 - 06:44 .
#6
Posté 03 octobre 2013 - 07:06
Claudius: Yap it's false
The strangest thing is that I have played with them really often. Of course they died and some point, but everything was normal. And just today my friend wanted to test the campaign for me and we encountered this issue.
The strangest thing is that I have played with them really often. Of course they died and some point, but everything was normal. And just today my friend wanted to test the campaign for me and we encountered this issue.
#7
Posté 03 octobre 2013 - 07:18
Weird. Something recently put in the override?
#8
Posté 03 octobre 2013 - 08:15
andysks wrote...
Nope... still dead. This is strange. I have played my campaign through building over and over. Companions never had an issue. It happened I guess when I tried to use the k_mod_player_* scripts but I don't see why. I didn't rename them... I just copied them. Could this be a reason? I copied both NCS and NSS versions in my campaign folder, recompiled just to be sure.
Try taking out your recompiled versions and just copy in the originals.
One or more of the #includes might be different.
#9
Posté 03 octobre 2013 - 10:03
I_Raps: Didn't work.
Claudius: Nothing was put in the override. Only thing I did before my friend began testing, was changing the voice of the companions, and deleting the module testing kit scripts, so that the widget and the rings will not be included for the tester of course. Could there be something causing trouble from these two things?
Claudius: Nothing was put in the override. Only thing I did before my friend began testing, was changing the voice of the companions, and deleting the module testing kit scripts, so that the widget and the rings will not be included for the tester of course. Could there be something causing trouble from these two things?
#10
Posté 04 octobre 2013 - 12:12
I remembered that the MTT has an install and uninstall, and not just importing scripts. I uninstalled it to see if it will be fixed to no success :/.
#11
Guest_Iveforgotmypassword_*
Posté 04 octobre 2013 - 07:36
Guest_Iveforgotmypassword_*
Make a very quick one area baked green square module, put in a companion (don't forget the scripts) with a joining conversation, then put some nasties in the corner and load it up but with you as a high level PC that can kill the nasties easily. Hol;d back and let the companion die then kill the baddies and see what happens.
If the companion comes back to life this will show it's definitely in your module only.
If the companion comes back to life this will show it's definitely in your module only.
#12
Posté 04 octobre 2013 - 08:28
Will do that later when I got access to my PC. Two thing I found out by searching the forums.
I'll point things that are different to my companions.
Tchos told me that his companions are also plot, and decays is set to False.
On some other old post, that JonnieR asks an OnDeath system question, Shalina says that :
"The check to have compagnion stay really dead is on the compagnion hearbat it seems.
Those value in module script are just initialisation for the check on the heartbeat "
The last one however, I dont know how it could be a problem since I never touched any gb_comp scripts.
One thing I did yesterday though, in trying to fix my problem. My module properties had some blanks, like when you create a new module not all events are filled. So I imported the k_mod script set to fill the blanks and see if it will be solved. Didn"t work. When you import the k_mod scripts, do you also need them copied in your campaign folder or the importing does the job anyway?
In any case, I'll test a test companion in an empty area and see if the problem is module-campaign specific or override-general problem.
I'll point things that are different to my companions.
Tchos told me that his companions are also plot, and decays is set to False.
On some other old post, that JonnieR asks an OnDeath system question, Shalina says that :
"The check to have compagnion stay really dead is on the compagnion hearbat it seems.
Those value in module script are just initialisation for the check on the heartbeat "
The last one however, I dont know how it could be a problem since I never touched any gb_comp scripts.
One thing I did yesterday though, in trying to fix my problem. My module properties had some blanks, like when you create a new module not all events are filled. So I imported the k_mod script set to fill the blanks and see if it will be solved. Didn"t work. When you import the k_mod scripts, do you also need them copied in your campaign folder or the importing does the job anyway?
In any case, I'll test a test companion in an empty area and see if the problem is module-campaign specific or override-general problem.
#13
Posté 04 octobre 2013 - 10:08
Fixed... sort of. What was causing the trouble apparently, was the mod_load script that was meant for using the MoTB rest system. I knew it was a bit problematic, because I was getting the message "you wake up from enemies heading your way", but they were not attacking. But I never thought it would cause trouble with the companion resurrecting... maybe some include... who knows. In any case, I either search the solution to the scripts for the wandering monsters or I use original resting system which I don't want... but what can you do.





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